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Messages - ottomatic

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16
General Discussion / Re: KOFXIV Announced for 2016
« on: May 17, 2016, 09:37:05 PM »
Additionally to what has already been said, in 02/um Goro's far B, B ukemi was a great way into his mixups, canceling to cloud catch gets back dashes and jumps, his invul throw got anyone who stayed on the ground and didn't alt guard (people think they still have throw invul), quake could hit alt guard if they stood during impact (but this was slow so it could be reacted to), and counter took care of reversal specials.

In XIII it was mostly the same but he lost the regular counter mix and gained EX quake which hit alt guard much better due to speed. unfortunately some characters could beat all of his options (sans Neomax, but who'd do that for a mixup) using a single move, Terry could rising tackle, Takuma could hien shippukyaku, Clark could delayed EX gatling, etc. etc.

In XIV there is speculation he'll receive his old DMs, one of which has a long period of armor before grabbing the opponent, so he may effectively have the mixup options to handle all situations if ukemi still functions the same way.

I don't know about Shingo's special roll, not sure if it could be cancelled or not, so I don't know it helps in the same way.

17
General Discussion / Re: Re: KOFXIV Announced for 2016
« on: May 14, 2016, 10:23:11 PM »
Why sometimes C+D splatts and sometimes it doesn't? It has to be on counter or what?

I always seen it splat all the time without it being on counter, but only whilst they are on the ground.

So can iori do his cammand grab then C+D for wall splat. C+D comes out quite fast too.

So it can be used for good damage combos if you get a good read on them and land a C+D.
Not sure about the Iori throw to CD thing, but you're right about CD attacks splattering grounded opponents only, I saw AA CD and the result was typical knock back. I've asked many people about wall splat CD mid combo but as of yet it hasn't been tested (or at least no one reported back).

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18
General Discussion / Re: KOFXIV Announced for 2016
« on: May 11, 2016, 08:58:41 AM »
I have no prob with them doing an English dub so long as the game has the option of choosing spoken language.

19
General Discussion / Re: Re: KOFXIV Announced for 2016
« on: May 11, 2016, 05:31:21 AM »
You mean between the "Hmph", "PREDICTABO", "Padedic", "Wais of time" and "C'mooon" xD

His quotes are golden lmao
To me "Die forever" is particularly great due to how many times Geese may or may not have died. Whatever the case, Geese engrish is S tier, I'll give Terry and Billy engrish S-.

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20
General Discussion / Re: KOFXIV Announced for 2016
« on: May 11, 2016, 02:24:24 AM »
As much as I like Billy's "Go to hell." I love Geese's "Die forever." It's really funny hearing that from him of all people.

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21
General Discussion / Re: KOFXIV Announced for 2016
« on: May 06, 2016, 02:49:06 PM »
Green seems to denote a counter of some sort (Ryo seems to get it on his parries though), and that stance is her counter super stance. I wonder if it still has different animations for airborne attacks vs grounded ones. I speculated previously that her elbow may just be part of that super this time around, as each character is supposed to have 2 DMs/SDMs and a Climax, I believe her elbow will be just be part of the SDM counter.

22
General Discussion / Re: KOFXIV Announced for 2016
« on: May 02, 2016, 01:22:24 AM »

Inside MAX mode
-Activation MAX mode: 1 stock
-There are no DM
-MAX DM (SDM): 1 stock
-Climax: 3 stocks
-EX moves unlimited at no cost.


Climax during MAX mode is 2 bars, EX DM is 1 and regular DM is the rest of the MAX mode.
The MAX gauge itself counts as bar while the gauge is still active, eg: if you have 0 bar when MAX mode is active and about to run out, you can still do a DM at the end eventhough you have no more bars coz you used the bar you activated MAX mode with.

EX moves aren't "free", each one shaves 1/4 of your MAX bar so you can get around 3 or 4 moves max, if you activate off a normal the gauge starts at half point so you have maybe 2 EX moves or so.


Regular DMs do not appear to be available while in MAX mode not at the cost of meter nor the rest of max gauge, I haven't seen any reports or videos to the contrary. If there is evidence please point it out. Aside from that your observation on EX moves is accurate, just remember Max gauge is determined by character position much like meter meaning that the later characters may be able to get more EX moves per bar.

