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Topics - steamwolf

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Online Matchmaking / What games do you feel like playing?
« on: March 01, 2011, 12:06:07 AM »
This poll is to determine what people are feeling right now. What do you wanna play? What games never get old to you? What are you willing to play online and have fun with? For the Other categories, please post the name of the title(s) you feel like playing the most. You can change your vote, as well as vote for multiple games. Please remember, this is for the sake of online play and to determine where people stand with what games and what everyone feels like playing that isn't boring to them in terms of casual or competitive online play.

Real Bout 2 / Tier List Discussion
« on: February 25, 2011, 07:32:19 PM »

Added as much info out there and different perspectives out there that I could find. So without further ado, please everyone start talking about these!

Online Matchmaking / How to play any arcade title on GGPO
« on: February 12, 2011, 11:11:46 AM »
Okay, this will be a tutorial on how to make GGPO play ANY arcade title you desire! I have no idea if Ponder or anyone else involved in GGPO or the guys behind FBA approve of this or not. They don't seem to mind, so I'm not going to skirt the issue. Until further notice, I will not be providing a link where one can quickly download the save state, emulator, and ESPECIALLY not the roms. Roms are illegal to own and you can only "legally" own a rom if you own a physical copy of said game. With that said, here is a step-by-step instruction on how to play any arcade title using GGPO.

1. First, select a game from the list GGPO provides of its games that actually use GGPO. To see this, naturally you will need to launch ggpo.exe and log in. For the sake of this guide, I will be using Super Puzzle Fighter II: Turbo. I'm sorry if anyone likes this game or is a hardcore, serious puzzle fighter gamer but uh...most of us aren't.

2. Once you have the title selected that you wish to manipulate in order to play a different game, you will need to create a .zip file for this title. The catch is, it needs to be a blank .zip file, with the proper abbreviation that the roms typically use. For this title that I am using as an example, it would be: To enter any room in GGPO with the exception of the lobby, all the program needs is to see an archive named <insert name here>.zip. With that, any room is accessible. However, this is not enough to play any game.

3. Next, you will need to open up ggpofba.exe. This is what I call the offline ggpo/kaillera ggpo. Its merely Final Burn Alpha (an arcade emulator) with the GGPO logo on it. You need to launch this, and select the game you truly wish to use with GGPO instead of the game we selected from GGPO's normal list (for this case, we used SPF2T). For the sake of this part of the tutorial, we will select Real Bout Fatal Fury 2: The New Comers as the game we will be replacing SPF2T with. If you have said rom (or whichever rom you decide to use) then start the game up.

4. From here, all you need to do is go to Game > Save State. The next screen will ask you to name the savestate. You MUST name the savestate the same name as the blank zip file you created. So if we want to play RB2 on GGPO, and we're replacing SPF2T with RB2, we will need to name the RB2 savestate as "spf2t_ggpo.fs". This is essential for making the game work correctly. Make sure it is saved as such. You can create the save state at any point during the gameplay of RB2, it doesn't matter when or where.


5. Once this is done, close ggpofba.exe, and open up ggpo.exe again. Select Super Puzzle Fighter 2: Turbo, and (if you had a friend follow the same instructions), challenge each other. Instead of SPF2T, the game will launch RB2 for you and your friend to play with GGPO's netcode! Enjoy!

Remember, the games I used as examples in this were merely just that: examples. Here at DC, I along with a few others, are using puzzle fighter to play RB2. This is mostly because its a very lesser played game and not quite popular enough. Its not not going to distract any serious players by trying to challenge someone they can't even play. I recommend only doing this for specific games that not many people play (Like windjammers).

For anyone interested, here is a download link for the .zip and .fs files all ready made by me for RB2. Since everyone needs the exact same files, I'd rather these float around than everybody else making their own.

