Word…Well Im down for some KOF 2night, so if anyone is trying to swing through “The Bat-Cave” & get it in (no homo), Holla @cha Boy. Gotta Work 2morrow though so the earlier the better. Get @ Me. 1
I’ll be there at WNB tomorrow…I still haven’t gotten my hands on a lagless monitor yet to practice on, so it’ll still be a struggle…once I get my tax return I’m buying that Asus EVO monitor though, so by the next one I’ll be practiced without lag.
Gonna check out WNB myself as well, but I think I’m just going to play a ton of casuals and try to convert players over to KOF.
Option select swap out the SF4 disk for KoF beats that mixup clean every time.
for anybody on the fence about buying it or just doesnt know about it the Future Press Soul Calibur V strategy guide is legit as fuck! nearly 600 pages of frame data, vs strategy, and just pure fucking righteousness. and its fucking hardbound!!! if you thought the Marvel guides were good, this one rapes both of those in my opinion. definitely a must buy at $25.
ive already got mine, even though they werent set to release until feb 3rd. you can still preorder it HERE though. trust me, its well worth it.
yes instead of getting hit by a 200 damage command grab you can put in kof and get hit by a command grab that leads to 900 damage
I know! Isnt it AWESOME!!!
Here’s some advice. You’re bad, by your own admission. Thus, you should stop talking about the game when it’s clear you have no idea how to play it. Literally every complaint about a game I’ve read from you translates to “I don’t understand the game enough to deal with this tactic, so I’m going to blame the game.” STOP. SHUT UP and learn.
The first rule of learning to be good at competitive fighting games is simple; “It’s ALWAYS your fault.”
Just out of curiosity if you don’t mind looking, does Viola look positive / negative on her stuff?
Know all of your character’s options against their options. Keep track of their meter. When Gief has 3 bars EX Green Hand becomes less of a risk so a player (at least one who thinks rationally) is going to be more inclined to use it to beat your backdash or DP. Likewise with Seth’s DP when he has 2 bars. Also, Seth’s DP FADC has been changed so that if he dashes forward after a blocked DP he’s -2 on block, so if he attempts an SPD or a cr.lk/lp your own cr.lk/lp should win out.
A command grab that requires meter that you actually have to build and is a lot harder to pull off than SFIV. If the person is on your screen in SFIV, you can grab. You actually have to be near them in KOF, haha.
Yeah I know, but I want to at least check out the competition before I drop it. Alpha’s my game but its obsolete to people these days and despite me not having much experience with 3S it came back just to die again, so I figured I’d see what SFIV has to offer.
Got my bread n’ butter combos down now for the most part except for Kyo. Having some issues with him right now for some reason. Oh yeah, I also realized why I kept doing Kyo’s BackSRK Kick instead of his half circle. Whenever you would dash or I thought I could counter attack I would hold back to block then input the half circle too fast before the neutral frame kicked in. Same issue I was having with the DP instead of qcf LP/HP.
I don’t know why you decided to get so upset with me asking for help in a game, but to each his own. Regardless of personal opinion I still think its dumb to be able to command grab someone from across the screen. The hit boxes for moves such as DP and command grabs are so large that even on screen the character models come nowhere near each other, but you know their over sized hit box collided which is all that matters. Typically in fighting games the hit boxes are placed closely around the character models, usually closer towards the torso (a hit box for a punch would actually end around the wrist of the character model for example). One of the things I learned watching people throw random SRKs and command grabs out in hopes that their opponent would dare throw something “safe” out. That’s just horrible game programming, but who cares cause its Capocom.
Much thanks. I was able to figure out some stuff against Gief and Seth after analyzing them both separately for a while, but it was a long road though. Gotta get back to them sometime cause I still think I’m missing something. One issue I had was EX green hand and blocking it against Gief. If I blocked it he could command grab right after, so spacing was very important. Also correct me if I’m wrong since I need to go back up again against Gief, but if you block his jab he can command grab you for free? BUT if the jab actually connects the grab whiffs? I also have to be careful with my pokes because even though they work well keeping other characters out, grapplers can still command grab me so I have to be smarter with the way I keep grapplers out.
