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Messages - Running Wild

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People still play this shit?

Man you guys are masochists.

Real Bout 2 / Re: Real Bout Fatal Fury 2
« on: February 03, 2011, 09:49:39 PM »
What do you mean his super is hard to get out on reaction? It's the same command as the majority of supers in the game,  
;fd,  ;bk ;db ;dn ;df ;fd  ;b + ;c It's not different at all in execution, I've never had problems with it.

You can't really "counter" his 360 because to begin with there is no throw whiff-animation. If the screen flashes Potential Power, you're caught. All your opponent can do is try to find ways to prevent you from doing it, but Yamazaki has his fairshare of ways to set it up. All Yamazaki needs is a knockdown to keep you guessing.

Then, I gotta disagree when you say his combo's are limited. Yamazaki has alot of combo options, especially dizzy combo's and 100% combo's, some of the nastiest (and hardest to do) in the game.

Finally, check out this match, this Yamazaki does alot of great stuff -

One of Yamazaki's high level techniques is using his Snake Arm and canceling it (Tap  ;d after you do Snake Arm), and this gives him an instant recovery, far faster than your average feint cancel. You can do crazy stuff like if your opponent is attacking you and your blocking, do a Snake Arm Breakshot, cancel it, and then P-Power them.

And it also allows Yamazaki to do a sort of "loop" -

Yamazaki is powerful, but he really needs high level execution to take advantage of his greatest techniques. I've seen alot of crazy Yamazaki players on Supercade years ago, very scary shit... one of my pals Caddie dabbled with Yamazaki, he was very consistent with finding ways of landing his P-Power (He typically mains Duck King/Geese/Krauser, all have 360 grabs, so Yamazaki fits into the puzzle quite well).

Real Bout 2 / Re: Real Bout Fatal Fury 2
« on: February 03, 2011, 08:51:39 PM »
Louis - Yamazaki actually has really good supers. His S-Power is an overhead, is sometimes hard to punish for some characters, and he has ways to combo into it. His P-Power is completely inescapable (As with Krauser's Gigatec Cyclone and Geese's Rashomon) once activated. Like Krauser, Yamazaki can kara-cancel his overhead ( ;fd +  ;a ) into it, and even if you don't kara-cancel it, if the overhead connects, Yamazaki can follow up with  ;c to knock his opponent into the ground. Yamazaki is extremely dangerous when he has meter, and he's actually very scary on the offense with his high-low mix-up, although keeping his opponent out is something he also excels at.

As for Joe, it's worth mentioning that Joe can juggle off standing  ;a  ;b  ;df + ;c into his S-Power (Or Tiger Kick/Slash Kick if you have no power). Joe is really deadly, his Tiger Knee is a great anti-air attack, but Joe's biggest weakness is probably the fact that many of his moves are un-safe and not hard to punish. I've not encountered too many good expert Joe players really, usually it's beginners to the game I see playing Joe, but never really get a chance to seriously learn him.

Set 1 is the final build of the game.

You can find it on any rom site under Mame roms.

Don't bother with the prototype, it's very different from the final build of the game, and nobody plays it. Make sure you get set 1. Just download Neo Final Burn Alpha, or get GGPO.

Real Bout 2 / Re: Real Bout Fatal Fury 2
« on: February 01, 2011, 03:33:14 PM »
his slide is unsafe on block if done too close

He's not talking about Duck's slide kick, but his actual slide he can perform during his dash, it goes right through opponents and allows him to setup a throw or Break Spiral.

Best thing you could do is just jump, Duck King has a very weak anti-air game when has no meter. If Duck is pressuring you with Balls or block strings, Breakshot that shit whenever possible.

Online Matchmaking / Re: Building a better online player listing
« on: January 27, 2011, 08:30:15 AM »
Games played
- Everything

- PSN: RunningWildWolf
- ArcLive: RunningWildWolf
- GGPO: RunningWild
- Supercade: RunningWild

I'm pretty active on GGPO w/ MOTW if you wanna play some matches.

SNK Games / Re: Next updated franchise
« on: August 15, 2010, 02:29:55 PM »
That screen is from the Fatal Fury video pachinko game. It was produced for Fatal Fury's 15th anniversary I believe, and is basically SNK's slap to the face to Garou fans.

I can accept the infinites that Jenet and Kevin have. Terry also has an infinite, but it's easier to get out of then the others. I think it's a good game.

I never knew they had infinites, I know Kevin has a few variations of a 100% combo, while Jae Hoon and Hokutomaru both can do an infinite with consecutive feint canceling.

Got any links to vids of the infinites you mentioned?

SNK Games / Re: Next updated franchise
« on: August 06, 2010, 07:39:27 AM »
I voted Fatal Fury. 2011 is gonna be the franchises 20th anniversary. I am gonna be very disappointed if SNK doesn't do a new game for such an event.

If it's another pachinko game I am gonna rage.

General Discussion / Re: Taunts?
« on: August 02, 2010, 02:43:53 AM »
So, what is the point of taunt anyway?

To troll. :D

Real Bout 2 / Re: Real Bout Fatal Fury 2
« on: July 31, 2010, 11:00:02 PM »
Yeah, I've had a ton of trouble finding people to play RB2 with since 2DF became Supercade. If GGPO added support for it, I'd gladly get that up and running to play, I'm surprised they still don't have it after all of these years.

How did they mess up Kasumi anyways? I didn't really begin playing with her until 98UM came out, never got a chance to play with her in XI.

King of Fighters XI / Re: The King of Fighters XI Video Thread
« on: July 31, 2010, 08:12:06 AM »
This is just too hilarious -

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