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Messages - FataCon

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451
Ash Crimson / Re: Ash Crimson
« on: December 01, 2010, 01:10:07 AM »
Monster Ash combo. Rare to see San-Culotte>HD. Very cool.

http://www.youtube.com/watch?v=BISWiMl0caI&#t=2m54s

He was so close to having 1 stock during that. I wish he could of finished off the combo with Germinal during Sans-Culotte or Pluviose at the end of the HD combo.

I guess if you're close to having almost 3 supers, you could do an HD combo so that way the meter builds up to 3 stock during it. Then go into San-Culottes combo and finish with Germinal.

if you notice, both during a successful sans-culotte and HD activation, no meter is gained. otherwise, people would HD combo simply to gain ridiculous amounts of meter.

452
Meet & Greet / Re: How did you hear about www.dreamcancel.com?
« on: November 30, 2010, 05:30:43 AM »
mine was from Kane, in person. he had me at gunpoint; i couldn't say no. :V

453
looks good. you may also want to add that cancelled overheads also lose knockdown properties (leona's f+B, K's f+A, etc.) and can be further cancelled into specials/DMs.

i don't remember if going into an overhead straight from a BC cancel keeps its overhead properties as if the string was reset. in XIII, it's a common strategy to HD cancel a blockstring and go into a standing overhead, since the HD activation (BC in 2k2's case) resets the string and the overhead is counted as if it was done as a standalone move. it's pretty specific and situational though so i don't know if it would really go in that section or not. it's a good potential mixup for characters with overheads, that would be good to note somewhere.

come to think of it, i didn't see a section going over BC/MAX mode (though i might have just overlooked it). i don't even remember if you can BC cancel if the prior hits are blocked, so disregard what i said if it's irrelevant.

454
all jumping attacks are overheads, but it doesn't necessarily make them "instant overheads". instant overheads are usually applicable to jumping attacks which have very fast startup with low hitboxes. a fairly common example is leona's neutral j.D into v-slasher. because of the downward angle of the attack, if you j.D immediately after a neutral jump, the active frames hit low enough even on a crouching opponent ,hence, instant since it's pretty hard to react to.

i didn't mean to add strategy/gameplay to the thread, but i figured i'd throw it in there since i looked that part over. also, i don't really want to mess around with the 2k2 wiki since i don't really play that game anymore. feel free to use this information, however, and delete this post at your discretion.

455
Classic King of Fighters / Re: Anyone play the handheld KOF games?
« on: November 29, 2010, 06:20:21 PM »
i played nettou kof 96 on one of those hacked cartridges. it's a pretty good game, to be honest. most people overlook it, but it had some cool combos. you could also unlock mr. karate, orochi iori and orochi leona by spamming select at the TAKARA logo screen lol.


i totally forgot that o.leona had storm bringer and this weird moon slasher DM. it is also the only KOF game where i actually like playing chizuru. it also had this slo-mo feature where if youpause the game and rapidly press select, it would progress the game frame by frame. speaking of which, i'm going to charge my GBA and play the game while i work on the wiki lol

the NGPC KOF games were also pretty darn good. i remember they even had this weird story mode thing where you could go though it and unlock moves from the character cast and you could give any character random moves of your choice.

456
Pro-Gear / Re: Let's talk about sticks
« on: November 29, 2010, 05:29:47 PM »
Is that Tekken 5 stick any good? because I really need to buy me a stick for PS2, and I still need to swap the buttons on my SFIV Madcatz stick.

