I’d like to hear this too.
good stuff, just its more like crouching b x5 or x6 for the win lol too many shorts. heavyd is pretty fucking annoying too.
btw, i noticed that when i read your stuff about this game (or other snk fighters that i happen to play) your opinion and theory about the game are ones i generally agree with. how the fuck are you even playing this game anyway? analyzing match videos/playing on poporu? lol. dont you live in like ohio? im complimenting ya, because if someone is from the usa (and is not from ny/cali) and is posting abotu somethign snk related i generally tend to ignore or discredit their posts with certain exceptions, because there are no snk scenes in the usa for the most part. :looney: :looney:
The entire Sports Hero team is annoying. Lucky has his keepout game from hell, but if you dish enough damage to get a lead on him he’s kinda screwed outside of teleport games, which aren’t overly effective (semi-effective online though)
Brian has so many mixup options, it’s very easy to pressure people.
Lucky I can see being bottom tier- despite his fairly solid keepout game. Brian I saw as higher on the tierlist.
As for Shermie- I do see normal Shermie as situationally useful, but I don’t see Kyo myself. I do think she does very good vs Ralf, and possibly other grapplers except Goro, where she loses but doesn’t get owned. She dies hard to most of the FF cast though.
I don’t really see where his mixups are…his air qcf+A is a rather poor mixup if you actually know how to counter it. He doesn’t have any command throws or overheads. He doesn’t seem to have many options.
Edit: I’m referring to Adv Brian by the way, Ex-Brian has more potential. Thing is, I’ve yet to really see any of them used in a high level match.
Brian is all shenanigans. Yes if he hits a spinny crossup (also note you should use C version if you want to combo off it) you’re looking at a >50% combo, but he still sucks.
Thanks. It’s mostly playing on Poporu, especially for SS4 because there are some great players on there (Slash, Vansibel, hanzo). In 98 I haven’t been able to get most really good players on; Hellsap and Ghost Pilot are the only ones on so far that are significantly ahead of the rest of the group, and Ghost Pilot only played for like one night and disappeared.
As for local comp a couple guys here will play me in SS4, but 98 not really. I’m going to try and force some people to play at least for a bit when UM comes out.
The mixup with Brian isn’t just his jump qcf+A. It is that you have a variety of timing options to get in. If people get froggy his hcf+A/C works as an anti-air, as does his DP, though the hcf is safer.
As for an overhead, his hopping D is an insane overhead in terms of hitbox. It has mad range and comes out very fast. I’d say the move is more effective then Leona’s. If he’s in cross-up range, you don’t have to cross-up with his jump qcf, you can cross up with C.
Another factor is you can adjust the speed of his jump qcf by angle of jump and strength of attack. Few people know about this intuitively.
Ghostpilot went back to Kaillera I think- but he’s more of a RB2 player- probably best RB2 player on Kaillera right now. As for SS4- Vansibel is supposedly best on there, but I hate SS4- like Special better, which isn’t on Poporu (it’s the reason I gave up on Poporu- the games I liked except for 98 weren’t on there) It is crazy that online IS the USA SNK community these days, except for maybe a couple of pockets- I’ve found a grand total of one person to play with offline, and it’s tough for him to be competitive with me. It was like my attempts to play modern SF in Sunnyvale 3 years ago (ST I was ok at, but the newer games I got stomped)
You’re right , Brian really only has one real method of getting in, but it’s a damn good one. He’s also one of the few characters that can deal with a scrubby Iori air-to-air game. (I try to avoid using Iori since he’s a crutch, it’s like using Chun in SFA2)
Maybe my definition of mix-up is different from the “book” definition. Mix-ups to me aren’t just high-low games, but also can be timing mix-ups, like a pitcher throwing a change-up in baseball. If you can adjust timing of movves subtly, it can throw off attempts to defend if those attempts only have a small invincibility window (most moves with invincibility in KOF don’t have large windows). They miss their window then get stuffed. Some chars are very bad matchups for Brian though (Goro, Mai, Chris, Lucky, Athena) off the top of my head.
Yes- Lucky. If he has meter, Brian has a hell of a time getting in. Even without meter it’s hard to get in on Lucky. Also Lucky’s sweep is unpunishable by Brian. Kinda like how Ralf can’t do much about Shermie’s sweep.
so is there anyone who can make use outta EXTRA mode outside of b/s infinites like Kyo, Mai etc.
