North Carolina Thread LXIII

Holy shit, Will, you’re goin to anger the beast sofaking. STAND DOWN NOW. I saw this guy kick a deer just cuz it looked at his car, the sickest part was this deer was over 100 feet away and he still broke it in half! STAND DOWN!!!

I wanted to remind you guys of the standard consoles for ReSe tourneys.

As of right now until further notice…

The following games will be played on the following systems by DEFAULT. This means that you guys need to buy converters to play on other systems then please do so. I may have some controllers on hand but I usually don’t.

XBOX 360:
ULTIMATE MARVEL VS CAPCOM 3
THIRD STRIKE ONLINE

PS3:
SUPER STREET FIGHTER 4 AE 2012
MORTAL KOMBAT
KING OF FIGHTERS XIII
BLAZ BLUE
TEKKEN

ALL OTHER GAMES ARE TO BE DETERMINED WHEN RELEASED.

PLEASE BUY YOURSELF A CONVERTER OR GET A DUAL MOD IF YOU NEED.

Thanks.

Also,

**Bar Fights, Bar Fights, Bar Fights!!

For now on every ReSe Bar Fight will be home to the weekly KOF XIII $2 tourney, Winner takes all! Normal tourney rules apply!

Come out and show your skills in this new, GREAT, game.

I will start it when everyone gets there, probably around 9ish. **

Not only did he kick it once, he kept pressing heavy kick and he did that shit like 20 more times and then he canceled into kikosho and the deer took like 15% on I was like HHHHHNGGGGGGGGGGGGGGGGG

That dude is dangerous.

Re: KOF, it does seem important to have characters that can just mash lights into safe specials. That’s one reason I decided to just play Duo Lon since it seems like his crouch jab is really good and he can just mash it into rekkas. Benimaru also does that really well. I like Robert as a character but he doesn’t seem to have an easy way to confirm into higher damage that I can find. I think Iori is like the easiest to confirm into HD combos with his 6AA command normal, shit gives forever to activate. Andy is good for that stuff too since he can just do 2BBB into safe elbow and if it hits, go into super.

That’s true, too. In my mind I’m still held down by my ingrained memory of older KOFs.
13 has by far the most loose and open juggle system of any 2-d KOF I’ve seen yet, so that affects a lot of the older character’s BnBs.

12 years of old KOF isn’t something that I can rework overnight. :xeye:

I’m always down to show people some KOF.
On Ultimate, though, I think you’d be better off getting advice elsewhere. I don’t even have the game and I don’t consider myself good enough to teach anyone significantly.
Pretty much I see myself just fooling around with UMvC3–I don’t see much in the game to motivate me to take it too seriously and none of the braindead top-tier characters in the game interest me enough to learn.

I had alot of fun last night at Jon’s. Firebrand is indeed a little asshole. But I think I established that Clark is a big asshole.

Honestly while playing I noticed that everyone is too busy playing “other games” and not playing “Kof”. As in people are trying to use Street Fighter philosophy and apply it to this game, and that doesnt work. Hardly anyone was using their command normals or taking advantage of landing recoveries. I had my fair share of drops myself (especially trying for my Kyo combos) but I hope that playing against me helped some of you to understand how the system worked a little better. Just from what I saw here are the things I noticed

Rob: I understand blocking is fundamental but you block entirely TOO MUCH. I was watching your sets with Jon and it was like guard break after guard break. use your roll more. use your CD blowback on telegraphed moves or your AB roll through against that corner pressure. stop letting people hop all in your face. use that jab. its not a guess, its a KoF system nuance. and in instances where you get COUNTER you can confirm it into a super because of the juggle properties of those attacks. I feel like you spend the majority of your matches waiting on that one hit so you can go into your HD strings, which I will give it to you…your execution is on point when you land a combo. I hope that my character suggestion is to your liking as well. Let me know how you like him.

