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Messages - Running Wild

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Netcode on the PC version is way better than console. They patched it alot during beta, can't say for sure if they will provide patches in the future with it being released.

King of Fighters 2k2/UM / Re: Kof 2002 Hitboxes
« on: September 20, 2013, 11:27:38 PM »
Before long, we'll have the most complete fighting game data repository for a game nobody plays!

What are ya talkin' about, there's hundreds of people on everyday playing 2k2 on GGPO.

Watched the archive of TFC KOFXIII Grand Finals.

ChrisG seems to be doing better in KOF, his Mature seems on point. I think he could try being more offensive with King. I dunno about that Benimaru though. But lordy Xian and EX Iori. For Petes sake.

I still think you can't call yourself a KOF player if you don't at least play 98 though.

It's the same with SF players. You don't play ST? You aren't a Street Fighter!


Of course real men would play Fatal Fury Special, Garou:Mark Of The Wolves or Real Bout 2.

Or even Samurai Shodown II and Last Blade 2!

Well I look forward to seeing ChrisG get bopped or even forfeit again.

Chris G

Who? He doesn't play "KOF" and in any case, ChrisG only places in XIII tournaments on the East Coast.

My money is on Dakou and Xiao Hai.

Pro-Gear / Re: Fight Sticks?
« on: September 11, 2013, 11:26:06 AM »
1. Qanba Q4 is an alright stick, just take good care of it and it'll take good care of you.

2. Seimitsu sounds like the prime choice you'd want.

I dunno about 3.

Also you should be smacked for having that kind of artwork slapped on a stick.

Takuma Sakazaki / Re: The s.C, F+B, db~f+K Thread
« on: September 08, 2013, 01:56:27 AM »
I could never do the fwd+B into Hien.

Instead I just do cr.C into Hien.

Easier to do and works just as well.

I played a 3 bar match in my state, it was pretty decent. Hopefully they roll out more improvements.

I disagree, I don't think it's well balanced at all and some character functions leave me scratching my head.

The thing is, characters throughout KOF usually gained moves on top of retaining many of their trademark moves. Ryo is one of my favorite examples of this, just compare him from 94 to XI, he was no doubt at his peak in XI. Now he's back to being a pretty boring and vanilla Ryo, he's lost a ton of stuff that made him versatile. Then there's Ralf and Clark, those two grew alot throughout the KOF series. Looking at the duo in XIII, they've lost alot of what made them so versatile as well. I think Ralf lacking the SAB hurts him alot, while Clark lost alot of moves that made him a real threat.

Occasionally a character would do a complete 360 like Kensou and Robert in 1999/2000, or Takuma in 2002, but some of the changes and/or reversions made in XIII seem to be for the worse. In 1996 SNK wanted to lessen the effect of zoning in KOF by giving many characters short range projectiles, and while this had some mixed results, I think Andy was one of the best to benefit from this change as he gained new moves to compliment it, he went from being a SNK shoto to pure rushdown style with high/low mix-ups, plus a proximity unblockable. Now he's basically in the same boat as Ryo.

Takuma I think is a pretty decent attempt on taking a new spin on an old favorite, and although the things he is capable of now is utterly ridiculous, I like where they went with him, although I do miss the Moko Buraigan. But it's obvious they had to cut corners on him, I mean c'mon... Kyokugen Kou'ou Ken? The lack of his overhead command normal is disheartening too.

I think the character that has it the worst though is Maxima. His entire special move list is some variation of the Vapor Canon. He lost a ton of stuff. It's like all he has to compensate for it is large amounts of guard points, but even then, his normals have never been slower and his moveset anymore lacking.

Then there's characters like Duo Lon... I remember Duo Lon being a real piece of work in his debut in 2003 and in XI, but I feel like he was just cut in half. Then there's Chin... I feel like Chin is just a really gimmicky character now, he lost alot of what made him unique.

I just think for the next KOF title, it needs to be fleshed out more. XIII just leaves me feeling like it's still pretty barebones for a KOF game, and I'm not fond of the game revolving around loops like if it was some kind of anime/marvel game.

When you get right down to it, XIII doesn't really do anything new besides dumbing down old gameplay mechanics and butchering characters movesets.

what about juggling all day every day in KOFXIII?

What about it? It isn't as bad as you make it out to be, especially considering how it was worse in KOF XI. Plus, to keep juggling in KOF XIII, you always have to spend additional meter/drive to do so.

I'm gonna step in and disagree here. Juggling in KOFXIII is way more more stupid than in XI. Some characters even build ridiculous amounts of meter during the combo, so it isn't even an issue.

I mean just look at Hwa. It's total nonsense that you can juggle for so long with the same move(s). It's painfully long, repetitive, and boring. At least in 98 or even 2k2 you can hit a 4 hit bnb and actually do reasonable damage that is over quickly. I just generally dislike how really long combo's are now the "norm" in XIII. It's not what KOF was about.

Also it's ALWAYS in the corner, I think the ability to corner carry in XIII is just way too strong. The corner itself is too strong in this game compared to some other fighters. Sometimes I think midscreen in KOFXIII doesn't exist.

I like KOFXIII and I'll support it because it supports SNK, but I think it's a severely flawed game. I'm not saying 98 or 2k2 are perfect either though, both those games are pretty stupid if you ask me, but they get basic things right that KOFXIII got wrong.

With that said...


Or Garou:Mark Of The Wolves.

Steam ID: RunningWildWolf
Geneva, NY

OS: Windows 7 64-Bit
Processor: Quad Core i7 2.0 Ghz
Ram: 8GB
Video Card: Nvidia GTX 460M

I really hope with KOFXIII coming, we'll be getting 98UM and 2k2UM as well since they were also on that list.

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