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Messages - SAB-CA

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SNK Games / Re: Next updated franchise
« on: August 09, 2010, 01:05:31 PM »
I voted for another franchise, and that one would be Neo Geo Battle Coliseum.

It would be a great stepping stone to making characters towards updating a load of their classic series, it'd give them a much wider range of characters to draw from, and it'd let fans of each series at least see some of their favorite characters in H(igher)D.

It's also my prefered SNKP-born tag system, and I felt it did a good job of making each character feel like they retained their own gameplay (Like with Haomarou being a powerhouse, or K' still being rather versitile), or had sell made revisions (Tung Fu Rue is awesome on NGBC, and Hanzo and Fuma feel quite well updated.)

Maybe we'd even get to see a few Rage of Dragons, or Fighters History characters thrown in, for good measure! Jones and Billy Lee VS Mizonguchi and Zazie... Abobo VS Mastorious! It'd be really interesting to see such characters get another chance to shine, just like the original NGBC brought back characters such as Lee Pai Long, Mudman, and Ashura.

His hop always seemed pretty nice in XII, it really gave him unique moevment that people didn't expect.

Does anyone know if he can drive cancel out of moves into hop, especially when in HD mode? (;df ;a,  ;fd ;b ;d) looped a few times, was a solid CC with him in XII. Would like to do something similiar with HD mode, maybe ending in EX Vulcan into throw of your choice.

I agree with the Frankensteiner bit. It's why I still wish he had something derived off hop. Woulda loved a Hop into anti-crouch Shining Wizard with, say,  ;fd;b, anti-stand 'Steiner with  ;fd;d.

I find that tier list rather interesting, too. The only person who seems to get really really elevated by their glitch/bug moves is Mature. Otherwise, even powerhouse Betty is still only seen as A+, rather than S. Takuma does LOADS of hits, but his damage scaling also seems a bit more reasonable, to me, except in the longest possible combos.

I always felt that Iori, back in XII, was only really as strong as the person playing him. I still get that feeling here. As if he's really not special UNLESS you're very on point, and using him moves precisely right. Same feeling I get for Maxima in this game; Neither of these 2 look like people you'll just win with, due to being flat-out superior, it feels like you'll still have to work for it.

And to me, that's the sign of a well-made upper-tier character.

I haven't been that much into KoF but it seems to me that the grapplers never really want to grapple, at least not like a SF-grappler would.

Well, generally, they would combo into them a lot, and with the new EX system, it would make you think they'd produce even more, deadlier crapple combos.

I think back to fights with Orochi Yashiro, or even Shermie in older KoFs, and I just feel like I saw much more comboing into normal/SM grapples. I personally think it's mostly because everyone is feeling their free-float combo jollies, and that's the "it" thing for now. But I know, especially from XII, that odd throw priority can make grapplers feel poor, and I wondered if anything has been discovered in the playing of this particular game.

I have yet to play, but honestly i think you're getting the wrong impression. We have yet to see any actual high-level clark play, and in both the Raiden footage and Goro footage, they are throwing fools left and right.

Eh, I see more normal throw than special throws in their vids, and almost EX. My concern is mostly for the EX, though. I do feel it's just something people haven't "matured" into yet. One of the things that makes me want to get my hands on the game even more, I wanna get crackin' at playing the new, Improved (VS XII) Clark! XD

A thought that keeps coming to me: we were all very impressed with EXcommand throw range when looking at the tech refs, but this seems to be one of the most under-exploited properties of EX moves in the game. As a matter of fact, throws in general seem to be overlooked almost 100% of the time.

I can understand the lack of Vice play, due to the Splash bug, but you rarely even seen Clarks or Maximas land throws, and even Raiden seems to have shown up for the purpose of other gimmicks, rather than grappling. Comically, I've seen Elisabeth and Benimaru make better use of throws than any of the grapplers. Even Goro seems to depend more on pokes and zoning, than actual Throw usage.

For those that have played, what's your reasoning on this? Are HD combos and EX Ranbu supers too much of a draw to waste meter on EX Throws? Do they not do enough damage, compared to the amount of corner float that certain EX moves cause? Or are people just sleeping on this option, since the game is still quite new?

General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 08, 2010, 07:52:31 AM »
She doesn't even need a cancel guage!

Aye... Imagine the easy nerf of Betty "She no longer has an HD meter... she's strong enough without one." It was nice to see the other players start to catch on to her setups (Backwards Tele -> C Uppercut actually was getting blocked after a while!), and she looked more reasonable after that. She's giving Yuri's Saifa! juggles a run for their money. Suprising, since Betty felt so... meh... back in XII. Normals look so much better now.

*watching the smoai's video* and..why is the timer is 99 instead of 60?

I believe the arcade operator can control such things in the dipswitch settings. Maybe the arcade prefers lots of turtley matches?

In other news:
Takuma 100%:
Version 2:

General Discussion / Re: The King of Fighters XIII Video Thread
« on: August 07, 2010, 06:37:48 PM »
A few new vids from smoai on youtube:

I haven't had the time to watch them all yet, but in the first one, you get to see Kim do his:

 far ;b,  ;fd ;fd ;a, Air DM combo, which I don't remember seeing in vids before!

They've added even more, up to 8 on his vid channel now.

So from Vid 3 onwards... I smell some kinda nerf in Elisabeth's Future! Geeze, even more uppercut spam... even more ways to land anywhere juggle DM... however, we also get to see that Raiden's Charge kick is ALSO an anywhere juggle eventually...

She's landing a bit too many 60/70% combos using only half an HD gauge and only 1 or 2 bars of Super... hmm.

Athena Asamiya / Re: Athena Asamiya
« on: August 06, 2010, 10:42:34 AM »

Leona Heidern / Re: Leona Heidern
« on: August 06, 2010, 10:27:04 AM »
Leona HD Combo: 901 Damage!

Added to the first page. -Kane317

Terry Bogard / Re: Terry Bogard
« on: August 02, 2010, 02:05:21 AM »
One correction JTSNOW6:

Buster Wolf (EX) should be  ;dn ;df ;fd ;dn ;df ;fd ;b ;d

Was an awesome Turn-around, too.

General Discussion / Re: Taunts?
« on: August 01, 2010, 10:28:25 PM »
Here's some Taunt Info from MMcafe, Via the Professor:


Kim- Does a series of kicks, then glitters his teeth
Hwa- Fake drink move; jumps up to grab his bottle, but doesn't catch it
Raiden- FF2 taunt; Cmoooon!

Iori- Classic 95 taunt where he leans forward
Vice- Twirls around her neck like she's bored and needs a massage
Mature- Puts her hand across her face

Mai- crouches towards the screen a bit and wobbles around her chest
Yuri- Looks towards the screen and randomly does one of three variations: looks normal, looks surprised with big round eyes, does a peace sign
King- Holds a rose, then tosses it in front of herself and kicks it at opponent (no hit detection)

Ryo- Powers up his chi like in the AOF series
Robert- Same as Ryo
Takuma- Old AOF2 taunt (I think)

Maxima- Does something that looks like his 99 intro where he analizes his enemy, but looking towards the screen, and without as much artwork done on the graphics
K': Fixes the position of his shades
Kula: Creates a Snowman

Chin: Continuously Chugs up his drink--- it keeps raising his booze meter until it's stopped!

Terry: Fixes the position of his cap
Joe: Cracks his knuckles

AI 720p Direct Feed KoF XIII:

Suprised it wasn't posted yet!

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