T5 sticks are good for starters, especially if you're new to sticks. it's got a good solid base and it's really heavy duty. if you don't like the stick to be a little stiff, you might be put off (personally i like it better than loose sanwas). also, the buttons are a but mushy and less responsive than sanwa or seimitsu buttons (or any high quality parts). like i said though, good starter stick and better than anything else you can get for the price. you can generally find them second-hand online or sitting in a shop on clearance for $50 or less.

as nilcam stated, customizing that stick is a pain in the ass. everything in the stick is soldered onto a specialized PCB, so unless you're confident in your basic electronic skills, i'd be wary of fiddling around with it. of course, there are plenty of tutorials that would help you with that if you were looking to learn. if you want a stick for ps2 that's good as is, you'd be better off with an HRAP2 or a Virtua Stick High Grade. however, both are now completely out of production and will run you $100+ most of the time online for used conditions. it is a good investment though, since you can use them with a ps3 (if you have one + a converter).

in general, if anyone in this thread is starting out on learning how sticks work, http://slagcoin.com/joystick.html is a great resource for info or general know-how.

457
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

Added a bit to the df.D slide description.  As for the combo section, I'll probably go and change all the 2C and 3Ds to d.C and df.D respectively for you later.  The number notation works well if you have a number pad in front of you and slightly more universal if you can't read English but I hate having to look at a number pad and it's also character side dependent (1p bias).

thanks kane, i'll keep it in mind for future updates. i didn't even think of the player side bias lol also, i'm thinking of adding a subsection to the Combo area with "Combo Starters" to kinda show the variation available when initiating combos. for example, i hate how the combos i listed generally start with (2C, 3D) since i usually use (d.B, d.A, df.D) or (s.D, df.D), but that's how the JP wiki lists them sooo... yeah. also, i didn't ask, but are commas ( , ) or greater than symbols ( > ) easier to look at? personally it doesn't matter to me.

I use commas coz it's easier to do on my phone lol.  Generally both are accepted.   Taking a step further we could use commas to differentiate links (,) vs cancels (>) and so forth. 

I think I started using that notation, because for some characters there are stuff that are cancelled and some parts that aren't. Once a combo starts getting really long, it's gonna be super hard to differentiate what parts are cancelled and which aren't if it's not specified

i noted cancels by using (DC), (HDC), or (SC). it's easier to see, IMO, at least for me anyway.

458
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

Added a bit to the df.D slide description.  As for the combo section, I'll probably go and change all the 2C and 3Ds to d.C and df.D respectively for you later.  The number notation works well if you have a number pad in front of you and slightly more universal if you can't read English but I hate having to look at a number pad and it's also character side dependent (1p bias).

thanks kane, i'll keep it in mind for future updates. i didn't even think of the player side bias lol also, i'm thinking of adding a subsection to the Combo area with "Combo Starters" to kinda show the variation available when initiating combos. for example, i hate how the combos i listed generally start with (2C, 3D) since i usually use (d.B, d.A, df.D) or (s.D, df.D), but that's how the JP wiki lists them sooo... yeah. also, i didn't ask, but are commas ( , ) or greater than symbols ( > ) easier to look at? personally it doesn't matter to me.

I use commas coz it's easier to do on my phone lol.  Generally both are accepted.   Taking a step further we could use commas to differentiate links (,) vs cancels (>) and so forth. 

getting too complicated for me there, kane. i mean, if someone wants to take a stab at it, feel free lol. working on HD combos now. page update again tomorrow.

459
King of Fighters 2k2/UM / Re: KOF 2002UM - Kasumi
« on: November 26, 2010, 08:06:25 AM »


Just a quick video I threw together, I'll add the annotations or whatever tommorow.

near the end, are those DMs countering GCCDs? can those be done on reaction or is it anticipation?

also, good choice on the tekken 3 music (at least i think it is... king? lol)

460
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

Added a bit to the df.D slide description.  As for the combo section, I'll probably go and change all the 2C and 3Ds to d.C and df.D respectively for you later.  The number notation works well if you have a number pad in front of you and slightly more universal if you can't read English but I hate having to look at a number pad and it's also character side dependent (1p bias).

thanks kane, i'll keep it in mind for future updates. i didn't even think of the player side bias lol also, i'm thinking of adding a subsection to the Combo area with "Combo Starters" to kinda show the variation available when initiating combos. for example, i hate how the combos i listed generally start with (2C, 3D) since i usually use (d.B, d.A, df.D) or (s.D, df.D), but that's how the JP wiki lists them sooo... yeah. also, i didn't ask, but are commas ( , ) or greater than symbols ( > ) easier to look at? personally it doesn't matter to me.

