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Messages - The Fluke

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31
General Discussion / Re: KOFXIV Announced for 2016
« on: June 03, 2016, 04:16:25 AM »
Ryo's parry is 4 frames start up in XIII and at minimum it's the same in XIV, going by the footage we have seen, if not slightly faster.

I believe df.B is 1 f faster than f.B, but yeah, you're probably right. What i meant was that when you are reacting to something you have to add either 1f for special or 4f for normal and i believe it's the latter, unless you buffer during another move. This effectively turns his 4 frame parry into either a 5 or an 8 frame move. This affects everything in the game, but the point is that for reactionary purposes, having Ryos parries go into startup after 1 frame instead of 4 (wich i think is the case) would make them better without actually changing how he can use them.

32
General Discussion / Re: KOFXIV Announced for 2016
« on: June 03, 2016, 12:29:24 AM »
It would make the parry too good probably.

Chin has a 1 frame parry/counter but he doesn't have a meterless invincible reversal like Ryo does.

Well, if Ryos parries were say 4-5 frames of total startup instead of the current 7-8 (i think), he would still, unlike chin, be unable to use them against meaties etc and they wouldn't come out on button hold so they'd require manual timing aswell. I don't think they'd be overpowered if made faster and since ex moves are only available in max mode he wouldn't have any launchers from parry anyways. The worst he's going to hit you with if he isn't in max mode is a super of some kind, unless they make parry max cancelable wich could be crazy.

And Chins counters are too good in 13. Playing against Chin is practically mental suicide because he is one big (small) dynamic 50/50 machine. Doesn't matter who's on offense, everything is Chins mixup and it all leads to corner carry and 500 ish damage. I hope he's more sane in 14 because i do like him, stupidity aside.

33
General Discussion / Re: KOFXIV Announced for 2016
« on: June 02, 2016, 10:51:02 PM »
Ryo can punish just about anything with parries in 13 aswell but they seem to be a bit faster in 14. I believe they start up as normals (4 + startup) in 13 and what i hope they've done is shift it over to special startup (1 + startup) wich will make them way better for reactionary play. I may be completely off and perhaps i just suck though so whatever. They look better now.

34
General Discussion / Re: KOFXIV Announced for 2016
« on: May 31, 2016, 10:45:28 PM »
- The D overhead seems to cause a knockdown now, so no more combos after it

YAAAY!

35
General Discussion / Re: KOFXIV Announced for 2016
« on: May 30, 2016, 04:31:58 PM »
Stance just looks funny to me. I know that back kick is more powerful, I did some taekwondo for few years, but had to quit, because I couldn't kick higher, thanks to my CP.

Alright, bummer, martial arts are surprisingly fun to practice. I looked at the picture again and i'll add that the kick is aimed surprisingly high up wich naturally results in him leaning forward alot wich in turn screws with balance and would likely cause him to push himself away and thus kind of ruining the kick. And he isn't really moving his shoulder in order to actually see the opponent. Foot angles are good though. Kicking foot is angled to connect with the heel primarily and the foot he stands on has its heel on the ground wich helps to keep rotation out of the kick.

Imo snk tends to be good at making actual martial arts moves look legit, though this is perhaps not their best work in that regard.

In joes case i can't really see if he's lifting his heel as he is supposed to in order to not hurt himself and for some reason he is spreading out his fingers behind his own head wich is rather pointless and he could preferably hold it by his front shoulder or in normal guard position. Looks good though.

36
General Discussion / Re: KOFXIV Announced for 2016
« on: May 30, 2016, 03:01:11 PM »
Never realized how goofy looking that Robert's command kick is.... But I think King kicks even higher than those two.

Well, Roberts kick is a back kick wich is typically way way more powerful than for example the kind of kick joe does. It's not usually even aimed at the face because it can knock out with body blows so there's no point in aiming for something hard to hit/easy to defend. Aside from him holding an arm out behind him, what's weird about it?

