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Messages - Ryujin

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- How did you get into KOF13?
I got exposure first to the KOF world through Capcom vs. SNK 2, and then proceeded to get '99-2001 for my PSX and PS2. While I've seen iterations since then, XIII's appearance, coupled with the excellent tutorial video are what finally got me to pursue the game seriously.

- How many people locally were interested?
I think at least two people locally were following the arcade release, and at the time of the console release our numbers got up to 10-15 at a peak, thanks to a local get-together near the game's release. Our current stable numbers are now around 6-8.

- What characters did you try at first? Which ones you play with now?
First team: King / Terry / Kyo
Latest: King / EX Kyo / Shen

I've dabbled with a number of other characters too (Ash, Leona, Athena, Vice, to name a few). I knew from the get-go I wanted to play King and Kyo, namely due to fond Bodega memories, and I got my wish with EX Kyo. My ultimate goal is to have MadKOF's experience in being competent with the entire cast. :)

- Do you play on Steam?
Rarely, due to having issues starting up the game.

- What have you learned gameplay-wise from 2013 to 2014?
In 2013 I was primarily focused on figuring out the maximum damage and advantage I could get from my characters' best moves. In facing people with solid defense and better game knowledge, I've been trying to improve on varying mix-ups and understand specific matchups better especially when put on defense.

- What is your personal tier list? What match ups you have trouble with?
Trouble comes down to character vs. character, but EX Iori / Mr. Karate / Kim all feel consistently solid, have good damage with and without meter, have many options to keep people on the defensive, and can fit anywhere on a team. After that, I feel like there's a second tier with (in no particular order) Shen, Hwa, Takuma, Benimaru, both Kyos, King, Yuri, and Chin.

- What gameplay aspects do you like & dislike? What aspects grew or still dont like?

The comeback potential in the game is really strong thanks to power meter and drive meter. I think sometimes this restricts options during the later rounds, where most characters have a normal that can confirm into HD, and can get 800+ damage off 3 meters and HD. So there's a significant risk factor in doing anything unsafe when both characters are stocked. I don't think this is all bad though, because it also forces players to be much more aware of how they play in neutral, and while trying to scare players into not getting opened up other normals / specials can be utilized.

- Do you travel for competition or stay in your area?
Whenever I can! You have to play against the best to become the best.

- How is the KOF community in your area in general?
We have a smaller group of about 6-8 dedicated players, and then another 3-5 who show up more sparingly.

- Which KOF scenes inspire you and your community?
Primarily the SoCal / Mexican scenes and the Korean scenes. Those two really put KOF XIII on the map in 2012 with two different playstyles. The former had a greater focus on constant unrelenting pressure, and the latter played more methodically with better screen control. Also, MadKOF's example of playing all characters in the game is an example all of us can strive for.

- How do you feel about the KOFXIII community in USA (or in your country etc) in general?
Its presence is probably strongest in the SoCal / Mexico / Asia / France regions, and certainly still has a loyal following. Outside those areas, our numbers aren't the highest compared to other fighting games, but I think KOFXIII has attracted one of the more mature, friendly, and helpful groups of players of the current fighters.

- If you feel the game's hype is decreasing, what ideas do you have to inspire and motivate more hype?
Ensure that people get a chance to see the excitement and the thrill of playing this game, as well as the reward for learning, and building communities wherever they can be built. Even something as small as a local tourney or ranbats can go a long way towards bringing in people to the fun, one person at a time.

- Do you feel KOF13 will return on the main stage for EVO 2015? If so, why? If not, why?
I think it'll still be in, although I hope for the return of a stronger SoCal / Mexican presence (particularly the return of Reynald and Romance) to re-ignite the rivalry between the US and Asian regions.

- What things are we doing correct (in your opinion) and what mistakes are we making as a collective KOF community?
The one thing that comes to mind is that we have to be firm, but approachable in welcoming players and showcasing the fun of the game. No one wants to hear how X game sucks and KOFXIII is way better - the game should stand on its own merits, and fighting games as a whole already have a tough time in gaining attendance. For any game to grow, there has to be an influx of new players.

I finally managed to jump on Steam as well.