Jon: as with most any game you play you have very good offensive pressure, but that gets easily turned against you. you hit me more than I hit you no doubt, but I was landing more counter hits into sure fire juggles and hard knockdown tricks. Clark/Kyo were the bane of your game last night. If you didnt notice I was just shuffling them from point to anchor and throwing X inbetween as a sacrifice. your corner combos with Takuma were pretty nasty, but you were burning through bar to try and get there. you need more midscreen bnbs that will push into the corner. also instead of burning everything to get two drive cancels why dont you go into HD and then go into super into MAX combos? I really think you should make Andy a mainstay on your team.

Dale: Stop playing Street Fighter!!

Daniel: slow down. not every character is meant to play a rushdown style. especially Athena. i took note in particular when it was Kyo/Athena and you just kept trying to bulldog me and that doesnt work. Kyo has too many GET OFF ME moves for you to do that. use your fireballs and reflect to zone me. make me come to you. you also NEVER use Phoenix Arrow or feints.

EVERYONE: the trick to beating Clark is to not allow me to get hard knockdown silliness. after I land a SAB im always going to get a free command hop towards you. from there im going to do one of a few things. 1. command hop AGAIN towards your back roll (which alot of you did on wakeup) then SAB you again 2. cr. A you to make you block on wakeup (unless I see you have a dp or a stock to EX me with) to try and bait you to waste a bar to roll through or blowback. 3. do empty CD before you get up, which will whiff. but then I will go right into the B version SAB to catch your retaliatory attempts. I think it was Jon who noticed when I used this last night against Rob or 4. I will roll to your other side and wait a second before I put out either a standing C or D. if its midscreen im going to use D to get a counter hit into turn punch. if its in corner I will use C (1 hit) into D version SAB to start the silliness all over again. all versions of turn punch are very punishable on block. command hop also isnt safe.

Also just as a wise man once taught me, your team structure in KoF is just as important as it is in UMvC3. even though you dont have assists you have to think about who goes where. your point character needs to be someone who can deal solid damage WITHOUT meter but forces the opponent to use theirs to engage him. Idealistically youre going to want this character to not only beat their point character but to get their second character to below 50%. this is why I usually put Clark in this spot. he doesnt need meter to hurt you but he deals damage fast and is more than capable of taking out point characters who dont have meter to make me fear DM attempts. your second character needs to be someone who can control momentum. a somewhat defensive character that can slow a match down or speed it up based upon your goals. I usually put Robert or Elisabeth here for that purpose. both of these characters can play a methodical waiting game and have solid tools for slowing a match down. they can also frustrate someone whos now trying to play catchup. your third character needs to be your closer, someone who can clean up the scraps of whats left of your opponent. But if youre down they also need to be able to take advantage of the extra meter they should now have to deal maximum damage with minimal effort. this character should be interchangeable with your point character and still be able to do the same thing. hence why I put Kyo here.

These arent the only characters I play but just thought I would give a few tips as to what I was doing last night.

@Will: Not trying to be a dick, but I’ve gotten annoyed with questions that have already been answered. I expressed myself when I first came on SRK. I’ve ranted numerous times. I’m tired of people trolling with senseless questions that have already been discussed on the forums. If you didn’t take the time to read the numerous posts before, what makes me think you’re actually gonna take out the time to read me say it again? Then it’ll be the same question again and back to where we started. Plus I’ve talked with you before, back at NCSU gatherings, way before I even got on SRK.

Never thought of it like that minus the third character. Then again I always thought just have a beef team and wreck havoc. Shows how much I really know. Or don’t know in my case. :confused:

AND KNOWING IS HALF THE BATTLE. K.O.F.

How hard is it to answer the god damn question? You could have answered it the first time and instead of making multiple pointless responses. I’m obviously going to pay attention now since I’m asking you directly.

Do you actually think you’re good or are you just trolling? It’s so god damn simple to answer, you’re making this way more complicated then it needed to be.

Isn’t Phoenix Arrow like the core of any rush down she has?

Also I’m running Athena/Elizabeth/Kula right now in that order, I really like those 3 characters do you got a better order to suggest or possibly a new character that could replace one of them that feels similar enough.