Real Bout 2 / Real Bout Fatal Fury 2 Information
« on: February 08, 2011, 09:44:21 AM »

Real Bout Fatal Fury 2: The Newcomers, known as Real Bout Garou Densetsu (Legend of the Hungry Wolf) 2: The Newcomers in Japan, it is the 7th installment in the Fatal Fury series and the last of the 2D Fatal Fury/Garou Densetsu games on arcade. Like FFS and RBS, this is another Dream Match title, bringing characters from across the series, even ones who died, back for this game. This is by far the fan favourite of the Fatal Fury series, only rivaled by Garou: MotW in terms of popularity amongst SNK players. Overall, its one of the most fun and balanced SNK fighters to date, with plenty of old characters from across the FF series and even some new faces (Hence the "Newcomers" subtitle)

This information is for the arcade version of the game.



Again, like FFS and RBS, this game has no story and is merely a Dream Match to gather up various people, alive and dead, to have a game where they can all be played as.

(Yes these are HAPP parts. Get over it, I use sanwa and seimitsu)

Basic Controls
 ;ub ;up ;uf
 ;bk  N  ;fd
 ;db ;dn ;df

Basic Mechanics

Forward Dash -  ;fd ;fd Jumping during a forward dash allows for greater distance
Backward Dash -  ;bk ;bk Good for dodging normals and specific specials (I.E. Certain projectiles with less range). There is a slight frame of invincibility in everyone's backdash, with Xiangfei having the longest frames of invincibility.
Small Jump -  ;ub  ;up  ;uf (Tap once, don't hold)
Block -  ;bk (Hold) Blocking prevents knockdowns and damage from normals and you take much less damage without knockdown from specials and DM/SDM. Standing block can be used against standing and jumping attacks. A note on blocking: When you block an attack in this game, you do not have to keep holding the stick back. The game has a semi-auto block where once the first hit is blocked, you can release it and allow your character to continue the block with the joystick in neutral. This makes Break Shots much easier to perform due to not needing to constantly hold back while blocking.
Crouch Block -  ;db (Hold) This will block any low attacks. Standing and jumping attacks will still hit you, learn to mix block and low block up depending upon the situation for the best results in your defensive game.
Air Block -   ;bk (Must be mid-air) Obviously, this blocks attacks while in the air. Best used when jumping in on someone who uses a lot of aerial attacks or attacks that hit high.
Crawl -  ;df (Hold) I like to call this "Duck Walking" so you'll probably see me call it duck walk or DW a lot. Its useful for remaining in a crouching position to charge up some   ;dn  ;up attacks like Terry's Rising Tackle, or to do some zoning while anticipating a low attack.
Mid-Air Turn - While jumping, press  ;d to turn around in the air. Very useful for quickly turning around while jumping over your opponents in order to go into an attack or to perform a mid-air special.

Feint - These are fake-out moves that start up as though the character is about to go into a special/DM/SDM move, but ends it prematurely. These are usually used during chain combo's to cancel part of the animation and then quickly go into another attack to continue the combo with another chain. This will allow you to do some very advanced combos not normally possible. These are also used to recover quicker from normals and then continue into another normal or something else.
Evasion Attack - Press  ;a and  ;b together. This will evade an attack for a split second while you attack the opponent.

Grapple/Throw - Press Forward or Back and C when you are very close to your opponent. Certain characters also have air throws, so make sure you check the command list of who you're playing to be sure.
Safe Fall - Press  ;d during your own knockdown, before hitting the ground, to recover quickly. Does not work if thrown or hit with a DM/SDM

Pursue Attacks - Specific characters have these. They are attacks used to hit someone while they are on the ground. All the more reason to use Safe Fall religiously.
Life Shift Recovery - Hit  ;up;d  as you hit the ground to roll onto the back line. You need to have H Power or higher to do it.
Taunt -  ;c;d Its a taunt, what can I say? These are more effective as a mind game against human opponents, as it pisses them off. I like to use them after a DM/SDM in order to further rub it in their face that I pulled it off. Other than that, they do nothing.

Break Shot - Sometimes referred to as "Guard Cancel", certain special and Desperation Moves can be done while blocking and break your opponent's attack. H Power or higher is required as it drains your gauge by one bar. Obviously for DM Breakshot, you need S Power or higher.

