Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - SAB-CA

Pages: 1 2 3 [4] 5 6 ... 55
46
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 30, 2011, 03:40:39 AM »
Well, someone's uploaded Mr. Karate's Music from the Game, Tis the Tengu Show!



That actually sounda quite cool! I still would enjoy his Remix theme turning into SNES Version of his theme, but this is a pretty quality sounding theme!

It's kinda nice that it sounds like it takes inspiration from his AoF 2 theme, as well:


47
Leona Heidern / Re: Leona Heidern
« on: November 30, 2011, 03:37:04 AM »
you should be able to do it if you charge  ;db so you are charging both moves then  ;ub ;a (retains back charge) then  ;fd ;b

Can also do  ;df ;b so that you are charging the next  ;dn ;up ;a

As an interesting note, I find the shortcuts to be a bit inefficient for me? I actually have found her much easier to cancel by simple going Charge ;db -> ;up ;a -> ;fd ;b . This uses the same back charge for moth moves, letting you go from 1 down / back combo charge, into 2 forward motions.

For me, I find this makes it more reliable to land the slashers outside of hit confirms (say if you want to instantly do the cancel out of a counter Moon Slasher), and it results in less back hop mistakes.

Also, question. Does anyone have any idea how punishable Slash Saber DM is on block? It really feels like a very small window, which I was suprised about.

Sociald, I haven't been able to Bypass HD with her yet, but maybe that's a good place to use that trick from one of her early trials, where she's able to stick a crouching LP in after 3 crouch LKs, into EX moon slasher? Do the HD Cancel during the LP, and go directly into the Moon slasher from the HD cancel?

Maybe we could even HD cancel Jump-ins somehow for her? That'd be really unique, and kinda odd...

48
Clark Still / Re: Clark Still
« on: November 30, 2011, 12:02:49 AM »
I only watched part of the stream live but people were saying "Clark the rapist". Where did that originate?

Southtown Arcade streams apparently started the "Clark the Rapist" meme, mostly because clark is a shady lookign guy, with his hat and glasses. They then included that he has a white van which he lures little girls into with promises of candy... and then "Chris-Tan" happened to play a team of all young-looking girls... and it kinda went on from there!

I don't think much of this audience knew anything about his old "Rolling Cradle" throw, so I don't think that has anything to do with it, marchefelix ;)

But, given how Clark can totally destroy enemies on console in short order now, I think he now has the name for a whole new reason...

49
Maxima / Re: Maxima
« on: November 29, 2011, 11:58:04 PM »
My team right now is Kensou/Maxima/King, but King isn't a very good anchor based on what I know. I want to switch the order up so that it's King 1st, Kensou 2nd (Kensou has more viable uses for bar than King), and Maxima at the end. Only problem is, I keep seeing Maxima run on 1st or 2nd position and never anchor. Is there a reason for this? Does Maxima have a hard time running anchor position?

Personally, I love running Maxima as a 2nd or 3rd. While Maxima is a great Point, I think his Neomax gives him too many "shut the opponent down!" options to not be aware of, atop of how amazing he is with meter in the first place.

Most people like to spam projectiles and concentrate on keep-away and running with their points, so I find using someone who can keep up with / match this is a better point.

I like King as a point, personally, and with your team, I think she and Kensou are so great at switching from close-up fighting to keep-away, with excellent jump-ins and Air-to-Airs, that keeping Maxima as a meter-swelled 3rd should work very well.

Guardpoints are fantastic for those who are willing to approach you, but for people who just wanna sit back and turtle, Maxima's forced to play *THEIR* game for the approach phase, for a lot more time than they're forced to play HIS. I'd rather face a Takuma fireball spammer with King or Kensou, than Maxima.

King does such a good job in early positions, that I wouldn't want her for anchor. It's very nice absorbing limb attacks with trap shot (It catches as many sweeps on reaction as DPs!), but when the other 2 people on your team have superior, meterless anti-approach options, or superior "open up!" options (command throws, better crossups, etc), I'd rather keep those tools for "down to the wire" moments, y'know?

All that said, I think Maxima is an even better anchor now, than ever before. Being able to EX Press off counter hits opens up so many options. His hop attacks are also much easier to open up with now, and EX Air Vapor's Absolute Guardpoint VS normal Anti-Airs gives him a great way to not get controlled and silenced.

50
Billy Kane / Re: Billy Kane
« on: November 29, 2011, 08:30:56 PM »
Someone asked about qcb+C being cancel-able to qcb+A for free.  It's actually cancel-able to any special/super for free.

That's actually pretty great. I love the free-cancel decisions they made for this game, it's so nice to see how much they can pull out of these "simpler" movesets. I'm glad to see there's some hidden depth and Tricks to Billy, I think it makes him feel much more of a "complete" character than many would have expected.

51
Billy Kane / Re: Billy Kane
« on: November 29, 2011, 03:29:56 AM »
So, qcb+C to qcb+A is a free cancel / double hit. I guess that's to make up for the fact that the air version doesn't have "FIRE!", eh?

