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Messages - FataCon

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16
Duo Lon / Re: Duo Lon (Console)
« on: July 10, 2012, 03:56:55 AM »
Anyone gonna break down Duolon here or do you think it's too hard based on how much reading MAD_KOF did on B.A.L.A?

I'll post some thoughts after I rewatch top 8. I have a general idea of why he was so effective.

17
The DP with the Brake doesn't have as much invincibility as the A version, and isn't safe on block no matter what (well...in HD, you could cancel to palm).

Counter is only safe/advantaged from medium range and closer.  Any further and any savvy player will blow up said Karate player for trying it, and very few ever try using it on physical attacks.

I never said the DP was safe. It's overall just really good. Midscreen counter-hit DP gets you combos and the brake opens up combo possibilities that normally would cost drive meter.

Someone correct me if I'm wrong, but I'm pretty sure you can block immediately after a countered projectile.Makes it a strong option to close gaps/shut down zoning. Plus, even if it isn't used often vs physical attacks, the fact is, simply having that option is still a good thing.

Which is why it's interesting that we don't see Robert very often, considering that he has practically all the tools minus a counter. Though people bring up the combo/dmg output argument.

18
I mean, just look at Mr. Jarate C SRK, DC into Tatsu, and EX Super is only 435. For 2 bars and a drive you only get that much damage which is on par with most of the cast. Stack that up against Hwa. Shit, if Hwa has you in the corner and does B SRK, DC into D Dragon Tail, another D Dragon Tail, and end with Super that's 408 damage. That's without getting into the fancy shit either. Not to mention Drunk Mode.

At least make realistic comparisons. Obviously, Hwa and almost any character gets a lot of dmg in the corner. For 1 drive 1 stock, Karate can get 469 off of a DP.

But, let's not split hairs here. Damage alone isn't what makes a char strong. Meter gain with qcf A, solid DP that has a brake, safe counter vs attacks+projectiles, 2f SDM, on-hit jump cancellable normals, and strong combos with or without HD are what make Karate strong.

19
And i've just recently startted watching P4A, is good so far and is much better than Trinity Soul which I gave up on fairly early, I am however wondering what they did about the ending, i'm asuming they used the true ending right?

The show ends with the regular ending on episode 25. Episode 26 (true ending) hasn't been released yet. It's going to be a DVD bonus/OVA sometime in August.

21
And if you're going to argue with me over a show I've seen only one episode of, you've got to be a mad man.

Basing your opinion (I stress that word, since you mistakenly believe that your opinion is fact) on a show from one episode, and then talking about "old Lupin" when Fujiko is stylistically similar in a lot of ways to the original source material, really?

You say "smug", I say I know what I'm talking about. You say "trolling", I say you don't know how to properly formulate constructive discussion.

And by "try harder", I was talking about your trolling. It's pretty weak. The fact that you even felt the need to point it out makes it more laughable.

On topic, Summer lineup is looking pretty bad, at least for my tastes.

22
Never heard of them. Guess they're shit by default, sorry.

I guess you don't know anything about Lupin.

EXPOSED.
Try harder though, it's laughable. ;)

23
Also 2011 is fucking last year, plus it's not like anything in 2012 is good.

You think Deadman Wonderland is good, but Fate/Zero (S2) and Fujiko aren't? Oh, I see. So, you basically just have bad taste.

24
Shut up. It's stupid. What we should be focusing on is Deadman Wonderland. The new hotness.

Deadman Wonderland aired in Spring of 2011, so it's not really new. It also boils down to typical shounen once the characters are established.

25
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: May 25, 2012, 09:05:12 PM »
Quote
Kunimitsu can suck a dick for all i care.

You are now officially a flaming homosexual.

Also what the fuck is that supposed to mean asshole?

I've marked Proto's post, and given him a reminder. It's likely just harmless banter, so try not to mind it and stay on topic. If you have any concerns regarding the rules of the forums or specific incidents, feel free to PM me. Until then, enjoy your Tekken Tag 2 discussion!

26
General Discussion / Re: Generic Punishes + Don't Punish Thread
« on: May 25, 2012, 08:53:22 PM »
Be careful using the term "command grab" interchangeably with "1f grab". Examples of commonly used command throws which are not 1f: Shen's Tamaken (5f), Liz's Mistral (7f), Goro's Osotogari (9f). Thus, these wouldn't be good for punishing in those -2/-3 frame situations. Saying 1f grab is also inclusive of normal throws. Just a thought.

27
General Discussion / Re: KOFXIII Framedata
« on: May 25, 2012, 12:19:04 AM »
So far, still missing, based on this list (http://dreamcancel.com/wiki/index.php?title=KOFXIII_Console_Frame_Data):

Ash
Terry
Andy
Joe
Robert
Athena
Kensou
Chin
Mature
Maxima
King
Mai
Ralf
Clark
Leona

*I hit modify instead of quote :p -Desmond

28
Leona Heidern / Re: Leona Heidern Wiki Thread
« on: May 25, 2012, 12:02:19 AM »
Thanks, for the notes, Falken. I'll try to look over the wiki tonight with the changes you've noted. Also, I'm not sure if anyone added in SAB's changes either, so I'll take a look at those too. Good stuff guys.

29
General Discussion / Re: Generic Punishes + Don't Punish Thread
« on: May 23, 2012, 11:44:44 PM »
Instead of saying "char spec punishes", you should probably give a move example or type of punishes. Can you punish with a command grab, or a far-reaching move, or what? Saying a punish is character specific doesn't really help a player understand how to punish something, it just tells them something can be punished. At least by specifying a type of punish, a player can say, "Hey, my character can do that."

If I said " Duo Lon - rekka x3, teleport [char spec punish]", that doesn't really give me much to work with.

I think it's a good idea to make a list like this, just fine tune the details a bit.

30
King / Re: King (Console)
« on: May 08, 2012, 12:58:37 AM »
I was curious, what are King's most reliable (and meter efficient) ways to get mid-screen damage? It seems to me that she can only do anything significant if you end a combo with EX Trap Shot, Double Strike, or Surprise Rose. I realize that King is not a damage dealing character, but it would be nice to get as much as I can per opportunity.

I wouldn't bother going for mid-screen damage unless you're going for a kill. If you're in the middle of the stage though, don't forget to add a slide into your combo, since it pushes the opponent pretty far. Then you can carry them with Trap Shot > (DC) B Tornado Kick > D Tornado Kick > Surprise Rose (if/once you get close to the corner). Otherwise, just do the reset that everybody else does.

If you want to spend meter to get damage mid-screen (but not really worth it, unless you want to look flashy lol):

1 drive, 1 stock: xx >  Trap Shot > (DC) B Tornado Kick > B Double Strike

2 drive, 2 stock: xx > Trap Shot > (DC) B Tornado Kick > D Tornado Kick (1-hit) > (DC) EX Venom Strike > D Double Strike

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