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Messages - foger

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Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: February 14, 2012, 07:08:48 PM »
Take a break? That's blasphemy!

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Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: February 14, 2012, 05:44:46 PM »
Has anybody made adjustments to their teams since the exhibition?

God knows I have. Also I'll start posting results from our weeklies here once I get on a pc that works @ work

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K' / Re: K’ (Console)
« on: February 09, 2012, 05:07:56 PM »
you can always try 632146A + qcfC, works for me and my execution sucks

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 27, 2012, 10:13:57 PM »
alright noted.


what about hop happy Kyo/Iori? that jumping d+C is ripping me apart lately, especially that it crosses up in a very funky way. same with iori and his j.C/j.b+B.

Idk how to get people hopping all day off of me with Ralf it seems, his jab goes fuckin nowhere and hammer is usually too slow, I've had some success with the C explosion but thats just preemptive stuff u cant do it on reaction or anything like that.
basically with ralf you need to constantly be adjusting your spacing. characters like k', iori and kyo all have pretty great DPs(iori needs meter though) so you can't stop their pressure by applying your own relentlessly. you get a lot of mobility options in kof13, so you really just need to stay at a safe distance. easier said than done, of course - but its essential. if you're locked in a close range situations with these kinds of characters, you're going to get eaten alive. the best way to stop hop pressure is s.A, its quick and it will at least give you some breathing room

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 25, 2012, 08:22:30 PM »
I play the k' matchup a lot, and ralf gets a lot of mileage out of far C. Especially if they aren't jumping in with CD. You don't want to be anywhere near him where his normals/fireball is effective. His close range blocked fireball > c.B frame trap tears ralf apart. Most of the damage I get is from s.C or s.D - outpoke the shit out of him, and try to bait out dp's as much as possible.

Cliffs: stay at the tip of s.C/D range and press buttons to preemptively stop hop pressure untill he starts j.CDing. Ex burning hammer can help relieve pressure, but dont abuse it; you need meter to kill him off as quick as possible before he overwhelms you, since you're not going to get a lot of openings. Don't try to engage at close range if at all possible

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Offline Matchmaking / Re: The Alberta Thread (we play KOFXIII)
« on: January 24, 2012, 06:42:09 PM »
alberta thread? more like edmonton thread :P

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Ralf Jones / Re: Ralf Jones Wiki Thread
« on: January 24, 2012, 06:03:04 PM »
Well it depends on the situation, if you have a guy read and you know you can hit the df+a, I would definitely go for it. Even if the spacing is off and you can't go for the setup, it's 65 damage and an untechable knockdown that sends them flying, as opposed to say a s.A which does 25, or s.D which does 70 and just resets them. Considering that if you land it, it means you're relieiving yourself of some pressure and screwing with their momentum, I'll take it. But yeah, its situational, and not a go-to anti-air by any stretch.

Speaking of df+a,  I've only just(like last few days) started to throw that in after s.C for combos, and I noticed that it whiffs a lot. Is this just my spacing, and I have to fix it, or can you legitimately not get it every time? I notice if you're hopping about you dont always land directly on them close enough to be able to use it. Should I a)try to make my jumps deeper in general or b)learn to recognize when I'm too far and just go for the standard s.C xx burning hammer?

Thx!!! (P.s. i love dreamcancel)

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Ralf Jones / Re: Ralf Jones Wiki Thread
« on: January 23, 2012, 04:49:37 PM »
so I found out the other day if you antiair with df+a, you can run and hyper hop j.c for a hella ambiguous cross up. I'm trying to integrate this more into my game now that I know it works, but it's really space dependent. Also its really really hard to antiair with df+a, it seems to get stuffed by almost everything. Unless you're predicting them(which is obviously bad), it's tough to antiair hops and stuff with it. If you do land that crossup though you can lay the smack down

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Training Room / Re: Projectiles
« on: January 19, 2012, 08:08:13 PM »
Zoning is tough in kof compared to other games - everyone has options against projectiles in this game. I find you need them as supplementary zoning tools instead of primary ones. Or you just need to adjust your spacing so you can punish whatever fireball avoidance strategy they're going for. It's kind of a mix. You cant just try to keep people out with fireballs from mid/full screen in this game, it you need to be moving a lot to keep them on their toes

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Ralf Jones / Re: Good and Bad Ralf match ups
« on: January 17, 2012, 12:13:48 AM »
As other people said, Ralph has a tough time against zoners, but anyone who can't dp him in the face has problems I find. The hitbox on almost all of his arial normals and cd are incredible and straight up beat or at worse trade in your favor if timed correctly on wake up. As well, if they can't zone you, you're going to get a lot of 3a's on people jumping, which gives you an untechable knockdown and a free jumpin/momentum reversal

But opening people up isnt ralph's MO. He has really incredible normals and he does a ton of guard chip, if you bank on playing a really solid footsie game and not get mauled, you will win a battle of attrition - much of the time unscathed. When you get an antiair you can lay out some solid and relatively safe pressure, and when you actually open someone up, you can make it hurt a lot. I find that whenever I play really good with Ralph, it never looks pretty at all haha

Ralph's biggest weakness to me is that his close c whiffs on like half the cast unless you're right on top of them(like from a jumpin), and instead of doing a ton of damage you get whiffpunished to death for it

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