Well the dodge technique is much different than a roll…you can dodge a hit, then choose to attack immediately and combo off that hit. Also, using throws is easier off a forward dash, but this is useless to players who can do lightning fast run up throws.
The biggest drawback to Extra mode has to be the inability to escape normal throws. This actually makes you weary of old school tick throw tactics.
alternate guard FTW
no more tick throws once mastered
Probably, but then you’re vulnerable to things like repeated run up crouch B’s.
Good to know people have actually mastered Alternate Guard/Alternating Defense!!!
welcome to 1996
just kidding
yes, but i think that if you eat multiple run and low B you should reconsider something
also remember that altenate guard don’t require any cooldown
if you see someone running at you with grab intentions you can just do bck dwn bck to make him whiff
yes doing this require a lot of practice and experience but we’re talking as pro gamers right?
and still i always remember that if a decent player expect AG use from his opponent should not try NEVER tick throws and stick to other attack options and strats to grab
The point of my comment about run up crouch B’s is, any time you think he will be going for a tick throw, he could just run up to you slightly and do a crouch B. If you’re alternating guard, you’re most likely going to get hit by it. If he keeps doing this, you’re either going to stop alternate guarding. And when he scares you into not doing it, he will go for tick throws.
you can still mash or escape between a run and a crB
plus, the only ‘other’ option during a dash is an overhead…that once you get a good eye you can simply avoid by hitting before your foe
but my point is that a match between experienced players is already free of tick throws for reasons stated before
so you have only to care about Bs and OHs that is only a 70% + 30% guess (crBs happen more often) instead of dealing with 40% + 40% + 20% (bs grab oh)
But if you start mashing, then you are definitely not alternating the guard, then all he has to do is throw you if you mash…I don’t know what you mean by the only option during a dash is an overhead. Besides, if you mash after say, a Vice crouch B, and she does close D, you’re going to get hit. And if you alternate guard, she could have just done another crouch B and you might get hit there as well.
The point is, alternating guard does not get rid of tick throw mixups, because they can easily scare you into not using it.
Ahh the beauty of Theory Fighter lol. I guess what he is saynig is there are other options as well and if you know they are gonna tick throw why not DP or combo into super? I use Alt Defense quite a bit so I understand both POVs.
Just curious what are the tourney rules for allowing EX Mode Infinites in 98? Are they allowed?
sorry, i misused the word 'mashing’
when i play kim for example and see any crB dash crB dash etc etc i feel sure and hit C when i see my opponent running
99% of the time he get caught in my blow and combo afterwards
this work also during certain poking strings 'cause some blows (kim’s C f.e.) are really fast to come out and can interrupt a lot of sequences
or if i really feel a tick trow attempt i just try to jump
yes, you can still be hit by any blow but 90% of the time it happen that your foe goes for any b&b while you’re still in the air landing in time to punish a whiffed command move or special one
i repeat myself AG is not a thing that you have to do for seconds to come out
you can just input an rdp motion while your opponent is running at you trying to grab and see him whiff
so pro players just scare sometime the opponent doing a very slow dance, just to declare implicitly ‘try to tick throw me and you’re screwed’
but overall i don’t see so much tick throws attempt 'cause it’s a doubtful situation that should be avoided both for defensive or attacking purpose
too random factor
as general rule nce you lock down your opponent you can:
poke and throw
poke and low combo
poke and overhead
etc etc
that’s what i mean
this can be easily countered once you have a lot of practice with AG
again you have to ‘dance’ quickly to cover gaps that can allow opponent to catch you
and a good thing is to learn to be quick and alternate between each hit
vice do a crB and you block low
during her recovery you dance
you sit again in low guard stance to not get hit by the second crB
it’s difficult but possible
but again those are too random situation that you should have to avoid if you feel in troubles just use a CD
I just said…that at any point, they can substitute the crouch B with a throw, and since you’re now thinking of hitting C instead of alternating guard, you will get thrown.
This is where you will get thrown, because your alternating guard has just disabled.
And DG, Ex-Mode infinites are allowed in Japanese and Chinese tournaments. I don’t know about others.