For the most part I’m trying to work my way down the character roster and work out my options against my opponent’s options like you said. Just focused on Ryu, Bison, and C. Viper today, so any advice against those characters would be helpful as well. Again, thanks.
EX Green Hand is punishable on block. If you got grabbed after blocking it, it’s because you failed to punish on time. Just work on punishing it in training mode: record Gief doing an EX Green Hand and blocking right afterward, then play it back, block the Green Hand, and try to punish with a combo. And yeah, after a blocked cr.jab he can attempt a command grab and it will land unless you jumped, backdashed, or used an invincible move. After he lands a cr.jab, he has a frame advantage of +5, so if he does an SPD (which has a startup of 2 frames) right after you’ll still be in hitstun so the grab will whiff. As far as the other characters go, what character do you play and what exactly are you having trouble with?
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Smurvis is godlike
I love it when bad players shit on Capcom games even when they barely understand anything about fighting games to rationalize what good and bad even is yet. It’s like someone who barely understands checkers but shits on chess while hardly understanding the basics of board games. I think if you aren’t even decent in at least one fighting games then you should probably shut up about what’s good and bad. If someone whose actually placed high in a tournament talks about how a certain fighting game is bad then I’d be willing to listen cause they proven that they at least understand some basics about fighting games. But if someone whose practically gone 0-2 in every tournament they’ve ever participated in says a game is bad then I’d just prefer for them to shut up.
TLDR; If you’re bad at fighting games then shut up and get better before you talk about what good and bad in a fighting game even is.
Downtown Durham at midnight is fucking scary. There are africans running around with luggage and suicases when I was there a few years ago. You need like a designated black man in your group when you’re there outside.
Nah Will, it’s totally possible that he’s just one of those rare players who understands how fighting games work but has elected to not apply this knowledge in matches for the sake of fairness-- like that time Seth Killian claimed the capcom office was full of extreme street fighter pros who would wreck tournaments unless Ono kept their hands tied with those fucking papers ammy keeps barfing out
Don’t forget “play what you like, don’t bitch just stop playing it if you hate it”.
We haven’t had one of those in a few pages.
I quoted myself for inception value, it makes my posts more right
I’m using Ken and for the most part its learning what he has work well against which character. Right now I’ve been utilizing his forward M. Kick to get in some and grab. If my opponent gets use to the grab I try to bait a DP or something so that I can punish them for it if they lack meter to bail out. Also may use it, along with his down M. Kick, to poke with as well as his standing H. Kick. Got his target combo down, but gonna go back into training mode and practice my execution some more with it. I end his target combo off with a H. SRK if it connects, but if my opponent blocks I Hadoken to keep them back. Haven’t tested it out, but can someone actually punish me during the Hadoken within the combo or is it safe? Other than that I’m pretty much working on mix ups and when and what to punish certain characters.
When I go back into practice mode I’m gonna try that out with Zangief. Thanks again.
Okay, just found something interesting in KOF for those who may not have known. Since KOF likes to hold inputs you can quickly roll the stick around and as long as you end off on the final directional input you still will get the move. Take Yuri’s hcb LK/HK into super cancel qcf.hcb LK or HK for example. After the hcb LK/HK you can roll the stick around quickly and as long as the last directional input is back you’ll get the super cancel qcf.hcb. Now this works with that move either way you roll the stick, left or right, but sometimes it does matter which way you roll the stick. Same example but take super cancel into f.hcf LP or HP. Roll the stick to the right and you get a drive cancel SRK. Roll the stick to the left and you get a super cancel f.hcf LP or HP.
Educate yourself fool
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do you see how many things that magazine is about? Black people got shit to carry, damn.