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Messages - Josh

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Offline Matchmaking / Re: Minnesota KOF Thread
« on: February 28, 2013, 05:29:54 AM »
GGs to Macrobeast and Des at GNG casuals yesterday. I had a lot of fun playing Guilty Gear also even though I'm still ass at the game. BTW don't get discouraged Macrobeast. I have noticed improvements since the first time I played against you this summer. If you need help with anything just let us know man. And if you want we can critique your gameplay the next time we get together and play to help you level up faster.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: February 26, 2013, 09:50:55 PM »
Jacob and I should be there around 5pm. I've been grinding on Guilty Gear for the past few weeks so hopefully I won't be too free in that game. I love it so far and am probably gonna put some serious time into it.

Training Room / Re: Differences and similarties between SF to KOF13
« on: February 22, 2013, 12:36:35 AM »
CrystalCore, while everything you mentioned is true, I was leaning more towards addressing characters from a gameplay point of view rather than the history behind the characters.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: February 20, 2013, 09:10:32 PM »
Just do Daimon's Neo Max. Everybody will look at it for sure if they hear that earthquake... And that damage.


Offline Matchmaking / Re: Minnesota KOF Thread
« on: February 08, 2013, 12:57:51 AM »
Jacob works Saturday, but I don't think he does on Tuesday so we can probably make it to GNG casuals.

Billy Kane / Re: Billy Kane
« on: January 29, 2013, 05:35:08 PM »
Yeah, Kyo can punish Billy's f. A on block with an EX orochinagi, but it's extremely difficult to do and kind of impractical in a match IMO. If the Kyo player misses that 1 frame timing they just wasted 2 bars, and on top of that they're more than likely going to get punished harder than the EX DM was worth anyway. But yeah it is something to look out for if you're facing a very strong Kyo player.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: January 25, 2013, 08:09:39 PM »
Jacob and I will be there for sure on saturday. Possibly GNG casuals on tuesday but I'm not positive yet. And as always, if anybody's down for some 98 or 02 on GGPO hit me up.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: January 15, 2013, 06:13:15 PM »
MLKOF day is probably the best option for Jacob and I as well.

Training Room / Re: Differences and similarties between SF to KOF13
« on: January 11, 2013, 06:39:35 PM »
Not a bad idea. I came from SF3/SF4 myself so i know how it feels to transition. Here are the main differences I've noticed:

-KOF has 4 different types of jumps: hop, hyper hop, normal jump, and super jump. SF generally just has a normal jump, along with a super jump in some games or with specific characters.
-Ground movement is very different from SF in KOF. Instead of dashing forward, your character will run. Walk speed is overall slower in KOF compared to SF so it isn't relied on as much as running or the 4 air mobility options. Both games have backdashes, though, and are used pretty much the same way (except in KOF, backdashes don't have any invincibility so they will lose to meaties).
-The ground/footsies game in SF is more prominent and a little deeper than KOF, due to SF characters generally having more ground normals to work with, faster walk speeds (more so in older SF games), and all jumps being very easy to react to with anti-airs.
-KOF has a lot more universal mechanics, and because of this, is less matchup dependent. SF characters are simply given specific tools to work with, while every KOF character can guard cancel CD for example to get out of pressure. While KOF characters have their own set of tools, every character has 4 jumps, can roll, can guard cancel roll/blowback, and can use HD. All of these mechanics make it hard to get stuck in a situation where you're absolutely screwed, and put all of the characters on a more level playing field than a SF game.
-KOF is a little more execution dependent than SF games. Being able to execute all 4 jumps at will takes a decent amount of getting used to, and longer combos such as HD combos take a little more practice to get down than your average SF bnb.
-KOF is overall faster. Fast enough that some things are difficult to react to, such as Iori's short hop. As such, the game is part reactionary, part preemptive. It's hard to anti air a hop with a DP on reaction, but normals such as standing A are used preemptively to prevent the opponent from hopping in recklessly. I don't see this kind of tactic used nearly as often in SF, as SF is a little more slow and controlled.
-KOF (at least 13) tends to favor the aggressor more than SF does. Blocking for too long will cause you to get your guard broken, and give your opponent a free combo. An anti air dp generally does no more than 150 damage (unless we're talking about Mr. Karate), while an HD combo can do up to 100% off of a jump in. A lot of characters in KOF have more offensive tools to work with than your average SF character (hops for fast high/low mixups and command grabs that lead to combos/resets all in 1 character). So the risk/reward is skewed a little more in favor of the player who is attacking more, but don't get me wrong, KOF still requires very solid defense if you don't want to get opened up quickly when being pressured.

That's about all I can think of for differences at the moment, although I know there is a LOT of ground that I didn't cover.

Characters that are similar in ways to SF characters to me:
-Abel and Clark/Daimon. Abel can roll like a KOF character, and use it to create ambiguous mixups just like Clark. He has an anti air command grab like Daimon, and overall seems more like a KOF grappler than a traditional SF grappler such as Zangief or T Hawk.
-Ryo and Ryu. Ryo almost 100% reminds me of Ryu and shoto characters in SF. He has one of the strongest ground games in KOF 13 with high priority, fast ground normals, and a fireball shield that is difficult to get past. He has a fireball,
a traditional Street Fighter DP, and a move very similar to a SF shoto's tatsu. He also has a parry, so 3rd Strike fans may take a liking to him, although you can't quite use his parry the same way you would parry in 3S.
-Yuri and Akuma. Yuri has Akuma's demon flip, and an air fireball. You can do demon flip mixups with Yuri similar to how you would with Akuma in 3S (canceling demon flips from ground normals), except Yuri's demon flip has stupid good crossup potential compared to Akuma's, and her demon flip throw is less effective outside of combos.

That's all I can think of for now. I know there is a LOT of stuff I didn't go over, but I'll leave the rest up to others. I hope this is a decent start and that it helps anybody who is transitioning from SF to KOF. Feel free to correct me if something doesn't seem right because I don't want to spread misinformation.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: January 11, 2013, 07:58:31 AM »
I think your Elisabeth is solid enough to be your anchor, but some times it's a good idea to experiment with different characters if you're really not feeling 1 or 2 characters that you're playing. You can really only find out for yourself what characters you're most comfortable/successful with and in what position you put them in on your team. And of course as Des said, filling in the holes in your own gameplay should come first.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: January 07, 2013, 11:21:22 AM »
I hear that. I'm fairly sure that Jacob and I can make it. All of the people that go to GNG probably forgot that KOF even exists... And it would be nice to get some games in before Comicade this weekend as well.

Offline Matchmaking / Re: Chicago Area/ midwest Scene
« on: December 31, 2012, 11:41:22 PM »
GG's to the Chicago KOF crew last weekend. I had a great time with my first out of state tourney, and you guys are all very solid players that I learned a lot from. I definitely look forward to playing you guys again sometime in the future.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: December 27, 2012, 08:13:02 PM »
Possibly. It depends on how much money I have left over.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: December 12, 2012, 08:00:38 PM »
GGs on saturday. Hopefully it doesn't come down to booking a room, but if it does let me know asap so I can save up a little more dough.

Offline Matchmaking / Re: Minnesota KOF Thread
« on: December 05, 2012, 03:53:41 AM »
LOL that was funny as shit. I've been trying to get these down for a while now. I can only land them about half of the time in training so I'm still hesitant to try them in game. I've been using cl.C instead of cr.C though, and since cl.C is faster it will definitely make the link easier. I'm gonna start trying that tonight.

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