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Messages - jinxhand

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Neo Geo Battle Coliseum / Re: NGBC General Discussion thread
« on: October 25, 2016, 03:28:29 PM »
Alright so I've had this problem in the game for some time. Thought it only applied to Joy Joy Balloon but it happens with Hotaru's stances too..

It seems that at times, there are instances where I can't even stay in one of the said stances. The animation for entering the stances only stays for the first frame then automatically cancels itself out, without pressing anything. This stops when I do reset the stage though.... is this an intended mechanic or is there something wrong with my controller?

I believe it has something to do with the actual button inputs. I remember having to hold buttons for the stances to remain and I could let go and do whatever afterwards. I'll do some testing today.

Classic King of Fighters / Re: 98FE and 02UM Coming to Steam this year
« on: December 03, 2014, 09:51:51 PM »
Lol, dude I've got people asking me about the release date in person even after I told them, so with that logic, I posted...

Anyways, to those who did manage to buy the game, how's it play so far???

Classic King of Fighters / Re: 98FE and 02UM Coming to Steam this year
« on: December 01, 2014, 09:40:53 AM »
The game is available on Steam. You can purchase it at a discounted price until the 12th of December. I believe it's $11.99 now...

Online Matchmaking / Re: Fightcade
« on: December 01, 2014, 09:39:25 AM »
SVC Chaos wasn't garbage--- it was misunderstood, lol... Which version of SVC is available??? There's one with the hidden characters available, and there's the original version where you have to put codes in to play as the hidden characters...

I'll definitely give this platform a shot. How's the interface???

I'm so looking forward to this dropping in November!!!

I'm surprised SNKP hasn't said anything regarding KOF's 20th anniv. That isn't to say nothing is being done, I'm just rather surprised tis all...

Ehhh, I think people should care less about other peoples opinion on why they think a game is bad. Let's keep things moving forward.

I'm more curious as to whether or not this is a general opinion that has grown overtime, or if this was something that was already there. I'm more open-minded and less dogmatic towards things like this, hence me asking this question... Either way, I still play the game... I prefer 02UM slightly over 02, but to each his/her own.

'02 (in other words, stuck on nostalgia).

02 (vanilla) is imo one of the worst KOF's.

Care to elaborate???

If I was summing up a guess to why the KOF XIII hate it would be the push of combos in a fighting game system that never pushed it as much before. If you look at '98, KOF is mostly footsies based.

I agree with this. I love playing KOFXIII but one of my main grips is that it is extremely combo focused and dominate. All you need to do in KOFXIII is just hit confirm well then not drop the HD combo. In '98/'02 it's a more spacial game, you can win just off poking, good zoning, good pressure, good mind games and bnb' can do a little bit of that in KOFXIII but it can all go to waste if you screw up and get hit once against someone that has a decent amount of meters. >_<

This reason is exactly why alot of the OG KOF players went back to 98/02.

Samurai Shodown / Re: Retro Tourney - Samurai Shodown 2 - Feb 28th 2014
« on: December 13, 2013, 03:31:22 AM »
That's awesome!!! It would be nice if this were to be streamed...

I personally think more "retro" tourneys should be held everywhere... There's still scenes for games like Samsho, and events like this can help those scenes grow.

General Fighting Game Discussion / Re: Battle Fantasia
« on: August 25, 2013, 10:26:20 PM »
Enjoy the vid. Please share your thoughts, etc...


Neo Geo Battle Coliseum / Re: Hanzo Guide Commentary - NGBC
« on: August 10, 2013, 09:48:50 PM »
Great video!!! I'm so glad you made a mention of Hanzo's cross up involving his teleport to j.B. That setup is soooo vital to his game imo... He also has easy hit confirms.

Hanzo can also get a free dp+A from an AA s.A. I believe any normal AA will net him a free dp+A...

I definitely favored this vid!!!

When I get back from my business trip, I'll try to setup a session or 2 either on Saturday or Sunday... I'll edit the post and let you guys know when I'm up and ready to spar...

General Fighting Game Discussion / Re: Battle Fantasia
« on: May 25, 2013, 08:18:28 PM »
Double post, only because the previous post couldn't hold all the extra info I had... Here it goes:


Quote from: Elochai;1498701
You can't block in the air in this game, so every move is air unblockable as far as I know. However, you can still Gatchi mid-air, and then counterattack appropriately.

