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Messages - DarKaoZ

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1036
General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 29, 2010, 03:27:09 AM »
And hey, DarKaoZ, haven't see you around in a while! Yo!
Sup, SAB-CA! Yeah, it's been a while, I got a 1 month ban in GAF and I rarely comment here, because I haven't played the game and I just end up reading people info. But I'm still around, just busy with my website and life. lol

But this is kinda of off topic. so going back to the topic, I don't know, I think it would be unfair to take off Raiden Drop kick, maybe they should take away the ability to link it. But well, that is just a though, still need to play the game.

1037
General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 28, 2010, 08:12:00 PM »
I think the Drop Kick was intentionally left that strong, I remember the blog entry in which they were talking about Raiden Drop Kick and how good it was.

But the question now is, how much should Raiden Drop Kick take off damage to be "fair" and Raiden Useless? Because most of the cast have a really good arsenal of combos that take a lot of damage.

1038
General Discussion / Re: Dune's perspective on KOFXIII
« on: September 28, 2010, 08:08:28 PM »
Arcade Infinity people are enjoying the game, and I think is the same broken game... isn't it?

That is normal in US, just look at MvC2. The more broken, the more fun it is!

Yeah, I'm joking, but also serious to some extend.

1039
While watching some matches from smoai channel, I saw Elizabeth building meter by whiffing her qcf+P.

IIRC in the blog they say that you can't build meter by whiffing moves, ex: If you throw a fireball and your opponent roll or jump over it, the character who threw the projectile will not gain meter, unless the projectile hits or gets blocked.

So would this be considerate a glitch for Elizabeth?

1040
The only problem with this game is that all the characters look too powerful. One moment you think that Liz is cheap and the next thing you see is Chin just crushing everybody with his crazy combos and overhead

I think that is great! Also the Arcade timer is set to 60 seconds, the damage done is proper to the time you have to beat someone else with full health. If the console version does have Damage Changer (you know, how much a attack will cause damage) and you can set the timer to 99, then we might have longer fights. Hopefully this is something that tournaments could take into consideration if they want longer matches.

1041
I never liked Mai until I saw her KOFXIII sprite, I think she looks great in XIII unlike her other game appearances. But it's ironic she isn't been played even after all that "No Mai No Buy" whining.

1042
Wow... first time I see STUN in KOF in action, I mean, it feels almost useless.

They should change the STUN as a defensive mechanism, maybe make it work like SF4 in which the scaling goes to extreme if you continue a combo on a STUN Character. I think that system works way better in KOF13 than it would work in SF4 IMO.

Also that would help as an anti infinite mechanism too, because the infinite will end and the combo scaling will make it almost useless to continue the combo off it. But then again a NeoMAX could be used after that and you might as well be dead after that even with extreme scaling. Still I would like the STUN to appear more often at least. lol

1043
I just noticed something from the last AI video that I never noticed before. Anyone else find it weird that the opponents build meter when blocking attacks?

IIRC you build meter when your attack hits or it's blocked. Also if you block the attacks you build meter, but you don't build if your attack doesn't hit anything., like a fireball been dodged.

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