All good points. Plus the Cody player in that video was regular Diamond so he was gonna get wiggedy washed no matter what. With characters like Cody or others that ultimately have to get in you gotta have your shit down when you get in and his offense was mad lazy/dropping stuff even when he did get in. Sagat doesn’t have Guile effect where it’s the double issue of crazy offense and defense. Sagat can only win that match on lifelead, he can’t really run in and scum it back out while Cody can definitely play offense/defense more dynamically.
Of the fighters I’ve played MK definitely is up there with my favourite character designs, but I also like edgyness and ultra violence on top of the kung fu movie vibe. In a way it’s tailor made for people like me.
I’ve never played KI but I remember looking at the roster and it reminded me of SF. I think the character I liked best was the ice dude. Gladius I think. But I don’t fuck with combo breakers so that’s a hard pass for me.
Yeah I liked Glacius cuz he was zoner with full screen combos and then Fulgore was always my favorite since he was a kid. He’s basically robo shoto with beams so can’t go wrong with that.
I did mean to mention as well to frosty, there’s a decent Cody player I play , he lags (cross play roll backs), so I can’t read to much into the match up, but I noticed he used J.fierce and not j.hk for his jump in.
If it was the lag, I dunno, but my st.hk would whiff sometimes , perhaps this button has a better hurt box interaction with Sagats st.hk.
I don’t think they made it easier for them at all
The jump arcs/fast jumping divekick-like attacks are kinda nasty to deal with as newcomer. Anyone mildly intermediate is just gonna run a train on the newcomers if they understand how to apply an ensuing mixup after a blocked jumpin.
Even fighting game vets are gonna have a hard time keeping some fool out of the air and just doing shit
THe block button vs traditional back blocking also doesn’t make it more or less difficult. Probably moreso because the newbies are gonna have to understand the concept of overheads which is arguably just as complicated as blocking cross ups, and even more stringent on the reaction window.
Then you have to spend time learning all the common blockstrings, how to block, how to fuzzy guard
A lot of it still boils down to a lot of training mode time, I think even moreso for nrs games having to figure out all the crazy shit your opponents can do. It’s a thing in street fighter games, but not to the same extent where you have to practice memorizing specific block strings and sequences
It’s a different kind of daunting. I think the real appeall is the over the top edge and flavor, and that’s why I still love the world of mk. I grew up on that shit
There might be some that feel guard button is easier to understand, but it’s still generally more manual than holding back or downback to block and you still have to hold for high/low any way.
I know people who are new into 3d fighters with block buttons like VF/DOA/SC that’s like the one of the first things newer people getting in complain about. That they can’t just hold back/down back to block like in the other fighters. Smash you hold a button to guard but it covers most of your body really and is more like a shield than a regular fighting game block.
Personally as a kid I hated the arcade MK controls because they were spaced so far apart with the block button randomly in the middle. When I was a kid playing SF2 at the arcade I already knew back/down back was block as a natural thing and the buttons were at least laid out in a way that made sense. 6 button Genesis controller made both SF and MK easier to play at home, but I preferred just having all my attack buttons in one place and all my moving and blocking on the left of the controller.
In NRS games frame data crunching is also really important and the frame data values can be really off the wall. You can have a move that’s randomly like plus 20 on block and the frame values can really go up and down more like an anime or marvel game does. Although there is a lot of data to learn in SFV it for the most part falls under a certain range of numbers that are pretty predictable. Only like a few outlier characters like Abigail or Zeku can really set up situations that fall outside of those values.
The different strings all have their different frame datas too so each character is like a mini 3d fighter character where you better be studying the data if you don’t want to just be looking at strings all day. Which have to give NRS credit that they actually do put frame data in the training mode and don’t leave you in the dust for stuff like Capcom and Namco. Although I remember in MKX a few of their data values in the menus were off too, so probably still good to have someone go through the data as back up.
Speaking more on fireballs, yeah NRS fireballs also don’t really have the slow medium fast speed per strength nuance that Capcom/anime games do. I forgot that their fireballs are pretty much just one type hybrid beams (outside of rare exceptions like MK2 Reptile ball but only one speed of that also) that shoot a line on the screen. At least as far as the classic characters go.
