Indianapolis, IN: We do play games, I promise

yo, I cant make it Monday.

check this: $200 w/ free shipping for the Asus 25" monitor. This the Evo monitor but 2in bigger
http://www.newegg.com/Product/Product.aspx?Item=N82E16824236123

GG’s to everyone last night. KOF XIII was fun along with 3RD strike but I can’t say the same thing for umvc3. ZAP where was you at probably see you monday so we can learn this game.
ZAP and ZAMZA what button layouts are you two using for KOF XIII? Out of the characters I used I would say that my terry and my Robert Garcia. I still don’t like doing the jumps yet though. The other characters I used was K, Clark, and Shen. I tried some other but No Dice Kimosaby. I can see why you like King Zamza f… foot balls all daaay lol. That lil backwards kick of her is quick.

I started playing around with Benimaru a bit today, and I really like him. He’s got a great set of normals, and can set up some decent pressure if need be. I’m also liking Kula more than I thought I would. I still dont’ really have a team, but I’ve got a good idea of who I’ll be using.

I’ll be there on Monday. Looking forward to learning more about this game.

Sorry I can’t make it on Friday nights due to work. I’m glad to hear that you guys were getting your KOF on!

I’ve been getting some serious lab time in and this is what i’ve discovered so far…a lot of this info can be found in the KOF XIII guide but I’d like to give you my personal view.

**Mission / Trails: **
First of all the best way to learn a brand new character is to take them into mission mode / trails. Unlike Capcom games it seems that the trail combos actually have some decent practical combos that you can use in a real match. Also the trail combos have some great BNB’s that you can apply to your own combos.

Jumps / Hops:
From what I can tell there are 4 different types of Jumps:
Low Hops, High Hops, Normal Jump, Super Jump.

Due to the various options in jumps / hops controlling space becomes very important. That combined w/ the fact that the stage length is much longer than what most of us are used to. These jumps/ hops gives the players more angles to attack the opponent.

Double Tapping:
The other night I was in mission mode w/ KYO and at first I could not connect his simplest normals into a full combo. This is because the input window between normals and even specials is a little strict (especially coming from Marvel). So I’ve found that “Double Tapping” helps ALOT when it comes to linking certain normals into full combos.

Cancels:
The cancel system is one of my favorite things about KOF, it gives you the chance to open up your opponent and do some flashy combos along the way. So far I’ve only played w/ the “Drive Cancels”. I have a feeling that “HD Mode” is going to be very powerful once the game ages a bit.

Rolling:
All I can say about Rolling is that it’s a great way to apply pressure and get out of the corner, but it has a Risk/Reward. Use it but don’t abuse it.

The system in KOF seems to be very robust and gives the player a ton of options, and we have not really discovered how everything works yet. There’s still; HD Mode, Guard Cancel Blowback / Roll, and how best to apply NEO MAX moves.

Oh, here’s a great guide to KOF. Although this was made back in 2009 before KOFXIII you can take some of the fundamentals and apply them accordingly.

The beginners “Incomplete” Guide to KOF

See you guys at Arsenal tomorrow!

someone be sure to post up if we exceed macimum occapancy tonight

I’ll be out around 630 or so.

I bought KOF13 for some reason, so maybe I can learn something besides pokes and random super

Dr. Doom stuff for Mario

[details=Spoiler]the SRK format change ate my links but I made this combo tutorial a while back:

[media=youtube]EWjOawa8MjE[/media]

Its for vanilla mvc3 but it mostly still works and is generally easier to execute now that he moves faster overall.

The one main thing that changed after I made this is that on the first relaunch I just land and do cr.H S instead of cr.M cr.H S. For the last launch I still use cr.M cr.H S, doing this makes the combo 100 times easier. If you want a lazy starting combo then for the relaunches just land and do S or hard kick

also front throws and air throws into the corner are different because now you can just OTG st.H into a full corner loop combo, so they are actually easier and more damaging

my newest video has all my up to date combos as of the end of vanilla mvc3, which are pretty much all my BnBs for ultimate minus the changes in corner throw combos and DHC glitch combos
[media=youtube]0qixbwR7AVM[/media]

theres no notation for it but it should at least demonstrate what I mentioned above about making the midscreen loop easier by skipping the cr.M and I think it has a combo that just relaunches with S for easy beginner combos or a more reliable combo for playing online[/details]

EDIT:
In case anyone missed this article on the front page http://shoryuken.com/2011/11/29/six-psychological-tips-to-help-you-level-up-your-game-faster-part-1/

This is something I have tried (poorly) to explain to people in the past. It is the method I have always used to learn combos in combo-oriented games and to break down combos into smaller parts that I can then piece together for more awkward hit confirms and situational stuff, rather than trying to learn them all as a dozen separate and unique combos.