Steam ID: Ryujinflame
Region: Columbus, OH

Hey there guys. I know there aren't many Ohio players on this board, but I was thinking for other out-of-staters if you had a free Tuesday, you could hop on down to our fight night at Donatos near the Ohio State University campus and participate in our up and coming ranbats! Our tentative plan is to hold these once per month over a course of 6 months; if all goes to plan, the second season will end right around Evo weekend 2015. :)

For the time being, our KOF XIII scene is somewhat small, and our purpose for the ranbats is primarily to build experience and matchups for newer players, so to accommodate that we're using a Swiss-style format for ranbats with a cap of 16 people. If you haven't seen the format, essentially everyone will play random matchups round 1, and then in further rounds get paired with people who have similar records. Thus, you'll always get a comparable matchup for your skill level, and you're guaranteed 3-4 matches unlike double elimination. I hope this offers a good experience for newer players to jump into the game for the first time.

Hope to see everyone here!

2084 North High Street
Columbus, OH

Challonge Links:
#1 (August 12): Ranbat Results
#2 (September 9): Swiss Round Results | Top 4 Results
#3 (October 7): Swiss Round Results | Top 4 Results
#4 (November 11): Swiss Round Results | Top 4 Results
#5 (December 2): Sign Up Link!

Ex Kyo / Re: EX Kyo (NESTS)
« on: June 10, 2014, 04:21:53 PM »
To get the dp+P (DC) qcb~hcf+P, input the dp+P as hcb,f+P, then do a qcf+P to get the Orochinagi.

Leona Heidern / Re: Leona Heidern Wiki Thread
« on: June 02, 2014, 04:25:45 PM »
Leona Strategy and Team Position section is updated. There will be more to follow later.

Looks nice. Some stuff I'd add to that:
- You mention j.A as her fastest overhead, but her nj.D is faster - with discretion though, as you mentioned with j.A.
- When cornered you might want to mention being careful with Leona's guard cancel CD. The horizontal range on it isn't very good, so people with the right spacing can bait it out.

Started with King / Elisabeth / XIII Kyo, based almost purely on the characters. As a beginner Elisabeth's juggles were tricky, and I liked Ash's zoning game, so I played him more as well as Leona for V-Slasher scares. I also replaced XIII Kyo with EX Kyo, because I grew up with and loved his rekka moveset. Around the start of year two, I threw Shen into the mix. So as of these days, it's usually King / EX Kyo / Shen with Ash and Leona in for good measure, and trying to slowly level up Benimaru, Duo Lon, Elisabeth, Vice, and Athena.

EX Kyo, both near corner. The first is a combo that Rinomoto uses:

1 meter / 1 drive
s.C, f+B, qcf+C > hcb+C [DC] qcf+B,B, qcb~hcf+P, dp+A - 434 damage.

With a slight variation:
2 meter / 1 drive
s.C, f+B, qcf+C > hcb+C [DC] qcf+B,B, qcb~hcf+P, EX hcb+K - 516 damage.

In both cases delay the second qcf+B kick as much as possible, hit the Orochinagi as soon as you land.

Ex Kyo / Re: EX Kyo (NESTS) Combo Thread
« on: January 15, 2014, 06:01:32 PM »
Hey there guys, thought I'd post the Rinomoto 1 meter 1 drive corner punish combo and a small find in practice yesterday. Close enough to the corner (maybe a quarter screen away), you can do:

s.C, f+B, qcf+C > hcb+C [DC] qcf+B,B, qcb~hcf+P, dp+A - 434 damage.

You have to delay the second qcf+B kick a little bit, and then land Orochinagi as soon as you land to prop them up high enough for the dp+A as they fall. I messed around yesterday and found you can actually end the combo with EX hcb+K! That gives you a corner s.C punish for 516 with 2 meters and 1 drive. You have to really delay the second qcf+B kick to get the highest possible Orochinagi hit.

King / Re: King (Console)
« on: August 01, 2013, 04:43:37 PM »
Btw man, this is something I caught in the wiki that I deleted because it sounds fishy and when testing it, didn't work for me.

"Superflash/timefreeze does not occur until the peak of the jump, and therefore can be interrupted before the move executes. If interrupted in this way, no meter is spent"


That doesn't sound right to me at all. Maybe that statement was true in the arcade version and the wiki never got updated?

King / Re: King (Console)
« on: July 31, 2013, 11:00:34 PM »
I'm fine with it if 1) it has the opportunity to end the round, and 2) can legitimately serve as a deterrent to doing something. After all some people get great use out of Neomaxes (Mai, Kyo, Benimaru come to mind) simply because it prevents actions or movement.

