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Messages - Rex Dart

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General Discussion / Re: KOF XIII at EVO 2011
« on: November 02, 2010, 04:35:30 AM »
Just to get a sense of scale, how big is the turnout for most non-SF4 tournaments at EVO? I've seen videos of the huge crowd at the SF finals, but how about games like Blazblue, Melty Blood or Tatsunoko? How many people show up?

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General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 01, 2010, 07:03:56 PM »
Yeah, great variety. The level of play isn't too high, but still fun to watch. Thanks for posting it.

I noticed a Fatal Fury team vs Iori team match, and a lot of default teams in general. I wonder if it was intentional? I think a cool idea for a side-tournament would be default team tournament.

Edit: Just noticed that at just past 5:00 you can see Daimon throw out his (counter) NeoMax. Either it has a really short window, or it doesn't work on lows, since it doesn't connect. Really nice counter DM though, since the pre-move animation is extremely subtle. It just looks like the start up to his ground-pound.

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General Discussion / Re: KOF XIII at EVO 2011
« on: November 01, 2010, 06:03:05 PM »
Could you include some time/date/place info in the first post? I know it's in Las Vegas, right? But I don't know when it is.

Might help people with planning.

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General Discussion / Re: The King of Fighters XIII Home Port Wishlist
« on: November 01, 2010, 03:36:26 PM »
Who cares about "naked" characters without nipples and genitals? It's like getting upset about a naked Barbie doll, although I don't doubt there are people who have been upset by that.

I'd be more worried about people making all-white, all-black or just random loud colors edits. Edits that actually make it harder to play the game due to the the eye strain it causes.

Anyway, the easiest solution to both problems is just to include an option to turn off custom colors in online matches. Or only allow them for matches with your friends. Or whatever.

I think the bigger challenge to including custom colors is just how complex these sprites are compared to their NeoGeo predecessors. The typical NeoGeo sprite had about 15 colors, while these probably have around 30. It would be a bit simpler than in XII, since each sprite no longer has personalized lighting/shading details. (Which I sort of miss, since it was a great detail, but I'm getting off track.)

Alternatively, they could have a "select a color" editing system, where you can change specific parts of a character from among 10 choices. For example, the color of Shen Woo's pants from among any of the 10 varieties already made. This way, the shading is already done and people will have a harder time creating monstrosities. A bit less freedom, though.

Here's one wish I'll contribute to this thread. I hope that the console version comes with only the first four colors unlocked, and completing arcade mode/challenges/whatever unlocks one more color for that character. Instant replay value added with minimal work on SNK's part.

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Terry Bogard / Re: Terry Bogard
« on: November 01, 2010, 02:32:49 PM »
Please enjoy some Terry info, won't you?

EDIT: Moved to the first page -Kane317

Woooo. That was a lot of writing.

Kane: Do you think you could post the correct move strengths of that 100% Terry combo? I'd like to update my first post, but don't want to get it wrong twice.

Edit: Thanks Musolini! Let me know if you spot any more errors.

681
Raiden / Re: Raiden
« on: October 31, 2010, 07:35:37 PM »
Looks really good. Two small criticisms:

Under pros, you list:
- Top Tier
- When mastered he can OCV a whole team on his own

I think a list of pros should explain why a character is top tier, rather than simply state that he is on top. So I don't think that's really necessary. Also, saying a character can "OCV" "on his own" is a bit redundant.

And one question, which doesn't specifically relate to the Raiden page:

Is it alright to be using scans from the mook? I just want to check that whoever owns DC.com isn't worried about receiving a C&D from some Japanese lawyers.

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Yeah, I'm pretty sure 2001 was the first KOF to implement a juggle-anywhere system. Part of the reason why that game was so broken. It's a system that can very easily be broken.

In retrospect, it's a bit impressive that there were only two infinites in version 1.0.

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If I know the character moves names, than that's definitely easier to read. However, if I don't know the move names it can be a real nightmare to read. Out of courtesy to new players then, I'd suggest using commands.

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Terry Bogard / Re: Terry Bogard
« on: October 31, 2010, 11:45:27 AM »
FUUUUUUUUUUUUUUUUUUUU---

That's such an awesome combo. Thanks so much for the video.

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Andy Bogard / Re: Andy Bogard
« on: October 30, 2010, 08:46:36 PM »
I want to contribute!