360 Degree Motions: Many characters in this game use these for different inputs. However, like 360 motions in most fighting games, this can be done by doing hcb, any up directional + whichever attack button is required. This is useful for pulling off those 360 motions that seem so difficult to those who don't use characters who use them.

Two characters cannot be on the back plane at the same time.

Switch to back plane -  ;d
Low Attack -  ;b From back plane
Overhead Attack -  ;a From back plane
Strong Attack -  ;c From back plane
Switch to front plane -  ;d From back plane
Roll to front plane -  ;dn
High plane attack -  ;d When opponent is in back plane. Overheard, will pull the opponent to the front plane if connected
Low plane attack -  ;dn  ;d when opponent is on back plane. Must be blocked low, will pull the opponent to the front plane if connected

When both characters are in opposing planes:
Front Plane Character: Cannot duckwalk

Back Plane Character:
Cannot perform special moves unless specified.
Cannot perform DMs/SDMs.
Cannot crouch. It will however show the crouch block animation when crouch blocking.
Cannot Duckwalk.
Cannot jump.
Dashing forward or backward will switch you automatically to the front plane.
Standing still for two seconds will automatically switch you to the front plane.
Holding  ;up will keep you in the back plane.
Walking  ;bk or  ;fd will allow you to stay in the back plane.

Power Gauge and Desperation Moves
Power Gauge: This meter will fill up when you use your special moves, connect (not blocked) any attack, or block an incoming attack. There are three levels of the Power Gauage, each having different effects to them.

H. Power: This is when half of the power gauge is filled. You're capable of doing Break Shots when you have H. Power, and you're more likely to have H. Power most of the time than the other two levels of the gauge. Often times, it can be better to just go for a Break Shot than use up everything on one DM/SDM. Break Shot will however lower the power gauge back down to zero.

S. Power: When your gauge is filled up, it will become S. Power. This gauge will decrease over time. With it, you are able to use your Desperation Moves. When you use a Desperation Move, your gauge will go back down to nothing once again. If your life bar is flashing red, you will be able to use S. Power DM an unlimited amount of time as long as your life remains critical.

P. Power: When your life turns red, the gauge will then become P. Power when filled up all the way. Like S. Power, it will also decrease over time. This will allow you to use your Super Desperation Moves. Once an SDM is activated, the bar completely goes back down to zero. Remember: As long as your life is flashing red, your gauge will always build back up to P. Power after H. Power.

Chain Combos
Each character is capable of chaining specific basic attacks into Chain Combos. They differ from character to character, but each do decent enough damage on their own. The best thing about these, is you can follow them up with a special/DM that will do much more damage than without them. You can also knock your opponent into the background with some of these, allowing for more damaging combos. Its best to learn how to do your character's chain combos, and then try and turn them into flashier, longer combos.


These are rather disputed, and I'll be citing sources as to where these different lists have come from. Bear in mind, this game is extremely balanced and there is no one character that dominates all 100% of the time, even during high-end Japanese tournaments. Any character in this game is a viable option, and at most you might have to try a little harder in certain matchups but you won't be seeing anyone winning because of <Insert character here>.

Ghost Pilot AKA Mr. Big's Tier list:
Rick, Kim, Chonshu, Escalation-Mode Mary

Geese, Yamazaki, Terry, Franco, Hon-Fu

Bob, Xiang Fei, Krauser

Sokaku, Mai, Chonrei, Mary, Billy, Laurence, Joe, Duck, Andy

Tung, Cheng

For further analysis and reading, check here: Ghost Pilot goes into further detail about his tier list and why he chose what he did.

