I haven’t played much of the game online recently, since I’m playing KOF98 at the moment mostly, which is probably what a lot of people are doing since it’s slightly newer, but from the handful of matches I’ve played in last week or so and from before that, I noticed a good variety in characters being used.
I do hope that once everyone has gotten their fill of KOF’98 both games will even out and theres a good amount of players on Garou again.
I doubt most will come back to it, since most prefer 98UM anyways. I’m just waiting until KoFXII hits console and hopefully the online is better than the crap now.
Well you always got OG 98 on GGPO as well which gets lots of play still. Either way both are on GGPO in one form or another. If anything once they start dumping/emulating Type X games you’ll see 98UM on GGPO/2DF/Kaillera p2p.
It is quite hard to find ranked matches, but I am always up for some in GMOTW or 98um, hit me up, xbla: ruphfus. I am more skilled in the street fighter series, but I love the style of the old snk games its so hard for me not to play them.
Part 2 will be ready in a few days, ATM it is 90-95% complete =)
Until then, here’s a first look at Vol. 9 featuring Grant!
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Hi all, Garou amateur here (the “rep-groove” title: “just learning how to fireball” is pretty accurate) with a few noob questions:
What are good anti-crouch moves with Hoku? Not sure if I worded that properly; My buddy likes to crouch & guard to evade my attacks. :qcb: :snkd: is pretty predictable to him, as he normally has enough time to switch to standing guard, & then punish me afterwards.
Is practice the only solution to learning supers better? I’m having difficulties actually managing to input them fast enough during matches (never played fighters very seriously).
I’m glad people seem interested in still learning the game so I’ll answer your questions for you. Frist thing I wanted to ask is what do you use to play with? Pad? Stick? Keyboard? Now to answer your questions:
If your friend is good at blocking/just defending then you have to mix things up. I go over most of the things you should be using with Hoku in the second post on this thread. Check the Hoku links I added there to get a better idea of how to throw him off. You should really just be mixing up high/low hits and throws. If he blocks a lot throw. If he starts catching on to throws then you have to make it look like a throw but do a small jump again or go low to create an opening. Hoku’s offensive is really strong so you shouldn’t have problems landing an opening, if you are aggressive with him. Hoku’s :qcb: + :snkd: is risky if the person expects it. It leaves Hoku wide open for a free combo/super. Use it only if you know it will land.
If you are having problems doing super motions in combos then it really just comes down to practice. Whatever it is you use to play you just need to practice doing them until it becomes second nature. The storing method will not work with Hoku’s combos beacuse you are doing a chain into his stand :snkd: already. Unless you are using the stand :snka:, :snkc: chain but the kick version does more damage and it’s easier to combo from it or cancel into a feint cancel if they block it.
So just remember that practice just doing the chain into super from both sides so it becomes second nature to you. Once you reach that point then you can experiment using feint cancel to extend the combos.
Yeah, practice is the only solution. It can be boring, but I’ve heard it said one should spend pretty much as much time practicing as actually playing matches (until you can do every thing you want, whenever you want). I need to learn how to focus on spending more time practicing myself…
Thanks for the response. I’m using a pad afaik (playing on the 360). A few more questions that I forgot to include before:
Yeah, when I found this thread, I read like the first 4 or 5 (maybe more) pages in this thread, obviously bookmarked the Hoku mix-ups & basics posts, & bookmarked your Youtube channel (after watching a few vids).
I’m not sure of the definitions of some of the terminology used in here: mix-up, cross-up, & meaty. I can only guess that the first two just mean what they mean in everyday context (making it look like one thing is coming while doing another that tricks your opponent, i.e. aim high but hit low or w/e), but don’t really have any idea on the third (in the context of Garou).
Also, fwiw, I’m not sure I’d say my opponent is “good” at blocking, he just kinda spams it (mostly while crouching) a lot & lets me make mistakes.
Mega late reply, but…you’re my freaking hero. :tup:
I knew it wasn’t me. Seriously, those combos are not hard and the speed difference is not that big. I knew something was wrong with the port. I turned off guard in training mode like you said and all combos work no problem.
Funny how most of the Garou heads here apparently don’t know about this training mode issue. SNK fucking up their ports as usual…
My only gripe with the ps2 version now is the impossibility of setting feint to a button, so no feint combos for me. Instead SNK gave us a freaking auto combo button that can’t even be disabled. They’re not even basic combos, some of them are hella powerful and hard to do (like Marco’s), but now scrubs can just press L2 and rejoice. What the fuck SNK. :nono:
Actually it’s been known since the PS2 port was out on the first week. I usually only train with no guard on anyways unless I’m practicing guard crush strings. Also the command button can be disabled or changed. If anything the command button will get you killed in a match since most of them require you to be close to do them. I dont see why people need feint/break maps even on pad. It isn’t as hard as people make it seem to be to do them, even on a pad. I actually find it very easy to feint on pad.
Heh no problem mate, I’m glad it was helpful :tup:
I just like those calm themes and I considered adding them to the text segment because well, just having it quite for so long would seem just as awkward I guess ^_^;;;