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Messages - FM Sway

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16
King / Re: King (Console)
« on: June 08, 2013, 09:11:41 AM »
Really? with what strategy behind? imho no, she shine on point with her zoning ability (venom strike plus long heavy normals) and last point, she lacks of a good "easy land one hit and win combo" like others well knowed have hwa/shen/iori/karate/takuma/kim/others with full HD and 4 or 5 bars.

Most recently Huevo has been putting King anchor as shown in the Japanowa GF vid.

I honestly think she's put last simply because she has the ability to snuff out the momentum the opponent has built up. She also seems to do very very well against the anchors you normally meet, in my honest opinion.

So really, she's not meant to kill you in one hit, she's really meant to stop the opponent's momentum and give yourself time to breathe; there's a reason why you're down to the last character, after all.

17
Mature / Re: Mature (Console)
« on: June 08, 2013, 07:38:25 AM »
Sup man, I just tried this and it's a pretty cool set-up and I'm glad you enjoy the video that was posted. I'm learning a bit of Mature myself after getting rocked by Chris G at UFGT9 and I'm feeling her so far. I gotta play some offline matches with her soon and see how I do with her.

What's good, brother. Yeah, Mature is really fun! She has her fair share of BS stuff, but compared to the top tiers it's not as bad as people feel it is, haha. Funny I should say that, cause when Chris picked up Mature last year and I asked him why, he said his team wasn't cheap enough!

I also found a pretty cool ambiguous crossup setup tonight for her. It's on a Counter-Hit and it needs the opponent to safe fall, but I think it's insanely good if you're not going for damage and instead looking to lock the opponent down or keep a good range.

I don't have a capture card, so the quality is disgusting. If anyone wants to re-record it, it's fine. I don't think anyone's shown this setup, so here it is. Have fun!

-FM Sway


18
K' / Re: K’ (Console)
« on: June 08, 2013, 03:29:53 AM »
kupô

any setup for safe-jump or cross-up ?

thx

Not sure if it's been said here, but there is a crossup setup after the C Crow Bites. Provided you did the hard knockdown followup, on their wakeup, you do cr. B, then hop D. It's one of the most specific times you can do Hop D. Obviously, like most crossups for K, you're gonna lose to most DPs, but when people see the hop D, they usually think it's gonna whiff.

Only reason why I use hop D is for that very reason, people just aren't used to seeing it. You can do the same setup with hop A and hop C.

Crossup D, FYI, is stupid. lol. If you do cr. B on point-blank then hop D, it misses completely.
BUT, if you're point blank, then nudge K' back by like, a pixel, then do cr. b, then hop D, it hits.

...K' lol

19
Mature / Re: Mature (Console)
« on: June 07, 2013, 08:52:16 AM »


I love how 1) Finally someone replies to this thread and 2) They reply with a godlike video on my birthday!

Mature <3

I've actually been trying real hard to find some resets myself. I do feel like that's really the direction Mature should be going; screwing with people's heads as much as humanly possible. The more I play her, the more I realize that she forces people to hang themselves slowly, and then the fun begins.

There's also a sick mixup for Mature after her Heaven's Gate (a move I feel we need more tech with). I know there's a 4-frame safe jump setup after it, but you can do an ambiguous crossup with the A-Version Despair. The setup I've been screwing with today is, after Heaven's Gate, wait just a small moment, whiff one rekka, then go into Despair. Depending on your timing for the Rekka whiff, they have to guess back or front. Reversal DPs do beat this out, but the timing is so strict to reversal the potential crossup or non-crossup that I think it can scare people enough to not press a button and just try to block.

I think I'll dedicate the time to figure out better setups after Heaven's Gate this week. Unfortunately I don't have a capture card, so if I find anything, I'd have to type it out and end it with a, "IT LOOKS COOL. I PROMISE."

20
K' / Re: K’ (Console)
« on: March 19, 2013, 09:06:07 AM »
j.A is a good air to ground attack. It can cross up almost all of the cast. It's okay air-to-air, but it has short range a downforward angle of attack. So it's not a very good normal for air-to-air. It's also one of his fastest normals. You can cancel this into qcb+K in the air.

j.B is completely horizontal, but it also hits underneath K'. This is pretty good as an air-to-air because it sticks out, but it's still pretty short. For bigger characters like Maxima and Daimon, this is pretty easy and ambiguous as a cross up tool. Doesn't/rarely crosses up anyone else but big characters.

j.C is also like j.A, but slower and has more hitstun. It's a pretty good air-to-ground attack, but again it has very short range so it's not the kind of attack you air to air with. You can also cancel qcb+K in the air with this normal. Because it's slower, it's a little more difficult to time and correctly position cross ups with this normal. Hitstun's not EXCELLENT either, but it gets the job done.

j.D is probably K' best air-to-air normal. It hits horizontal and a little underneath him. It's much faster than his j.CD and covers a great deal of range in front of him. Using it at a spaced distance means you'll tag people before they even get near you. However, it has a very small vertical attack range. If it's too early, people can duck it, and you can get hit with low B's. You can cancel this to qcb+K in the air.

