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Messages - Remxi

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76
Neo Geo Battle Coliseum / Re: NGBC General Discussion thread
« on: August 02, 2010, 02:38:04 AM »
I call bullshit.

77
It was scrapped because it kinda forced you to pick certain orders for teams which weren't in your best interest. Also it was kinda stupid if the team you wanted to use was all sadface. Yamazaki I think is basically always sadface?

As for Rugal 98 -> 98UM, startup of hcb,f+A was massively reduced, and his qcfx2+K stomp DM was also sped up. IIRC far s.C is faster now as well. He is stronger in 98UM but everyone else got buffed too.

78
Leona Heidern / Re: Leona Heidern
« on: July 29, 2010, 08:45:20 AM »
Nice, I heard the same rumor when XII came out and it wasn't true then so I was skeptical this time around lol.

79
King / Re: King
« on: July 29, 2010, 08:42:51 AM »
Is there an SDM version of Double Strike? If so, what's different about it? I assume it would be similar to '98UM EX King.

80
Anyone know the specifics of what activates the Hwa Jai and Vice bugs? You can't even see the setup in the Vice vid...

81
I think it's broken, same thing happened to me.

EDIT: Also I think it would be very useful if the location we set in our profile is displayed underneath name/avatar.

82
Leona Heidern / Re: Leona Heidern
« on: July 28, 2010, 10:24:54 AM »
Leona
- Feels almost exactly like her KoF2k2UM version
- Charge times are short but in Hyper Drive mode the charge is not instant.. but it could be me being scrubby with inputs. Still so far I still have to buffer charge asap to Drive Cancel specials into each other in time.

Normals
- Normals are good,


- Ground normals
Standing
-far C is her f+C in 12, it pops out quite fast unlike the previous far Cs. It's a decent normal to advance forward with since it covers some of her upper hitbox.
- stD is the same as 12, it's a good anti-jump or anticipatory antiair move. On reaction it's abit too slow (got smoked by Iori's jC+D when I tried to do it on reaction).
- clD The twin knees return and they're still fast. Long active time makes it ideal for meaties.
Crouching
-crA- Abit shorter than before but it pops out fast. Middle hitbox makes it more favourable for punishing rolls and interrupting attacks that can go over lows. Max range crA won't guarantee the C slash move.. perhaps EX Slash.
-crB- Excellent poke as always. Comes out fast, has range.
-crC- Pops out really fast, very good anti crossup tool. Up close it's liable to stuff alot of things.
-crD- Low hitbox is still present. It can beat Iori's dp clean. :)

Jumping
-jA- Still a good air to ground. Not as reliable as an instant overhead compared to 2k2UM.
- jB- Solely for air to air poking.
-jC is almost Heidern's quality in the sense that it's more liable to crossup now. It can beat Kyo's and Iori's dps cleanly if spaced right above. Trades with Kula's but loses to K's.
- Straight jD is back and it snuffs out everything when it's active and it punishes rolls. Hit-confirmable into V-Slasher. Leona's sweetest mixups actually come between straight jD and crB especially against a cornered opponent.
-jD hits deep as usual and is great for jumping in. Hitconfirm into super to bring the thread.
-jC+D also hits deep, has 'good priority' and is her main tool to maintain pressure on a blocking opponent.

- Specials.. I'll get into the new stuff..

-- Ground specials--
- Moon Slasher-
Same hitbox as 12 interms of size. EX version takes a good chunk and has invincibility till very late (when her arm almost touches down) so Leona actually has a more reliable wakeup move this time. The longer range for the EX one makes it comboable from max range crA too, if desired.

C and EX versions are bad on block.

-Grand Sabre-
Running slash is back to old school style. Still good on block (faster startup too I think) but hitbox also feels bigger than before.  Does not go under middle stuff unlike 98 or even 2k2. >.<

-- Air specials--


-Xcalibur-
A version is mad unsafe on block, (projectile),
C version is safe depending on how it's blocked, but it has insane priority... If blocked very early, Leona will pass right above the opponent and lands far where she can recover intime to jump away from the punish attempt.

However, if blocked at middle or low where she lands infront of her opponent it's unsafe where it can be punished by close hard normals for the former case or weak normals for the latter case.

When it's active it beats out alot of moves. When spaced right I even snuffed out K's Heat Drive very cleanly in the middle of the dash punch. It also has a record of snuffing out Kyo's dp through the upper portion of the flames. It does not hit overhead. It does have abit of startup compared to Mai's.

A version is comboable from <crC/close C/D> fB at any point of the screen. Puts them at a distance with not too much advantage.

C version can be combo'd from the combo above by the corner and it puts Leona at a much better position to mix the opponent up.

EX is great in setting up mixups (free mixup, but slow startup). Handy in blockstrings but it's a free dp if opponent is twitchy.

- Supers-
-Vslasher kills everything in the air as usual. VSlasher can be done from jA/B/D like 2k2 again!
-New super is like Rebel Spark that can actually punish more stuff as the effect of her disappearing is reflected well in animation. It's rollable which is a minus compared to what rebel spark can do. There's no EX version.

-NEOMAX- At the very least it has the same threat as a dragon punch.

I heard someone mention that f+B now connects from lights (e.g. c.A or close s.B). Is this true?

83
How are you supposed to add/minus from Karma? Maybe it should be removed anyway...

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