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Messages - umgogo

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General Discussion / Re: Buffs and Nerfs thread
« on: December 31, 2011, 02:55:05 AM »
^^^
I am aware that that is the standard method, but I find it hard to get down consistently (and it also looks less fluid). Cancelling into HD from f+A would still require fairly close range, so it would not break him.

On that note, Robert doesn't need crouching B, crouching A, f+B, f+A (three days to hit confirm...), but it is still a nice "crutch" to have and one of the reasons I play him. Poor execution player here. ^_^

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General Discussion / Re: Buffs and Nerfs thread
« on: December 31, 2011, 01:29:19 AM »
I want a KOF XI: Ultimate Match without the massive cuts in the movelist, but I'll keep it realistic:

Duo Lon
Either let him cancel into HD mode from his f+A (since it behaves like a command attack in most other respects) or give him another command attack to do so from.

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King of Fighters XI / Re: What is general opinion about Kof XI anyway?
« on: August 08, 2010, 08:38:49 PM »
i am an snk fan and i try my best to support anything to do with the original kof series... i don't care for any spin offs...

what you think is fair/unfair or pretty/ugly or justified/unjustified doesn't mean anything... it's just your opinion that most kof fans will disagree with... you don't decide anything for snk... only thing you can do is either like the game or dislike it... so if you do like it, it would be helpful for yourself to accept everything in the game... otherwise you won't have fun playing the game, because anyone 'good' you play will be doing exactly what you hate

tl;dr version: I'll agree to disagree, but don't give me that "we are the majority and SNK are on our side, so sit down and shut up" rubbish.

While I doubt that SNK listens to any of us individually, my say on what is good/justified/etc. is every bit as valid as any other experienced player's. I stated my reasons (unnecessary and dumb/ugly), you stated yours (more fun and flashy combos). Does your opinion count simply because you like feature X, but mine doesn't just because I don't like it? SNK makes games for the players to play, not for their own sake, which is probably why Arcade and Arrange mode are both included on the XI disc - to each his own.

The "majority" of the community is not infallible, either - if most people wanted Maximum Impact's Stylish Arts (long, cancellable  chain combos) or Narutimate Accel 2's near-unlimited Assist system in a "main" KOF, I wouldn't change my opinion of these (IMO broken and lame) features because "the collective knows best." As far as I know, MI has been quite successful in the West compared to anything else KOF-related, and all those Dragonball "fighters" (which make NA2 look like Virtua Fighter 5R) apparently outsell anything on the market (in Japan as well?). ^_^

For the record, I will buy XIII and spend quite some time with it (making use of its features, including AJ moves) - on the whole, it seems solid enough to me (though I hate the aesthetics and miss many XI system/characters/moves). Yet, accepting these features is not the same thing as not speaking out against them when the question is raised.

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King of Fighters XI / Re: What is general opinion about Kof XI anyway?
« on: August 07, 2010, 04:46:41 AM »
u have seen Elizabeth in XIII right? how she can land Grand Rafale from literally anything that takes u off ur feet...

Well, I have three "u"'s for you: ugly, unimaginative and unnecessary. Shouldn't the point of a fast "crouch-dash" DM be that it travels under/through certain moves or combos/juggles thanks to its speed (as opposed to being an AJ attack)? Why not allow her to perform different attacks out of the GR's dashing animation, as seen with Foxy's qcfx2+P, f+P/d+K DM? :=(

*XIII looks awesome in this as every character can goo NUTS* but without anywhere juggles u wouldn't have awesome stuff like Yuri's cr.D xx EX demon flip throw...

Blecch, sweep -> anything is the very epitome of ugly! (Ugh, CvS1 Ryu sweep -> Shin Shouryu Ken) 8) She could get the ability to connect the "Demon Flip" after a Saiha (corner/EX) or Yuri Chou Upper (Counter Hit/EX) instead, or even the Shou En (df+D "vertical split kick" from '03/XI) to juggle off of.

