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Messages - the_judge

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16
Offline Matchmaking / Re: SoCal KoF
« on: March 28, 2011, 10:55:53 PM »
Alright, gonna have to hit up the bank then.
Also, I think I wrote the 14th, I actually meant on the 15th.
And plz tell me neogeo layout is available, I will cut myself if I have to play box layout again.

17
Offline Matchmaking / Re: SoCal KoF
« on: March 28, 2011, 07:55:11 PM »
Bring quarters!

ehhhh, okay
I also take it that Alex's works on quarters instead of tokens?

18
Offline Matchmaking / Re: SoCal KoF
« on: March 21, 2011, 07:47:53 AM »
Assuming everything works out fine, I will be stopping by Alex's on the 14th primarily to play XIII.
Anything I need to know?

19
Neo Geo Battle Coliseum / Re: NGBC General Discussion thread
« on: February 10, 2011, 04:17:23 AM »
Now I've never come across this before, but how is this even possible!?!?!?!?



lol, limit break combo vids.
90% of the time it requires some kind of inhuman effort between both players to initiate those glitches.

20
Neo Geo Battle Coliseum / Re: NGBC General Discussion thread
« on: February 07, 2011, 01:49:33 AM »
Kyo gets Max Mode after using his qcfx2+K super (at least I think that is the notation)
After the super I believe you mash kick, and he taunts then glows orange. He has Max Mode for a certain amount of time. I don't know how long it lasts though.

21
How many times has a KOF game received a balance patch or update?
As of now, I can only recall 2. 98FE, and Arranged Mode in KOF XI (If you wanna count that).

22
King of Fighters 98/UM/FE / Re: KOF 98 UM - Ex King
« on: January 17, 2011, 12:34:04 PM »
I called her DM's lackluster cause they seem very straight forward to me. Surprise Rose whiffing after the initial hit makes it somewhat difficult to use as an anti-air (Possibly remedied in FE). Not too sure about it as a reversal, haven't tested that much yet. Double Strike does good damage, but in Advanced I don't see much of its use. For Extra, if Double Strike is combo'd from moushu kyakuu, and the opponent isn't too close to the corner, if you add a very slight pause before throwing the double strike it will carry the opponent to the other side of the screen and give you enough time to safely charge nearly an entire stock. They could possibly close some distance on you, but you can have at least 75% before they get in their optimal range.
To sum it up. Surprise Rose seems unreliable to me, and Double Strike is pretty much only used if I am in a very specific situation, and landed a setup.

23
Can anyone (particularly the AI catz) tell me the speed of this KOF compared to others?
Someone has said to me that they would like to pursue KOF, and I need an older title to recommend to him (for understanding of basic mechanics).

24
King of Fighters 98/UM/FE / Re: KOF 98 UM - Ex King
« on: January 15, 2011, 05:58:40 PM »
I will say that I much prefer this version of King.
Walking forward and hit confirming cr.B into Trap Shot is much easier with the motion being changed to a standard dp. The added D fireball assists with her zoning through projectiles.
EX King works well in both Advanced and Extra. Due to her somewhat lackluster DM's, she is not very meter dependent. Which also means she can fit in just about any slot on a team.
Generally, King leans more towards defensive gameplay. Her far.D and far.C are superb long pokes. Partnered with cr.B she has very good ground normals to keep up with just about any char. Her anti air options include: far.D, far.C, far.B, cr.C, Trap Shot, and Tornado Kick. Obviously her anti-air options are very wide, though most of anti-airs are better to stop more distanced jump-ins.
Her aerials of choice are basically j.D and j.CD. j.D is very fast, can be used as an instant overhead, a jump-in with decent hitstun and blockstun. j.CD is somewhat like Chris' j.CD, she swings her leg in a large arc, though her's doesn't reach as far down as Chris'. Has good blockstun, but you won't really be creating very much pressure after it on block, as she really doesn't lend herself to pressure.

In Advanced, her preferred team positions are first or second. As she somewhat rarely uses her DM's, she can essentially be used as a strong defensive battery.
In Extra, she doesn't really benefit much from the meter bar that Extra uses. However when partnered with Step, she benefits greatly in her spacing and zoning with the faster walk speed. Also mind you King has one of the fastest dashes while in Step. Due to her more distant spacing she has a lot more safety to charge, theoretically, you can walk back and forth poking and denying jump-ins, while holding a full charge, which will allow you to GCCD in the case you are put in a pressure situation, and then put your opponent back where King wants you to be.

Not very knowledgeable when it comes to matchups, but this is the most I can pull out on EX King in 98UM.

25
Why the hell is Ryo's hyperhop j.D the neutral jump j.D? Instead, his old non-neutral j.D only works from regular jump forward and backwards. I don't think this happens with any other char.
It has its uses, but not as effective as the old one.

26
Classic King of Fighters / Re: The Judge's Letter
« on: December 24, 2010, 08:50:45 AM »
I personally think people need to just accept #snkplaymore. At this point in time, it has established itself well.
Being uncomfortable talking with the regulars in the #snkplaymore channel does not really warrant a new chatroom.

27
Offline Matchmaking / Re: SoCal KoF
« on: September 22, 2010, 11:05:00 PM »
on a side note, here's a joke: What do you wear at a KoF tournament when it's hella cold?

http://www.6pm.com/columbia-fast-trek-half-zip-fleece-black-charcoal

A Dark Fleece!! hahaha

facepalm
@DG. God dammit, right when I go on a FG hiatus you gotta post this up.

28
Clark Still / Re: Clark Still
« on: September 18, 2010, 01:28:39 AM »

In terms of normals, I think only their jump B&Ds are different, I haven't really tested out their properties (speed, priority, recovery).

As for Ralf being better than Clark I've heard no such thing. I think they are just different (and if you're into preliminary tiers, then Clark's actually higher than Ralf).

it seems I worded that post wrong. What I meant to say was I've been told Clark is better than Ralf in every way.
Just wanted to get some insight. Also could anyone point me out to some good Clark vids (Nico included) as i doubt I've watched any kind of Clark play outside of the technical references.

29
Clark Still / Re: Clark Still
« on: September 17, 2010, 07:02:16 AM »
It has come to my attention that Clark has almost all the same moves and Ralf and is supposedly better in every way, shape, and form.
Are ALL of their normals the same? (I'm considering speed and hit properties) and how exactly would he be so much superior?
I apologize, I don't think I've seriously watched a single video of Clark being played.

30
General Discussion / Re: The King of Fighters XIII General Discussion Thread
« on: September 12, 2010, 05:26:21 AM »
I'm I the only one here that thinks that KOFXIII might get more players now that capcom is pissing everyone off with its unoffical patch

no you are not sir

@kane317: all i'm allowed to say is that i played very defensive and i played my chars poorly (king/ralf/ash).

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