His Far C is cancellable into qcf + C -> "FIRE!" for a nice combo. Yet far C is not cancellable into command normals...

close C can combo to qcb+C in the corner, a good way to get air, and a new way to start potential combos.

I wish I could find a solid way to make use of his EX Mash AC. 20-some hits, nice EX-Rising Tackle-like Vaccum... but it only works right "in" the opponent.

Even his back + A is actually a very nice poke every once in a while. Felt like it'd be slow, but it's a good way to poke at people who do something unsafe at a distance.

His hop B has a great steep angle, and standing d is a pretty decent anti-air/hop, moreso than I'd have expected in the beginning.

52
Mr. Karate / Re: Mr. Karate
« on: November 24, 2011, 04:37:40 PM »
I was hope'n his Air Hien would look like the double kick style his 2K2 version had. Oh well! Interesting to seeing how that works. I like the idea that he has an air special, though, that's totally different for Takuma.

HIs counters are going to be very Marco-like, which I'll like a lot, lol. Can't wait to see how Garou+98 mixes into 1 character, haha. Sounds like a perfect EX character, full of fresh gameplay comprised off elements of the best practitioners of the characters fighting style.

53
Mai Shiranui / Re: Mai Shiranui
« on: November 24, 2011, 04:27:23 PM »
So, her Ukihane can pretty much be used as an instant-crossup hard knockdown on anyone of height, now. She gets into it so fast, that her knees are pretty much IN the opponenet as soon as the move activates!

I also love her pokes. Standing D is one of the best jump punishes I've seen in this game, it rarely ever trades, so it seems very high priority.

Her A's and B's leave oppoenets in such a great range to get stand D'd. Mai overall just seems great at poking, escaping to full screen using her charge Musasabi jump, and then forcing opponents into a dangerous game of trying to get close to her again.

I think she pairs with Leona well, as the change in playstyle between the 2 will force the oppoenet to approach you differently. A quick projectile VS a slow one, easy jump normals for ground combos VS more difficult ones, strong, single hit ground normals VS double hit, more open ones... 2 flavors that go great together! XD

54
Yuri Sakazaki / Re: Yuri Sakazaki
« on: November 24, 2011, 04:17:21 PM »
Yuri's voice isn't a downside, it fits her perfectly! :)

I'm a bit jealous of her being able to grapple so smoothly out of her 1 frame grapple, lol. Especially since she doesn't even need an EX version to do it!

So many characters to enjoy in this game... as appealing as I find her gameplay, I still have yet to really play her much.

55
Clark Still / Re: Clark Still
« on: November 24, 2011, 04:11:02 PM »
I find it easy(er?) to EX SAB out of a standing A, which is easy to land out of a crouch B. I normally use crouch B -> Crouch A, personally, though.

Has anyone figured out how SNKP did the Gattling Attack HD combo yet? Vulcan is so instant, I haven't personally been able to use it to cancel.

I want to get used to using EX Vulcan punches more; Stylish combo option is fun:)

Oh, and people, it must be stressed, QUICKER HOP IS AWESOME! (I still wanna call it Clark STOMP, heh) Makes it very easy to him to punish backhops and recovery rolls with A hop -> B or D SAB / DM, and it allows him to cancel out of normals very well. Also, it hops his over low sweeps, with short enough recovery to land his grapple before they can counterattack. Backhop to avoid on-wakeup DPs, and hop right back in to punish with your own SAB.

Also, not that it's REALLY useful, but it should be noted that you can cancel Gattling attack into b SAB, and it'll still combo! You can also use the Hop as a Drive cancel move, but I can't find use for this yet (other than MAYBE cancelling SAB's for hop-under resets?) I WANT to cancel a Gattling into hop, and then land an Air throw, but that hasn't worked out yet.

56
Leona Heidern / Re: Leona Heidern
« on: November 24, 2011, 03:34:32 PM »
Hey SAB, I haven't used Leona seriously in XIII yet.

Sounds like she can still hang based on your comments here :)

If you're able to, would you be able to find/point out any/which changes were not mentioned in the change log? I'm really interested to see what else they have done with her. (I realize that some of what you mention may already be doing this but getting a bit confused since I didn't use her much :P )

She can combo a deep hop A , D, or jump D into A X-calibur, not sure if she could do this in arcade of not? It's nice to see possible with the reduced hitstun on jump attacks, and gives her a meterless air combo, which she hasn't always had.

Quote
I have a feeling that the nerfs she got had to do with them thinking they needed to balance for her instant overhead to v-slasher being crackingly strong. In good hands it's almost unstoppable. This paired with the extra flexibility in V slasher angles...

Yeah... Leona has the kinda strengths that fit this game now, but her airplay normals and crouching attack range are still better than many, at the same time. I still wish she had her air throw back, she'd utterly control the air in a BIG way, then.

