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Messages - LoyalSol

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General Discussion / Re: Tier lists and Character Discussion Thread
« on: March 11, 2014, 05:33:22 PM »
It isn't a perfect science and I understand where you are coming from about certain characters specializing in certain spots.

I feel the top tier in this game can play 1-3 which is what EX Iori, Beni, Kim, and Karate can all do. I am hesitant to put EX Kyo in that group with them because although he is a fantastic point, I don't really see a reason to stick him anywhere else. I think the best teams in the game are any combination of Flame/Kim/Karate/Beni or EX Kyo/(Beni/Karate/Kim/Flame).

The group below specializes in a certain slot but in that slot they REALLY excel.

It's hard to measure tiers in this game because it isn't as Vanilla as a game like SF4, but I think you can generalize characters to a point to where you can say this group is better than this next group which is better than the next and so on.

I actually feel though rating based off position is better because for instance while Kim can go nearly anywhere I feel he isn't as good of a point character as a character like Duo because to get the most out of Kim you need at least a couple bars to be a major threat.

A side note on Duo Long. I think he is a great point character but a lot of the times can look more dominant than he really is. He is really strong against people who get annoyed easily and start playing dumb. I put myself in that group, I always seem to get bodied by Duo but it is usually the result of getting rekkad a few times and then losing composure just trying to go in and get rid of him.

Duo looks as dominant as he does because his neutral game is that dominant.  He has one of the few neutral games where if I have 2 bars you can't jump in any way I can react to, can't just run in, and if you have a character who struggles to punish the rekka > teleport I can go nuts with those.  

Duo is probably the best in the game at holding a lead because of how long it takes to get in on him.  His major weakness is of course he doesn't do much damage himself which is why he suffers in the anchor spot, but early on in the game his damage per meter spent is really good.   When you lack options to deal with Duo that match up is probably one of the hardest to play against.

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General Discussion / Re: Tier lists and Character Discussion Thread
« on: February 20, 2014, 10:26:56 PM »
I've been wondering for a while about Saiki's placement on the tier list. Davidkong's tier list from months ago placed him in A tier, right below Vice. He is six spots away from King, the other zoning master (mistress?) in the game.

I've always known that Saiki is very economical with his meter. But it wasn't until I saw DarkChaotix's latest video, which features a 2-meter 100%, that made me think he should be placed higher than he is. King got where she was mostly on her zoning game. Why is it that Saiki wasn't placed higher despite his own zoning game, which in my opinion rivals, or even surpasses, King's?

In my own opinion, King's neutral and aggressive play is a bit better than Saiki. Playing with both, I think landing a regular meterless bnb as well as pushing people into the corner is much easier. I also would say her standing low, relatively safe blockstrings, and easy hit confirms make her an easier character to win with. Doing 100% HD combos takes some work and usually not necessary if you can keep your opponent out.

I also feel her zoning is better because she can change her trajectory and poke people out of the air with her fireball. Air-to-air approach seems more dangerous with limited effort.

They both excel at different things.   I personally love both characters.

King's zoning has a little more flexibility how you can throw out fireballs since you can vary the height, speed, and also make King bounce back using the HK air fireball, but don't underestimate what Saiki can do.  His main perk is the fast recovery of his fireballs and also just how easy it is to set up a meaty fireball situation with Saiki.  Almost off any kind of hit Saiki has enough time to throw out a fireball and begin applying pressure.   It's a little harder to do with King without sacrificing screen position or damage.

One area Saiki outshines King is in a comeback situation.  King just doesn't do enough damage consistently while Saiki can do a crap ton.  Saiki's 2 bar combos do at least 80% and in the right situations can become 100%.  Even the basic 1 bar 1 drive combos deal 50% or better.  King's combos on the other hand cap out around 50-70% without spending a ton of meter.  King is awesome at holding a lead, but coming back from a deficit is something you typically don't want to do with her.

As far as rush down each character has their different tools.  Saiki has a better jump arc for rush down and his air mobility is more suited for baiting anti-airs. Also having the command grab super gives him an option King doesn't have.   King plays a better sustained pressure game from a range

I could list several other differences, but you might get the point.  They each have things they do well that the other character doesn't

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If you want to learn a character play Reynald, Mad KOF, or Woo on random select. :)

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I've seen random mixes along the occasional "I'm going to play top tier and hope it wins for me" teams.

Though online Kims I'll say are freaking annoying.

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Watched the archive of TFC KOFXIII Grand Finals.

ChrisG seems to be doing better in KOF, his Mature seems on point. I think he could try being more offensive with King. I dunno about that Benimaru though. But lordy Xian and EX Iori. For Petes sake.

I still think you can't call yourself a KOF player if you don't at least play 98 though.

It's the same with SF players. You don't play ST? You aren't a Street Fighter!

 ;)

Of course real men would play Fatal Fury Special, Garou:Mark Of The Wolves or Real Bout 2.

Or even Samurai Shodown II and Last Blade 2!


There's a difference between playing them and actually being good at them.

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Open ports from your router.

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Has anyone on here had the chance to play the beta yet?

I've been playing it since the first day.

So far it has been seeming pretty decent although I would like a few more people on the beta so we have a wider range of connections to try out.

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General Discussion / Re: Tier lists and Character Discussion Thread
« on: June 26, 2013, 10:24:14 PM »
Leona is NOT bottom tier, surprised we're not past this assumption yet. Neither is Billy, especially after his b+A xx spinny staff free cancel tech, he gets great damage.

Why people continue to say both those characters are weak is beyond me.  Billy has a smothering pressure game when used properly.   Not just that he converts counter hit C+Ds into large combos way easier than 95% of the cast with his f+B pogo hop.  He can confirm a counter hit into a 40% combo from a decent distance away and in some cases even mid screen!

The thing with Billy is he is a character who is a no thrills character in the sense that his game plan seems bland, but it is very effective.  It's all about controlling the opponent once you hit that sweet range.


I can't say much about Leona, but with Billy it's probably the feeling about his reward for playing his poke-based defense isn't as good as what characters with strong offense and damage get for when they do crack him open. I personally think David's list has him below where he should be, though.


Defense?  Billy is an offensive character.   His game is not about opening you up fast it is about grinding you down.  He basically is a character who controls you.  The thing about Billy is he doesn't even have to be doing anything for you to be in a bad situation.   

The thing is though you need to have a really good set of fundamentals and be able to anticipate your opponents moves to make Billy scary, but if you can do that Billy is one of the best point characters IMO.   He doesn't need meter to work his core game. 


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General Discussion / Re: Tier lists and Character Discussion Thread
« on: June 25, 2013, 07:33:36 AM »
Leona is NOT bottom tier, surprised we're not past this assumption yet. Neither is Billy, especially after his b+A xx spinny staff free cancel tech, he gets great damage.

Why people continue to say both those characters are weak is beyond me.  Billy has a smothering pressure game when used properly.   Not just that he converts counter hit C+Ds into large combos way easier than 95% of the cast with his f+B pogo hop.  He can confirm a counter hit into a 40% combo from a decent distance away and in some cases even mid screen!

The thing with Billy is he is a character who is a no thrills character in the sense that his game plan seems bland, but it is very effective.  It's all about controlling the opponent once you hit that sweet range.

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King / Re: King (Console)
« on: February 16, 2012, 07:24:14 AM »
Potential King Corner mix up.

Forward Throw > Roll.

You can control which side you land on, ambiguous as all hell, and you recover first so it is generally safe.

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