37
General Discussion / Re: KOFXIV Announced for 2016
« on: May 28, 2016, 07:13:47 AM »
Proper burning hammer incoming; https://www.youtube.com/watch?v=EuEoimAW604

38
General Discussion / Re: KOFXIV Announced for 2016
« on: May 26, 2016, 07:51:03 AM »
Yeah, joe has a new command normal wich seems to have pretty good range. Either they changed his s.B to a low kick from a front kick or he also got his old f.B back. He comboed after an EX golden heel just like in 13. He also has his classic far D (mid kick) back and tiger kick goes more upwards like in older games. It will be fun to see if he turns out quite similar to 13 (-combos ofcourse) or if he gets some of his pushback from older games back wich should make it easier for him to use his specials relatively safely.

39
General Discussion / Re: KOFXIV Announced for 2016
« on: May 23, 2016, 06:26:49 AM »
I don't want to believe they're this bad at not leaking things.

Haha! It struck me that that one 13um picture could so easily be fake. I just want this to be real. I want them to keep 2d kof alive.

Who knows though. Clearly they had massive leaks on kof 14.


On a different note; A lot of the music heard in kof 14 so far sucks. The new saxophone theme is great but that generic football music with whistles and shit makes me want to hurl. I really hope that some of the songs currently in the game are thrown out or perhaps en up in an alternate soundtrack.

40
General Discussion / Re: KOFXIV Announced for 2016
« on: May 23, 2016, 01:46:42 AM »
Kofxiiium? Those sneaky buggers! Are they going to give us a new kof and update their last 2d one for us? That would make me so damn happy!

I think the kof14 silhouette shows rugal. Looks that way to me.

If you click the kof13 picture there's a match between goro and robert and on p1 side the next character is tung.

So good if this is real!

41
General Discussion / Re: KOFXIV Announced for 2016
« on: May 12, 2016, 07:47:56 AM »
This trailer didn't make Daimon look cool wich is fine because KoD.

42
General Discussion / Re: KOFXIV Announced for 2016
« on: May 11, 2016, 08:43:47 AM »
Banderas would probably lose his vocal charm if dubbed. I don't really care if they do a dub because i usually just set games to japanese anyways. Some english dubs are just offensively bad.

43
General Discussion / Re: KOFXIV Announced for 2016
« on: May 02, 2016, 01:12:45 PM »
Anyways, it looks like MAX Mode in XIV combines features of all the MAX Modes and equivalents that have existed in KOF. Being able to cancel into it to extend your combos like in 2002 and XIII. EX Moves like in XIII. Using MAX Mode to make your DMs into SDMs like in 98. If anyone remembers, activating MAX Mode in 98 only let you use SDMs and not DMs.

Nitpicky thing but maxmode can extend combos in 98 aswell, although very slightly. If you quick cancel a normal with it you may be able to link stuff that wouldn't otherwise link.

44
General Discussion / Re: KOFXIV Announced for 2016
« on: April 30, 2016, 03:03:31 PM »
I just checked the movelists posted for the game and Ryo has the same moves as in 13 but with the changes to his fireballs and the addition of a far.D i'm thinking that he may be a lot worse in this game than in the previous one.

Kim seems to be roughly the same as kof 13. Rather boring really.

It's not really a problem though. They might be fun and there are ofcourse plenty of interesting characters to pick from if they aren't.

45
General Discussion / Re: King of Fighters XIV Video Thread
« on: April 27, 2016, 02:41:37 PM »
woah! I thought the damage was higher as XIII's seemed minuscule in comparison... Guess I was wrong.
[/quote]
You should take the video with a grain of salt because they're comparing max mode combos (1 bar) to HD combos in order to make them look similar, but they aren't really costwise. And while the 14 combos may be viable, the 13 ones mostly aren't. What would be more useful is a comparison between actual bnb damage.

It's cool though.

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