Yes you are right, every move is air unblockable, but only in Heat Mode. Outside of Heat Mode, no unblockable is guaranteed. I am in the process of testing whether or not some setups can be avoided by using a well-timed Gatchi, or if the recovery time doesn't allow for a successful avoidance. If that's the case, characters like Face, and Watson can do massive damage with meter.

EDIT: So there is a possibility for the opponent to Gatchi whatever the followup move that would be considered unblockable... The thing with that is some moves can come out faster than the opponent's air recovery time.


Face vs anybody (I'm using Olivia right now). I always make sure the dummy is set to recover on knockdown, so I can determine what gives a hard/soft knockdown. In Heat Mode in the corner I'm using 623B > 5A as a setup for the "unblockable". As soon as 623B connects, I switch the Enemy Defensive Settings to "Gatchi Match". Face can still combo with 5A, so that can't be gatchi'd. Here's what I'm testing afterwards:

**Remember, ALL of this testing is being done in Heat Mode**

623B > 5A > 236236C
     + This setup can actually combo!!! There are downsides to this though. The first one is that there's a risk if you don't do this fast enough, and the opponent can gatchi this in the air. Another downside is that the super, while it hits multiple times, only takes 1 gatchi match to nullify this super (think Guile's Sonic Hurricane in CvS2). The A version of Face's super will either whiff entirely, or be gatchi'd by the opponent.

623B > 5B~623B_236236A
     + All of this works well. Using 5B instead of 5A allows Face to not only cancel straight into a special or super, but it does 45 dmg more than 5A. The only downside is that the hitbox is obviously lower because it actually hits low, so you have to tap 5B as soon as Face recovers from 623B. If you actually connect with this in the corner you can do something along the lines of 623B > 5B~623B > 236236A.

623B > cl.5C~214C
     +This actually does NOT work. The opponent can recover in enough time to gatchi match.

These are just a few examples of what I call "True Unblockables vs False Unblockables". The huge task at hand is trying to figure out which ones are "true" or "false"...

Quick question: does anyone know (or knows how to figure out) how many frames it takes for an opponent to tech in the air and on ground???


I'm still trying to find things here and there regarding anything within the game actually... I'm still testing the whole unblockable theory. I believe what you say about the instant startup, but from what I've tested, there happens to be a slight period where the character is recovering and gatchi isn't accessible to use for defending... I've been recording the actual setup and tried defending against it myself to be sure that the setup is legit... I'll keep testing though..

You are right, whether or not they're unblockables, they do allow for some sort of setup, especially if the opponent is good at attempting gatchi after recovering... I'll continue to post my findings...


Face is the character that I'm recording with. I'm simply going in Heat Mode, and doing the exact same combo and setup I used previously:

5C~623B > 5A > 236236A

My character is Marco. I allow Face to combo me with 5C~623B > 5A. I see myself starting to recover, but I am not allowed to use gatchi at all within a certain time frame. Face has just enough time to use 236236A and get free and full damage (642 dmg for super alone). There literally isn't any real recovery time allowing for gatchi... If the super was done late, then one tap, and the whole thing is parried, which would allow Marco to retaliate accordingly. I'll have to record some footage showcasing what can/can't be done...


Ok, so to help explain what is happening, I will try to add a specific picture or video to help explain what is going on.

Here is a successful "unblockable" with the aforementioned setup. Notice the timing between the 5A and the 236236A, and where Marco is in all of this.

Battle Fantasia - Simple Successful Unblockable Setup with Face

Here is an unsuccessful "unblockable", same setup, etc... The only thing changed is the slight 5A delay, but everything else is the same timing. If the 5A wasn't delayed, but the 236236A was a hair off, Marco could still gatchi out of it.

Battle Fantasia - Simple Unsuccessful Unblockable Setup with Face

I literally sat here for hours just testing this simple easy setup and the timing required to gatchi out of it. Honestly, these potential unblockables might not even be used that often. However, when they are used, people will start to think hard about stepping up their defense, and yomi in order to gatchi on reaction properly.


If anyone has any questions regarding the game, lemme know...

Offline Matchmaking / Re: San Diego CA
« on: April 30, 2013, 05:19:43 AM »
Yeah, I'm pushing the Dorinku campaign!!! lol

I'll be at Saltmines this friggin' Friday, sacrificing sleep and going straight to work the next day, so anyone who's down come through!!!

Chris, I might even throw in some VHunter for ya...

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