Quote
Anyone agree with that thought? (not saying it was completely warranted considering everyone else's buffs, but figure this is the reason)

I DO think she's a much better Leona than she's ever been, personally, she just feels more well-rounded overall. EX moves give her options she never had before, Which makes things like Baltic Launcher and Earring Bakudan able to fit into combos and uses that are very unusual.

I stil view home console version as making everyone more meter dependent. Leona way for this, is that her best damage comes from her DMs, and her abilitity to lengthen damage off counterhits and pressure strings with her much-quicker EX moves.

I do wish they gave her more utility to Slash Saber DM, I don't believe her fully disappearing from screen during it counts as invincibility (It's awkward to start with), and if it does, it takes some time to start, which keeps it from being a great reversal. I haven't personally seen a difference in button pressed for it yet either, and I think that's kinda a waste. If the weak one has instant invincibility + a quicker hit, and the strong one were to travel far, but only have, at most, late invincibility, I think the move would see more use.

Ahh well, Max cancelling with her is crazy satisfying, especially since you can cancel EX V slasher before the V even explodes, lol. Easy standing low weak kick confirms into Slashers, crouching weak kick, double hit Ds and Cs, a nice quick far C for potential HD or just general distanced punishing (It's forward momentum for punishes makes it feel more like Vice's 2K2UM Far C than Vice's own current one...), added on to being one of the few characters with a full-screen special move approach that seems to actually leave her mostly safe (D grand Saber, not even sure if she can be command throw punished out of it...), and she still can hang with the best of them! Just with such tricky execution for those HD combos... but EX moves let you cheat there, lol.

Who are two good Characters too put with her?
Anyone, lol. I normally put Leona 2nd or 3rd, and I generally like a first who'll be able to give her a meter or 2 for V-slashers threat. Her pokes can make her survive in 1st place well, though, and her awkward playstyle can make it easy for you to control the match with her, and take down their battery characters in short order.

Like Sharnt said, it all depends on how you want to use her... but meter makes her scarier.

57
Leona Heidern / Re: Leona Heidern
« on: November 24, 2011, 04:16:19 AM »
So, what does everyone think of her "Nerfs" now that they have their hands on the game? Grand Saber *weak* version is very punishable (For Leona) but the Strong Version seems to give it's classic frametrap-happy frame advantage, letting one easily ;dwn ;b -> ;dwn ;a -> Moonslasher.

I love her XIII normals so much more than her old ones. Far C is more useful, and a nice HD starter, D is almost a decent an anti-air / anti move as someone like Vice, jumping ;a and ;b are both great, and her CD is at it's fastest, most useful yet, especially since a counterhit with it can follow-up with D Grand Saber -> (Corner) Moonslasher of your choice / Neomax!

I like the fact her EX X Calibur is faster now, and it IS nice to use for lockdown, but I do still wish I could find some other changes. Just to make her feel a bit more fresh, like everyone else. Still, she's one of my favs to play, though I can't do a slash=crazy HD combo with her at all yet :(

58
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 22, 2011, 11:10:37 AM »
A 3 bar connection HK Netplay match... looks very solid, wouldn't you say? (Direct feed):

59
K' with shades. It's pretty cocky to think your opponent is so ineffective, that you can wear your glasses without worry. They're so well integrated into Chain Drive also, that it's just too good.

Yamazaki for fighitng, without fur coat, and with Sweater / vest. The tight shirt makes him look like a common thug, the vest makes him look like a classy carreer criminal.

60
General Discussion / Re: The King of Fighters XIII Video Thread
« on: November 21, 2011, 09:16:10 PM »
I'd rather have Lin and Xiang Fei myself ;) But yeah, I'm very happy with what we have now!
It'd be hard not to be with smiling meatbunhead yuri giving me a thumbs up, lol.

Another thing I like is how SNKP handles presentation in XIII.  Everything is well done.  Like these trials.

Much agreed. There's a great amount of refinement to what's in the game, and it's really appreciated.

Besides, never got the allure of Nameless anyway.

His normals and combos are entirely unique (between he and K9999 anyway), he's a beast for HD mode, and he has a moveset that does very well at being useful close and far-ranged. Personally, I really like his theme too. I don't play him, but I find it easy to see why many others would like to. I think he's very similiar to how Shen is in XIII; the Go-To HD mode character.

While these may be foolish questions, I need to clear my curiousity:

1.) Are Mr. Karate and NESTS kyo actually available for public consumption right now? or is all this footage only from the ppl that have hacked the game?

2.) If they are publicly available, how much are they?

3.) Is there anything else in the game that requires outside purchase (aka. DLC)? If so, how much?


I ask because i'm getting my copy tomorrow and I don't want to expect more than what is available.

1> Nope. Even Iori isn't available till the 7th of DEC. These guys have early access... somehow.
2> We're assuming they'll be the same price as Iori: 4.99 PSN, 400 MSP 360.
3. The only hinted at outside purchase stuff so far, other than these 3 characters, is unlocks for colors, gallery, etc. Atlus also mentioned some console themes and such, too, that should be released alongside the game.

That's pretty much all we know so far.

Pages: 1 2 3 [4] 5 6 ... 55