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Messages - metaphysics

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46
Terry Bogard / Re: Terry Bogard
« on: October 08, 2011, 05:19:08 AM »
Okay. So that's not going to work the way I want, but couldn't you continue pressure with a run-up St.C? It also makes me wonder if you can't use HD mode to push your blockstring since that's exactly what I was intending at first to do once I got a guard break.

Well, a clean guard break string doesn't look possible right now, but I'll keep at it! Something hotpockets told me was interesting though. Rather than continue a string while they're standing, forcing them to block on wake up would be good to. After Burn Knuckle, he said a well-timed EX powerwave could make them eat it or force them to block which could lead into hop-ins or more guard pressure? That sounds a little difficult, but pretty nice if I can get it to work in my gameplay.
  Reiki we should just play one of these days oh well we'll wait till console I suppose

47
Terry Bogard / Re: Terry Bogard
« on: October 08, 2011, 03:59:38 AM »
The qcf+AC after the df+C isn't a link, kind of like Kula. The difference between is that you can't really jump it on reaction.  As you mentioned, even the computer can't jump it. If what they know to backwards or forward roll when I do it then it would be bad, but I think that the reaction speed you'd have to have to do that is high. If they timed it wrong, they'd spend meter doing a guard cancel roll.

Does that mean the qcf+AC part isn't going to work?
qcf+AC is not the problem, it's how you try to follow up with Crackshoot D that wiil not work, if you really want to test that to make sure, after the ex fireball comes out hit start then put it to 1 gaurd jump, and it will jump at the very first possible moment it's out of blockstun you will see he gets hit almost at full hop distance from crack shoot, the gap is pretty significant

48
Terry Bogard / Re: Terry Bogard
« on: October 08, 2011, 01:25:39 AM »
What you make it seem is that the fireball will disappear, they'll come out of blockstun, and I'll get hit with a DP and that's where I'm confused.
Ex fire ball doesn't cause enough blockstun , they'll get out waaaay before crackshoot D reaches hitting frames, and since you want them to crouch block they'll have even more time to react

49
Terry Bogard / Re: Terry Bogard
« on: October 07, 2011, 11:23:20 PM »
You know crackshoot D sounds a lot better than it actually is, try it out next time you go to the arcade hey if it works it works. But the way you use crackshoot D after ex fireball is already super unsafe and easy to uppercut, there is a huge gap where the player is not in blockstun, 

However I am always a believer that a player should try things out for themselves to really be able to understand the significance of it.

Oh and also yes command grab characters are big problem for since it shutsdown all of his ways of getting in safely and applying pressure

50
Terry Bogard / Re: Terry Bogard
« on: October 07, 2011, 09:32:57 PM »
well the stuff you're talking about will work against those who don't understand how terry block strings work, however here is a fair warning against those that do.

d.D, df+C into D crackshoot is not a true blocksting and even especially if they are not standing ( I know that's exactly what you want, but there is a benefit on the opponent's side too) I'm sure you are aware that some characters can down. B you before crackshoot is able to hit you, doing D version makes it much easier to see and execute, free combo for them.

Another disadvantage is if they block high, anything you stick out afterwards will get stuffed by their normals, unless you rising tackle. however against CMND grab characters you can't even do that to escape, free punish for them, your only option is to block, or eat a punish against cmnd grab characters.

like any game that involves another opponent, you try to test the opponent's knowledge and abuse what he doesn't know, however for those that do terry becomes a difficult character to use. Mr.KOF said, if I recall correctly, that terry's game play is too predictable and against opponents that understand him I tend to agree, the thing is only a handful of people really know but if your terry becomes dominant enough they will go out of their way to find out

51
Offline Matchmaking / Re: SoCal KoF
« on: October 06, 2011, 06:27:40 AM »
I don't remember John using K or Kyo that often. Not sure if that's just out of preference or not. I know CMD.Duc/Ash has played K quite a bit, so there's probably vids of that. If anything, Kane would know the SoCal footage best, as far as who played which character.

