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Messages - Rex Dart

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691
Andy Bogard / Re: Andy Bogard
« on: October 27, 2010, 05:29:20 AM »
If I may ask, why the change from directions ( ;dn ;df ;fd ) to abbreviations (qcf)?

Thanks for (re)organizing these topics.

692
King / Re: King
« on: October 25, 2010, 08:13:45 PM »
I think you're missing the point of King.

Her lack of offensive options definitely hurt her, but her ability to zone is basically what she has to make up for it. If she's low on bars, or (heaven forbid) she's your first character, her best option is to try to keep the opponent away, play it safe, and hope they make some mistakes. Once she's built up some bar, King can afford to play more aggressively, since she then has Surprise Rose or EX Tornado Kick to get her out of trouble.

Yes, zoning is a challenge in KOF, and especially in XIII. But that's what King is good at. It's also what makes her fun, and unique among the XIII roster.

693
Hmm, I'm wondering now myself, what do they use the ratio for?  Ranbats or Tourneys?


The page I saw mentioned tournaments specifically. I also saw the 2002UM ratio chart hung up near the tournament bracket for that game, so it's definitely used for them.

I don't know the Japanese term for ranbat, so I can't help there.

694
I've only played the DC version and the Japanese NESTS collection on PS2. Both of those feature the extra backgrounds, so I can't imagine any of the versions would lack them.

The special stages only appear in versus mode and are triggered by strikers. For example, the normal roster of strikers gets you normal 2000 stages. If you or your opponent choose Kaede, you get a Last Blade background. King Lion gets you a Kizuna background. Fio results in a Metal Slug background. It's a bit random, though. It's sometimes based on player 1 and sometimes on player 2.

Don't know of any videos of these stages, since most KOF2000 videos are from either arcades or emulators.

I'd recommend getting the PS2 collection if you can play Japanese games. The US version was apparently censored, although I'm sure it plays fine. Also, the collection has color edit, if you enjoy that.

695
SNK Games / Re: I'm the only one who wants a Hyper Neo Geo 64 Collection?
« on: October 23, 2010, 07:21:30 PM »
I'd certainly buy it, especially if it was as reasonably priced as their KOF/SS/FF collections.

But like you said, the games are mostly just curiosities at this point. The only people who I could imagine buying them are collectors, so I can't imagine it could be profitable.

696
Terry Bogard / Re: Terry Bogard
« on: October 23, 2010, 06:25:16 PM »
I really want to see that combo, sounds really cool, and I always love when combos had moves that are not used to hit the opponent, but just to use them to move
Sorry, I phrased that poorly. All the Burn Knuckles DO connect, but Terry ends up on the other side of the opponent after the two in the middle.

697
Terry Bogard / Re: Terry Bogard
« on: October 23, 2010, 06:03:23 PM »
Earlier tonight I saw the most amazing Terry combo ever, and possibly the coolest in the game. (Disclaimer: This is the opinion of a Terry fan.)

I watched a guy do it three times in practice mode, and he had the AI opponent crouching. I'm not sure how necessary this is to the combo, but I wanted to mention it. Also, I'm not certain of the strengths of the moves, so keep in mind that when I saw weak Crack Shoot, it could be strong Crack Shoot. Same for all the others ones. I'm 70% sure of the input, though...

Cross-up jump ;d -> close  ;d ->  ;df ;c -> HD ACTIVATE -> close  ;d ->  ;df ;c ->  ;dn ;db ;bk ;a -(HC)->  ;dn _ ;up ;c (one hit) -(HC)->  ;dn ;db ;bk ;c ->  ;dn _ ;up ;c (one hit) -(HC)->  ;dn ;db ;bk ;c ->  ;dn ;db ;bk ;d  ->  ;dn ;df ;fd ;dn ;df ;fd ;b -((MC))->  ;dn ;df ;fd ;dn ;df ;fd ;a ;c  (opponent in corner) ->  ;dn ;db ;bk ;a  ->  ;dn _ ;up ;a ;c   (Strengths of the specials have been corrected -Kane317)

Did you get all that? The spacing looks pretty specific. He began the combo all three times with the opponent close to (about two characters sizes away from) the corner. And crouching, as I mentioned before. Terry does a cross-up jumping D, and does a typical HD combo starter into weak Burn Knuckle. He cancels that into a one-hit Rising Tackle, just to juggle them higher, and then uses a strong Burn Knuckle to pass under his opponent. He then does another Rising Tackle -> Burn Knuckle cancel to pass under his opponent a second time. At this point, they're about mid-screen. Terry does a strong Crack Shoot (three hits) to get his opponent a bit higher in the air, and goes into his Buster Wolf -> Trinity Geyser max cancel. The NeoMax hits the opponent into the corner (the opposite corner they started from) and Terry does another weak Burn Knuckle. I think this is where the spacing becomes incredibly important, since Terry is far enough away from the opponent that only the very end of the Burn Knuckle hits him. This means that Terry recovers quickly enough to add an EX Rising Tackle to the end.

The end result of all that work and all five gauges? 1023 damage. This makes it the first 100% combo for Terry, at least as far as I know.

Impractical? Yes. Awesome? Very yes.

CORRECTIONS: I can't believe it's taken someone so long to mention this, but the first post lists Rising Tackle with kick instead of punch.

