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Messages - omegaryuji

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91
Classic King of Fighters / Re: Instant Overhead > V-Slasher
« on: November 14, 2011, 02:13:53 PM »
Yeah, the qcf,hcb input can be shortcut as qcf,qcb or qcf,df,b in pretty much every meaningful KOF, which usually helps with faster inputs for supercanceling or situations like this.

checking if I got a high jump instead of a hop
No need to check.  If you got a hop, you can't cancel it anyway (and there are worse things you can do than nh.D with Leona).

Quote
accidentally input uf instead. =/
This is 100% of why I like that you can instant overhead reliably with j.A in XIII.  Doing qcf,u without hitting uf is stupid kinds of awkward until you get really used to it, and I've been putting off learning how to do it again for exactly that reason *laughs* .

92
Classic King of Fighters / Re: Instant Overhead > V-Slasher
« on: November 13, 2011, 05:49:55 PM »
Easiest way, to me:

d,df,f,u+D,d,db,b+P

Make sure you hold up long enough to get a jump, because it doesn't work with a hop.

For the j.A version in XIII, I like qcf,uf+A,df,b+P.

Kane mentioned some other input methods in the XIII Leona thread.

93
A question for pad users.

I've been playing fighters on keyboard for the longest time but now, having bought a PS3 in anticipation of XIII, I'll have to learn playing on a controller (unless there is some easy way to play using a keyboard on PS3?).

Is there any generally accepted control scheme(s) when using a controller for KOF? One that is intuitive and gives easy access to multiple button presses? Also, is it considered okay to map multiple button press actions (like Hyper Drive, EX moves etc) to the should buttons or is that considered cheating?
I know someone who uses a keyboard modded to work on PS2 and can try to put you in touch with him, if you want.

But yeah, button mapping isn't cheating.  Also, why not try setting single buttons to the shoulders?  Easy to give each one a single finger like that.  Used to do that when I played on pad.

94
Meet & Greet / Re: A Trainee
« on: November 13, 2011, 07:09:51 AM »
Welcome to DC :)

95
Social Club / Re: Favorite controller/button layout
« on: November 11, 2011, 05:16:28 PM »
I use a madcatz TE stick with:

B C D _
A _ _ Taunt

It's modded to work with PS1, PS3, and 360 (so, by extension, it also works on PS2, PC, and regular Xbox), so I haven't had to worry about system compatibilty since getting it.  Just need to get some better artwork for it eventually.

96
Social Club / Re: Name the "Best" (aka your Favorite) KOF Song
« on: November 11, 2011, 03:50:05 PM »

Seconded.

Other tracks that really stick out in my mind:

Goenitz's theme
Yamazaki's theme
O.Yashiro's theme
O.Chris's theme
Orochi's theme
Ikari Warriors' theme from 2002
Pretty much all of the various versions of Kyo's themes
K9999's theme

97
Hey, Tears was 99 as well and that didn't stop that.

And what made 99 so bad?  Like I figure it is since I can't find any match videos for it, but like what made it the usual (meh...this isn't an even number year, let's half ass it) meh?
Tears made it out of 99 to KOFs that weren't ass.  Pretty sure WWIII didn't, somehow (though the ikari team war guitar theme in 2002 is decent as well).

99 sucked mainly because strikers were really half-assed (only 3 uses + 1 per dead character, most of them were total crap), the armor/counter modes were poorly implemented, and some of the changes to returning were really senseless (like I think Leona couldn't cancel the 2nd hit of her cl.D that year).  Didn't help matters that Kensou was stupid and it was the first KOF with Bao.

98
Best KOF theme was WWIII.  Sadly, it's doomed to obscurity because 99 was bad.

99
Offline Matchmaking / Re: Dallas-Fort Worth Meetups
« on: November 11, 2011, 03:56:16 AM »
Nice to see you signed up on here, mightfo.  Good luck with getting things rolling in Dallas (though it sounds like that's already coming along nicely *laughs* )!  Got a few friends down in Texas, so I might come out there one of these days to get bodied.

100
Meet & Greet / Re: Greetings Everyone
« on: November 11, 2011, 03:22:57 AM »
Welcome to DC :)

I approve of your anti-online preferences.

101
Let him have Mad Fantasy.

...what?  It's a cool theme and sort of related to him <.<

102
Meet & Greet / Re: Hey What's good from R3N
« on: November 10, 2011, 02:46:35 PM »
Welcomet to DC :)

With DL being a good battery that's meaning I should start out with him right? As far as the characters I use in AE I play Gouken, Honda, and Makoto. And then in Guilty Gear i play Baiken and Sol. I know Gouken and Makoto have to have some type of mixup game to win. So I geuss DL would fit with me well.
I don't know much of anything about AE, but based on your characters in GG, I'd say Clark fits you more than Duo Lon, since Sol and Baiken are about basic mixups, dealing solid damage whenever they manage get a hit (with a rushdown style that's more about overwhelming pressure than the tricky mixups of Millia, Eddie, Slayer, etc.), and having good defensive tools in arguably the game's best DP and infinite guard cancels, respectively.  Sounds similar to Clark using straightforward 50/50 mixups, doing Clark damage, and being able to SAB his troubles away against overly-aggressive opponents.

Really, though, give both a try and just go with whoever you enjoy more.

103
Training Room / Re: How to battle zoners
« on: November 09, 2011, 10:59:45 PM »
Just a few general tips:

-Try to pick up your opponent's tendencies.  Are they advancing behind projectiles to a spot that lets them intercept jumps/rolls, or are they content to keep space?  Do they try to stick to the same tactics consistently or change based on health/meter?  Are they mixing up projectile speeds (if their character can)?  If so, can you notice a pattern?  It can be worthwhile to take a few ticks of chip damage early in a match to get a read on your opponent.

-Work yourself to a range that is to your advantage.  Even characters heavily suited for close offense have other areas where they're good.  For example, obviously Clark is at his best in throw range, but there are spacings where he can react to a whiff (or startup for something slow) with a j.A or j.CD where they'll be very difficult to antiair...even if it doesn't necessarily punish the whiff, it gets him close enough to party.

-Time/health permitting, one of the best responses can be to just walk forward.  You can block immediately unlike running or jumping, and if your opponent keeps backing off, they'll eventually end up in a corner.

-Depending on the matchup, don't be afraid to take risks.  If your fireball only does about 8% to me, but I can get 35% plus a knockdown for punishing you once, I'll take some chances with jumps or rolls since one good guess gives me at least four times as much damage as I'll take for a bad one.  On the other hand, if your fireball can be hit confirmed into a 30% followup, I'll tend to be more patient in my approach.

104
Meet & Greet / Re: Hello From Chicago
« on: November 08, 2011, 02:31:02 PM »
Welcome to DC :)

I liked him because, to me he was the troll character and, wasn't like the rest of the Pyro characters. I didn't view him as a good or, bad character since he never really killed anyone (more so just humiliated others).
Ash has usurped Chang's role of troll, which is such an upgrade that I hope Ash is able to stick around in future KOFs.

105
Meet & Greet / Re: Are You OKLA-Y?
« on: November 08, 2011, 02:26:12 PM »
Welcome to DC :)

Sounds like Oklahoma's got a secret scene brewing.

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