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Messages - KarnF91

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46
General Fighting Game Discussion / Re: Street Fighter X Tekken
« on: April 20, 2012, 08:29:18 PM »
One bad FG from Capcom isn't going to destroy the FGC.  Get a string of bad games from Capcom and that won't do it either.  It might hurt the 2D community to a point but I think most would find other games to play at that point.

People didn't chose this game to get into FGs.  People were either SF, Tekken, or FG fans, it was just another game in the end.  The game was over hyped in my opinion, it couldn't live up to it no matter how good the game could have been.  The fact that all the stuff with DLC happened on top of it just being another FG hasn't helped.   

47
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: April 20, 2012, 03:20:07 AM »
You shouldn't have put that link up felix...you just gave yourself away.

Please elaborate on what you mean by "gave myself away"

I'm going to assume it's all of the NSFW stuff on that website.

48
Training Room / Re: David Kong is here to answer your noob questions!
« on: April 19, 2012, 07:14:53 PM »
Hi
I would like to include HD combos in my game but i dont know exactly how to do it...
I have a terrible execution and i often think that i m wasting my time in training mode..

My main team is Ash, Clark and Benimaru is this order most of the time.
My first problem is that i don t know exactly which HD combo to learn and for which character... Clark dont have effective HD combos , Ash is played first and I did not see easy midscreen HD combos for Benimaru...

I m training a Iori (and Kyo before) but i don t feel confortable with rushers...   I play sometimes Ryo mr karate and Saiki...
I thought that my team can be played effectively without HD combos but that is so important in this game and so flashy ^^...  I need advices to define reasonable training goals and methods for training maybe...  Thanks for helping me

I can't help you with combos for Ash Clark and Beni.  However the best way to become better with your execution is simply practicing. When I go to learn a combo what I do is break it down into smaller parts, or just individual moves.  Once you feel comfortable with the smaller parts, put them together and work on that bigger part.  Eventually you'll have it down, it takes time, and you might go days before you actually land it.  Asking questions here on this site is a great thing to do, there are a lot of people with lots of experience willing to help.

Thanks for the answer David Kong.  After working on the dp+P (DC) rdp+K with Kyo I'm getting to work more than not.  Something that can apply to what I said above, watching some combo videos for Kyo I saw when I need to cancel the hcb+K.  I picked this team using what you suggested earlier in the thread.  I played with each character over several days (Ended up with about 12 characters I feel confident with)  I just feel comfortable with Kyo, Yuri and Shen.  That and it's always funny to see Yuri pick up a 300+ pound man with one hand and slap him around. 

I see a lot of people panic if they drop their HD combos and look to raw Neo Max.  Most times the other person knows this is coming and plays highly defensive until the meter runs down and they get nothing out of that meter.  Would it be better to try and open them up and try to get an abbreviated combo out of that meter.  Or just sit on it and if you see a opportunity to raw Neo Max, do that?

49
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: April 18, 2012, 04:36:46 AM »
If people do go from a capcom game to TTT2 how many will stay with it for long?

For me Tekken has all ways been a hard game to just play casually and enjoy it.  That's why I gave up on Tekken 6, it was hard for me to enjoy it casually.  I can enjoy KoFXIII casually, and I'm pretty sure DoA5 will be the same as well.  I hope I can enjoy TTT2 casually, but I doubt it, then it's how serious do I want to be.

50
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: April 18, 2012, 02:38:16 AM »

Basically, the gist of it is that from the beginning they wanted to have all the extra content on disc to make everything as a convenience from the get go. Saves on memory limits, load times, hard drive space, etc. They thought that with the amount of content from startup was good enough to justify the 60 dollar price. Which it kind of does, because it has a decent, sizeable roster. The problem is that keeping it on disc is stupid because someone is invariably going to crack it open and turn it into a PR nightmare. (My biggest issue is that the game itself sucks ass)

The thing that makes Capcom stupid is that they never quite factor in that having more content usually leads to more sales, better customer feedback/loyalty/appreciation and a longer shelf life. And if they did plan on doing DLC anyway, that as inconvenient as it would've been, people wouldn't have made as much of an issue if it was real DLC.

Honestly, Namco is smart on playing their game like this and showing Capcom how it's done. I hope their sales of TTT2 crush SFxT so Capcom gets the hint.

I'd get it if this was 2006 HDDs aren't that much of a problem anymore.  Load times couldn't be that bad if they introduced the content via a patch I'd imagine.  Was just a random thought to begin with, trying to make sense of all of it.

Content is great, but if the core game isn't worth playing it doesn't matter.  The only reason I would have gotten SFxT was because of the Tekken characters.  I'm not a big SF fan to begin with, I've never liked how the game feels.  After watching videos of the game I decided to not buy it.  I have hopes for TxSF though.

Back to this game.  It'll be interesting to see how this game does, but I don't think it'll have much impact on Capcom.  I have a feeling it'll sell better that SFxT, because the Tekken community has been waiting a while for it, I think they'll get a lot of newcomers too.  When TxSF comes out I have two hopes for it.  1)  It's overall a better game than SFxT.  2) Crushes SFxT in sales.  If that happens, Capcom has to take note (they won't though). This time next year I'm sure there will be Ultimate SFxT with a slight re balancing and the DLC characters.