461
King (XIII) character page updated. added more notes to special move section and revamped the combo section. will add HD combos soon. give criticisms as necessary, otherwise this is the format i'm going to run with in the future for updating other character pages.

462
General Discussion / Re: KOF XIII at EVO 2011
« on: November 12, 2010, 03:27:42 AM »
I for one feel that only good can come from an appearance at EVO, look at blazblue I think it was 09 the game had barely came out on console and it was put into the lineup with some really mediocre play except for the dude who lives in japan and played in arcade, we can't possibly do worse than that, especially since that game was a totally new series

and even after all of that they were still asked back for the following year until they gave up their spot for mvc2, because nobody was playing that game anymore and moved on to CS.  Bottom line nothing but good can come from this for the community if it happens

i think what meta said is being a bit overly optimistic. KOF has fallen into the shadows as far as most fighting gamers in america are concerned. a lot of its core base has moved on to other franchises or simply stopped playing games altogether. added to the stumbling block that was KOF12, and there's a bunch of work KOF fans have to rebuild to once again become respected in the FG community.

blazblue isn't really a good comparison. from the get-go, it generally received positive critical reception. while at SCR, i tried to pay attention to onlookers and their thoughts on the game, and i heard quite a few of them say something along the lines of, "the game looks good, but i have no interest in it." why is that? personally, i feel that aside from dedicated KOF fans, all the hype building over the years since the series' inception has died out. face it, US gamers don't care about KOF anymore. we've all seen it. all the headliners are always SSF4/BB:CS. spectators didn't seem too impressed but SCR grand finals either. i'm not saying i didn't enjoy them, just that people didn't seem hype at all to watch.

as for EVO, i don't think it's enough just to have KOF13 as a main game. you can't want people to just want this game to be seen. what if the game isn't represented well? even if it is, it's not a guarantee of anything. think about where the series evolves from here. in some ways it was pretty similar to Melty at EVO. no one heard of it and no one cared. yet, the community pulled big numbers by holding tournaments and introducing new players to the scene. they brought high level play and talked to big names about their scene. they got involved without pushing anything down anyone's throat. granted KOF13 doesn't yet have a console release so i understand that bringing it to BYOC at tourneys isn't really an option, but start thinking about the long term. even now, the state of Melty is in question. sure it was generally well received, but where do the game and its players go from there? similarly, with SNKP's troubles, we should all be thinking of what effects will EVO have on KOF for the future. EVO alone won't have the game accepted. it's something to think about.

463
Archives / Re: KoF XIII at So Cal Regionals (Los Angeles) 11/5-11/7
« on: November 08, 2010, 02:38:15 AM »
just thought i'd say good stuff to everyone who made this happen and for everyone who showed up, whether it was to play or not. i don't know how you guys did it throughout the whole night, cause i was taking naps whenever i could lol

464
Offline Matchmaking / Re: SoCal KoF
« on: November 04, 2010, 10:57:12 PM »
i'm curious as to which of you are going. gonna try to make it out there to show some support. quite the drive, but this kind of thing doesn't happen very often. so, make it out there guys!

465
i've been noticing that some characters on the JP wiki have combos (those 100% dmg 5 stock combos) that seem to be untested since they don't have damage numbers. would you still like those transcribed? or would you rather wait until someone has actually playtested them to confirm their validity? i mean, i could always add an "untested/needs confirming section" for those who want to try and could update as necessary.

note: i also forgot that people wanted commands over names, so all the work i've done so far is in move names still. should i just post and edit later, or would you guys rather wait? i've been kinda busy lately so i apologize for not having updates put up sooner.

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