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Messages - LouisCipher

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General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 31, 2012, 12:07:57 AM »
Wow, really? You must be very young dude.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 11:56:08 PM »
I asked Laban for input a long while (like 2-3 months) before I become a target of his. Again, asking for Clark advice. And basically he said play him like 98 Clark... in as long-winded a manner as possible. Which you really can't get away with that in 13, you can't be risky.

Plus if you know the way someone acts is anything but appropriate, not even trying to be funny just out to be as big of an asshole as possible, why the fuck would you side with such a person? It makes no sense. That is not community building.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 11:45:55 PM »
Yo Louis, I do hope you realize that a lot of your rant translates into "why isn't 13 like older games?"

That's bad, bro.

But older fighters are better in most cases. Except for the controls in 98/02 but XI nailed it.

Desmond, you've done a lot for the community but I'm going to have to disagree. I've done everything I can to contribute, I've tried to help people, I've done as much as I possibly can without stepping on toes. Not once have I ever said that I know everything, not once did I shit on someone's opinion without giving a reasonable non-troll response. So I don't like Athena, and I give my reasons why and jokingly suggest I hate her design and voice. God forbid that should anyone hate a character's design or voice. But Laban disagrees and a couple of dickriders back him up.

I put up a Clark thread on SRK, I never state I am gdlk with the character but I'm really hype over him and want to get a public guide going that can be edited and contributed whenever and want input. SRK is bigger, maybe more people will contribute? No one contributes. I fix any error I've made that's been pointed out. I don't troll a single person. No one contributes shit and if I try to get some info it's like pulling teeth. But maybe that's just how it is. 3S players actually give advice, they give you feedback. But KOF players are for the most part mute. Granted 3S players have the advantage of the game being out for more than a decade now but the community is much smaller than KOF players.

Okay, so all this boils up with playing 98 for a bit on GGPO. I thought I'd give it another shot despite stiff controls. I encounter Sparkster and one other dude who both know Laban and are on SRK. They beat the shit out of me. So okay I explain I'm bad at 98 and the controls don't help my cause and ask them to play 3S. They do. I don't troll them, I don't declare I'm the best, I'm respectable. I play Sparkster's Makoto. I got 5-2 or 5-3 on him. Said GG we talked a bit about 13 and that was it. Played the other dude (forget his name) beat him for one set and had to quit because it was too laggy. I said GG and was polite. Laban spectated both matches.

Now comes his little post on SRK calling me every name in the book and being a complete asshole. Saying I'm horrible at KOF, horrible at 98 and 13 and 3S. That I contribute nothing but wrong information and etcetera. Again, all because I think Athena is low and give my thoughts and apparently making that Clark thread. And you liked his little post. You apparently agreed. A little later he deleted it, if I had quoted him it wouldn't show who liked it though.

When I played you in 13 all you did really was just jCD with Shen and wakeup EX, wakeup Super, random super. I played you about 2-3 times and it was just that, still beat you for the most part. Couldn't play you anymore because of lag and I hate walking in and can't block random EX moves on reaction. I could've acted like Laban and called you a scrub who mashes but I didn't at the time.

I hate online, I can't hide it. Sometimes I lose it. I'm only human. 3S players get it, rage is part of it, we all know there's bullshit online.

That's my perspective. I feel that congratulating yourself, being elitist, and keeping your head in the sand is more annoying.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 09:02:19 PM »
@LouisCipher - Welcome to SNK Land. :3

I suggest trying Samurai Shodown V Special.

But in SNK land very few supers have total invinciblity. I think you mean SNKP land ;) .

SS V SP is great, I just hate not being able to tech throws.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 06:51:16 PM »
I thought I already made my case but I will try to be as clear as I possibly can to eliminate any kind of misunderstanding.

Fireballs in the older games were not as safe except for a handful of specific characters -E.G. Athena in 02- doing a fireball in 98 at even midscreen range and you would get punished HARD for that. Now in 13 it's pretty legit. So my point is that fireball pressure is safer and much more effective than any of the previous games. I cannot be any clearer than that. And if fireball zoning is a legit strategy than therefore IMHO they should be punishable on block like in other fighters. But you do not have that option in 13 unless you use characters that counter that strategy. Because of that the game feels limiting. My options are reduced and the game is more about matchups than in previous games.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 06:28:09 PM »
So two posts and I'm accused of complaining about everything? Ooookaaaayyyyy. I'm glad someone reacts reasonably.  I don't hate 13 but there's things about it that turn me off. I hate being limited in what I can do when I play a fighter. I guess the only thing I can do is wait for a Garou 2 or 13UM/14 or wait for Xuandou Zhiwang to go into open beta.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 05:42:49 PM »

Not everyone have the same tools, so not everyone can punish everything. I don't see how that is unlogical.

That's just how it is , CD attacks aren't the same for every characters, so, some are obviously going to be better than others.

Fireballs are safe on block in like every single fighting game though. Especially since they can be made safer by creating distance with your blockstring.

There are two reasons for that. Because Ash is a zoning character , so his fireball needs to be good for his entire gameplan to be viable, and because Ash is a charge character.

Actually those frames of invincibility also apply to command grabs. You cannot grab someone who's waking up after a hard knockdown no matter kind of grab you use.

As for why, It's just the direction KoF chose. If anything it makes the gameplay more interesting as it gives you reasons to avoid teching sometimes.

1: I was referring to UNSAFE moves. Why make it so some of the cast can punish and others cannot? That doesn't make sense. Even in SF4 almost everyone but the very low tier characters) and that's maybe 3-4 guys can punish a Blanka ball for one example.

