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Messages - JAVH

#1
Online Matchmaking / Re: KOF02UM Beta Test Codes
February 20, 2015, 08:23:55 PM
Hi, I did preorder.

User: javh77
Profile: http://steamcommunity.com/id/javargash
Location: México
#2
Quote from: Softfloormat on October 20, 2012, 12:05:13 AM
My question is:

The air to air game:  I almost ALWAYS lose this.  My friend plays Beni, Iori, Kyo.  I play K', Mr. Karate, and Saiki.  In my attempt to establish and offense I've been really trying to counter act his jumping normals because moves like Iori's J. D are so good that they often beat out my anti air attempts.  You'd think with Mr. Karate's j. CD I'd be doing a little bit of work, but I pretty much always get hit.  I've tried to adjust the timing of the attack (hitting earlier or later in the arc) but nothing seems to work.  I imagine that with time and experience I'll eventually work this out, but I was hoping you might have some general advice for navigating the air.  It feels like footsies are really happening in the air in this game, rather than on the ground.

Something that works for me 90% of the time in air to air is jumping with A or B, do you remember Vega's SF2 The World Warrior?? its very similar and can beat lot of C or D attacks in air
#3
Online Matchmaking / Re: Question About ARClive
September 27, 2012, 03:20:06 AM
Maybe the same reasons, marketing, I would think SFA3U might be careless because in China KOF is most played, also, if you pay attention in ArcLive/SuParc client design, all references are from SNK
#4
Online Matchmaking / Re: Question About ARClive
September 24, 2012, 08:15:43 AM
These banner showing KOF98UM is a little old, maybe only is for marketing purposes.
#5
Online Matchmaking / Tips against zoners (online)
September 24, 2012, 08:12:55 AM
Definitely Im very frustrated by these kind of people only plays Cat and Mouse, waiting you attack for doing a counterattack and run away, even if they have less bar life, online help a lot these "strategy" than, is harder to do in offline or any KOF in GGPO, Supercade or Arclive.

How do you play against these people??? online KOF XIII is very bad programmed and lot of people abuse of this, I wont play in this way too because is not funny for me.
#6
For PS3 is not necesary open ports if you have enabled uPnP, some days ago I disabled UPNP and did port forwarding to PS3 because I heard a rumour this affects online, when I did this nobody entered to my room I created, I asked for help to a friend and he said me he cannot view my room in list.

UPNP (in PS3) is necesary for be "viewed" in player match list of available rooms.
#7
Yes, unfortunately KOF XIII killed all KOFs in Neogeo Station, rarely you found a challenger here, I recommend you if you want to play exactly like the original (NG Station is 100% better than any PC emulator)
#8
Training Room / Re: any tips vs turtlelers?
August 02, 2012, 09:39:05 AM
I play a lot with grab chars I lot people play turtling against them, also, I see sadly online is full of turtling-zoners

Like as replyed, keep it mid-range, and attack hoping, turtlers have panic to this, you can detect kind Ash fireball by sound, Ash "says" other thing when his fireball is low ( ;a) than  ;c, with Yuri you can attack hoping, a DP is worst for a hop and this includes Yuri.

Turtlers despair easily if you do the same, try to do the same when you have advantage, finally they will attack you, fortunately, turtlers sucks attacking and are very predecibles... and maybe they can change his bad playing style.
#9
Clark Still / Re: Clark Matchups (good and bad)
June 21, 2012, 03:50:02 AM
My experience with them in online is this:

Clark now has a powerful tool, his step, with this you can surprise your oponent with footsies or grabs.

Versus a turtler Billy (or any turtler player), Clark is very good doing   ;fd + ;b ;d and  ;bk ;db ;dn ;df ;fd;d like in KOF95, only calculate the distance and not be so obvious, also in the best online conditions is hard to react to this.

Benimaru has not a good defense like in 2002, I go near with steps and go short jumping + ;c, if you can, do a link with  crouch ;b , ;bk ;fd;a, etc... etc...  :))

Takuma/Mr karate are a little obvious, when they jump, is 90% they will do  ;c ;d, for win this move, you need anticipate doing a large jump with  ;a (some hard to do), but is safer doing crouching +  ;c

With all them try to do step in distance only for terrify, this have a psicological impact and average player will change his strategy to attack being more passive.
#10
A common error from SF players is underestimate hops.

In training mode practice hops with  ;c ;d against crouched char with 1 step guard, do a constant attack so CPU never quits guard.
#11
Training Room / Re: Options against roll-heavy players
January 17, 2012, 09:48:00 PM
First of all, try to familiar with rolling frames, so when at beginning of rolling quickly detect that and react properly.

Only first frames have invincibility.

If you use a grab char, you can use a command throw, also, with practice you can do a grab DM.

When I have not a grab char I prefer use cr.A, instead cr.B (if A is quicly) , lot of times people do guard or punish me when I do cr.B
#12
Clark Still / Re: Clark Still (Console)
January 16, 2012, 12:42:39 PM
Clark is a kick ass with or without meter, he is mainly an strategic character, I think the same, Clark can go perfectly in 1st, 2nd or 3rd.
#13
I got it but I left it, my actual stick doesn't work (very buggy game), and I am repairing the other one.

Maybe when the stick be ok I will try again.
#14
Training Room / Re: How to compose a team
December 31, 2011, 01:45:00 AM
I try to compose my team using a different style per character, for example: 1 grab char, 1 fireball, and 1 with fast attacks like Billy, Kim, etc.
#15
Online Matchmaking / Re: PSN KOF XIII
December 31, 2011, 01:31:38 AM
PSN: javargash77
Location: México