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Messages - purplecity

#1
Good evening gentlemen, after watching (nearly all) of the elive videos, im still not sure about how the corner throw bug that is mentioned at various times works.
Could someone describe which characters are affected by this if not all? Perhaps a training mode / 2player setup i can try to see how it works?
many thanks.
#2
its not ideal, however you can copypaste any older SRK links into google and use the 'cached' function to pull them up.


edit: this unfortunately does not work anymore, too much time has passed and the cached pages are replaced with nothing  :(
#3
TRF Garou 1 on1 Tournament(7/5/08) on Nocturnal's channel
http://www.youtube.com/watch?v=I2mlUw-h3A8&feature=related

starts at (3 of 8)...im not sure who the Marco player is but he is pretty nasty.
#4
Meet & Greet / Re: yep yep
May 31, 2011, 03:29:39 PM
Quote from: Kane317 on May 25, 2011, 09:47:30 PM
You're a bad player too?  I've been dropping combos since '94 =)  Welcome to DC.

thanks :) maybe now you can drop some knowledge :P

Quote from: omegaryuji on May 25, 2011, 08:06:15 PM
Welcome to DC :).  Nice to see another player with many years of (badly) playing fighters ;).  You might be surprised at how useful that can be, especially if you try getting into something new (of course, it can also backfire horribly, like how much I try using throws in AH3 from so much Capcom/SNK background *laughs* ).

well i pick up technical execution stuff quickly now, but i loose bad habits very slowly too!! I didn't realise that AH3 has no throws? interesting. must be alot of other attacking options then....

Quote from: THE ANSWER on May 25, 2011, 04:03:29 AM
Welcome to Dreamcancel, I'm sure you'll enjoy our Garou forum where you'll be able to meet Noc and
Giby who are some of the top Garou players in the country.

Yep i have already had some good advice from those gentlemen. I hear you're not too shabby either... are you planning to come out of Garou retirement ? (MOTW eLive podcast with Aerendir, you were name dropped)


~Thanks for the welcome.
#5
Iv seen alot from your channel, and also the Aerendir Giby and yourself 4hour video was really helpful, especially in seeing a Hotaru player tear it up at the howard arena. it gives me hope when i get buried by Kevin / Jenet players.

Quote from: Nocturnal on May 25, 2011, 10:30:06 AM
If you do the motion store option select and he doesn't do anything you can still just use the any button into d; to continue pressure etc. That way you wont get any accidental specials/supers to come out from storing the motion

This is what i needed to hear.. back to the lab !
#6
Meet & Greet / yep yep
May 25, 2011, 03:04:10 AM
H ;e ;l ;l O

Im a player from the SouthLondon area of the UK, you can find me on GGPO in Garou : )
I love competition and strive to improve, im here to discuss all things mindgame and execution; hopefully to learn and share some of the experience iv gained from putting over 15 years into (badly) playing fighters !

En guarde !
#7
Thanks for answering.
I realised shoryuken is updating shortly after posting, at the time of writing i was just getting strange "compression failure" errors on loading the pages. Hopefully soon i can get back to sifting through the 90ish pages on the GetReadySurvive! thread before asking other questions that have probably been answered...


The trouble i have with the Motion Stored Guard Cancels is the speed of reacting to an attack/ stopping when there was no attack to JD, is it really possible to "confirm" the JD before committing to the cancel, if that makes sense ? To make it a safe attack.
For example, if both players are landing at the same time from an air clash or something similar and i anticipate an attack on landing, I could buffer in a special then JD as i fall and land, then GC to counter, but i don't feel like there is enough time between the JD and the GC to wait and see if the JD connects before i commit to the counterattack, (7 frames??) so at the moment im just committing either way... If they actually just land and block, i have just committed to the action and thrown out a move, which is liable to serious punishment.

Do i just need sharp reflexes to only continue when i see the JD, and not persue otherwise? Or do you need to "know" before you do it. I watch many high level matches and i can't figure if the players are all psychic, or have insane fast reactions when it comes to these situations.

many thanks :)
#8
 Nocturnal you are a diamond in the dirt - thank you for all the time you have put into converting your experience into knowledge for other players, it really is appreciated ! i have learnt so much from this thread and your youtube channel. far more than years of jamming with my dreamcast !

Questions regarding Motion Storing:
the links to shoryuken.com on this topic don't seem to work, and on reading many many pages from the Garou threads there i couldn't find any answer to this...

recently on GGPO i was beaten by a Jenet player who consistently broke her  ;dn ;df ;fd ;d (on hit, midscreen) into the  ;dn+ ;d Harrier Bee very low to the ground, and i could not get it to connect in AES training myself, even with a short hop forward and the fastest fingers i could muster. i believed that an "instant" Harrier Bee was one cancelled from a backdash.

Today i tried again, and eventually found that if performing a superjump with Jenet, pressing just " ;d" a MOMENT after you input  ;dn;uf  with strict timing the  ;dn+ ;d Harrier Bee comes out at ground level, presumably because the  ;dn input was stored from the superjump motion and serves two functions, directly as a result of the game storing the motions. how lovely ! also i found that Dong can divekick very low with the same technique.

So my question(s) is(are), does this mean that the Harrier Bee then has superjump attributes, and is this beneficial in any way?

i am aware that characters such as Hotaru / FireFly  greatly benefit from similar "TigerKnee" versions of their air moves, but are there other examples of Motion Storing (other than TK) that are not as obvious, perhaps situational / rarely seen / discussed ?

Useful nuances to the engine i find very interesting, thank you to anyone that can help.

<3 MOW

#9
my first post here, and im newish to SNK in general.

in my very limited experience with neogeo games, MOTW on GGPO untill now has been pretty much the only game i play for a year or so, but i wanted more of hotaru / jenet / gato... should have seen my face when i saw only recently that all three were playable in this KOF !

Even though Jenet and Hotaru for me play very differently in this game i just adore their styles and comboability, im just gutted than Hotaru lost her air chain   ;a ;b... unless im being daft. and i still can't figure how to use her strange stance properly offensivly... hopefully someone can point me in the right direction there.  Jenet is so different but i like it for the most part...

i really love the feel of this game, but with no local players im stuck in training mode and VS CPU so i hope to learn some technology from Dreamcancel members. damn you SCII and FPS's for taking all my FGamers away lol.

now if only the atomiswave emulation didnt still need a supercomputer to run... soon it will be viable online  :)

This title has opened my eyes to appreciation for the way SNK games play, seems so much deeper and faster than Capcoms 2d games...  and i feel this game is helping me learn and appreciate many other characters and styles, far from the Capcom architypes and strategies that im used to. I havn't been this hype for a game since i first played Vampire Saviour as a child !

i have just purchased a UK pal copy of XI and a ps2 (just for this game...whole lot cost me £15) and i love it...
BARGIN