I've been using this advice much more now, and I see some improvement in my game. BUT, I do have one huge problem lately.

I am having a LOT of trouble with characters who carry godlike j.CD attacks. My boy plays Takuma and he goes apesh*t with it, and sometimes it's overwhelming. To me if feels like Takuma's hop is quite low and it only just adds to the J.CD. What can K' do in those situations?

It feels like going air-to-air against characters with good j.CDs is just asking to get destroyed. I feel like only a good read and a very pre-emptive j.B or j.D can beat or at least trade, but man, if it's a counter hit, especially if it's Daimon, ugggh lol.

Can anyone also suggest a good frame trap I can use for K' in the corner? It could just be basic or super advanced, it's fine with me. I'm noticing that K' is more about spacing, and I'd like to be able to pressure with K' more.

21
K' / Re: K’ (Console)
« on: February 14, 2013, 10:02:16 AM »
I am having a very hard time with K' in the air lately. It made me realize I really have no clue what to do with K' when I make him jump in the air.

Also, what's is j.A useful? What about j.B? I feel like jumping B is a tool I should be using more.

22
Bookmarked, hotel plans for next week, training begins.

Doubt I'm gonna shoot for top anything like I did for NEC. Gonna stick to training myself better and see how far I can go one match at a time.

But back on topic: WOOHOO!

23
Archives / Re: NEC XIII - Dec 1st-2nd - Philly, PA - NEW VENUE
« on: December 06, 2012, 05:46:15 AM »
I would love to, but what time? I have work on Sunday and will be home 6 PM EST. After then, let me know when and I will make the time.

Fredie, thank you for the words. I have a streaming setup from a couple years ago when streaming my team's local tournament "Body Shop." If you need help, let me know, a lot of it is written about now a days though.

Sway, after Eric's post on FB, you can bet that KOF is faaar from a "side" tournament at NEC. Thanks for the support!

Solid, I'll keep everyone up to date as I get news as well as establish things.

Thanks for the comments everyone.
-Jeremy

I saw the news, and you can bet that, despite the things that happened, I know E is a good guy, and I'll still go to Winter Brawl regardless. I had a fantastic time meeting pretty much most of the EC KOF community and learning from them, and I'm sure WB will be something great!

24
Archives / Re: NEC XIII - Dec 1st-2nd - Philly, PA - NEW VENUE
« on: December 04, 2012, 11:03:29 PM »

So, if a tournament game is labeled as a side tournament, that means that people should risk traveling to that tournament and not try to make that tournament as hype and skillful as possible? Even if it had a good show the last year, and there is a pot bonus?

I don't think a lot of people even knew there was a pot bonus. But for guys who travel such a long way, it's a bit of a risk since those people pay a lot of money to come through and support. A lot of games get pushed to the corner for the main event games, and while I want a huge turnout for every game I support, if I see that it's not even on the pre-register list, I don't want to have huge grand expectations of it because obviously the TOs didn't have that much to begin with.

Yes, it was awesome last year. But when I noticed that we weren't even able to pre-register, I kind of had this inkling feeling that KOF was going to be overlooked for a lot of other games, especially when the other games had dedicated streams.

All I'm saying is, if you're gong to come through, then come through and let's make it as hype as possible; let's do our best and get in there. But if it's labeled as a side tournament, don't be -too surprised- if stuff like this happens. And by stuff, I mean being told we're able to get a bit of the main event spotlight not just by staff members but even on the stream itself when Spooky closed out that Saturday night, but suddenly, we're not there anymore.

By no means do I say not to come or not to try and make it as hype as possible, I really hope I'm not making you guys have that assumption. But it's hard to have expectations when they tell you beforehand that KOF isn't on the pre-reg and we're starting the entire singles tournament on Sunday. I wanted it to work out, I think we all did, and we were so close. I wanted to get on Spooky's stream and hype KOF the way it deserved to be, but it just wasn't in the cards, and it sucks.

25
Archives / Re: NEC XIII - Dec 1st-2nd - Philly, PA - NEW VENUE
« on: December 04, 2012, 09:41:42 PM »
To be honest, it just felt like a lot of stuff just didn't go our way. From the power outage to the teams that no one knew we had until 2 hours beforehand, to the constant downtimes on the stream (terrible wifi made everyone use 3G/4G. I'm talking 56k to dialup speed here, so that was out of Bifuteki's control), to the timing of our singles tournament (running a final against Marvel Top 8 was brutal. Simply brutal.) Just so many things felt like the dice refused to roll in our favor that the real saving grace was that we were all able to get together and at least drink and play together.

