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Messages - Great_Dark_Hero

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46
It's on now... KOF is here again!!!!!

47
Mai Shiranui / Re: Mai Shiranui (Console)
« on: February 03, 2014, 05:49:51 PM »
The KOFXIII Mai Tutorial is complete!
Part 3, Part 4, and the conclusion are all uploaded.



48
General Discussion / Re: The King of Fighters XIII Video Thread
« on: January 28, 2014, 05:01:14 PM »
KOFXIII M' and Dune vs Kaoru and Woo

49
Mai Shiranui / Re: Mai Shiranui (Console)
« on: January 27, 2014, 03:53:29 AM »
Mai Tutorials Part 1 and Part 2 are up and ready to go. Part 3 coming soon:


50
Mai Shiranui / Re: Mai wiki building thread
« on: January 24, 2014, 04:06:27 AM »
That's true but you wouldn't use lows for stuffing Kim's ground EX qcb+K - Mai's st.A can be used for that purpose, otherwise she would have to block or space herself away from it.

51
Mai Shiranui / Re: Mai wiki building thread
« on: January 23, 2014, 06:19:33 PM »
Updates -
Added more information in MU section, addressing Kim and Iori.
Punishing Iori's rekka's and dealing with Kim's EX qcb+K (along with the air version).
Note: Kim's EX qcb+K on the ground does NOT have any invincibility. Mai needs to be a little more concerned with the air EX version. Always retain distance between yourself and Kim until you corner him.

52
Should have did this a while ago.
Steam ID: GDHKOF
Region: Europe

53
Mai Shiranui / Re: Mai wiki building thread
« on: January 19, 2014, 09:52:59 PM »
Following updates on Mai's DC wiki:
- Updated Mai's match up section for vs.Hwa and vs.Kim.
- Added two brand new 2 Bar HD combos, one for the corner and one for the mid screen.
- Deleted any 2 Bar HD combo that does less than 700 damage.

55
snip

KOF and Marvel are two completely different games and they don't really translate with each other all that well. In fact, comparing this game to Marvel is egregious. Another thing that needs to be understood is that not everyone plays Marvel. You don't "need" to pick any of the DLC characters to win in this game. Picking a DLC character or even another particularly strong character in KOFXIII is not going to matter as much because the gaps between the characters in the tiers are very negligible and the player still needs to understand the neutral game, mechanics, fundamentals, how to manage meter, and how to make decisions quickly in such a fast paced game. Tiers are important but it is nowhere near as blatant nor the same as you would say for Marvel. Should you use the said characters, you still need to understand how the game works anyhow sense the game really isn't overly match up dependent. This is not the kind of the game where you can simply "play this character and you'll instantly" and that has been proven countless times. You can easily go a long way with any character you like in this game as they are build around the system (this is a system-first/characters-later scenario - you can't play this game in the same manner as you would with a fighting game like Marvel). Many players like Louffy, KBR, Romance, JuiceboxKing, and even MadKof himself for example did very well in big time tournaments without even using the said DLC characters. In fact, MadKof recently won a FT10 against XiaoHai using just the random select.  You're playing a completely different game here.  

56
*stuff*

I understand all that, but honestly, the DLC trio are more or less the Doom/Vergil of KOFXIII. Of course plenty of other teams can, and do work, but having at least one or more will instantly make a team better, have incredible damage, easier execution and far less weaknesses overall. KOF isn't exempt from the benefits of tier-whoring, balanced though it may be.  After using them, picking a team without at least one of them feels underwhelming. And I absolutely hate that. Pick one or two, and fill the rest of the team with Beni/Hwa/Kim/regular version of DLC character and ta-dah!

If a character is comfortable in any team slot, it logically follows a team filled with those characters is more solid than a team that relies more on team order. It's about going into a match with every advantage you feel comfortable using.

And honestly, there's more than one person who refutes the battery/utility/anchor system. Pick three top-tiers and it doesn't matter who has meter or who doesn't. Why pick someone like say, K' when I can pick Hwa Jai and wreck people for 700 damage with almost no effort or execution?

My standards are probably too high. I've played fighters too much to try building teams around favourites anymore.

----

I started out with Andy/Mai/XX, just because I was only playing for fun when I started.  They can both run 1st or 2nd, and Mai really loves the meter as anchor. But running them together caused problems, because they're both very dependant on drive meter, not so much EX meter. Andy in 1st would end up hogging a lot of the drive meter that Mai would have wanted for Ryu Enbu loops. So I split them up.

Right now I'm trying Andy/Billy/Kyo and Kensou/Mai/Yuri.

I don't think it is a good idea to compare the DLC characters to the likes of Doom/Vergil from the UMVC3 series. This isn't SFIV or MVC3. While those characters are very noteworthy in the high level game play of KOFXIII, picking those characters don't automatically mean you have the advantage. It isn't that simple. How good you do in KOFXIII, depends on how well you know the fundamentals, how to manage meter, the options you have available, your play style, and your opponents play style. Every character in the game can do up to 700 damage just as easily as Hwa can. Every character is viable for high level KOFXIII game play, but it comes down to a matter of preference, as well as all of subjects stated above. Many top players are winning tournaments on a consistent basis and they don't even use all of the characters you described.

57
Mai Shiranui / Re: Mai Shiranui (Console)
« on: January 01, 2014, 06:11:40 PM »
Happy Birthday, Mai Shiranui!
Mai tutorial still in progress!

58
Sense I've started XIII, the first time I ever used was Duo/Mai/Terry.
I stuck with that team right up until WGC2012. The exploration I did on the other characters was relatively limited at the time. I also treating this game as if it were 98, which works in a lot of cases, as far as fundamentals go. Shortly after then, I decided to retain Mai as top priority. Claw Iori was also a recurring character for me because I generally liked the character, along with damage output and his comeback factor. Before, joining DC in the first place, I've gotten some better knowledge of most of the characters general game plans. After joining DC and meeting the members here, I started putting a lot of emphasis on TWO bar HD combos. I figure I can spend less resources while getting more damage/utilities. I also started practicing with Leona, EX Kyo, Yuri, and Hwa around this time. Found a lot of Mai-related technology thanks to training mode and the many KOF players here, while exploring and playing with the other characters overtime. I've recently picked up Takuma, as I've played him twice at a tournament in Grafenwoehr, Germany. Almost anything he does leads into a very a decent amount of damage, even if he is meter-less. As of now my current team consists of Billy/Mai/Takuma. That is my real team as of now. I have Billy on the team for sake of space control, meter control, and relatively easy BnB's. Billy/Mai/Takuma seems to work for me as of now and I intend to retain this team for the time being.
I will migrate between Hwa, Vice, EX Kyo, EX Iori, Claw Iori, Leona, Terry, Elisabeth, King, and Yuri. Those are the other characters that can put on a team and win with for sure now.
 



59
General Fighting Game Discussion / Re: The Tekken Tag 2 Thread
« on: December 30, 2013, 10:39:13 PM »
Eliza has a AWFUL lot of KOF-like tendencies. And, I love it.
My battle buddy, Ocelotlikespie, created a tutorial video on the said character! Here you go! 

60
Happy Holidays! Fellow KOF players!
The party is just beginning...

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