Now cross-up b+D, standing C, df+D, dp+C x2, Super Cancel qcfx2+K, [Dream Cancel qcf, hcb+E LDM] or [Quick Shift to Athena, qcfx2+E LDM]... there's a classy combo!

watch a kof98 combo video... then watch a 2k2:UM or XI or XIII combo video... which looks better?

What renders '98 (especially the Quick Max-less OG '98) less combo-oriented/"flashy" than its successors are not so much the anywhere juggles as the Striker/Counter Mode/Super Cancel/Max Mode/Quick Shift/Drive Cancel/Hyper Drive features. Some were well implemented, some... might not have been.

(As a footnote, I have never been a fan of Custom Combos as a subsystem available to every character - IMO, not everyone should "go nuts" in this particular  fashion - and find some of the longer XIII Hyper Drive rather corny-looking, but they may be fun to pull off.)

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King of Fighters XI / Re: What is general opinion about Kof XI anyway?
« on: August 03, 2010, 10:54:01 PM »
@ umgogo... arcade mode is the way to go... no one plays arrange mode... and there is no point in hating anywhere juggles... as it is in XIII as well... it makes combos a lot more fun...

Where I live, practically nobody plays SNK games at all, so the point is nearly moot. Also, by that logic I should switch to, say, SSFIV or perhaps World of Warcraft? ^_^

Some find Arcade more fun, and some go on about how it is the original and thus "official" version, but practically everyone agrees that Arrange is more balanced. I find Arrange more fun and definitely more balanced (which, all other things being equal, always translates to a better game in my book), and (for what little it's worth to me) I tend to view the latest update as "official", so that is the mode that I will play and advocate.

Regarding the anywhere juggle feature, I feel it is a completely unnecessary/arbitrary system which actually dumbs down the game and resembles sloppy programming more than anything else (though I am of course aware that its inclusion is intentional) - in XI, that is. Do, say, Kula and Oswald's LDMs really need to connect after anything? I think not. I prefer juggling after special "launchers" (such as Momoko's dp+D or Kensou's qcf, hcb+B/D, Quick Shift on the fourth hit), thereby increasing the value of these moves.

Most of XIII's AJ moves seem to be EX specials/EX DMs, so the AJ trait may be what gives these moves some of their "EX status" (I personally wouldn't mind if these attacks did not have "normal" versions - such as with most Guilty Gear XX Accent Core Force Breaks - though that is, admittedly, a different point of contention). These AJ's still look downright ugly to me at times, but I will reserve my "gameplay" judgement until I have played the game, or at least watched more videos of it.

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King of Fighters XI / Re: What is general opinion about Kof XI anyway?
« on: August 02, 2010, 09:30:29 PM »
Having played fighting games since early 1992, I hold XI as the best KOF, and possibly my current favourite fighter, due to the smooth controls, fun tag/Shift system and interesting versions of most characters. Note that I am slightly biased (what with having sub-par execution skills and living for jump-in combos).

and as for the game mode, should I bother with Arcade Mode since I had been playing Arrange Mode since from the beginning.

I have barely even touched Arcade Mode, since Arrange is more balanced in general (though perhaps not balanced enough) and I strongly dislike the concept of "anywhere juggles." Some say combos (particularly links) are even easier to do in Arcade, but from my limited experience, I cannot say I find the difference pivotal.

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King / Re: King
« on: July 31, 2010, 05:09:53 PM »
^^^
Yes. XIII King is apparently based on her Art of Fighting/Ryuuko no Ken versions, which is also why she has the Double Strike as a DM, even though she already has an EX Venom Strike... :=(

For the record, King lost the Mirage Kick (hcb+P advancing multi-kick move) and Mirage Dance (hcf+P command throw), as well as the 45 degree angle, multi-hit '96 version of the Tornado Kick, as early as KOF 2003.

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