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Messages - keobas

#1
SO anybody mess with the sequel "Phantom, Breaker extra"?

I had imported the original 360 version which I liked as well but Extra does improved on the original with more polished visuals and faster gameplay.
#2
Last Blade 2 / Re: Yuki
May 09, 2012, 06:15:24 PM
Personally I really love Yuki as character but also because she was the first low teir character which was great experience for my Player mentality development.
#3
Last Blade 2 / Re: Yuki
May 09, 2012, 06:04:50 PM
Quote from: jinxhand on April 11, 2012, 09:30:20 PM
Why is she so low tier???
Her normals are very slow with medicore range compare to the rest. very little combo ability outside of chains(speed), links, and cancels.

Her commands are even worst as none really stand out from other cast. She has reflectors/counter that has minimal usage out side of reflecting projectile, it also auto counters all mid&  high base attacks for knockdown (usually repel a better option), Both her projectile appear identical except  ;c has larger start up and recovery. Shoryuken is.... weird as the animation show her launching an ice pillar of sort looking like a projectile attack and yet opponents can still repel it and since she stays on the ground she is ground repel exposing her to many damaging combos. She has a run slash that pretty much useless out side of cancel into her DM (Pow) and meaty scenarios ( it does seem to has catch animation but have found little use). Her DM has very little application besides roughly extending combo potential. Her SDm is an unblock able which is nice except it can be interrupted easily by some cast, and avoided if not done properly.

Between all these. She consider the strongest in Speed mode has their were she gets more of pratical combos and some mix up. Pow DM cancel and SDM have limited application but makes her offensive slightly better. EX gives her the most damage and tools but her general gameplay is weaken by worst health and slower meter gain which is usually not worth it except for Hail Mary's.

With all this the only way for yuki to be successful is have outstanding knowledge of match ups, and the player them self...simply being no errors as Yuki has a hard time switching momentum.

anything she can do, majority of overy one else can do better. Buty also I think the main thing is that while she looks like a shoto on paper, I think she is grappler in disguise as her best tool is a command grab which open up many opportunity's for her. For the most part she isn't garbage character material but she requires mastery of fundamental just to be an contender. 
#4
SNK Games / Re: Deflection vs Just Defend
May 09, 2012, 12:46:48 PM
AS Nocturnal said, both mechanics works well int heir respective game. Its pretty difficult to compare them as both game have different in nature. One has influences on the user(Just defend) and the other has influences on the opponent. ( Repel). Main distsinction between the two is one is in controlled environment and other is not.

Just defend is versatile while granting these things, nullifying any damage, life/power gain, and less gaurd stun, also allowing Air block and guard cancel. But even with all these benefits, Just defend is just an enhance blocking method that can be exploited by the opponent if respond accordingly.

While Repel/deflect rewards are guarantee a momentum switch on the opponent that can't be alter in any way if done successfully. Theirs even guard cancel that I think guarantees an vulnerable opponent as well and some invincibility. Though a none successful  repel can be risky and costly, not to mention repel is limited to physical base attacks.

In the end JD has less risk and versatile in usage, but it'l only mitigate the defensive situations of the user at with limits base on the user resources. While Repel has clear distinction who has the advantage as the user has complete control while the opponent is vulnerable for set period of time.

Personally I'm fan of repel considering these.
#5
SNK Games / Re: Breakers Revenge
May 09, 2012, 11:34:08 AM
Quote from: jinxhand on April 11, 2012, 09:35:27 PM
What makes Maherl stronger than Alsion III??? I'm not really a fan of Maherl's genie super, and I felt Alsion had better setups than Maherl...
My perspective on the Matter which can be apply to the whole bottom/low tier is that they need to consistently have meter advantage. While Maherl and Alsion both low tiers, Maherl can build meter better than Alsion ( not to mention more supers) Bit as Jedpossum stated, he can compete and his option are solid, but just leave little room for error.(thus is why i Turtle with him more often)

I'll love to see other Alsion Player besides myself. (I main Peille, Sub Alsion)
#6
Quote from: krazykone123 on December 28, 2010, 05:35:55 AM
Quote from: keobas on December 27, 2010, 09:06:45 PMKOFXIII is just like every other kof game with visual polish and system that yet again only cater to aggressive play. ( i think kofXII fix that)

It's hard to take your opinion seriously when you sound so cynical.
I could have done better job of that, I just wanted to honestly express my views of KOFXIII.

To be fair KOFXIII was design for it fans and revitalize the series, while KOFXII seem to had been design to be a reboot. I'm not sure if some considered KOFXIII a reboot too but to me it seem like  last market stand for a come back. Which seems to be working, but I have personal vendetta against their decision to not polish the system KOFXII. Its not like their older games never had it. Im pretty confident it was not the game system that people hated but the barbone port and unreliable netplay.

Two button grab was not an issue nor were C+D attack function. Not only did they take away but added things like a guard meter in a game where offensive play has a lot of advantage. just don't seem to work out well in my opinion. Not competition wise.
#7
Quote from: FameDouglas on December 27, 2010, 09:57:58 PM
That's part of what makes KOF so great. No room for long and boring turtle matches. Fast pace, in your face matches that are way more entertaining to watch...and play no doubt. Every character can kick every characters' ass as Senior_LULZ demonstrated last night. No broke characters, not even Athena's infinite which is situational and unlikely to happen against a good player.

KOF is reason for the evolution of the 2D fighter.
Well i don't know about turtling but defensive play is way too difficult for me in KOF later titles, and KOFXIII  and rush down is far to forgiving which in combination makes KOF the game it is.KOF12 still has the same experience but makes tweaks in the system that I feel keeps the game fresh from degenerate play style and match ups.
anyways my psn name is keobas if any interest. I'm in the south east region. ( i prefer 1 vs 1 but I'll play some 3 vs 3)
#8
Wow I was just about to get KOFXII but thought no one play this game.

To be honest though this game lacks game modes and netplay is unreliable, but to call KOF XII unplayable is just plain ludicrous. (if talking about from gameplay POV)

It astound me how negative rep KOFXII receive for its design which isn't all flaw, if any thing the only thing I truly hated were the damage output from CC and how some character where pretty much clones of another. (oh wait SSF4 is full of those & people love that game)

I must admit I'm not a KOF fan but KOFXII is a decent game with decent concept that could have been polish more in the future game. But developer choose not too. Cant say I blame them for their market decision for KOFXIII.

But I'll honestly say I would play this than KOFXIII. Which I find is let down to the new reboot that claim to make. KOFXIII is just like every other kof game with visual polish and system that yet again only cater to aggressive play. ( i think kofXII fix that)