North Carolina Thread LXIV

Again, I haven’t heard one complaint from someone who has actually sat down and played the game. Until then all complaints against KOF XIII are nothing more than trolls.

Gonna give you a call soon. I’ve got the rest of the night open so I’ll probably just drive over there and call again when I’m in the area to find the exact place. I know where Doom stays so I’ll start there and work my way over.

@Charlotte players: Does anyone play KOF in Charlotte? Just sounds pretty quiet when it comes to KOF in Charlotte.

I can see where Shiki’s complaints are coming from, but I don’t believe all of those things are nearly as bad as Shiki says they are. There are still characters out there that reward solid spacing/fundies.

Saiki might be bullshit though, I’m not sold on him being balanced yet.

It’s still a good game, though the lack of quality online means I can’t get any quality practice in, which will make it hard for me to keep at it. I think 98UM is a better KOF, but that doesn’t mean that XIII is trash. I do think XIII is about at the level of 02UM.

I hate saying this, but I think some of the problem the older KOF vets are having is better people are now playing KOF. (that’s probably true in my case, 98UM I pretty much had success largely due to having a ton of game knowledge)

oh, and 98 you could do some crazy stupid stuff without needing drive cancels or multiple bars of super. See 999’s Kim play.

What’s the basis for this? His low damage mid screen? Unsafe specials? Slow teleports?

He’s got a really good fireball and a really good DP. That’s about it from what I’ve seen of the character so far. Nothing at all to say he’s as broke as old K or Raiden or what not.

If you ask me, Kyo is broke. Dude has everything. Lemme do my frame advantage special move that launches and do all these moves with special juggle rules and my air super that lets me confirm off my invincible DP really late that I can combo off of. Oh and give me the easiest god damn HD mode confirm ever with my command normal. My jumping move that has more hit stun / guard stun than most jumping attacks and causes a hard knock down air to air and crosses up.

Then you look at Saiki and that character seems tame as shit in comparison.

So I’ve watched enough vids and talked to enough people. I’m buying XIII tomorrow.

Who are you looking at character wise? Curious because i’ve always seen you play really unique characters that tend to be really good but not always the most used like your Rachel in BB who is really popular character wise but few people play her because she’s so tricky and hard to grasp it seems.

Shiki:“I hated this game before hating on it was cool”.

Yo, great Sets 2night Sofa King. You got My # & know where I stay now so anytime You wanna get it in, Holla @cha Boy. 1

Just for you brother.

[media=youtube]4kr24G8jQpM[/media]

Same to you bro. Gotta do it again sometime.

Yeah, I was using that first match as a point, but Wong would have lost either way.

Actually LK Phoenix Arrow depending on how it hits can be up to -4 on block. Since it has zero pushback it’s quite possible for characters with 4 frame close C/Ds to punish her. It’s a tight window, but still ultimately not safe.
As far as the corner goes, yeah it seems that part of the reaction of why console KOF13 has a retarded meter rate, but I’d still like the option of genuinely being able to get out of corner pressure with carefully timed rolls or reversals based on reaction rather than just waiting for meter to use an EX.

The problem is, nearly all of the few characters who actually can still play the KOF neutral game are also the same ones that can take the most advantage out of the Drive Cancel system.

I gotta get in more games with the old heads after RESE. Darrell, NeoJedi, Ed, etc etc. Need to get my ass beat till I can run with the big dogs lol

“We do not Train to be Merciful here, Mercy is for the Weak. A man confronts You, He is Your Enemy. An Enemy deserves **NO **Mercy”

Where are you getting the data, I know in the arcade version it was -3 to -5 frames on block depending, and it feels far safer on console then it did on the arcade version I thought it was changed to like -1 to -3 or 0 to -2 or something not just -2 to -4…

He had said he wanted to get something going sometime at gamefrog or somewhere so we can get something going soon since I want to get in on that too.

okay, theres no way i can let such a shitpost go by unrefuted. because if i don’t somebody else is going to wind up getting the wrong idea about the game…

are you kidding me? kof xi was trash if just for the reason of it being incredibly homogenized. every character basically plays the same… mindless rushdown due to the scrubby low angles of hops and basically being at frame advantage or neutral no matter when you press a button in the air. and there’s no real emphasis on footsies or zoning at all. im not saying its not a fun game, but lets be real. the following complaints make absolutely no sense in the face of this statement.

zoning is actually far more important here than it has been in other games for a long time. it has only really recently begun to be emphasized again with this game and 98umfe. it is undeniable that characters takuma, andy, robert, ash, etc are all very strong, if only due to their zoning game.