As I said in KOFCast, I remember falling asleep during pools (only ran on 3 hours sleep before), and when I woke up we were still in pools 1 and 2. When I saw Soul Calibur on stream, I just couldn't believe it, thinking to myself "Since when has SCV been on the main stream in 6 months?" It's not necessarily a jab at SCV, but they do have a dedicated streamer in Jaxel, but because FilthieRich was there, they had to put SCV up on Spooky's stream. It was just so much bad luck, and it seemed like, with the exception of a (godlike) Persona scene, everyone got on spooky's stream. Persona was blessed enough to have stickbug hold their entire event and create a memorable Top 8. We didn't have a dedicated streamer like MK or Persona or the 3D fighters. We had none of those. Heck, we only had 4 setups and 1 1/2 hour warmup, and with 56 people willing to play KOF and a good number of them coming ONLY for KOF, it just looked really bad. As I said on the podcast, Romance and Bala took the risk of coming to NEC knowing fully well that KOF was a side tournament and nothing else so they shouldn't really be super upset. But just the way things were going period, even for a side tournament, it was easy to understand the frustration and anger everyone was feeling. We were all tired, and a bit agitated. I completely understand the reasoning why Bala and Romance came to NEC in the first place; and that was to show love to the EC KOF scene and, I think and believe, to get Spooky to stream at least Top 8 and show the stream that, hey, KOF is alive and well, and there IS interest for it. And the biggest thing was that there WAS a great amount of interest for it. I don't know how anyone else feels, but 56 people feels great in my book, and it was a solid amount of skill too.

So much bad luck happened that there's no way I could really say anything that could balance it out. KOF just wasn't in the cards in NEC. I didn't even know we had a $750 pot bonus; I just happened to hear it from a Tekken player.

In the end, I don't really think we were shafted, but with the way things were going, if you didn't know anyone in the staff to talk to and were just some guy who entered KOF cause you wanted to, it's not hard to think you did. Thankfully Bifuteki was there for us and took care of us through teams and Top 8, and I'm supremely grateful, but we all want to be on that grand stage, and show everyone just what they were missing the entire weekend.

-FM Sway

26
K' / Re: K’ (Console)
« on: October 03, 2012, 03:03:59 AM »
Dear Fullmetal, I have to ask this question because it's killing me

but were you a marth player in the south for melee?

lol no, sorry. I'm a player in the NY/NJ area, gamertag is FM Sway. Though a good portion of my friends are melee players, esp considering the area.

And yeah, wouldn't plinking actually do well when it comes to the throw tech Option Select? Like you plink C and D while blocking back to compensate for both throw attempts?

27
K' / Re: K’ (Console)
« on: September 12, 2012, 09:58:22 PM »

Anyone figured out how to cancel DP into qcf? Damn DM keeps getting in my way!

There are plenty of ways to do this.

If you do the dp motion (f, d, df) and do qcf (without hitting forward between the df of the dp and the d of the qcf), you'll do it clean. If you let go of the stick and return to neutral, the stick registers forward which will shortcut to qcfx2 if you tried to do the qcf in that combo.

You could do hcb,f+P dp shortcut and qcf. This is easier for people who can do that motion. If you can't do the motion, you can always do 360+P into qcf. It's sloppy, but you don't have to do the full 360, it's just so you go all the way to the back button.

The last one is for people who are pretty fast with button presses. You can do f, qcf+A~C. Basically, f,qcf+A~C can be both a fireball and dp motion at the same time. If you press A and slide input (tap C almost immediately after A), it'll do the combo. This works the same way as in HD mode, but the window is much bigger in HD mode.

Would the slide pretty much be akin to Plinking that's used in SF games, at least when you determine how fast you have to slide from A to C?

28
Mature / Re: Mature (Console)
« on: August 25, 2012, 07:12:28 PM »
I can't stress this enough but please abuse st.D. It's such a unused move of Matures for both stopping short hops, jumps, people jumping out of corners, etc. Does good at stuffing a few ground buttons too.

This normal has made my Mature more of an ass to deal with because people can't jump around all willy nilly and have to respect her ground pressure even more.

I agree, cr.c also does okay at stopping hop/jump pressure when you are in the corner.

I actually like cr. C when I face characters with great vertical vertical/horizontal hitboxes in the air. It's going to lose to things like Iori's hopping C, but if cr.C loses to it, so will st.D.

I always think of st.D as something used when you read an opponent. But this is me assuming we're talking about FAR st.D. It's a great spacing tool, and it almost always put you in a better position than the opponent. But I always prefer cr.C simply cause it places me in a better advantage if I happen to anti-air.

29
K' / Re: K’ (Console)
« on: August 25, 2012, 01:14:04 AM »
Okay, so I took a look at about 3 matches and I noticed something I consistently have a problem with too.