23
General Discussion / Re: KOFXIV Announced for 2016
« on: April 30, 2016, 11:39:04 AM »
During the tourney it was mostly Kyos, and Ioris, then Kim, Robert, Ryo, and a few K's and Kulas for most of the players. I understand why they would use characters they're more used to but I'm still somewhat disappointed that there wasn't more variety.

On the upside Kyabetsu managed 3rd with Kula, Athena, Vice, with Iori and Nelson subs, and the star of his show was most certainly Athena .

@Shiranui_ninja: Good news for you, me, and anyone else interested in playing Mai. I saw someone playing Mai and they did her target combo, better yet (if my eyes weren't playing tricks on me) they canceled it to special. If you choose to watch for it it's during top 8, I don't remember the name of the Mai player, but he was fighting Kyabetsu and did Mai's target a few times during the matchs.

24
General Discussion / Re: KOFXIV Announced for 2016
« on: April 27, 2016, 09:05:47 AM »
@Custle: I'd prefer if there were a Guilty Gear - esque option where you can select the music at the same time as the stage.

On other things: I regretfully retract my earlier statement about target combos. What I believed two attacks was just Luong's cl.C by itself. I still firmly stand by all my other observations until I see evidence to the contrary.



Saw this one thanks to atryosakazaki on SRK. In this vid the major highlights to me were KOD's EX moves and the last match not having a second player, leaving Mai to do some training with an EX exhibition (I like the new EX kachosen in particular). Also they show Mai's meterless rush ending in musasabi no mai, so now the remaining question for that potential corner combo I mentioned is "How fast does she recover?"

25
General Discussion / Re: KOFXIV Announced for 2016
« on: April 27, 2016, 01:01:13 AM »
@Custle: congrats, may you see many more

@TheGoodLoser: The BGMs are tied to the stages in this build. I went through the stream again and each time a particular stage came up, a particular song played in the background as well, regardless of character choices or order. I don't believe this will stay, but I don't mind either way really. It was just something I noticed. And on Kim, I've posted much earlier what I believe he can do with meter. I believe he's strong in XIV, but XIII gave him access to two ridiculous tools for meter (3 frame AA, and projectile invul approach which is safe on block), I understand that he gets access to more usage per meter, but I believe a part of what made him scary then was he could suddenly get in and pressure. While I believe he gets extra scary when he activates now the trade off is he needs to activate for those levels of bullying and he's now on a timer. But this is just my opinion of him (currently).

@Shiranui_Ninja: I wasn't actually suggesting Mai could follow up a musasabi no mai with cl.C into combo, I was saying in the corner it is plausible she can do a Ryuuenbu instead of cl.C and follow the Ryuuenbu with something (like an air throw). Whatever the situation it still hinges on two factors, 1) that she ends her rush with musasabi no mai, and 2) she hits the opponent low enough to follow up. If both conditions are met she may have a really nasty meterless corner combo. Also after viewing the stream again I saw Luong do st.A, cl.C (I think, it absolutely was not rush though) leading me to believe that there may be some "target combos" but as it wasn't listed in her move list, I was led further to believe that the movelists don't have everything that a character can do.

Lastly I don't wanna take up too much more space, so I'll just note that I just wrote a list of observations at SRK under the same name I use here:

http://forums.shoryuken.com/discussion/comment/10762597/#Comment_10762597

Hope you guys find use out of what I noted. Feel free to correct me on any errors you see in my stream notes, I'll take a look later on tonight.

26
General Discussion / Re: KOFXIV Announced for 2016
« on: April 26, 2016, 03:28:31 AM »
I'm not really sure how this Rush thing works, but what we saw in her trailer is Mai canceling her double kick into her air DM, not Musasabi no Mai (air qcb+AorC). Do all rush moves end with a DM? or with a special move? or you can choose how to finish it? I really don't get it.. I never played a game with this kind of easy combo for noobs, but whatever, the only thing I think she may be able to do is Musasabi no Mai into her air DM. I really doubt she will be able to do Musasabi > st.C and continue with a ground combo from here. But let's consider she can... She could enter into MAX mode and use EX ryuenbu or EX HSB for extra bounce, and extend the combo. That could be awesome.
RUSH has two potential endings, one DM when you have meter, or one special attack when you don't have a full bar. Mai has two attacks that make sense as a rush ending, musasabi no Mai and d.B in midair. I'm currently operating under the assumption that it's the former.