  1. do you have any idea what a safe jump is?
  2. do you really believe that people should be getting full combos off of a jump-in no matter what height, angle or button they used for it? that shit made arcade 13 super retarded and you would know that if you played it at all at any kind of decent level. the hitstun in this game is about the same as an older kof game’s hitstun. go and try to convert a anyone’s jump B that hits at the apex of their jump in 98 into a bnb, and then go and try and do it in the arcade version before you talk.

its the same as 2k2. if you’re focused on getting a guard break and your opponent is passive enough (and doesn’t get opened up in the process) its quite trivial to guard break.

LOL, since when was rolling ever supposed to be a valid corner escape? rolling is meant to be used for very, very specific situational escapes, and they are still useful in that regard. whatever… this complaint makes no sense anyways, especially considering that rolls are faster in startup and recovery than they were before… first you complain about offense being weak and now its the fact that characters have good options for offense? it seems like this is more ignorance on your part because there are definitely numerous strong invincible meterless reversals in the game to use if you’re facing predictable offense.

lol @ this… you’re acting like the damage justin was getting when he landed a clean hit wasn’t comparable to reynalds. the key is that reynald landed more hits and and forced more mistakes overall. do you think that justin just let him land the hits?

okay, it seems like you’re complaining just to be complaining. you don’t seem to understand that this system change is a way of DE-EMPHASIZING COMBOS (as well as giving you more defensive options when rushed down, as you already complained about) and encouraging ‘smaller’ hits to be more important. you seem to contradict your own philosophy with each point you try to make…

You didn’t fucking play XI, so don’t tell me what was in the game. Yes, there was zoning in the game, it was called Jyazu and Hayate. Homogeneous my ass. Step the fuck off XI if you don’t know what you’re talking about.

Nobody worth a damn is going to get locked down by fucking Andy or Robert’s projectiles. Show me one single match where someone won by basically zoning someone out with fireballs the entire game.

How often exactly do you get safe jumps when there’s pretty much no hard knockdowns in the game?

And no, people shouldn’t be able to hit confirm about a jump-in B or some shit but there some air normals that are so bad you can’t even really confirm off a hyperhop anymore unless you’re SUPER deep. Others have hitboxes so bad they don’t even function for the purposes they were created for. Kensou’s Air D and Clark’s Air C come to mind.
And no I didn’t play Arcade KOF 13. Since you don’t live around here, I’ll fill you in that we have no arcades around here. Even if we did, I wouldn’t have played Arcade KOF 13 seriously since it was a BAD GAME.
The hitstun is NOT even close to the same as 2002UM, everyone who played it pretty much said the same thing the first day the game was launched. Get the fuck out of here with that nonsense.

I haven’t seen ONE single guard break in any match for KOF 13 console yet. If you can show me even one (and some scrub playing the game blocking like it’s SF4 doesn’t count), then I’ll recant that statement.

Rolling is a completely valid corner escape in most KOFs. In KOF XI, most characters pretty much HAVE to time a roll to get out of the corner against Kula’s Diamond Breath frame trap. In KOF 2002UM, if I can predict a hyperhop I can roll out fairly easy.

What’s funny in that in the first round of the match, (EDIT: EXCUSE ME, The Answer) confirmed the combo off of Jumping B. Sure it was Justin’s fault, but my point is that the damage-to-meter ratio is way off the charts. Compare that to 2002UM where punishing someone for around 30-35% with one meter is considered GREAT.

I understand exactly why SNKP made the meter gaining change. What I’m saying that it DOESN’T WORK IN FAVOR OF ZONING.

Honestly Jon, you kinda need to get over Kyo. Pretty much nothing he does on block is safe, especially if you have a DP character and can just DP between the hits of QCF+K. He’s a really strong character, but if he’s broke, then I can think of a couple other characters who are broke beyond broke.

Actually, Wong got guard broken in KOF XIII at NEC… and his opponent even converted into a full combo afterward. I’m not gonna take the time to find a youtube video, but I know it happened in top 8.

Nice to see someone else figured that out. I shat bricks when my friend tested that out on me in a match and flash kicked me with Ash between the first and second kick of the upkick lol.

Lol @ mentioning 2 characters.

I’m not sure how much rogueyoshi has played kofxi but I’m sure his 1 hour of playing the game would equal or surpass 1 year of you playing the game.

Lol @ rolling being a valid corner escape. Your opponents clearly aren’t ready to punish your roll after whiffing a hyper hop. Rolling(not guard rolling) is definitely not a valid corner escape…actually if you escape from a situation while rolling, you should consider yourself lucky that you predicted correctly or that the opponent wasn’t ready for the punish.

I’m not sure what matches you are watching but in high level kof2002UM(like the stuff I upload on my channel), many B&Bs using no meter will do about 25% damage or more depending on character. With one meter getting 35-50% damage is pretty common. With 2 meters, doing about 80% damage is common.