Can’t forget Lizzy with her brokeass uppercut juggling, and Adel for his stuncombo ish.
thats not ownage nor is that a practical strat because first of all, no one is dumb enough to just throw out supers at random, especially at full screen.
second of all, you get pretty much the same results just by blocking rather than parrying or better yet, its more practical just to dp/roll/jump away/counter attack/super/etc most of the shit in that vid.
anyone that plays sf3 or p groove in cvs2 knows you don’t try to parry everything in the game. this goes the same for ryo, especially since his parry is much weaker than the parrying system in the capcom games.
does everyne who plays this game play in the arcade or at home imported?
Ryo’s parry only really allows you to follow up with a special, so in most situations you could just DP/Hienshippukyaku and get the same result, or just block if the move leaves them wide open afterward anyway. Less risk, same reward.
Especially in that Malin example, trying to parry doesn’t work unless you see the hammer coming a mile away, which most of the time, if the Malin player isn’t an idiot, you wont; you have to input the parry before she does it. However, if you’re still idle during the super flash, you can input a fierce DP and beat her out of it guaranteed, even super cancel it if you’re so inclined.
I thought it was obvious that this vid was to show off Ryo’s parrying ability, but it should also be assumed that using this ability you can catch a lot of things and use them in your favor, regardless of how the video depicted whatever.
Of course skilled players will not do moves in the open like that waiting to get caught by Ryo.
Being a parry happy Ryo along with my regular sparring partner, we can vouch for its usefullness, practicality, and ability to turn matches around, when used wisely.
In that first combo, are you sure those close Cs aren’t df+A’s?
c.B, close C isn’t a link. The card hits in between during the mixup, though. It’s Ozzy’s standard corner mixup- combo to QCB+B, DP+A, then either c.B or hop C. Either way, the card hits after the first move, which lets you easily combo close C/D after it into a combo or pressure. Or even c.B, card hits, df+A XX QCF+B > QCF+A > QCF+B > QCF+E if you want.
K’ - hop D, close C > f+B XX QCB+B > QCB+B (do this fast so the first one doesn’t hit), DP+A/QCFx2+B is the generic midscreen combo off a hop. c.B > c.A > df+D XX QCB+D is the generic combo off a low. In the corner, there’s a lot more you can do.
There aren’t many characters with particularly hard combos that are worth doing in real matches in this game. Getting things consistent just takes a bit of practice.
dude was asking for ryo strategies and you gave him a parrying exhibition video. theres nothing strategic at all about that vid, especially the part where he parried 7 LDMs from silber.
I also found that video to be pointless. Also, it is extremely easy to parry those because the flash of the super is an immediate hint that it’s coming, and it’s also coming from full screen (and only an idiot would throw them out from there). I’d like to see that guy parry some normals or fast specials (from relatively close) on reaction. Either way, the video is useless.
What makes Iori not that good in this game?
He’s weak to tell you the truth unledded and others like KGO, Jenet, Kyo, Eiji, Kim even are just that much better.
1/2Man 1/2 God- Yeah most play this game at home or at arcade.
Ryos parry sucks. It takes block damage. What’s the point of it?
so you can talk shit.
pish,pish,pish
you:sucka you just got RYOwned!!!
them: omg i suck!!! :crybaby:
any1 gonna make a american ace Oz vid,theres that Japanese 1 but its in Japanese…
KOF XI is a incredible game.It’s all I have to say.
KOF XII will beat SFIII and KOF XIII will beat SFII.
That’s what I fear.
For me:
SFII>SFIII>SFA:wgrin:
It recovers faster than normal blocking.
SFIII parry needed to be this way.:wgrin:
You can parry some things that are unblockable, like Athena and Momoko’s LDMs, as seen in the video.
Overall though, it’s pretty useless and in the older KOF games it’s even more useless.
Iori has always been a rather cut-and-dried combo/rushdown character. That works to his advantage in most games but in this game there are more versatile characters like Oswald, Kula, Eiji, Duck, and K’ who cannot only rushdown better than him but also can do more damaging combos.
I do.
This game is cool.:lovin:
What sites do mexicans post at for kof?
I think they added the move at first as a means to make him different from Yuri, Robert and Takuma, like the short fireball they gave him. But while it isn’t as good as an autoblock special attack, if performed right, it give him better defensive options.
What would be a good combo/rushdown character (I really like this play style) that’s similar to Iori?
Jeez, it was more of an amusing post than anything. It was something different and Ryo specific so…
They added block damage to keep it balanced since noone else can do that I guess.