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Messages - Violent Ryo

#16
Ryo Sakazaki / Re: Ryo Sakazaki
November 10, 2010, 09:00:34 AM
Quote from: Aenthin on November 10, 2010, 02:51:04 AM
So according to the vid up there, HD Combo, 2 stocks
d+B 2x, [HD], D, f+A, hcb+BD, (dp+C, [HDC] hcb+D) 2x, dp+C, [HDC] f,b,f+AC, dp+P, [HDC] qcf+A, qcf+A, f,b,f+P

Yes, looks like it, my favorite parts are the EX Zanretsuken and the double Kou'kens.

I wonder if the combo's ending could be modified by using the other version of the Zanretsuken that knocks up on the last blow and the taunt animation canceled in to Haoh-Ken Super or Ougi Super (the player gained another stock at the end so I think he could have done this and won nicely).
#18
Ryo Sakazaki / Re: Ryo Sakazaki
October 29, 2010, 05:38:34 AM
Quote from: Diavle on October 29, 2010, 05:02:29 AM
Quote from: MUSOLINI on October 29, 2010, 04:11:45 AM
dont know if this was mentioned or not, but ryo can do crouching B and link it into his crouching C.

Hasn't he been able to do that for years? Did it a lot in 2k2.

That combo did not work in KOF XII, so glad it's back.

And new Ryo combos in these 2 new videos featuring version 1.1 on SMAOI's channel

http://www.youtube.com/watch?v=q-FZ1fyX5XE

http://www.youtube.com/watch?v=q-FZ1fyX5XE

For example standing Hard Punch > Kou'ken > Heinshippukyaku.  Does nice damage too.  But actually you can connect practically anything off a successful light punch Kou'ken (some out of corner like Heinshippukyaku hcb+light kick).

So there are genuine incentives to use both versions of Kou'ken (qcf+P) hard punch Kou'ken has better range and priority, but light version Kou'ken can be comboed after, but both versions can be cancelled into Supers, EX Supers, and NeoMax.
#19
Quote from: Kane317 on October 27, 2010, 12:11:13 AM
at least write it out like hcb+B, or t.shot, or something (it's really not that so long you might as well write the damn thing out) coz it's a lot easier for the readers (and considerate).


Man.....i started playing SFIII again, and was trying to find info on Yun on the SRK forums, the whole thread was abbreviations i could not understand and was pretty frustrating...
#20
Training Room / Re: New to KoF...
October 23, 2010, 05:46:13 AM
Either 98 UM or KOF XII are great choices actually.   KOF XI is also another classic (with a shitload of characters!), and the smoothest controls of the series, meaning more loose than previous versions.

All these games are available on PS2 in the US at good prices.
#21
Rakukojin, its always good to hear first hand impressions on the arcade scene in Japan, thanks. 


#22
SNK Games / Re: SNK Playmore On XBLA On Facebook!
October 21, 2010, 10:54:05 PM
Link is broken, i had to look for it manually by typing SNK Playmore in the search box, but thanks for the heads up anyway, im gonna bombard them with tips hehehe
#23
Even though a Garou 2 or Art of Fighting 4 (either game should have MR. Karate Ryo as hidden secret boss like past FF games hehe), i really want a second chane with SvC Chaos.

There is just something very epic, charming, cool about a SNK/Capcom crossover, its like the ultimate rivalry.  Not silly forced make no sense crossovers like Marvel vs Capcom.

SNK vs Capcom:  Chaos 2 is my pick.
#24
Just my 2 cents on the topic of SF4, while it is the best 3D game so far at adapting 2D style, and I like the non photorealistic 3D graphics, it just definitely does not play like a true hand drawn 2D pixel art fighter and this is because 3D graphics can't really translate many of the mechanics of real 2D graphic games.

A 2D game has more profound properties than just the visual aspect of being on a 2D plane.
#25
Ryo Sakazaki / Re: Ryo Sakazaki
October 18, 2010, 06:52:49 AM
meta, thanks a lot for your new info..

was looking forward to EX Zanretsuken > onwards combos/strategies/impressions
#26
Raiden / Re: Raiden
October 18, 2010, 04:58:56 AM
Quote from: Kane317 on October 17, 2010, 08:07:21 AM
Quote from: l2slythe on October 17, 2010, 03:31:13 AM
Not as easy as you would think 'holding down 2 buttons' is. There are only 3 people at AI that use Raiden, we all agree he's not the biggest threat in the game. He's not even on par with K'. Then again, these are the opinions of the people who actually know how to use Raiden.