You're incredibly stingy with your meter. With the changes made to K, you can't do that, you have to let it rip.

Also, off a jump in, unless you're intending to use some meter, you're intending to cross up, or you're intending for them to block, why are you doing d.B off a jump-in? You should know, as many times as you've jumped in on someone, that doing d.B into Ein Trigger (A), into second shoot won't work. You have to use EX meter to make it combo. And a lot of the time you did have the meter when you poke him. Since K' can HD bypass off a normal if the opponent is high enough, you can always go to HD mode (If you really want to) when you get that corner carry combo off.

Your opponent seemed to play a lot of grappler characters. If you're not comfortable using alternate guard, you should sniff for a reversal. The light version is a lot less punishable with the same invulnerability you need. A pro-tip against Clark is you can try to throw them on wake-up and if he did the guardpoint grab, buffer in your A or C dp to hit him out of it. Characters like Daimon and Takuma have delayed grabs they can do if they stagger them on your wake up. You can use K' Chain Drive DM to reversal it (though it's risky) because the move is throw invulnerable, you can't be thrown while doing it.

Fundamentally speaking, your ground game has to diversify. You run up and throw low B's or jump (which kind of ends your ground game). I also know how hard it is to do something different with K', trust me, but if you throw out different normals like d.A or do a short into a sweep, maybe even d.C, that makes a difference. They won't figure you out and maybe even guard cancel out of your blockstrings. Mix it up whenever you can. And work on those jump-ins! Hitting them a little too high!

You're doing okay and you're playing patient, that's good! You just have to work on capitalizing on the small windows of opportunity K' can provide for bigger damage/better positioning.

Thank you for the advice!

While I have played KOF for a long time (nothing competitive, just love the series, but now I'm really into tournaments), I'm in that SF state of mind when it comes to meter management. One aspect I seem to forget is how much meter you get back just from defending alone, and because of that I notice I end up with a fully loaded number of stocks and don't use them.

I agree 100% about my ground game, though I never really looked at it as "when you hop your ground game kinda ends," which makes a lot of sense. I notice when I'm watching my matches that I tend to be in the air too much, and sometimes, I even wind up missing the opponent completely on a crossup and/or (on a lot of occasions) I wind up in the corner. God, there's a few times in that video where I get out of the corner successfully with an EX Blackout and then I hop... right back into the corner. *facepalm*

A lot of people have said that my strings are very predictable, and I did post here in this thread before that I was very unsure what else to do to increase K's mixups, and I hit a roadblock. But I think I'll take this time now (since there's not a lot of majors or KOF tournaments going on around here in the NJ/NYC area for now) to begin experimenting on new things during matches. Sometimes I'm so intent on winning that I learn nothing, but what's the point of going to a session if I don't learn anything, right? I'll definitely try some new things.

My friend Dave is very big on grapplers in KOF, and I think it's a good thing, because I'm noticing a huge problem when it comes to grapplers like Clark. I find it really difficult to escape his ambiguous roll on wakeup right after he gets a grab on me, and I wonder if I'm doing something wrong. My mindset when it comes to that roll mixup is pretty much to guess; hop, backdash, block, or even reversal, because he does the roll very meaty, as he should.

I tend to use alternate guard, but if you notice, he doesn't seem to stagger his string when it comes to Clark; he likes to punish with the throw or just suddenly use that command dash and boom. As for Takuma, he was really command grab heavy, and I was going to ask: For how long can you alternate guard? He seems to wait a while after a string to bust that thing out, haha.

Thanks a lot for helping me! It really helps when I get other people's opinion of my gameplay, so thank you!

Anyone else is also welcome to critique. Let it rip!

30
K' / Re: K’ (Console)
« on: August 24, 2012, 10:22:16 PM »
So my buddy just got some new stream gear and we decided to test it with a good 1-2 hours of matches. I came in with the intent of putting K' on point cause I was told my K' was my weakest character. Bar the first 3-4 matches, I put K' on point, and I'd really like some critiques about my K' play and just my play in general.



First off the bat, some things to know:
- Don't mind the missed HD combos. For some reason that day, the neomax refused to come out. I -used- to just do 2 hcbs just so I can be precise on the inputs, till I figured out I could just do 2 360 motions and it'll come out. Just didn't happen that day :(
- I'm still working on the dp to trigger drive cancel outside of HD mode. I will fully admit that I still suck at doing hcb-f to qcf.

Questions:
- How is my general movement with K'? With my characters in general?
- Any details I can do to improve my gameplay outside of just "learn better combos?"
- Are my combos optimal?
- Any flaws in my gameplay in a fundamental standpoint?

Thanks for helping me guys!

P.S: Please don't mind the sound problems. We just got it that day and I was having trouble setting it up. Not too good on the computer knowledge.

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