Akutabi's Tier List:
Rick (Mix-up+Damage), Xiangfei, Billy, Geese & Bob

Mai & Krauser

Just about everyone else not listed

Cheng, Sokaku & MAYBE Mary

Terry Bogard
Andy Bogard
Joe Higashi
Kim Kaphwan
Duck King
Mai Shiranui
Rick Strowd
Li Xiangfei
Sokaku Mochizuki
Bob Wilson
Hon Fu
Blue Mary
Franco Bash
Ryuji Yamazaki
Jin Chonshu
Jin Chonrei
Billy Kane
Cheng Sinzan
Tung Fu Rue
Laurence Blood
Wolfgang Krauser
Geese Howard
Alfred Airhawk

Real Bout 2 / Chain Attack Legend
« on: February 07, 2011, 11:45:17 AM »
* - can perform special/super right after if connected
E - ends string
1 - first hit must connect for this part to come out
2 - second hit must connect for this part to come out
3 - third hit must connect for this part to come out
4 - fourth hit must connect for this part to come out
O - overhead
_ - must be blocked low
A - launches opponent into the air
G - opponent must be on ground and must be close enough to connect the pursue
    (otherwise dash towards them before they recover to get close enough)
< - backdash
> - shifts to other side of opponent
^ - knocks opponent to back plane
v - knocks opponent to front plane if opponent is in back plane
T - taunt
H - first attack must be from a high jump for this part to come out

Real Bout 2 / My Little China Girl - The Li Xiangfei Thread
« on: February 07, 2011, 11:36:03 AM »

Gameplay Overview

Gameplay Notes
-Use her speed as she is not that strong of a character

-Don't rely on her specials. Use chains and then cancel into Nanpa for quick hits.

-On wake up, use Ten Poh Zan or  ;c. Those have high priority in this game, as well as cr.  ;a and cr.  ;b

-Abuse her DMs when in red life

-Backdash with Xiangfei works as an emergency escape and provides temporary invincibility. Opponent's attacks will pass right through during your backdash, not regular dash.

-Very fast

-A bit on the weak side



st. ;b - Xiangfei sends out a quick kick. Good range and recovery time.

-Useful as a Poke


cr. ;b -A long-reaching crouching kick. Another good poke.

-Useful for poking and connecting other attacks

-Can connect into Zen Chuoh


j. ;b


Reverse Elbows
 ;fd/ ;bk+ ;c (Close)

Command Moves

Ri mon Chou Chu
 ;fd+ ;a
-Xiangfei does a lunging elbow. Not really worth doing because it's slow.

Low Foot
 ;bk+ ;b
-Must be blocked low. You can feint the Low Foot into a  special/DM by doing the Special/DM just before the Low Foot comes out.

  Hop Cancel
  -Low Foot won't come out, and instead it will cancel into a forward hop/low dodge.

-Xiangfei does a fake  ;bk+ ;b, then she does a quick hop forward. Not very useful.

Drunken Backhand
 ;a+ ;b
-Xiangfei slightly sways herself toward the opponent while giving him/her a hard strike with her fist.
-Use right before you're about to be hit by a non-projectile, and Xiangfei will dodge and counter attack.
-Good range, fast, and combo-able.

Unknown Name
 ;c,  ;fd,  ;fd+ ;a
-Xiangfei does her  ;c attack, then slides past the opponent to the other side. Purpose of this move is still unknown. Probably to confuse opponents.

Feint Ten Poh Zan
 ;bk+ ;a+ ;c
-Can make Xiangfei invincible for a bit against projectiles and standing attacks

Feint Taitetsujin
 ;dn+ ;b+ ;c

Special Moves

Nanpa (Breakshot)
 ;dn ;df ;fd+ ;a/ ;c
-Xiangfei does a quick turn with both arm extended, and attacks with chi palms.
-Absorbs projectiles
-This move when done with  ;a is fast but has poor range, which keeps it from being a better move. It leaves you open for other attacks if missed, so be careful when using it.  Make sure it connects or at least hits the opponent.

Zen Chuoh
 ;dn ;df ;fd+ ;b
-Xiangfei does a quick dash then tumbles on the ground toward the opponent and grabs, then elbows the opponent and sends them flying. This is a pretty good move to use get a surprise hit. You can use this to get under non-groundbased projectiles like Krauser's high Blitz ball.
-The rolling grab needs to connect without being blocked to perform the technique.

