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Messages - Stone Drum

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Hey, just picked up MOTW.  I learned Rock and can do all of his setups and combos fairly easily (he just clicks for me)

But I really want to learn Gato and make him my main.  Only thing is I'm struggling to find out how to make him effective.  He has much less range and is much harder than Rock.  Stomp cancelling is pretty hard- I can only do a stomp cancel correctly about 50% of the time.  I'm also struggling to get damage with him compared to rock.  It's very hard to land a super on an opponent who is jumpy.  I can only seem to land combos after someone seems to whiff a dp or something.  The only damage I seem to be getting is pokes, but I often get outpoked if I play that game because of his short range.  I just can't figure out how to use Gato effectively, despite watching videos of successful players use him with great skill

General Fighting Game Discussion / What is your Fave 2D fighter and why?
« on: November 10, 2012, 09:02:38 PM »

so.... how many of you guys actually knew how to play vf5 before showdown?  If so, any comments on how the new game feels in comparison? 

And any Lei-Fei players? :p

Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: June 05, 2012, 02:16:53 AM »
good luck! May I ask why you use him as point?  He seems a bit limited without meter to me.

Andy Bogard / Re: Andy Bogard (Console)
« on: June 04, 2012, 01:52:19 AM »
can someone give me the basic lowdown on Andy corner pressure?  My corner pressure with him is pretty weak right now, it just consists mainly of a knockdown, 1 backdash, and either a fireball to start or a poke like 2d, or go for a combo with st. b or c

Sie Kensou / Re: Kensou wiki building thread
« on: June 02, 2012, 02:16:05 AM »
no, and I agree that for the most part that you should mostly start the target combo with a standing B, but I know personally from now on that when I'm hugging the opponent, I will include the standing D in the target combo, since you can still include it without the crouching B.  *shrug*

You're the boss, boss.  You know better than I do.

Sie Kensou / Re: Kensou wiki building thread
« on: June 02, 2012, 02:03:10 AM »
I disagree with you.  Kensou's normals have so little reach that often hugging the opponent isn't even a bad thing, since you will be out poked most of the time.  And it is still worthwhile to know everything that is possible with any character, regardless on whether most people think it is worthless information or not, but that is just my opinion. And I can reliably link the st C into the st D.

I'm not trying to start an argument, and I guess it is good that people are already aware that it exists, but I see no reason not to include or mention it

Sie Kensou / Re: Kensou wiki building thread
« on: June 02, 2012, 01:15:09 AM »
It doesn't seem like it is mentioned in the wiki unless I missed it, but in the console version, Kensou has a few new combos that have a bit tighter links but do more damage.

d.Bx4, qcf+P~qcf+P~qcf+K  [204]

Not really much use to add the extra down B for how hard it is, the placement needed, and the damage gained, but it is possible to do 4.  

d.B, s.B, s.C, s.D!(instead of s.B), qcf+P~qcf+P~qcf+K  [274]

Replacing the standing B with a standing D can only be done when you start the combo hugging the opponent, and the link is a bit tighter, but the damage is worth it imo.  This does NOT work on Chin- the standing D will whiff.

Training Room / Re: David Kong is here to answer your noob questions!
« on: June 02, 2012, 12:07:53 AM »
Also, sometimes it's a good idea to run forward on a soft knockdown so you can throw a tech roll. Tech rolls have no grab invincibility, so they can be grabbed on the first frame. Running forward allows you to throw them as soon as possible if they tech roll.

oooh, I get it, so no tech rolling in the corner?

Training Room / Re: David Kong is here to answer your noob questions!
« on: June 01, 2012, 02:42:37 AM »
So in a way, the 5th round is like a battle to the first one to hit confirm into an HD combo?  If this is the case, wouldn't it make sense just to kill their second character quick with an HD combo, or even the first character?  You'd probably already get full HD by the 5th round anyway?

wow, thanks solidshark and biobooster.  Never would've understood without the help

Social Club / Re: Where are fighters at, age-wise?
« on: May 29, 2012, 06:00:43 PM »
I definitely think that true fighting game "community" (rather than just bandwagon fighters) are 20+ age wise.  This is because most gamers 12-late teens are more concerned with bandwagoning and might not even have conceptualized that fighting games ARE a discipline and that there exists a community that is even necessary given the nature of these games.  And if they do have a proper conception of these games, most just don't have the patience, time, confidence, or even the muscle control to discipline themselves over a fighting game.  I recently begged my little brothers to let me try to teach them kof13.  I succeeded in getting them to understand all of the mechanics, but then it came to execution.  They both tried dozens of times to simply do 1 dragon punch or fireball and simply just couldn't do it.  You could understand how impossible it would be for them ever to get into fighting games now that they have already written off the franchise from that one experience alone.  They are 10 and 12.  But yet, one gleaming game breaks that mold and both of them are even solid at a little game called Super Smash Bros Brawl.  Plus Brawl is a game that gets the whole playing crowd into a laughing screaming riot.  I guess fighting games today are more for passionate and brain centric gamers instead of people who game to socialize and collaborate online and turn their thinking minds off.  Plus given the chronology of the fighting genre, it just makes sense that most fighting fans were there from the beginning, and already possess an innate grasp of everything about fighting games, including but not limited to tried and tested game mechanics that have carried over for decades.  Today, Super Smash is basically the only game bridging the gap between young and erudite fighters.  But there is no stepping stone to land on for the young players to cross the bridge on to more serious fighters.  Only time will tell if that game will come, but as for now, fighters are typically adults.

Of course what makes a game great is personal opinion.  That is implied in the topic.  What the OP is asking is what things do you look for in a fighter, or another way of looking at it is for what reasons do you love x game and dislike y game. 

Ryo Sakazaki / Re: Ryo Sakazaki (Console)
« on: May 29, 2012, 12:36:09 AM »
I told you he doesnt do damage without meter... Without meter he does Mai level damage... Pitiful... But thats not his strength... He is a slow counter type character... I dont even bother worrying about damage unless i punish someone with a full b&b or HD... Only other time i fish for damage is when i go for CH j.C+D or when i corner them...

Also dont forget he has a deceptive cross-up with j.B... Thats how i've mainly been landing full screen 3 meter 900 dmg HD combos... After yesterday my friend stop shitting on Ryo (he kept saying he is the worst character in the game)... After eating a few CH j.C+Ds from mid-screen and getting cornered and loosing 500 life he was like wtf... After being stuck in the corner and eating frame traps and eating about 10+ HD combos he stopped shitting and started complaining that Ryo does too much damage... LOL...

hmm I need to watch your Ryo.  Do you have any videos of you playing?  In fact, I can't really find any good Ryo footage.  If you have any, could you please share?

what does GG AC +R mean?  A completely new game adding on top of Accent core?

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