51
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: April 17, 2012, 11:21:29 PM »
The more and more I hear about this game, the more I want it.  Free DLC is always nice, I'm just thinking what characters could they have for DLC though?  They are around 50 now I can't think of who they'd have in DLC.

I understand why Capcom did what they did on SFxT, but I think it's bad business in the end.  If they have them on the disc all ready, they were planned out far enough before the release that they should be unlocked all ready.  But if you are going to have them as DLC, they should be free.

But along the line of having them on the disc to reduce load times and the such.  Wouldn't they be able to achieve the same result with a patch?  It'd get the character data onto the HDD. 

52
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: April 17, 2012, 11:02:04 PM »
Do I have to get the RDP+K in before the first hit of the DP?  This is the only thing holding me back right now, just can't seem to get it down quite yet.  I figured out how to cancel the hcb+K.  This kind of feels like Yuri's dp+P to dp+K, once I figure it out, I'll be able to take another step with Kyo.

53
Kyo Kusanagi / Re: Kyo Kusanagi (Console)
« on: April 17, 2012, 03:15:49 AM »
I'm having problems doing dp+P (DC) rdp+K  and hcb+K  and when you can cancel the hcb+k.  Any tips?

54
Training Room / Re: David Kong is here to answer your noob questions!
« on: April 15, 2012, 02:24:25 AM »
Earlier you mentioned that Shen is good at point as well, could you expand on that some?

Along those lines.  Since Shen is used at anchor because of what he can do with meter.  Players are looking for specific moves and try to guard against them.  With him playing as anchor do you think when someone plays him at point that it can throw off players? Do you think playing characters at points on a team where they might not be commonly used work in mixing up the game to gain some advantage?

Currently I'm putting a lot of time into Kyo Yuri and Shen.  With Kyo I'm having problems with dp+P to rdp+K drive cancel and canceling from hcb+K.  I'm sure the first is just a matter of timing, but the hcb+K I don't know what's going on there.

Thanks.

55
Shen Woo / Re: Shen Woo (Console)
« on: April 15, 2012, 12:10:48 AM »
Just a quick question.  I've noticed something when you do  ;dn ;df ;fd ;c  it adds an extra  ;fd ;c input.  Does anyone know why it does this?  I tested multiple sticks, and characters, Shen is the only one this happens with.

56
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: April 14, 2012, 08:03:51 PM »
I think it'd be better for someone who has quite a bit more experience with the game to comment.  However out of the three characters I'm learning to use, she is the easiest (I'm learning Kyo and Elisabeth).  The key with the dp+P to dp+K cancel is ensuring that the last input is at  ;df you can hold that to make sure it comes out, or put the stick back to neutral.  I feel confident in my execution for that now, after that it's practice, like this HD combo: d.B, d.B, s.B [HD] s.C, dp+C [DC] dp+D~C, [dp+A (DC) qcb+C, qcb+A]x4 qcf~hcb+D

Compared to the other two character I'm learning, Liz has timing that can be a bit hard to get a grasp of.  And Kyo has some hard moves to pull off, mainly dp+P to rdp+K cancel, and some others as well.  Yuri doesn't have a lot of funky stick movements in my opinion.

Like my first post here, I think once you get the dp+P to demon flips cancel down, you'll be able to get the most of of Yuri. A lot of her HD Combos rely on that cancel, once you get that, it's just practicing the rest.  I'll agree that HD butt loop looks like it needs lots of practice (Youtube videos make things look easy).  Overall though I think she has easier execution than at least Kyo and Liz at my current level of play.

57
General Fighting Game Discussion / Re: DOA 5 coming 2012
« on: April 10, 2012, 11:39:23 PM »
In the Ayane v. Hitomi video when Hitomi does her charge attack and it goes into the matrix like thing, that worries me a bit.  It's a cool idea, but I worry about how it might affect the flow of the game, I don't think it can ruin the game though.  I wanted to get the demo, but I couldn't bring myself to pay $60 for a demo (I love Ninja Gaiden, but I'm waiting a while for 3).  As long as Helena is in the game it'll be hard for me to not like DoA5.  I just hope that it finds a good place in the community, and I think that's where my worries lie with some of the things I've seen so far.

58
General Fighting Game Discussion / Re: DOA 5 coming 2012
« on: April 10, 2012, 06:35:31 PM »
That was my point, many people just take the game at face value and don't try it.  The videos that have been released have been promising too me.  There are somethings that look a little worrisome but it'll be interesting to see how things like the danger zones will work in the actual flow of the game.  Hopefully TeamNinja will get things right and people will actually take a serious look at DOA again.

59
General Fighting Game Discussion / Re: DOA 5 coming 2012
« on: April 10, 2012, 01:14:36 AM »
Before I got into KoF earlier this year, I was really hyped about DOA5.  I know that DoA will most likely never be serious, but the games have always been fun when you get into them.  People think it's all boobs and fanservice, and to be fair that it was.  I like the style they are heading towards with DOA5, I hope the gameplay is good to go along with it.

60
Yuri Sakazaki / Re: Ufgt's random Yuri knowledge super thread!
« on: April 06, 2012, 05:00:33 AM »
I spent a good twenty minutes just practicing the DC.  That combo is hard, I'm having problems with the  ;dn ;c on it, I'm not sure how it works completely.  On my arcade stick, once I figured out what I was doing wrong with the DC, making sure to hold it in the right direction was easier than I thought.

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