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Messages - Coffeeling

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General Discussion / Re: Well so i just encountered Dark Ash online
« on: May 25, 2015, 02:49:24 PM »
Really sad if they lagswitch in addition to hacking themselves broken characters. I can understand the allure of the characters but lagswitching on top of that is just underlining what abject failures they are.

That's not news. The game (Steam & Climax Edition in Arcade) only asks for  ;bk ;dn ;fd to complete a half circle. You could easily simplify that into:
 ;fd, ;dn ;db ;bk

Doesn't work on console or old arcade version to my knowledge.

I had stick issues with my Qanba Eightarc at first too, surprisingly had to set it to 360 instead of PS3/PC (why wasn't PC standard enough?).

It's probably best to do that anyway, as far as I know the newer Qanba chipsets are a good bit less laggy in 360 mode than on PS3 mode (at least on console, compared to the fastest PCBs available). The old failure-prone editions are very fast on both systems so it shouldn't make much of a difference on those.

I remembered one more thing we can do as a community: Stop saying 13 is not KOF.

Hey guys, our next live podcast we will this Saturday at noon. We will be discussing the 3 year console anniversary of KOF13, the future of KOF13 and the current state and future of the USA KOF scene. Here are some questions you guys can answer here, and we might read them on air:

- How did you get into KOF13?
I started getting frustrated with SF4, LoyalSol had posted some messages on SRK about how well designed KOF was. Steam Edition came out and stole my heart. The game is amazing. It's a drug I'm gladly addicted to.

- How many people locally were interested?
We have a small but active scene in Helsinki.

- What characters did you try at first? Which ones you play with now?
King, K', EX Iori if memory serves. Maybe Benimaru. I hopped around the roster trying to find something satisfying and have settled on the standard Flame/Karate/Kim tierwhore team, with a Benimaru assist every now and then. They just feel good to play.

- Do you play on Steam?
Hell yes. A good PC release is what got me into it in the first place.
- What have you learned gameplay-wise from 2013 to 2014?

- What is your personal tier list? What match ups you have trouble with?
EX Iori
[a crapton of really damn good characters]


- What gameplay aspects do you like & dislike? What aspects grew or still dont like?
I can't think of anything I'd especially dislike offhand. I'm pretty harsh at judging game systems and sometimes get annoyed by things that don't seem to matter to anyone else, but KOF13 is just one of the most solid system designs I've ever seen for a competitive fighting game.

- Do you travel for competition or stay in your area?
Stay. Need to be able to hold my own vs. the locals first.

- How is the KOF community in your area in general?
Small, active.

- Do you feel KOF13 will return on the main stage for EVO 2015? If so, why? If not, why?
No. We wouldn't even have had pool coverage without the Colorado group last year.

- What things are we doing correct (in your opinion) and what mistakes are we making as a collective KOF community?
I'd just focus on getting KOF side tournaments happening and recorded/streamed. People think the game is balls hard. Just a positive attitude about the game and really just selling that Steam has good netcode and the game is fun as hell. That's really the thing. Not "the game is perfect and so skillful".

But "The game is fun as hell, there is no Fuerte/Seth where you feel they're playing a different game, and no DJ where the poor sod just doesn't do what he's meant to."

Also, market to Smash players. For someone coming from a Smash background, the movement in KOF13 will just feel really really good.

People need to show up. Little else to it :P

General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 12, 2014, 06:29:33 PM »
IMO XIII is the finest KOF ever made, its got everything 98 has and then some..

As much as I like 98, I've always seen it as a toned doen version of 97.. ^^

As much as I love 13, it doesn't have "everything" 98 had. I've played 98 only once and that one time alone was enough to convince me it's a different game. Anyone can see it just from watching footage. The game's horizontal movement is just less in absolute terms and players can't get that far away from each other => buttons control a proportionally larger part of the screen (plus there's more strong buttons, but IMO it's primarily the movement because even in matchups with strong dominant buttons 13 doesn't play like 98). Ends up lending it a feel somewhere between 13 style and Street Fighter style. Fun as hell, but different. It's very easy to see why someone would prefer 98 or 13 to the other. The main 13-hateful things I fucking despise are claims that it's not KOF or that the game is all about ToD combos when that's just plain false.

