Maybe they just used EX Kyo as an training dummie to test out the Classic Iori for DCs and Combos too.
I'm really looking forward to play EX Kyo when the game comes out.
I'm really looking forward to play EX Kyo when the game comes out.
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Show posts MenuQuote from: FataCon on October 07, 2011, 05:30:20 AMQuote from: Xxenace on October 07, 2011, 03:18:39 AM
well once again here's hoping the netcode turns out good because that will be my only way of determining how long i stay interested in the game
This actually brings up a really good topic I think I'd like to discuss. If the netcode for XIII were to bomb (which is definitely in the realm of possibility), how does that effect your interest in the game? Is it a big determining factor for you regardless of how solid the game is on it's own merits?
And to address the issue of not having local competition, would you be willing to travel to participate/host tourneys/meets in the event that netcode fails?
This isn't addressed to Xxenace specifically, his response just made me think of the topic. With netcode being the biggest subject of doubt for a lot of people pre-release, I think it would be interesting to see where everyone in the community stands.
Quote from: Reiki.Kito on September 28, 2011, 08:05:16 PM
So with one extra month leading to the console release, what do you think we can do with the arcade version till then? I've been doing a lot to tell people to try the arcade version and not wait to play the console version just yet because they're very similar.
In a sense, that's true. The mechanics for the game won't change to be a completely different game anymore than UMvC3, AE2012, and MK9 patches will be for other games. So it's a selling point to get them to try the game and get interested in it. Although there aren't many arcades around, I also think showing people footage of the gameplay gets people going. It's real useful to show them that there's so many options and ways to go about winning that it makes it more a thinking game. People will have their stigmas, but it's always a matter of trying.
Back to my main point, how have you all been trying to hype up the Console release?
Quote from: Kane317 on September 24, 2011, 09:41:40 PMQuote from: Gamerboy15 on August 06, 2011, 07:56:16 AM
Hi guys, I just joined DreamCancel a couple of days ago and I've been using my main team from the past couples of KOF and other KoF-related fighting games and now still using them for KOFXIII. here is my team I'm using.
KOF2002-KOFXIII:
1) Kim, Terry, Kyo
2) Kim, Ryo, Kyo
3) Kim, Iori, Kyo
What are your thoughts on these team?
I dunno how I missed this post. All very strong characters, Kim tends to really excel with meter so he might be better suited for 2nd or third. Kyo builds meter very well (less so in console) but he still deals good damage without it. Terry also excels in the 2nd or third position better (however Kim takes advantage of the meter more so give priority to Kim for meter usage IMHO) as well but he's not bad at first. Ryo is solid by himself and can play any position and so can Iori as he builds meter fairly quickly.
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Quote from: metaphysics on August 09, 2011, 05:54:22 AM
he meant now and yes you can ex in the air
Quote from: Kane317 on August 09, 2011, 02:23:10 AMQuote from: Mr.KOF on August 08, 2011, 09:55:36 PMQuote from: DJMirror949 on August 08, 2011, 09:35:50 PMHis HCB+B builds the same last time i checked at EVO. They just slowed down his B version scissorkicks.
is there anything new to the console ver of Kyo? I heard that his HCB+B or D doesn't build up alot of meters/drives as before?
I disagree, we checked it and it distinctly looked lower than v1.1.
-His hcb+K has more recovery making it completely punishable
-His qcf+K now combos mid-screen off a df.D [1hit]
-You can perform an air Orochinagi Ex version now.
Quote from: Kane317 on August 02, 2011, 11:20:41 PMQuote from: SolidSonicTH on August 01, 2011, 03:48:40 PM
What's the general strategy with Kyo?
He leads my main team but I do that because I think he's the weakest link in the team (I'm much stronger with Iori and K', who make up the rest of the team; I stick Kyo in front because I expect him to lose before anyone else).
How should you try to play him (up in your opponent's face, at mid-range trying to bait attacks, etc.)?
Kyo has always been a in your face type of character in the past. Now that he's lost his Aragami rekkas I suppose he's slightly less so but there's no reason you cannot play him aggressively as his jump speed and his normal moveset such as his j.D, j.CD, and j.d+C is still designed to put on the pressure. Factor in his Ex hcb+BD as a command grab, his j.B/j.d+C for crossups and his d.B starters Kyo's in your face game is still very strong.
Quote from: Kane317 on August 06, 2011, 11:45:26 AMQuote from: Gamerboy15 on August 05, 2011, 06:00:48 PMQuote from: Kane317 on August 05, 2011, 10:32:20 AMQuote from: Gamerboy15 on August 05, 2011, 06:54:59 AM
lol thanks guys! Now I know! :D
Hi Gamerboy, I'm pretty sure you joined the console tournament last Sunday at Evo right?
Oh no, I didn't know that this was happening because I was watching the Blazblue Grand Finals at that time. But I was able to join the other KoFXIII side tourney last Saturday.
Either way, I saw your name on the roster when I was doing the brackets. Definitely come up and say hi the next time.