   ;dn ;df ;fd+ ;b
  -After Zen Chuou is done, the opponent is sent flying. Then she will jump in after the opponent and give him/her a flying kick, followed by another one that knocks the opponent down.  Do this before Xiangfei gives the opponent the elbow.

   Shin Saiha
   ;dn ;db ;bk+ ;b
  -Do this during the roll or just before she reaches the opponent. If the Zen Chuoh elbow connects, you performed this too late. This changes her grab to one that is unblockable.

Ten Poh Zan (Breakshot)
 ;fd ;dn ;df+ ;b
-Your average dragon punch.  Xiangfei does a steep diagonal shoulder tackle. Good move.  Works just like a dragon punch.  Good priority.

Esaka (Breakshot)

    (High)  ;a then  ;up just as you are about to be hit.

    (Mid)   ;a then   ;fd just as you are about to be hit.

    (Low)  ;a then  ;dn just as you are about to be hit.

Desperation Moves

Taitetsujin (Breakshot)
 ;fd, ;bk ;db ;dn ;df ;fd+ ;b ;c
-S. Power. Xiangfei extends her arms out and brings them to her side. The ground explodes sending the dust up clouding her, then she dashes out and tackles the opponent. Very fast, though vulnerable to projectiles. Good move, but not very comboable. More useful for catching people off guard or in the middle of something else.

Chou Pairon Starter
-Must touch the opponent for followups to come out.

  Follow Up
   ;fd,  ;db,  ;fd+ ;a ;b
  -If Chou Pairon Starter is blocked, this Follow Up is possible but you cannot perform the Finish.

   ;fd,  ;db,  ;fd+ ;a ;b
-Xiangfei does her strong attack, then follows up by rushing in with a double palm strike, and finishes with a shoulder ram, sending the opponent into the wall. This move is more recommended for comboing and is overall her better DM.

Super Desperation Move

360+ ;c
-Xiangfei puts her hands on the opponent's chest, forcing her chi into the opponent and sends them flying. Does 100 Rush Hits. If missed, she'll still her her arm out, palm open, and will let out a chi blast that does half the damage.
-Connects close. Unblockable.

Chain Attacks

Punch Starters

 ;a (*)  -------->  ;a (*)      ----->  ;a (*)     ----->  ;a       ----->  ;fd+ ;a (E)
 ;dn+ ;a (*) |       ;dn+ ;a (*)          ;dn+ ;a (*)         ;dn+ ;a
 ;fd+ ;a (*) |                                  ;c (*, E)           ;b (*, E)
                  |                                                          ;c (E)
                  ----->  ;b (*)      ----->  ;c (O, E)  
                  |       ;dn+ ;b (*, _)       ;dn+ ;c (_, E)
                  |                                   ;df+ ;c (*, A, E)
                  |                                   ;d (<, E)
                  ----->  ;c (*)      ----->  ;a (*)     ----->  ;c (E)
                                                       ;b (*, E)          ;a+ ;b (T, E)
                                                                              ;d (T, E)

 ;a in air (O)--->  ;b (1, H, O, E)
                          ;c (1, H, O, E)

Kick Starters

 ;b (*)  -------->  ;b(*)    ----->  ;c (0, E)
;dn+ ;b (*, _)     ;dn+ ;b (*, _)  ;dn+ ;c (_, E)
                                               ;df+ ;c (*, A, E)
                                                   ;d (<, E)

;bk+ ;b (*, _)--->  ;d (E)

 ;b in air (O)--->  ;c (F, H, 0, E)

Strong Starters

 ;c (*)    -------->  ;fd,  ;fd +  ;a (1, >, E)

 ;a--- ;a--- ;a--- ;a--- ;fd+ ;a:
-4 hit punch end with Drunken Backhand.  Total of 5 hits.

cr. ;a---cr. ;a---cr. ;a---cr. ;a--- ;fd+ ;a:
-4 hit crouching punch end with Drunken Backhand. Total of 5 hits.

 ;a--- ;a--- ;a--- ;b:
-Three hit punches end with a roundhouse kick that bounce the opponent one space away.

