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Messages - Tyrant292

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76
General Discussion / Re: KOF Community Growth and Outreach
« on: July 30, 2012, 08:08:39 PM »
We can try having online sessions for the purposes of teaching instead of casuals/tournament.

Call it the Dream Dojo or something.

Nice Idea Diavle. IMO I think it's much better than online casuals or tournaments; people can learn more from that.

77
Saiki / Re: Saiki
« on: July 30, 2012, 06:34:20 PM »
lol just realized everyone calls it axe kick, i'd rather call it donkey kick lol. (thinking about it now, randomly)

hahahaah no man!!! The Donkey kick is exclusive for Ryu :P.

78

About the invincibility in the wake up and blockstun for the command grabs. Thats one of the best thing in KoF, no need to change that. I was talking about the normal throws  ;fd;c ,  ;bk ;c;fd;d ,  ;bk ;d ; thats what I think they need to change because of the accidental throw for the punish among other things.

79
In SF games in general, I think regular throws are way too strong (Super Turbo).

I believe games like MOTW and KOF have better throw systems that work well in a 2D fighter. Tick throw game is still there, but players aren't constantly mashing throw after every move to prevent being thrown or to throw their opponent. It's just obnoxious. In 3D fighting games, not the case, since grabs in those are very specific, and generally attacks will beat out grabs, unlike in 2D fighters where you can be thrown out of attacks.

Another thing that annoys me is when both players go for a throw at the same time and things happen like they both whiff or one of them gets his throw while the other whiffed. The throw priorities are just off the wall sometimes.

In Samurai Shodown V SP's case, the throw system was really silly. If both players throw at the same time, Player 1 would always win.

Yeah super turbo throws are ridiculous, their damage is just too high. The current throw can be mashed also, when someone jumps on you and hits you early, it doesn't matter if it's a cross up too, you can hold back and mash C and you'll grab him; that's why I am saying it's random. For beginners, when they want to punish they usually grab their opponents by accident rather than punish.

80
Two button throws work better in 3D fighting games if you ask me.

In 2D fighters they just seem like nothing more than a panic button. Jump in? Blocked? Throw. Wake up? Throw. Jab? Throw. Do anything? Throw.

Ooo man come on. 3rd strike had the 2 button grab. The grab in 3rd strike was very tactical ( the kara grabs just changed the whole dynamics of the game). BTW if you can read his throw then he's in trouble; you can punish his throw attempts.

81
Hwa on 1st is kind of a waste. He's so much better with meter on 2nd or 3rd. Might as well use Joe on 1st, he's good at zoning.

I agree with you on this but he builds meter alot. Personally I prefer Hwa in second point.

@ The Fluke: personally I prefer the tic throws over the option select throw. As I said a throw can be more tactical if they were like they were in KoF XII.

82

I'll add to the top list. Hwa builds meter fast but it's better if you spend it with him; Andy, King, Kim, Billy, Dou Lon, Kensou.

Guys what do you prefer the current grab of the game or a command for the grab like in XII? Personally I'd prefer the a command button less random in my opinion and makes the game more strategic.

So what do you think guys?

83
Ex Kyo / Re: EX Kyo (NESTS)
« on: July 29, 2012, 07:27:48 PM »

THANKS SAITSUO!!!!!!

You just made my day.

84
Ex Kyo / Re: EX Kyo (NESTS)
« on: July 28, 2012, 11:51:04 PM »
Thanks Bopper I'll try it out and get back to you. I was doing the same thing but I didnt get the F+C; what I did was f, d,qcf c~c


EDIT: I tried it and still I have the same problem. When I cancel the second DP into rekka, the rekka doesn't come out he just DP's. The first cancel (DP into rekka) goes smoothly. Maybe I can record it and post it tomorrow and see if someone could help.

85
Ex Kyo / Re: EX Kyo (NESTS)
« on: July 28, 2012, 08:35:01 PM »
yeah you just tap P (C) but still I get a DP for the second cancel.

86
Ex Kyo / Re: EX Kyo (NESTS)
« on: July 28, 2012, 08:17:53 PM »


Guys I am having trouble in executing the c dp into qcf c HD combo. Previously I was doing the qcf c, qcf a, qcf c  hcb a, qcf a etc; I can execute this easily but he's my point character and I need the damage.

Any tips?

87

Thanks Desmond great find. Gonna share it with my friends hopefully they try to learn this time.

88
Saiki / Re: Saiki
« on: July 28, 2012, 03:45:57 AM »

Thanks Choysauce. Thats what I figured at least regarding the EX Axe kick; I dont think that i'll be using it though a simple miss calculation can cost me alot.

89

Which game style do you like most? (footsies, rush down, defensive, etc.)

Which game style do you suffer against the most?

Your character picks are based on?

What's your strategy in the game?

I see you styling alot (which I really like), is it part or your mind games or you just like it?

Do you have anything to say to beginners. Any tips?

90
General Discussion / Re: KOF Community Growth and Outreach
« on: July 27, 2012, 08:55:18 PM »


Nice thread Choysauce, thanks. There are a number of great Ideas that should be put to use here and the sooner the better.

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