The reason you don't see me use Kyo and K often is because I tend to run out of KY Jelly whenever I am beasting with those characters ;)
Dude you should talk to duc or oscar those guys are really good with K' and it's actually their main, John's just gonna tell you to not use down C, and abuse "WHEEL KICK" haha. Really though you can see Duc play on the South Town Arcade tournament from the last time we went out there he did really good

52
Offline Matchmaking / Re: NorCal KOF!
« on: October 05, 2011, 02:34:48 AM »
Yo NorCal Bro's!! well this is an interesting topic, to be honest Reiki one of the best things that can be done for your scene right now is for the STA's scene skill level to get better

when console comes out people are going to want to test themselves, and where are they gonna go? STA!!! where do I see how I stack up against the best? STA!! Your level of play will convince players to come out learn and represent, The way I see it visiting another arcade should be you showing your level of skill so people will go to where you are to learn, like Rodger Dodger said you're only as good as the people you play.

besides man arcade has always been hardcore, maybe when console releases it'll be easier for you to get players right now It'll take a lot of work

53
Archives / Re: FINAL ROUND XV March 2-4, 2012 Atlanta, Ga.
« on: October 03, 2011, 07:08:49 AM »
Hey ShinBlanka glad here this, thanks for letting us know waaaay ahead of time so that we can save up. I heard that in the past Final Round gets some snk love from the players and I would love to compete against some of the talent of KOF XIII players has to offer in the south, and hopefully some from the east coast, thanks for the post for the info

54
Meet & Greet / Re: Wsup! New SF bay area player here
« on: September 28, 2011, 02:32:14 AM »
"you have really good spacing" lol we should have a rematch man come down for So Cal Regionals it's gonna be a blast!

55
Offline Matchmaking / Re: SoCal KoF
« on: September 26, 2011, 09:14:10 AM »
Man to be honest at this point I'm willing to spend all my residual money to go out and play this game with you guys, only thing is right now my residual money only nets me one visit, dammit I want more money!!!! lol


++++++++

so I'm gonna be learning the  ;a ;c ;d layout or at least giving it a serious shot here I go!! lol
                                           ;b

56
don't you guy's think that we should organize the combo's into like a BnB section? there are a lot of arbitrary combo's especially looking through the terry section. I don't know about the other ones though
   Edit
Also I really think we need to notate on the combo's, "corner only", "midscreen", "anti air only", "crouching only" stuff like that otherwise some of them make no sense

57
Meet & Greet / Re: BigBlack is home
« on: September 23, 2011, 07:25:04 AM »
Hey B1g Black glad to hear you've been playing at japan arcade, I'll probably head out there soon glad you joined,your in the right place

58
Offline Matchmaking / Re: NorCal KOF!
« on: September 20, 2011, 08:26:30 AM »
Now that was one bad ass tournament, that was as raw as it gets. People just playing their hearts out just to win and represent, nothing else. Good shit Nor Cal

59
Joe Higashi / Re: Joe Higashi
« on: September 14, 2011, 04:41:14 AM »
Dude I tried a billion times myself, this shit is weird. however you can connect st.A,  fwd+b, hcf+A does connect, and allows you to combo the ex mash afterwards to start the stun combo

60
Training Room / Re: UPDATE a few videos of me playing NEED FEED BACK
« on: September 10, 2011, 08:14:40 AM »
           well the first thing I noticed off the bat are way the you use your rolls, The spacing of your rolls are super dangerous just for the simple fact that you were using them to approach you opponent. If you are making the decision to use a roll it should be either to escape pressure, go throw fireballs which has it's risk too, or to bait something, timing and spacing are crucial for proper use of rolls. the end result should be you being as safe as possible when you're recovering from a roll.

       Also by using a roll to approach you lose the option of counter attacking what the opponent is doing such as punishing bad jump ins or  taking the opportunity to go on the offensive. use the myriad of jumps at your disposal to to approach and pressure you opponent, there were times where it looked like you you having a hard time figuring out how approach you opponent. anyways do that and I guarantee you you'll do a lot better next time around

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