It's a damn shame too, I REALLY wanted to use Raiden this year but I probably won't touch him until they tone him down, too distasteful for my taste.

Edit: Didn't read about his charge time increase...most interesting.

Raiden is one of my mains in KOF XII, so was planning on using him for KOF XIII. 


My suggestion, just don't use the drop kicks?
#27
Ryo Sakazaki / Re: Ryo Sakazaki
October 13, 2010, 07:18:45 AM
good news, wonder if dp s.cancel into haoh ken super works
#28
Good news on the arcade list top ten.  KOF XIII seems to be redeeming it self..it's doing better than 2002 UM.  I personally like 98 UM more but 2002 UM seemed like the most popular one.

I'm glad the 2D SF is doing better than 3D SF, hope things like this come to the notice of Capcom management...


Question to the AI regulars:  when you apply the unspoken rule..do new players notice something fishy or are they shocked at when you guys play each other? haha
#29
Ryo Sakazaki / Re: Ryo Sakazaki
October 12, 2010, 10:26:40 AM
Quote from: Diavle on October 11, 2010, 11:46:35 PM
Sorry, Rock's is more of a counter move with an auto-attack after. Their startup up time seems very similar though so thus the comparison.

Nice vid but can't really see that kinda stuff happening in a real match often.

More stuff will probably pop of for him and I agree that he has sort of played like this for years but there's no denying how lacking in  refinement he is compared to Takuma, Robert and Yuri.


About Rock's counter okay seems Ryo is still the only character with parry heh..

About the vid, of course players aren't going to be doing open supers like that in game, but the video shows potential of his parrys because they can eat absolutely any move, even unblockables like Whip's HSDM in 2002 (not counting grabs/cmd grabs).  Seasoned players predict many moves by opponents in fighting games, so with Ryo you can take that to another level.  

So if instead of a light heinshippukyaku that the Ryos we've been seeing in the KCE vids do after parry, they did advanced combos as seen in the parry video in my last post, Ryo would easily dominate.  

Also seen in KOF XIII here at the 08:30 mark: http://www.youtube.com/watch?v=DNDfbWosv1o&feature=player_embedded (and apparently in that combo, Ryo also supercancels a DP into EX DM on an airborne Maxima..?)


And I'll definitely attest to the refinement issue compared to the rest of the AOF cast.  Its a very hard thing to get used to and just accept being a Ryo player but at least KOF XI he got 2(!) new moves, a bad ass Hoah shikou'ken which you could use to punish incoming characters after DOWN!ing a character, and the bottle neck cut move which they didn't quite get it right or epic enough.

Thankfully in KOF XIII he has more links/combos than previous years, so am excited about the new stuff to learn and try.  EX Zanretsuken and EX Heinshippukyaku should be very fun and open to advanced combos.
#30
Ryo Sakazaki / Re: Ryo Sakazaki
October 11, 2010, 11:25:32 PM
Kane:  Thanks for clarifying.

Diavle:  good observations on Ryo but the thing is thats exactly how he has been playing since 96, with the parry game being added in KOF 99 and being refined every year, but so far I think KOF XI parry has been best so far, see here:  http://www.youtube.com/watch?v=x23izcCCiaY

The Kou'ken can be used as anti air and shield and has nice priority.  From what I have seen his light version fireball is garbage compared to hard version in XIII.

His parry was always good at interrupting and punishing based on predicting, but I didn't know Rock had a parry in Garou so thanks for that.  Is it a real parry or is it a counter move with auto counter hit, like Takuma in 98?  Characters with more recognizable and predictable pokes and block strings and footsies are easier to parry.

I think the tradition of Ryo having the best dragon punch should have been maintained in this game, but it does seem pretty good just not invincible like in 98, 2002, CvS2, and SvC.

Anyway, I'd also like to see more advanced stuff from Ryo.  At least people are using his parry, but i'd like to see more advanced counters after successful parries like EX Zanretsuken and canceling the ending or EX Kou'ken into Super, or EX heinshippukyaku juggles or just simply canceling into Super or NM after parry.

But i'd like to see EX heinshippukyaku tried after a Counter hit Hard Punch+Kick in air.  And more corner juggles.

Also, Ryo players need to remember you can most likely do double dragon punches like KOF XII and SFIV.