 ;a--- ;a--- ;a--- ;c:
-Three hit punches, Two way Palm Strike.

 ;fd+ ;a--- ;c--- ;b:
-Lunging elbow, palm stike, roundhouse kick.

 ;a--- ;c---Zen Chuou---Kankuu:
-Jab punch, Elbow, Zen Chuou, Kankuu.

 ;a--- ;c--- ;a---Zen Chuou---Kankuu:
-Jab punch, Elbow, Double Palm Strike, Zen Chuou, Kankuu.

 ;a--- ;c--- ;a--- ;c:
-Jab punch, Elbow, Double Palm Strike, Two way palm strike.

 ;a--- ;c--- ;a--- ;d:
-Jab punch, Elbow, Double Palm Strike, Taunt 1.

 ;a--- ;c--- ;a--- ;a+ ;b:
-Jab punch, Elbow, Double Palm Strike, Taunt 2.

 ;a+ ;b---Zen Chuou---Kankuu:
-Reach out Fist, Zen Chuou, Kankuu.

 ;a--- ;b--- ;c:
-Jab Punch, Punch, Double fists strike.

 ;a--- ;b--- ;df+ ;c:
-Jab Punch, Punch, Double Jump kick.

 ;b--- ;b--- ;c:
-Knee, Roundhouse, Two way Palm Strike.

 ;b--- ;b---cr. ;c:
-Knee, Rondhouse, Sweep (doesn't knockdown)

 ;b--- ;b--- ;d:
-Roundhouse kick, punch, back flip (her b, b).

cr. ;b---cr. ;b---Zen Chuou---Kankuu:
-Low kick, Weak Sweep, ZenChuou, Kankuu (yes it's a combo)

Frame Data

Standing  ;a: 7f, +0 on block, +4 on hit
->  ;a: -9 on block, -5 on hit
->  ;a->  ;c: -7 on block, -1 on hit
->  ;a->  ;a: -9 on block, -5 on hit
->  ;a->  ;a->  ;b: -13 on block, -6 on hit
->  ;a->  ;a->  ;c: -7 on block, -1 on hit
->  ;a->  ;a->  ;a: -9 on block, -5 on hit
->  ;a->  ;a->  ;a->  ;fd+ ;a: -12 on block, -6 on hit
->  ;dn+ ;a: -7 on block, -3 on hit
->  ;dn+ ;a ->  ;dn+ ;a: -7 on block, -3 on hit
->  ;dn+ ;a ->  ;dn+ ;a ->  ;dn+ ;a: -7 on block, -3 on hit
NOTE:  ;a and  ;dn+ ;a are completely interchangeable in the above group of strings, so you can use things like  ;a- ;dn+ ;a- ;c xx special.
->  ;b: -10 on block, -6 on hit
->  ;b->  ;c: -12 on block, -6 on hit
->  ;b->  ;dn+ ;c: -14 on block, -8 on hit
->  ;b->  ;df+ ;c: -7 on block
->  ;b->  ;d: 29f
NOTE:  ;a->  ;dn+ ;b also leads into the above group of strings.
->  ;c: -7 on block, -1 on hit
->  ;c->  ;a: -4 on block, +2 on hit
->  ;c->  ;a->  ;c: Same as  ;a- ;a- ;a- ;c
->  ;c->  ;a->  ;a+ ;b: 43f
->  ;c->  ;a->  ;d: 83f
->  ;c->  ;b: Same as  ;a- ;a- ;a- ;b
Standing  ;b: 7f, -9 on block, -5 on hit
-> Same strings as the Standing  ;a->  ;b group ( ;b- ;b- ;df+ ;c, etc.)
Standing  ;c: 10f, -5 on block, +1 on hit
->  ;fd, ;fd+ ;a: -12 on block, -7 on hit
Crouching  ;a: 7f, +0 on block, +4 on hit
-> Same strings as Standing  ;a
Crouching  ;b: 6f, -5 on block, -1 on hit
-> Same strings as Standing  ;b
Crouching  ;c: 10f, -14 on block
Jumping  ;a: 6f
Jumping  ;b: 6f
Jumping  ;c: 14f
Neutral Jumping  ;b: 6f
Neutral Jumping  ;c: 9f
 ;a+ ;b: 8f, -12 on block, -6 on hit
Standing  ;d: 8f, -3 on block, +0 on hit
Crouching  ;d: 11f, -6 on block
Backplane  ;a: 22f, +0 on block, +2 on hit
Backplane  ;b: 22f, -1 on block, +1 on hit
Backplane  ;c: 25f, +7 on block, +13 on hit
 ;fd+ ;a: 13f, -4 on block, +0 on hit
-> Same strings as Standing  ;a
 ;bk+ ;b: 21f, -5 on block, +1 on hit
->  ;c: 33f