UPDATE Kane317: Thank Mr. Kof for .

698
Today I went to Shinjuku Carnival, which the Professor at MMC mentioned as one of the main KOF XIII arcades in Japan. My local KOF XIII arcade isn't much to speak of. Just one machine, and it's usually unoccupied (but the arcade's pretty empty in general, so...). It's a nice place to go for practice, but the competition is lacking.

So Shinjuku Carnival kind of blew me away. Three machines lined up right by the entrance, posters outside advertising the game and character posters decorating the walls inside. The games were all running in beautiful Lindbergh cabinets, completely eclipsing the crappy monitor I'd been playing the game on. Not only that, but each game was only 50 yen, as opposed to the standard 100. I mean, damn. This place is KOF heaven.

First, a small change for those interested in the implementation of the ratio system. Above the machines was a note featuring this ratio list:

Quote
4- K', Raiden
3- Andy, Shen, Kyo, Iori, Kula, Elisabeth, Takuma
2- Leona, Ash, Benimaru, Yuri, Kim, Duolon, Chin
1- Goro, Terry, Kensou, Mature, Maxima, Joe, Robert, King, Hwa, Ralf
0- Mai, Athena, Clark, Ryo, Vice

The same list was posted by the Professor. However, where it had used to say "maximum 4 points," the 4 had been crossed out and replaced with a 6. So it's a bit less strict. Also, my main team of Terry, Andy and King now fit within the limit! Woo!

Tonight was a 2002UM tournament (which also used a ratio system, for those who care), so I think that distracted from XIII just a bit. Still, all three cabinets were in near-constant use. In casual play the ratio system is completely ignored, so I saw plenty of K' and a fair amount of Raiden. Also, a surprising amount of Clarks.

Out of the ten or twelve matches I played, I won only two or three. Time to go back to my crappy arcade and practice up...

699
SNKP should support XIII post-release with occasional DLC (preferably not new characters, though) and balance/netcode patches (if necessary, hopefully they won't be). They should also support SNK tournaments outside of Asia with some random prizes. Nothing fancy really. Also, the producers of KOF doing something as simple as putting in an appearance at a tournament to congratulate the winners would be a nice gesture.

Fans should work on playing the hell out of XIII. Discover every intricacy and detail the game has to offer. Get serious with it. Don't see XIII as a fighter that will simply tide you over until the next SNK announcement, but a fighter you'll be going back to for years and years to come. Raise the status of KOF in the eyes of other fighting game fans, and show it's worthy of the "King" in its title.

If both these things happen, then SNK can make a Kinect-controlled witch-touching game for all I care. They will have done the impossible, and I'd have no desire to make any lame fanboy requests of them.

700
Mai Shiranui / Re: Mai Shiranui
« on: October 21, 2010, 03:43:31 PM »
And I wonder if she has some good HD combo with MAXCancel...
In this combo: looks like she can finish it with NeoMAX, can't she?
If you watch the HD bar in the video, it runs out a few seconds after the EX DM hits. So you'd hardly get any damage from the DM, and her NeoMax would still suffer from all the damage scaling. So, while it's possible, spending five bars for about 70% damage doesn't seem worth it to me.

Another option would be to just cut the HD combo short and input the DM earlier, but I'd argue that Mai just isn't made for Max Canceling.

701
If that was fixed then Takuma is no longer very effective meterless, or am I wrong? Idk how good his meterless combos can be but I didn't see a whole lot of em. If so, damn! I was so looking forward to him being my point man.
With a full HD gauge, Takuma can do 90% damage with ONE power bar. And that's just with a DM at the end. Leaving that out should still do over 70%.

Takuma is basically god of combos. Defense is his big weakness.

702
General Discussion / Re: The King of Fighters XIII Video Thread
« on: October 19, 2010, 06:45:02 PM »
Regarding those last KCE videos (204-210): Enjoy that infinite while you can, Mature.

The last video says that the next set of KCE matches will begin the last week of October, so we shouldn't have to wait too much longer for post-patch KCE! I'm really looking forward to this.

703
I'm surprised Elizabeth isn't in K'/Raiden tier. Although I guess I haven't been seeing her in videos as much as I used to.

I personally have trouble seeing the tiers in XIII as segmented as that ratio list makes them seem. Most of the ratios 2/1/0s are way too close in ability to call.

Any chance we're going to see one of those grid-style tier lists for XIII? Which shows each character's advantage/disadvantage against every other character? With a roster this size, it seems pretty tough to do. It would be interesting, though.

704
That would definitely be an improvement. Although I'm not sure how I feel about a one button charge becoming an EX move after a certain amount of time. It sounds a little imprecise? I'd rather they required you to charge and release both buttons simultaneously. Which would mean they couldn't string two together, but they'd be able to charge the Godkick faster. But hey, that's mostly personal preference.

Regarding balance, who would people name as de facto "balanced" characters? Which character(s) are right in the middle of this game's imaginary tier list, in your opinion? Compared to previous KOFs, I think the mid-tier characters in XIII have a ton of stuff going for them.

One of the first characters I think of is Kensou.

705
It's just an option. Ask him to turn it back on.
I would if I thought my broken Japanese would be able to get the message across.

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