If I recall at some point and it may have been 12 but I recall something going like forward light kick into light phoenix arrow which apparently after that you can cancel into something or get some ridiculous damage from some sort of combo string after that light phoenix arrow.

Thanks for the tips. Why do you suggest andy though? I was kinda picking up what you were saying about team order already. Duo Lon is great meterless and he builds a ton himself, and Takuma can go apeshit with meter, making him a good anchor, but I really hadn’t figured out what makes a good middle character. My main goal to getting wins vs your team was to just get Clark out the way with my first character. vs Kyo, I really didn’t give a shit if you anti aired me since his DP does like 1% damage most of the time, so I just kept throwing myself at you lol. You had HD combos with your anchor and I didn’t though so that made it kinda uphill… definitely need to figure out what works in HD for Takuma. Thats the main reason I was doing the normal corner combos, since I didn’t know wtf to do with HD meter outside of Duo Lon lol

Vs Clark it took me a bit but I realized that you have to approach him the same way you approach Zangeif. If you’re on the offensive, watch HARD for the hands being thrown up, and try to keep him out if you can. At first I was just attacking him and that was getting me raped, so definitely needed to respect more to win that matchup. Also baiting the turn punches is necessary since it kinda reminds me of lariat with Zangeif. They beat everything but they’re really unsafe. Definitely going to be a character to overcome for a lot of NC players. I was pissed when I did EX flaming pimp smack and your damn command throw just ate it and threw me lol

[media=youtube]7tNQXwjAlI0[/media]

Guess its time to head to Jon’s. See you guys there.

P.S. Yo Jon, if you see some bum with a bag with cereal and some milk just pay him no mind. He’s harmless.

When you say that clark throws his hands up do you mean he has like an anti air command grab or something? Definitely looking to share the KoF knowledge though don’t have anything particularly great now. So you say approaching Clark is like Zangief, does that mean you shouldn’t try to do anything unsafe because of getting command grabbed after it (like something that’s -1 on block?)

I’m actually making a video of some of the combos. So I’ll have it on there. :slight_smile: Should be uploaded sometime tomorrow (will be recording it tonight).

Yeah, I think defense is gonna be the next thing I really work on now that I got my Mai combos down. And yeah, I really like Billy’s moveset / playstyle… I just wish his voice / character design was better. :frowning: I’m just really stuck on what characters to use, with the exception of Mai. Maybe I should just have 2 character that just build meter, and have her as my last character. Not really really sure… If only I could pick 3 Mai’s on my team, then I’d be set. lol.

I say Andy because he does everything I was saying that middle slot can do. After you get done with Duo Lon he can be that character that can continue to press your offense if you want but is more suited to playing a game of defense. Andy has good tools to play a slight turtle game that can punish the opponent for trying to rush in on him. He’s got the fireball and dp of course, and hes got really good normals but I feel the real gem in his arsenal is the B version flying kick. You know how I said to use the jab on people who want to hop on you? Well Andy can do something even more stupid. Its somewhat risky and requires some yomi skill but against a hop happy opponent Andy can do the B version flying kick (CH), brake it, then do dash elbow into super. He also has good corner combos that dont require meter usage. I just feel he would be a good fit for you.

I will admit I was somewhat floored myself when I saw SAB completely absorb Kyo’s SDM. Made me smile a little on the inside though. I see lots of havok being ran with that character in the near future.

You mad bro?

Billy’s character design rules, K’ needs like what? At least two hours to pull off his ‘I want people to think I don’t care’ look? Mai spends how many hours getting herself all overwrought and weeaboo-fresh? Billy on the other hand; Guy literally grabbed a mop and some workwear off the rack at Sainsbury’s and it was go time. That’s the English way, if you’re not on board with this then you’re not on board with Billy.

also, I came out of my Skyrim comma just to say this? Swag.

One of the console changes is that one version of his Super Argentine Backbreaker (D version?) has slower startup but autoguard. I’m assuming that attempting to beat it out = get thrown.

Demo: No, you speed up. :V

Well, he’s probably the best character in the game now, so…