The other thing that appeals to me is it has the ability to punish moves no one else can punish. Do you know how how many people would kill for a chance to punish EX Hangetsuzan? That's enough reason for me to look into it.

King / Re: King (Console)
« on: July 31, 2013, 04:49:41 PM »
I haven't been working too actively on uses for King's Neomax, but I'll get around to it some more in August and try to document the useful punishes. Tried some punishes out against Kim again last night. Seems the most valuable ones are against blockstrings ending in stand B (almost always 15 hits) and ground EX Hangetsuzan (almost always 16 hits regardless of distance! Woo!).

Shen Woo / Re: Shen Woo (Console)
« on: July 17, 2013, 05:37:21 AM »
Found something interesting with Shen's qcf+A and qcf+C. If you want to squeeze more damage off a stray hit on a grounded opponent, you can drive cancel the A punch into EX qcf+K (EX qcb+P > qcf+A in the corner) and the C punch into EX qcb+P > qcf+A for more damage. Also, the EX moves won't come out on block, so they can be buffered during the qcf+P. Seems to work at least on Leona, haven't confirmed on smaller bodies yet. So for instance you can get:

From qcf+A grounded hit:
- [1m Anywhere] qcf+A, EX qcf+K, qcf+D, qcf+D, far D (336)
- [1m Corner] qcf+A, EX qcb+P > qcf+A, qcf+D, qcf+A, cr.C (366)
- [2m Anywhere] qcf+A, EX qcf+K, qcf+D, qcf+D, qcfx2+P (441)

From qcf+C grounded hit (uncharged):
- [1m Anywhere] qcf+C, EX qcb+P > qcf+A, qcf+A (253)
- [1m Corner] qcf+C, EX qcb+P > qcf+A, qcf+D, qcf+A, cr.C (361)
- [2m Anywhere] qcf+C, EX qcb+P > qcf+A, qcf+A, qcfx2+P (429)
- [2m Corner] qcf+C, EX qcb+P > qcf+A, qcf+D, qcfx2+P (433)

I think this has some potential. It's not uncommon for Shen to pressure his opponent and eventually catch them with a qcf+P.

Ex Kyo / Re: EX Kyo (NESTS) Combo Thread
« on: June 14, 2013, 06:06:50 PM »
Wanted to provide some input as to a slight variation on the 2-bar HD combo in the NicoNico combo video. After your activation, getting a slight move forward from the activation allows you to do cl.C, df+D (1) and allow dp+C to connect to start dp+C HDC qcf+C loops. I do this at the moment as my anywhere 2-bar HD, and it gets 779 from cl.C, a little more than before:

cl.C, df+D [HD activate and allow the dash to put you closer to the opponent], cl.C, df+D (1), [dp+C HDC qcf+C]x2, dp+C HDC qcf+C > hcb+C [HDC] qcf+A > qcf+A > K > Neomax

Otherwise near a corner up to around the start position, still do the combo starting with A rekkas into dp+C HDC qcf+C loops as in the NicoNico video for 795 from cl.C.

Ex Kyo / Re: Ex Kyo's (NESTS) video thread
« on: May 30, 2013, 04:08:46 PM »
Forgot Kyo and EX Kyo got split out. We need some videos in here! Here's some basic combo and HD combo videos from kytk, developed on nicovideo and brought over by ImbuedGold.

EX Kyo Basic Combos

EX Kyo HD Combos

Training Room / Re: The KOF Battle Journal
« on: May 27, 2013, 08:38:00 PM »
Got to meet a lot of great people this weekend at UFGT9. Ended up going 2-2, getting wins on GLB and EFOcutioner, losing to Samson (K' double OCV) and suiname. The losses were rough but it helps to lose to great players to really understand what needs improvement.

To help others, two self-criticisms I could include are getting out of the corner and getting jumpins down pat. As much as you'd like to think you have good defense, getting mixed up in the corner is inevitable after 4 or 5 of them. When using the meter to roll or CD means staying alive or not getting one-shotted from HD, do it. And for jumpins, doing that one j.2c or CD just a little bit too early and missing the low hitbox means you could eat a trip guard or throw, so don't underestimate time in practice mode to get those clean.

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