 ;dn ;df ;fd+ ;a: 15f, -6 on block, -4 on hit
 ;dn ;df ;fd+ ;c: 26f, +2 on block
 ;dn ;df ;fd+ ;b: 22f, -5 on block
->  ;dn ;db ;bk+ ;b: 28f total
->  ;dn ;df ;fd+ ;b: No frames, but this must be input early in her "elbow" animation.
 ;fd ;dn ;df+ ;b: 5f, -41 on block
 ;a, ;up: 1f
 ;a, ;fd: 1f
 ;a, ;dn: 1f

 ;fd, ;bk ;db ;dn ;df ;fd+ ;b+ ;c: 23-40f depending on distance, -4 on block
Standing  ;c: Data already listed above
->  ;fd, ;db, ;fd+ ;a+ ;b: -7 on block
->  ;fd, ;db, ;fd+ ;a+ ;b: Frames don't matter since this only works on hit.

360+ ;c(grab): 1f
360+ ;c(projectile): 24f, -38 on block

 ;bk+ ;a+ ;c: 22f
 ;dn+ ;b+ ;c: 24f


Links and References

So would you guys like a vent server? jedpossum has mentioned skype is giving his system issues and on my old singlescore system I was having issues with skype lagging me down badly. Ontop of this, Desmond Delaghetto has mentioned arclive is giving him a little input lag. This could be due to skype! Skype wants to be the ONLY thing running unless you've got a very powerful machine (even I get a little laggy if I'm doing too much at once with skype!) Vent is much easier to use and we can get multiple people on it, and even have different sub-channels within the server. So say there's five people playing KoF 02 and five playing RB2. We could easily split them up so they're not all talking on the same channel AND they can come and go to each channel with the click of the mouse very easily. Vent also offers free talking as you please or push to talk by choosing a button to use on your keyboard. This can prevent people from saying things they may not want others to hear on the mic. Again, vent is very light-weight as its designed to be a tool for gamers in MMORPGs in order to make doing raids and such in WoW easier to communicate. Its up to you guys! But this may help very much with our online community. I can easily set up a server for us to use quickly and teach everyone how to get on and use it. Just leave your votes!

I'm gonna leave this poll up for awhile. Since we've got what, 30 people registered in the database? I figure I should give this one some time. But its looking like I'll probably just make the vent server and a thread explaining how to get on it.

Offline Matchmaking / North Florida
« on: January 19, 2011, 05:07:51 PM »
Looking for players in the North-Central Florida area. I'm also willing to travel around a bit if we can get multiple people to come out. I'd say the furthest I'll travel would be Atlanta and Miami (unless there's a tournament gonna happen) both of which are about 5 hours from me but like I said, I don't wanna spend money to get out and then find one or two people wanting to play.

Social Club / Fatal Fury Artwork Collection
« on: January 17, 2011, 11:19:46 AM »
Well wasn't sure where to post this so I guess I'll stick it here lol. There was an artwork collection of FF stuff posted on the old SNKPUSA Forums, had a lot of good stuff from the FF series and lots of concept art. I had it, but lost it when my old PC messed up. Does anyone have it or know where the download link is? I believe it was rapidshare or something like that. If anybody can help, I'd be very appreciative. Thanks!

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