Author Topic: KOF XIII 6th General Thread: Console Released edition  (Read 318967 times)

Reiki.Kito

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #735 on: December 26, 2011, 07:24:18 AM »
There's no macro button for it?

DarKaoZ

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #736 on: December 26, 2011, 07:35:06 AM »
There's no macro button for it?

Yes, but you can still activate it by mistake. It can happen with those c.LK > HP links, it has happen to me like that.

Saitsuofleaves

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #737 on: December 26, 2011, 07:38:50 AM »
There's no macro button for it?

The point isn't to activate it easier, it was to avoid accidental activations when having to use B and C in quick succession.
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robisntdrunk

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #738 on: December 26, 2011, 07:46:41 AM »
I hope snk includes a rematch option after match online with their patch.

What about lobbies?
I play fighting games much more than I train in real life, yet i'm still a better fighter in real life, guess I can't complain though.

VinnAleixoFM

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #739 on: December 26, 2011, 04:30:15 PM »
lobby? to bring more delay in an online match? no, thanks

oricon

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #740 on: December 26, 2011, 07:07:04 PM »
I hope snk includes a rematch option after match online with their patch.

What about lobbies?

One thing that made me hate SSFIV is endless lobby, it made finding matches really hard because everyone just has 4-8 man lobbies open, so you have to wait a long time just for your turn in which the host might randomly kick you i rather just have player matches like in MVC3 with a rematch option after you finish a match and quickly go at it rather than picking characters all over again.

desmond_kof

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #741 on: December 26, 2011, 07:20:52 PM »
Yeah, I can't stand waiting either, I like to either wait in training mode (or back in SF4 days wait in arcade mode) and keep practicing until someone joins. The only purpose I feel lobbies are good for if you are streaming or recording a session with others (for a online tournament etc.) or if you are hosting a gathering with others you know, and you want to watch and help people while they play.
"Do not place so much importance on winning. The fight itself has value."

Saitsuofleaves

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #742 on: December 26, 2011, 07:31:13 PM »
Well, PeacefulJay has said if XIII gets lobbies, he's gonna do his stream on that as well, so that would help exposure.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

Xxenace

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #743 on: December 26, 2011, 08:34:32 PM »
lobby? to bring more delay in an online match? no, thanks
this shouldn't be a problem SNK should lrn2netcode so we can have lobbys. as much as i love those bros its a pretty shitty excuse to cut that out because they wanted a good netcode and still gave us a shitty one anyway

robisntdrunk

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #744 on: December 26, 2011, 08:43:29 PM »
I hope snk includes a rematch option after match online with their patch.

What about lobbies?

One thing that made me hate SSFIV is endless lobby, it made finding matches really hard because everyone just has 4-8 man lobbies open, so you have to wait a long time just for your turn in which the host might randomly kick you i rather just have player matches like in MVC3 with a rematch option after you finish a match and quickly go at it rather than picking characters all over again.

I mean just regular lobbies though, i dont see what they can hurt, MVC3 has them too.
I play fighting games much more than I train in real life, yet i'm still a better fighter in real life, guess I can't complain though.

MetalThrashingMadman

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #745 on: December 26, 2011, 09:02:26 PM »
I have always preferred lobbies. I feel they tend to make for a friendlier environment. When playing strictly one on one people almost never use their mics, and the silence kinda bothers me. In a lobby it's easier to get a conversation going and it makes me less tense because now I'm suddenly playing with friends instead of a complete stranger that doesn't say anything. I still hate the waiting between fights, but the trade off is worth it to me.

robisntdrunk

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #746 on: December 26, 2011, 09:06:15 PM »
The wait during lobbies isn't that bad most of the time though, i mean just get some mics or make a chat room, and of course spectator mode.

...I'm talkin like 4 man lobbies here, 6 at most because 8 is way to long of a waiting time for me and for everybody else id say.
I play fighting games much more than I train in real life, yet i'm still a better fighter in real life, guess I can't complain though.

Saitsuofleaves

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #747 on: December 26, 2011, 09:27:32 PM »
Okay, so for two straight videos, SNKP has proven that the f.B loop for Athena is viable in a match...start using them Athena mains.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #748 on: December 27, 2011, 02:03:23 AM »
Some more online musings:

The worst offenders of lag tactics are typically dudes who are Yellow bar and run a team made entirely of shoto characters.

Billy is just a really hard matchup for Goro. Pretty much nothing Goro can do to make Billy come to him, I feel like you have to use jump CD to get in a lot and against Billy that's not a good option. I have to learn some anti-Billy technology with Goro.

Clark is really good on 1st. I don't think he has any bad matchups. Not even against Billy, if you play a little patient you can beat him pretty easily. Online is another story though as always.

Team: Billy, Clark, Hwa.

DarKaoZ

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #749 on: December 28, 2011, 05:58:02 AM »
New Blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/

It's continuing Mr.Karate info