<snip - moved to first post. Thanks! -nilcam>

Hope this is useful for people. Also, might I suggest using spoiler tags to make the character pages a bit easier to navigate?

EDIT: But I guess this board doesn't support spoiler tags? Oh well. It was just an idea.

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General Discussion / Re: The King of Fighters XIII Home Port Wishlist
« on: October 29, 2010, 04:03:22 PM »
*Tournament mode with forced ratio system

I'd just like to say that I'm totally opposed to this idea. It's one thing for players to implement a ratio system to encourage variety, while it's another thing entirely for the developers to assign values to their characters. If they think the game is imbalanced enough to require that, why don't they just re-balance it?

Developers adding a forced ratio system just smacks of laziness to me.

5.  Fully fleshed out storyline
*Though it's a fighting game, there are people who actually do play it for the storyline, and Blazblue mopped up with this.  King of Fighters has a rich history and lots of storyline to it.  Besides the team story that goes in arcade mode, some more detailing could go in story mode and even have a single character mode to show their individual stories.
I'd argue that individual stories don't fit in KOF, because the story is about a team-based fighting tournament. For me, team stories are what make KOF what it is.

As an alternative, I'd suggest a simple profile mode where you can see each character's sprite, alternates, and read up on each character's backstory. Also, perhaps they could add a tracker for keeping track of what intros and win-quotes you've seen for each character.

Arcade mode has challenges built in to each fight. For example, when the round starts, there is text at the top that says something like combo 2 lights. These get harder as the match progresses. In order to get the best ending, the player has to complete the challenges.

In order to get the good ending, you just need to clear stage 6 with over 2.5 million points. The challenges don't have any direct influence over that. All the challenges do is give you more bar and drive meter, which is quite nice, as it allows you to do more combos. (Actually, the challenges can also add 10K to your score, but it still only indirectly affects the ending.)

Also, there isn't a great deal of variety in the challenges (there are eight total), and it isn't character-specific. I'd say there's certainly room for a 98UM/2002UM/XI/MI2 style challenge mode. In fact, I'm hoping for one.

687
Am I the only one who missed your characters jumping out from the background (to stop you from being dizzy) or at least them standing there?

Hell no. I miss that too.

Maybe in KOF XIV.

688
So do you guys think SNKP/Ignition will do another Pre/Post Release National Tournament? Should they have it? and how will it affect sales?
It would be a nice gesture to the community, but I doubt it would get much attention from non-fans.

KOF is never going to grab the mainstream, so the audience it should be targeting are fighting game fans. People who like Street Fighter or Blazblue or maybe even Mortal Kombat, but who would enjoy something different. It's a tough audience to grab, since fighting fans are notorious for sticking to what they know.

I guess my view is that the only hope KOF XIII has is word of mouth. If SNK can put together a product that compares favorably with MvC3 and MK9, and just a few people say "Those other fighters are good, but I prefer KOF XIII," I think it'll go a long way.

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Raiden / Re: Raiden
« on: October 28, 2010, 03:42:17 PM »
Watching the latest set of KCE (around 398ish), I am convinced entirely that Raiden is best played with just the D button held.  You lose his awesome crossup but you still can cancel off of his d.B, s.B into SDM; d.B, d.A into DM; d.B, d.A into hcf+K; or d.B, s.B, Dropkick into Ex Tackle x2 and so forth.  You still can do his GCDK shenanigans so you only really lose his crossup D minimizing his losses.
By holding D you also lose his overhead, which was used to great effect in some of the videos. s.D -> HD -> cr. C -> shoulder tackle shenanigans -> so much death.

What most struck me about the recent videos is that Raiden is, even if they were to nerf his dropkicks, is an incredibly solid character. Great normals, ridiculous damage output, excellent defense, etc. Most people have just been playing him a gimmick character, but he's even more dangerous as an all-around character.

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Sie Kensou / Re: Sie Kensou
« on: October 27, 2010, 03:48:25 PM »

>> Are his EX Rekka's worth using? You really don't see it that often, and I guess this is just because they use him as a battery, but it's a shame to see so underutilized.

I can't answer most of your questions, but I think his "normal rekkas -(DC)-> ex rekkas -> kick finish" is a useful combo. Decent damage for mid-screen, one bar and 50% drive, and does a lot to push the opponent back.

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