27
General Discussion / Re: KOFXIV Announced for 2016
« on: April 25, 2016, 10:16:25 PM »
Lots of new info, forgive me for going a little train of thought-ish while typing this up:

K's knee assault has slow start up, meaning he won't be quite as scary as 02um version, also in his move list he no longer has the minute spike follow up for his eins trigger but his new sliding punch (I'm guessing it's second knuckle) follow should fill in nicely. His other new follow up does not serve an obvious purpose at the moment (no forward movement so not easy to combo, looks smaller than second shell so less of an AA) this leads me to believe that it's benefits are plausibly counter or reflect in nature, or it could be safe on block, possibly a safe on block reflect.

I'm assuming both of the following are jump A attacks for their respective characters: Tung does the splits and punches downwards, Luong does a punch that somewhat reminds me of Heavy D's jump B but looks a little more under than behind. Both look good for cross ups, and either of them may be cancelable to their air specials (qcb+p for Tung, qcb+k for Luong).

Looking at Kim's move set, he essentially is XIII Kim so the only real adjustments to make are optimizing his combos for the system, and remembering that you need to activate max mode before you have access to EX moves (I believe this second one affects him more as he can no longer mindlessly get in with an EX hangetsuzan).

I don't know if it will remain this way but I think the BGMs are currently tied to the stages.

According to his movelist, Nelson's attack flow appears to be starter (f+A, f+B, or b+A) then direction+B chain, the either C finisher or D movement option. These are all listed under commands normals where as his two specials are a step in and a command throw. This raises two questions, "Can he quick max cancel his command chain?" and "Can he whiff his command chain for access to the follow ups (like Angel or Gai)?"

Ryo looks like he's his got far D back (boo). Aside from that he seems as solid as I'd expect.

Sylvie looks to be a character who prefers mid or close game as opposed to Athena's zoning game, I also see 2 potential AAs in among her moves (elec slash with upward angle, and back flip kick) her other attacks seem to be a short projectile (the elec discharge) and some forward moving jump which hits on the way down (I don't know if it hits on the way up as well ala O shermie hcb+k)

I just saw your post @Shiranui_ninja, Mai's rush may be better than we currently think, considering her only air special to do without meter is qcb+p and that it floats the opponent for follow up with an attack. It's plausible that she can cr.B, st.A,A,A,A, st.C without meter, maybe even continue with qcb+C instead if close to the corner. Mind you this is just conjecture, but if true her corner combos may be strong even without meter. I would have preferred a command normal, but the way it stands may still be strong

Alright, I'm gonna dive back into all the info, and analyze some more.

28
General Discussion / Re: KOFXIV Announced for 2016
« on: April 21, 2016, 12:15:20 PM »
Well I guess I'm not too disappointed by today's lack of trailer, it makes sense to hold it for the big event coming up. I hope they drop a release date on us, and more than two characters. Well only time will tell.

On Mai's pose, it might be cinematic ending on Climax. If they wanted I suppose it could be a special pose after Climax KO (kinda like Ralf and K' in XIII except with an angled cam).

29
General Discussion / Re: KOFXIV Announced for 2016
« on: April 20, 2016, 01:07:14 AM »
I think People's Elbow was demoted to a regular super or maybe a MAX-only super -which would be sad to me, because I think we all see it as her ultimate attack-, unless Angel's climax starts as a ranbu with dramatic camera work and ends with her elbow shown in regular in-game camera angle.
Didn't SNK say something along the lines of 2 DMs with SDM variants and 1 clamax per character?

I'm not really upset if they've turned the elbow into a DM/SDM because that would mean it is more regularly available (we'd actually see it in more matches), making any hard knockdown combo with meter a confirm IE unchain into her f,f+k finisher. They may have just made it part of her counter super when against an aerial attack (that was the only way to get it in 02og). I'd personally prefer the first of the these premises, but however SNK decided to use it, I'm just glad it's still in.

30
General Discussion / Re: KOFXIV Announced for 2016
« on: April 19, 2016, 08:12:36 PM »
I don't see KOFXIV as a game that could take advantage of the Neo system, unless Sony demanded to include some Neo-only features in their "support contract" xD

https://twitter.com/SNKPofficial_jp/status/722440735392292864
Angel's Climax DM I think. Enjoy the view LOL

Quite possibly, but what does that mean for her people's elbow super? Is it just a super this time? Or is the animation tacked on at the end of another super? Or (I think this is least likely) is it a regular special?

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