2: I still don't get it. If the older games have it, why should the newer games? I guess people just tolerate it.

3: Actually there are quite a few fighters that let you punish a point blank fireball. 3S for instance except maybe Remy. But for the Shoto's fireball to be safe on block they have to use an EX Fireball.

4: I'm pretty sure in the older games a majority of the cast didn't instantly recover from fireballs except for Athena in OG 02. That was the point I made.

5: I can't agree with that. To me that just takes away options and coddles people. In almost every other fighting if you got knocked down and didn't want to get grabbed again you either had to commit to a move, backdash, or jump out. I like that, I like having options it adds to the metagame. When you dumb it down like that you take away strategy.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 05:31:44 PM »
Really? I'm the one who complains a lot? To my recollection everyone here here was bitching about the netcode and I tried to remain optimistic about it and have talked about the few good connections I've had. I've contributed as much info as I can and try not to step on anyone's toes but some people still freak out. Only thing I've complained about is HD mode being B and C which causes accidental activation and playing one or two people online who love to play runaway and I can't punish it.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 30, 2012, 03:08:01 PM »
Had an existential crisis and I just... don't.... like... 13... anymore... The netcode is just the icing on the cake for me but there's too many things about this game that I do not like. I may be alone in my sentiments and undoubtedly if I posted on SRK Emil, Laban, and one other asshole would jump out of their hole in the ground and troll it so. Things I don't like about 13:

1: Faux Trip Guard. The game kinda' has tripguard but it's 1 frame. I don't understand the reason for this. They tried to make the game appeal a little more to the casuals with NeoMaxes and EX moves, but make this one essential mechanic and unnecessarily fuck with it. That was smart.

2: Being able to tech out of unsafe moves and moves being unpunishable unless you have a character with a 1 frame command grab. Again, this doesn't make much sense. If someone has a fraction of health left you get into the habit of throwing them, why make it techable? And why make moves like Kyo's Upkicks or Duo's Rekka into teleport safe on block unless you have a 1 frame command grab? What is the logic there? If something is unsafe make it punishable by everyone in the cast.

3: EX Supers and invincible Supers. I was fine with EX moves but a big part of what defines SNK(P) is the fact that their supers are not invincible. Which makes the game more aggressive and prevents laming it out. Granted that characters in past games had invincible supers but they were relatively few. Now in 13 you can just use an EX Super and the vast majority of them have that invincibility. Good job.

4: CD attacks. I never got their purpose. It seems that they benefit some characters more than others. Okay, but why? Why give everyone a CD but only a few character jCD are really good? Why give every character this one tool but it only benefits a handful of them? Okay, if you want Kyo to have this great air-to-air attack just let him keep his j Down C?

5: Why do a majority of fireball characters have fireballs that are safe on block and recover too quickly to punish them? I can't think of many fighters that have this, except maybe Gouken but he's designed to have all these other flaws to compensate for that. But a character like Ash recovers even if you jump in after it that he can still AA you. Why?

6: Why 8 frames of grab invincibility on wakeup? Why when a character is waking up after a knockdown they cannot grab you unless they use a command grab? That to me just takes away options and coddles people.

Rant over. That's how I honestly feel about 13.

I've tried doing that many times and for some reason empty jump throw never works. I can literally jump in and hold a direction, push them for a few seconds and I still couldn't grab them.

Playing a bit of CVS2 (i'm not any good at it though) made me try to play Garou again. I mained Gato for the longest time but I'm starting to enjoy using Rock again. I know Nocturnal insists that Gato has the best AA game there is but I don't see it unless he means Guard Cancelling his QCB+B into B move.

I know Rock is considered low but he has some interesting tech. I like his counter a lot. A big problem I had was dealing with jump in pressure/mixup and Rock kinda' makes them think twice about doing that, or at least makes them try to set it up differently as his counter will whiff certain moves. I'm trying to get down his 360 without using his qcb+D move because I like using a character who has actual tick throws and isn't Kevin. I like the fact that you can use his counter on their wakeup. That's one of the big problems I have with Garou is being grabbed on wakeup. That and empty jump and grab is just not an option unless you have a command grab.

He's a good jack of all trades character and if it weren't for negative edge he'd be a little more viable. It's much harder then it should to land crB into either of his Kick Supers.

Clark Still / Re: Clark Still (Console)
« on: October 28, 2012, 01:44:44 AM »
No offense but your grammar is horrible. But to answer your question: He can air grab you so long as he's within about 2 character spaces roughly. So, if they're really close to you and they jump and you have good reactions you can jump and grab them before they can do a move. And yes you can tap it so long as you're holding left or right as you do it.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 25, 2012, 03:31:43 PM »
My comment was partly troll and partly truth. Community-wise nothing is going on. There is no hype for this game. There's very few local scenes. What Atlus did by getting the game on PSPlus is a nice gesture but it doesn't get around net code issues. Very few tournaments still run the game. And nothing is going on with the forums. No one's talking about anything. No strategies, no nothing but for the occasional blip on the radar. There is tension and anger and angst in the air. It's like a post-apocalyptic film.

SNKP needs to announce something soon regarding their Fighting Game Division.

General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: October 24, 2012, 02:47:41 PM »


Clark Still / Re: Clark Still (Console)
« on: October 16, 2012, 11:44:50 PM »
The reason why is that I wanted to see how bad jCD is. Also I've had a lot of success with Hop D as an air-to-air and it beats a TON of other air-to-air shit. Same with hop B. I don't know if it's bad timing or what but when I'm dealing with someone who's either aggressive or playing the zoning game whenever I jump in with CD that's when they jump at me and mash buttons and it beats it. That's never happened with hop D.

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