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Messages - shinefist

#331
Did anyone know about the 8 minute combo movie on kof XIII's bonus art cd, its from elive pro members?

Has anyone posted it up yet, its not ground breaking but theres some good setups for some characters.
#332
General Discussion / Re: Netcode Lag/Delay Test Reports
November 24, 2011, 06:14:31 PM
Ok got the game, great game apart from the online which is abit laggy on most matches for me. I must admit, the game system even off line needs time to get used too. Characters cD moves are very slow for some characters like terry, so when you have abit of lag it exagerates the lag more so.

I need more time with the basics definately, even my kyo's hop B went over the opponents head in some matches, its like starting from scratch. Hopefully they can tweak the net code abit.

I had one match that was a 3 bar and it worked better than other 3 bars but the guy quit on me.

They need to fix parts of the game anyway, example you cannot back out of a game if the latency is a 1 bar, you have to fight them which sucks.
#333
General Discussion / Re: Netcode Lag/Delay Test Reports
November 23, 2011, 08:18:06 PM
I'm in that same boat man, i need a decent online experience to get praccy in, then i can go travel to events. Online is essential

Quote from: KBlackNoah on November 23, 2011, 06:49:48 PM
@Diavle

I said i wanted to travel.I cannot do decent practice with laggy online = why should i go to a turney with 0 practice and waste money and time for nothing?.I want that fix.If you play only to have fun .. have fun.But i want to take this game a bit serious.I hope atlus does something about this because they promised better netcode than sf4.... which is not right now.



#334
General Discussion / Re: Netcode Lag/Delay Test Reports
November 23, 2011, 08:10:39 PM
Sabin comes in lol

Oh right, thanks for explaining to me.

Cheers mate.
#335
General Discussion / Re: Netcode Lag/Delay Test Reports
November 23, 2011, 03:34:18 PM
Just stating the truth about kof games, its true, moves dont come out as fast, whilst games like blazblue and sf, the moves come out faster.

Like i said we'll find the truth soon enough ourselves.

Is that correct about what omegaryuji says, i wouldn't know i never played it?
#336
General Discussion / Re: Netcode Lag/Delay Test Reports
November 23, 2011, 12:56:03 PM
Should hopefully get this tomorrow.

After hearing people bitching about the lag i have a question for anybody to answer.
I was watching sabins play and he said online on 3 bars still sucks, ok. But when he's playing on line you can here his stick going so you can read the delay right, ok thats fine. My question is that when he goes into offline practise mode with vice for example, why does he still have delay in the offline which resembles the online, offline is slightly better. Go take alook for yourself.

My personal answer is that kof's moves and movement have always been not as responsive as capcoms games, thats just the way snk builds there games, you will hardly notice, but thats another reason why people find kof hard to get into.

Also you would think player matches would run better too, which he does try in the end.

Guess i'll find out soon enough.
#337
Hikigane is hcb+B/D in from 2000

Shame its not in. Would like to see ex kyo combos and strategy for him because now its just ? for me.
#338
Wow is the game really that different when it comes to the timing of moves.

Cool.
#339
I got lucky i put youtube on and typed kof and the info just sitting there ? I'm confused myself, i thought i'd quickly put the info up incase it got taken down.
#340
[spoiler][/spoiler]KOF XIII - Mr. Karate Neomax

Mr karate changes and neo max
1) gained f+A command attack, canned 3 hit leftrightleft punch that is comboable into and from.
2) Ko'oh-ken is KOF2k2 Takuma style. Both A and C vers will combo. C ver does not guardcrush.
3) C ver Ko'oh-ken has a 'followup dash' (doubletap forward) that lets you cancel the recovery with a short dash forward... corner combo fun here.
4) C ver Kohou (dp+C) is brakable (A+B to brake).
5) new move, Hakyoujin (qcb+P), which is a high or low Geese style counter.
6) regained Shorankyaku (hcb+K) knee rush, with all properties from KOF98.
7) Hienshippukyaku (hcf+K) is an AIR MOVE only.
8) DM's are HSKK, Ryukoranbu, and Marco's big shiny uppercut from Garou MOTW.

KOF XIII - NESTS Kyo neomax

Nests kyo changes and neo max

Changes vs regular Kyo:

1) ex Kototsuki is no longer a command grab, it's a short rush and grab. He does not have the Hikigane (boo).
2) df+D 1hit no longer cancellable
3) close C, f+B combos, and is comboable from ala KOF2k1. This will be his main combo starter.
4) ex Oniyaki does not rise into the air, and only hits 6 times vs 10 from regular Kyo
5) ex firefist is the Dokugami (qcf+C) and the final dp+C hit has the properties of the ex Oniyaki
6) lost Air Orochinagi
7) Gained Mu Shiki, cB, cA, Mu Shiki works ala KOF97/98
8) Neomax IS comboable from close C, f+B, regardless of how the startup looks.
9) 75 Kai (qcf+K,K) is no longer automatic, both K's must be manually input like in old KOF. Range of the move is far shorter than regular Kyo, and it comes out slower like in KOF2k. You can drivecancel it from qcf+C for jugglefuns.
10) rdp+K is the R.E.D Kick as expected, overheads.[spoiler][/spoiler]
#341
Great speech ZYN cobra, i feel the same, having to stomach other games intill this arrives has been tough on many of us.

Props to all kof sites. Hope this is the start of something much bigger.
#342
Reiki do you mean if they dont back step your hop will go over there head if they duck, is that what you mean?

If thats the case the opponent could just crouch sweep you or something.

hum it seems like a new layer of deph has been added with the back step. Curse you b,b lol.

Heck i'll just wait till they do b,b then use my kyo's ex orochinagi hehe.
#343
If its like sf4 netcode then i'm a happy bunny, i have no-body to play in person so xbox live is vital for me to get good practice then to go to tournaments.

I'm really glad to here that news.
#344
Great topic people.

Looks like we will have to think up new ways to approach the grounded foe's.
Wonder's if you run forward if you anticipate there back step, that may create a clear combo option?

Its interesting as because if someone thinks you have good timing you could use that to lock them down to not doing a back step, then they are forced to block, attack or guard cancel etc.

Characters with fast hyper hops may punish back steps too, after that characters with fast forward trajectory moves will place high in punishing them too.
#345
I dont know if this video has been posted but i got it from mmcafe

KOF 13 XBL netplay test

You can here the inputs from the player on the right & it sounds good to me. The fact that the player could be better but the sync time between input on the stick to the character doing moves looks really good even on 3 bars. I think the blue bar is 4th and best connection, but others have been saying it has 5 bars for best connection.

Also the player mentions the distance is from florida to virginia which is 800 miles away according to google maps.
Cant wait to get.