Word, this is something I’ve noticed myself doing a lot. In MVC3 especially it seems more obvious that you just kind of have combo chunks you put together situationally. I guess it’s the same thing as learning one or two corners at a time on Daytona until you know them all and try to put together a full run.

Reminder: Selling my Madcatz TE-S stick for $80ish. Great condition, barely used.

It’s a brilliant way to learn combos, no doubt. I use this when putting together team combos so I don’t panic and scrub it up. Interesting bit on scaffolding too.

the thread for NapTown Cluth 2 is up gentlemen: [Feb 25, 2012] Naptown Clutch II: Broken Threshold (Indianapolis, Indiana)

if anyone wants to volunteer their help (anyone who hasn’t done so already or been press-ganged into it) please do so … i could use whatever help that can be offered and it’ll get you staff status for the whole weekend so you don’t gotta pay a venue fee…

HEY guys here is a match from Mondays KOF XIII’s casuals. The match is of Z.A.P vs Gio both of the guys were doing some nice stuff in the match so I thought it should go up.
GG’s to everyone the other night 3 KOF set ups NICE!!![media=youtube]VEFhO49DPzU[/media]

after a couple hours in training mode I am now the best KOF player in the universe

get at me

Well it looks like I’ve been volunteered to help run NTC’s ST tournament. I’m definitely in.

On the KOF front, I’m really struggling to do even basic combos. It seems like some of the windows for cancelling moves are really strict, and I’m having trouble getting some of the more complicated special move inputs out in time. Are there any tricks to make the execution a bit more manageable, or should I just keep grinding in training mode?

After playing for a while I have to say the KOF13 command interpreter is rather annoying. I can do inputs like 2363214 just fine in games like Guilty Gear but half the time this game will reject my inputs even though the input display shows it was done perfectly. I also get random stuff sometimes like forward DPs when I input half circle back.

I find that the game likes me more when I input things slowly, which is dumb when you have combos that want you to do j.214HP into 2363214HP on the first hit or 623HP into double half circle on the first hit.

I’m just going to keep things fairly basic right now and probably won’t really step up my game unless you guys are completely beating the shit out of me

apparently theres a detailed explanation of how the command interpreter works here http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Game_Elements/Command_Interpreter#Command_Interpreter but all that really says to me is “you want to do inputs? fuck you”

Das Clubb ist enttäuscht, ihr Name ist nicht auf den Namen des Turniers. Bereiten Sie sich auf das Rad des Wagon …

Just gonna stick this in here incase you Indianapolis guys wanna go out of town for a weekend or something.

Kyle To me it sounds like you was playing Robert, Athena, or Hwa jai. Which one was you using? Command interpreter was a no go for me. Since I don’t have a system currently just been looking at vids and trying to mimic what I’ve seen. I haven’t been able to cancel an super to neomax but Ive done special to super and neo max to super.

@ Pat I’ll say keep grinding out in training I’ll see if I can find any vids that may help us out. This system is super strick I was watching juiceboxabels stream and he was saying that it was hard to pull off a lot of the combos in this game.

Yeah guess I’ll just have to keep working. Even the really basic stuff like King’s pressure string (cr b xx cr b xx st b xx slide xx venom shot) seems unnecessarily difficult to me right now. It might just be that I’m used to easy mode characters like ST vega. I can do Kula’s basic bnbs but any combo that requires supers… forget it.

My specific examples above were Leona and Kula, but I’ve also been playing with Vice, Duolon, and Athena. Right now my team is Kula/Leona/Vice because of the characters I like they seem the most tolerable and effective to play. If I could I would probably just play 3 Kulas because she’s the easiest and most fun character I have, or maybe 2 Kulas and a Leona

For things that should be simple chains like cr.LK cr.LK st.LK etc I just mash the LK button and adjust the stick accordingly. I don’t know exactly what the window is for chains but it is quite unintuitive so I just mash, and it works.

I need Momoko so I can put her with Athena and Yuri and make Team Annoying Little Girls

Momoko was annoying lol