I know how you feel bro but the hard part for me is the different timing of the inputs. Like Kyo’s crB into stA then canceled into df+D. It feels weird having to wait for him to stand up, then immediately cancel into a crouching attack…maybe I should just do crB, crA…hmm
EX Iori is utterly busted thanks to an infinite as displayed in this video. All that’s needed for it is one ex hcb+hp or lp and it goes corner to corner, plus stuns if you do it right, and you can kill with whatever.
[media=youtube]e6KFSTMJ1GQ[/media]
Cool pretentious elitism
Read this guide if you are having problems with some motions, just be patient
Some of the colors in that 98 Iori video look real shiny. Is that possible with color edit?
Yeah, the last row of colors you unlock are Capcom style colors.
How should I go about fighting someone that likes to the play the game more defensively ? I try to pressure them, but it’s not working too well.
So i’m the only “new recruit” that is not finding the actual execution to be a problem at all?
Haven’t been able to play online seeing as connections are all 1 from Australia and only played offline once, but I really love the flow of this game. In a strange way it reminds me of Vampire Saviour, maybe Capcom got their inspiration from KoF there haha.
What I’m struggling with is the neutral game mostly, there’s so many options at any point and you have so little time to do what you want to do.
good look thanks for the help
Somewhat. When you post on SRK the temptation is pretty great.
But seriously the inputs are not hard. Doing certain Hyper Drive combos are hard for sure, but everything else is pretty simple and the game has pretty lenient Negative Edge too.
wait what? I’m pretty sure this game doesnt have negative edge.
Here’s how EX Iori is doing those new combos:
It turns out that his Aoihana (qcb+P) rekkas can have their recovery canceled on hit. This only applies to the first two hits, as the third can’t be shortened. This property is similar to Kim’s Stomp Cancel (Haki Kyan) he’s had in '98 and '02, and Iori had the same property in 2k1.
The easiest way to try this is to make sure Iori doesn’t have enough Drive Meter for a Super Cancel. Do a rekka or two, and then input his Ya Otome (qcf hcb+P) DM motion during the recovery of the rekka and Iori will quickly return to neutral. This gives him additional combo options as demonstrated here. Note that it’s not necessary to have any Super Meter stocked to brake his rekka.
This trick is additionally possible even when Iori has Drive Meter built, though the DM input must be delayed later to avoid an unwanted Super Cancel. The delayed cancel might result in just a little less recovery advantage, but so far all the simple combos I’ve tested can be done from a delay cancel, though the timing is stricter.
Trying to cancel a rekka on block results in Iori doing another rekka which will always be less safe than the preceding one, so don’t try doing it on block.
I think we should call this the HOO HA Cancel (HHC) or just call it Iori’s Haki Cancel (HC) in homage to the older glitch.
Are you a vampire savior player? maybe that’s the reason why you don’t have problems with the execution
The new KOF players in my local scene are getting some troubles in the beggining especially if their first FG are MVC3 or SFIV but nothing alarming, the people who played MVC2, VS and other old games don’t have problems at all lol.
I’m only learning vampire properly now, played it in the past but never well. My execution is pretty bad, I’m fine with Blazblue, but GG sure gives me trouble. I also have trouble with some MvC3 characters like Morrigan, Magneto and even my Zero combos aren’t all that consistent.
Apart from having to input specials quite early for them to cancel, what is it in particular that is difficult? It almost makes me feel I;m doing something wrong haha, I don’t think I’m playing particularly difficult characters though, Saiki, Claw Iori and Benimaru. The only thing that is giving me trouble execution wise is TK Raijinken juggles and they feel no harder than stuff I’ve done in MvC like boulder loops and Morrigan’s freaking everything.
Yeah it depends on the point of view of the person. I started playing 98 seriously when everyone else first started playing SFIV in '09, noting that I already had some execution down in past games I’ve dabbled and google’d/youtube’d combo videos for such as Guilty Gear and Third Strike. So after playing about 2 and a half years of 98 and going to XIII, it felt like SFIV easy inputs.
But I won’t go down and put down anyone for thinking it’s hard, it’s a matter of perspective and experience.
For me, my biggest problems are:
- links like crB to stA (not hard to do, just cant do them consistently while remembering to cancel straight into df+D as soon as I press A and then doing a qcf)
- IA Orochinagi (I can do the back jump one pretty well but the forward jump one, I either press punch too early or it doesnt come out and Kyo does a big jump)
I played online just to see how the game flows (I love it but why do I have to learn three characters instead of just doing a 1v1?) and my biggest problem besides those two, seems to be remembering that I cant block in the air.
Lemme’ just say that I wasn’t trying to be a complete asshole, it was just a light riff.
I played Garou and 3S and have had no problems with controls but playing OG 98 and 02… Holy shit is that hard fucking controls. I don’t know how the Chinese and Mexicans do it in those games. 13’s controls are much more like Garou and 3S then anything else.
Good luck doing that combo in an actual match.
It really isn’t practical.
EX qcb+P, (specific timing) [qcb+P (whiff) xx qcb+P (hit)]xn, you have to whiff qcb+P as soon as possible, which is really tight, because if you do it too early the third hit of the rekka comes out, but you have to know when you hit the whiff ahead of time, because you need to cancel the whiff as soon as possible into the second hit as well.
Saying EX Iori is busted because of this combo, is like saying Chun-Li is busted due to her infinite in SF4 (the one only desk can do), or that Abel is busted due to his infinite which he can do on most of the cast. Have you EVER seen either of those two combos in actual play?
You’re correct. Except for a few instances such as Super Drop Kick and what not, there is no natural negative edge to do special or super moves with. Negative Edge is mainly a Capcom thing.