I don’t expect Agents Team for DLC, but I do expect them for the next game, whether it’s a dream match or not. A lot of people have been requesting Vanessa and Blue Mary.
As for Ash coming back into existence - there’s always Dream Matches, and I’m not entirely convinced Ash won’t be coming back at all. Elizabeth at least seems to know he used to exist, and I’d imagine everyone else Ash affected (Iori, Chizuru, Duo Lon, Shen, Oswald) is going to wonder what the deal is what that blank spot in their memory.
I guess it all depends on what SNK wants to do with Those From The Past.
Probably similar to those plus some EX moves. Which brings up a thought of how his EX moves would look. If SNK made a XIII Dream Match in the future with him in it I’d probably pass the hell out from excitement lol.
its really hard, i wouldnt be surprised if he either 1. used a programmable controller or 2. tried it for hours and hours and thats the most reps he got
wasn’t a goro thread here so mine as well post it up here
anybody know of any good vids of goro being used/specific players who use goro. i feel like i’m playing him incorrectly by turtling/playing reactive by just abusing s.B,s.D and then becoming gimmicky/predictable looking for jumps and random dp.K grabs for HD/super combos
[media=youtube]xfM6xEV6HkY[/media]
Reynald plays him a little in this video. Not a lot, since he was anchor, but it’s all I could remember. Don’t bother looking for other footage of Reynald from this tournament, as he only used Goro in the finals.
Small local tournament, won by a player anchoring Goro.
Set 1:
[media=youtube]kPYQBmavr44[/media]
Set 2:
[media=youtube]cs3QCqef7rE[/media]
Look up almost any 98 og video then do that stuff in XIII. I pretty much do what you do except for the predictable and doing random stuff part, www. I pretty much set the pace with st.B and hit any other appropriate button that would hit them trying to hop or jump over st.B, using st.D, Far C, st.A, df.C, hop j.D or j.CD, etc. It’s a huge spacing match then you make them hesitate for a little bit then get in that good throw, then go nuts on okizeme.
To transition from that smoothly, here’s an Alternate Guard/Throw Meta-game video that I just finished recently.
[media=youtube]JA8ywunmiWc[/media]
Man I reeeeeeeeeeeeeeeallllllllllllllllllllllllllllllly like this game. Too bad the online sucks and learning a new fighting game is hard…clueless about matchups and the game’s engine. Also not being in the US means I’ll probably never play against anyone unless I teach it to my grandma.
well kof from what i heard is more popular then in the the usa so you might find some people to play. yea i wish netplay was better. i don’t get to go to many offline things so having a good online would be nice.
Laban: Good job on that alternating guard tutorial. As a player new to the KoF series, it’s good to have universal options like that exposed. I haven’t seen anyone in my region using that nuance of the engine yet (I would definitely have remembered seeing that executed), so I’m hoping to surprise a few people with it, including that Clark/Daimon player who won our last tournament…
-Shining Crystal Bit can easily be safejumped in XIII unlike older games. (Just do hcb+K with kyo instant superjump B and it safejumps)
-I don’t think throw invincibility on wakeup is longer than in older games, but not sure.
-I’m sure throw invincibility on wakeup is universal.
I’ve been told it is and when I recorded Daimon to go for the mix-up, I had to delay my stuff longer than in past games.
In regards to throw invincibility, I’ve been told it’s been variable but I forgot my source on that one. I didn’t doubt it because if things like get up time was variable per character in the old games, throw invincibility could be as well. It also “feels” like it.
I’m a totally different kind of player from you. You always test stuff out and do it by the numbers. I do everything by completely intuition and feel, no frames in my head or anything. So when I safe jump Athena’s SCB, it’s like how I try to safe jump everything else in the game with a particular feel and intuition. Doing that against Athena is really really funky though. You couldddddd go for your SF-ish super specific safe jump and it’ll work, but off of every situations such as making her not want to do a tech roll then timing the safe-hop could be still iffy, hence I say go for the “pseudo” safe hop. Fake, as in if she just blocked, the character’s jump-in would have missed and not force her to actually block.
But yeah. I guess you’d know stuff by certainty of things. I just wing stuff and feel it out.
haha, I got by coopa because he’d go for the sweep xx f.BD > command throw with Clark. I alt guarded that hard, so it’s a good thing to know how to use. If he knew how to do sweep xx f.BD then went into cr.B or other low attacks and confirmed into a combo, I might have been i n trouble to a degree because I was already getting mindblown that Clark’s gatling attack is actually good unlike past kof. It’s a new area of control that he has that I used to be comfortable to not respect back then.
Fair enough. I just enjoy figuring out the frames. Like you, I very much doubt the actual use of all this framedata and testing. I just wanted it to be on record that SCB is definitely safejumpable, so people don’t start going around saying it isn’t.
It might be quick-ish like 4/5 frame startup, but not 1 frame like it used to be. So hard to safejump by ‘feel’, sure, but not by setup. If you can safejump Kyo’s dp+C, you can safejump SCB.
As for the whole throw invincibility thing. I notice time and time again that people (even top players) will come up with all kinds of stuff on how they ‘feel’ the frames, and their intuitions are usually wrong.
If someone had actually thoroughly tested wakeup throw invincibility, I’d probably know. This is definitely something that should be looked at though. But it’s terribly difficult to do without a programmable pad.
Once I have too much time on my hands, I’ll definitely take a look at it on the arcade version. If throw invincibility is universal, I doubt they changed it from arcade to console.
As for ‘per character’ thing. I’m calling bullshit, but I’ll test it, is there any character in particular that you felt was particularly unthrowable on wakeup Laban?