General Discussion / Re: Ratios
« on: November 06, 2014, 08:49:22 PM »
Ratio = learn a new team

General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 06, 2014, 07:26:10 PM »
Reynald v. Tokido
Tokido v. Xiao Hai Grand Finals was a great showcase of just damn solid technical play. You know, the kind of minute stuff you usually see in SF4 where spacing is more exact. So good.

It's not gameplay, but the moment I heard KingsofCO managed to set up a stream for pools.

General Discussion / Re: Question about button configuration in tourneys
« on: September 25, 2014, 09:48:11 PM »
It's allowed and yes, people do it. They're slowly wising up to 13's strict EX input demands and want to be sure they get out the move they wanted.

General Discussion / Re: The King of Fighters XIII Video Thread
« on: September 14, 2014, 02:39:31 PM »
Thank you for these ^^

And a quote from the last thread

There's a tournament happening in Albuquerque, NM in late September, and they're polling for the 8th, last game to be featured. KOF is in 2nd place. The poll ends around Aug. 16th. If you'd like to see it be included in the tournament, vote here:[/url

I voted for VSav sorry

General Discussion / Re: Tier lists and Character Discussion Thread
« on: July 29, 2014, 07:12:49 PM »
I tried to make a list of the ten best point characters in the game for fun. It's actually really hard O_o. Five or six or so are pretty trivial, but a full Top10 is just hard IMO.

So for fun and activity, your personal point character Top10? Doesn't have to be in order or can be in order or grouped or whatever, however you wish.

Training Room / Re: New player trial question
« on: July 07, 2014, 09:57:32 PM »
With longer combos it's best to identify breakpoints in the string and break it into smaller parts that you can practice more easily. Then, when the pieces are consistent, pick two and join them together into a longer string and practice that.

Say, with EX Kyo's cr.B, cr.B, st.B, qcf+A, qcf+P, K combo.
You'd break it into:
cr.B, cr.B, st.B
st.B, qcf+A (and maybe cr.B, st.B, qcf+A)
qcf+A, qcf+P, K

When those are done, join stuff together:
cr.B, cr.B, st.B, qcf+A
st.B, qcf+A, qcf+P, K

And finally, the full combo:
cr.B, cr.B, st.B, qcf+A, qcf+P, K

Training Room / Re: New player trial question
« on: July 07, 2014, 01:28:35 PM »
You need to understand the difference between a link and a cancel.

In fighting games, moves have three parts to them:
The startup, where the move has begun and the character is moving to hit the opponent. You're helpless.
The active frames, a period of time when the move can actually hurt an opponent.
Recovery, a time when the move retracts and ends, after which you can control your character again.

If a move connects (=hits or is blocked), the opponent gets stuck in a state called hitstun or blockstun for a short amount of time. During hitstun, the opponent is helpless and can't do anything. If you hit an opponent during hitstun, the two moves are said to combo. Blockstun is much the same - the opponent is stuck blocking and can't do anything else except use his meter for Guard Cancel Roll or Guard Cancel Blowback. If you hit an opponent who's still in blockstun, you've done what is called a true blockstring (true because there are no gaps).

There's two ways to get a move to connect to an opponent that is still in hitstun.
The first is linking Move 1 and Move 2. Typically, when you hit someone, your character recovers earlier. Some moves start fast enough to hit after Move 1 has fully recovered but the opponent is still helpless. So wait for Move 1 to complete, press Move 2. If it gets blocked, you're not fast enough. If it doesn't come out, you're pressing Move 2 while Move 1 is still executing. Press it just right, and Move 2 should connect just before the opponent leaves hitstun. The timing window is usually very small. In KOF links are relatively rare - most characters can link a light to a close heavy, and that's it.

The other form of comboing are cancels. You press Move 1, and while Move 1 is animating you do Move 2. The game cancels the rest of Move 1's animation and starts doing Move 2. This means you typically have plenty of hitstun to use for comboing so the timing is more lenient than on links. Basically everything in KOF13 is a cancel, from normal moves comboing into another to normals => specials and specials=>supers and supers =>neomax.

Beni's LP->HK is a link. That it comes out but gets blockes means you're just a hair too slow with your second button press.

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