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Messages - necronomiCRON

#16
If you guys threw in some KoF 98 UM I would definitely show up. I really do not play any other fighting games :(
#17
Quote from: omegaryuji on November 13, 2011, 05:49:55 PM
Make sure you hold up long enough to get a jump, because it doesn't work with a hop.

Not true, you will get a jump ;d if you hop straight up.
#18
Classic King of Fighters / Re: The King Of Fighters 94
September 06, 2012, 08:56:56 PM
There is a way easier method for beating Rugal. In his first form you can jump in and tick throw him to death. In his second form when you charge with A+B+C Rugal will charge and won't stop until his gauge is full.
#19
Is anyone ever going to compile a guide that lists the special moves and their frames that allow you to max out of?

Some specials you can shorten the recovery time and combo easily, and some you have to max out on the exact frame. And example being Yashiro's HCB + C has to be maxed out of a specific frame to be able to get the benefits.

Anyway if anyone would be willing to make this list I would be interested in seeing it. At least try to label which specials have this capability in the character guides.
#20
I think grapplers tend to be predictable with their grabs. It's the unpredictable grapplers that I would be scared of. I don't know about XIII but in 98 most grapplers have certain situations which are ideal for grabbing. Just try to assess the situation and act accordingly. You can beat any standing command grab with a hop. Use this to your advantage.
#21
King of Fighters 98/UM/FE / Re: KOF98UM - Kim
July 26, 2012, 07:07:38 PM
Quote from: Desmond Delaghetto on March 19, 2011, 12:13:12 AM
For anyone that mains Kim or uses him as a tournament character, are there any strategies against fireball heavy characters like Eiji, EX Yuri, Takuma, EX Geese, Athena etc? I have a lot of trouble getting in on them, and I get outzoned...

I don't main Kim, but I will answer your question. just try to hop them and if they try to jump at you or rush in use an aerial move with good horizontal range. You can even roll past the fast ones. Never roll past the slow ones though.

Sorry for replying to an old thread. I felt no one really answered your question.
#22
Offline Matchmaking / Re: Ohio KoF
April 28, 2012, 12:22:50 AM
I wish more of you played 98 or older KoF games.
#23
Dude, you can't just use block strings and expect them to work. You have to know how to use them properly. Are they even safe block strings? If they give off no advantage then you're fucked unless you cancel into a special that leaves you at a safe distance.

If the opponent can attack you after your move is finished then you're not applying more pressure fast enough or the shit just isn't safe.


#24
Offline Matchmaking / Re: Ohio KoF
March 14, 2012, 06:02:06 AM
Didn't realize anyone replied. I will start going to Arcade Legacy again hopefully I will find some matches, or see some of you guys there.
#25
Training Room / Re: getting thrown out of jump-ins
March 09, 2012, 10:47:59 PM
I misread your post op. Try empty hopping into a grab on occasion. You also have to realize that it's about putting your opponent into a move that creates the most stun. You don't want your opponent to be able to react before your move ends.

The more pressure you can apply without them being able to react is key to having a sharp game.
#26
Training Room / Re: Pressure
January 30, 2012, 10:10:32 PM
You probably do not have the advantage when you try to pressure. Try to find moves that leave you at positive frames. In 98 Kyo's cr.A and cr.B leave you at plus one so you can just walk back in and try another cr.B, or hop down + C/hop CD/empty hop low B or throw.

Just look at the frame data for 02, if they have it, learn the formulas and how to apply these to figure out whether you will be positive or negative.
#27
Training Room / Re: Options against roll-heavy players
January 30, 2012, 05:48:43 PM
Just try to figure out when they use rolls the most. Trust me, when you counter their rolls they will most likely stop doing it unless they are mentally handicapped.

Applying pressure without being predictable is a good way to handle them. When you have the advantage you will be able to bait them into rolling, or just keep them guarding.
#28
Quote from: sibarraz on July 09, 2011, 04:20:27 AM
I had a question with EX mary

which is the input to use her command grab into a combo?



Wiki says you have to do the input as qcb hcf A/C instead of two separate inputs. From my experience it seems to consistently come out if you do qcb + A/C qcb, hcf + A/C. Hope this helps.
#29
Training Room / Re: Hit Stun and Block Stun
November 30, 2011, 01:58:43 PM
Quote from: giga_d on November 23, 2011, 06:05:04 AM
Quote from: FataCon on October 21, 2011, 05:08:21 AM
A general tactic is to pressure a defensive opponent using hop CD attacks. The reason for this is because once the opponent is locked in blockstun, you recover from your attack before they have a chance to retaliate, letting you lead in with the mix-up of your choice.
in this game I feel the blockstun on air cd's has been reduced greatly compared to 2k2um. You can air cd clark in the corner at an early height and he can normal grab you as you land. I will have to test somethings out. Maybe because he is a bit taller than other chars.

You're not doing it right then. It has to be a late hit to really gain the advantage.
#30
King of Fighters 98/UM/FE / Re: KOF98UM - Chris
November 14, 2011, 01:03:40 PM
One difference he has is with scum spider(direction change). It seems to have a greater grab range. In OG 98 if you did his basic combo  ;dn + ;b  ;dn + ;a  ;fd + ;a   ;fd  ;dn  ;df;a;c it will whiff. It will work in 98 UM though.