J.HP have a better hitbox for jumping in as Cody than J.HK, J.HK is better for neutral jumps. It is also one frame faster on startup, so maybe he is doing it later and its hitting your whiffed st.HK.
If Cody is jumping in, then his J.MK~J.LK TC is the best possible jump since it gives him the most + frames on hit and block and J.MK got a good downwards hitbox.
With sagat what i do is unless i’m playing against a super slow character like birdie i try to fight closer to neutral (just dash in to that range) than from long range. The reason is i want them to jump and dash so i can do as much damage as possible from anti air and pokes, and also frustrate them with grand tiger shot (which is more tough to deal with from closer range). The responsibility to play perfectly falls on me however i can also maximize damage from their mistakes and play mind games. If they neutral jump in this range you can kara - dp them too (neutral and a bit further off).
My strategy is to chip as much i can from neutral, and mid - long range. if the character has ways to go through fireballs tiger shot like cammy throwing a tiger shot every now and then becomes indispensable or stopping and wait for that v skill which i try to crush counter with st hk. But being long range where it’s more difficult to kara dp and the opponent can neutral jump isnt the most rewarding position to be in. You can get a shit ton of damage from chip away. So every move you do needs to revolve around throwing that fireball.
I’ve had a good look at how inexperienced I still am at the game.
Fought this guy at my local, he was clearly a better player than me, but he had literally the worst playstyle.
He only picked characters that basically are always plus and kept doing blockstrings into safe spacing into getting in again, and I could not do shit about it, so frustrating!
He was an older guy, and I could clearly see he all the experience he had paying off on his side, it was like he always knew what I wanted to do.
I was winning in footsies actually, or at least that’s how it felt, then he got in once and stayed in.
At the end I was kinda asking myself “he’s clearly way better than me, but is he a good player?”
Like, he jumped a fucking ton, and I did my due diligence on anti airing as much as I could.
Also he did the fucking thing against my Chun where he empty jumped at the exact spacing to make my AA wiff.
I don’t know, it was a weird experience, I don’t feel like I learned much from it.
On a side note I’ve actually been playing KoF in the last month. OH MY GOD I AM TERRIBLE.
Blame it on Chun being too honest.
You gonna play Neutral Kombat 11?
fuck no, I don’t do NRS.
I am getting into KoF now so I can solve my being so fucking ass at it by 2020 when XV comes in hopes that XV does not look like ass.
It’s amazing how it seems like none of the skills I learned from SF and anime seems to be working for me in KoF.
I am failing at neutral, defense and punishing game. The term I’ve been using is that something is not “clicking”.
Hope I can learn, luckily I can find matches being in Asia, but I am getting slaughtered, and I have a full local of people that play KoF but none of them speaks any english.
Smart man.
KOF always felt natural for me. Basically SF with more emphasis on running and jumping and less normal types. I don’t play it a whole lot but it’s pretty natural for me to just jump in and play neutral with at least. If Samurai Shodown is any indication KOF XV visually should be less of a shit fest. Even SNK Heroines is somewhat in the right direction.
Sometimes you just gotta keep playing until it clicks. For someone of your skill level it’d be best if you had a real mentor/coach sitting you down and smacking you out of your bad habits piece by piece and generating your overall neutral/combo/setup theory, but good old playing until you get it always good.
I purchased kof 14 for the same reason but i’m struggling to play it on pad since i dont have a stick. All the different jumping mechanics are a real struggle to pull off alone.
KOF is always a good option, even though XIV is almost as bad as 2K3.
Still way better than any NRS stuff.
Damn, the NRS hate is strong here lol
On a random note, this is good stuff:
Also, I am going to have my stick back today.
Usually Mondays are for Gief fun time, but I will hope onto the PS4 to get that platinum with Falke at once so I can scratch that out of my list once and for all.
Found 3 new ways to stop EXDR and Stomp the Yard from Bison /w Karen, now back to trolling with Sagat and Birdie. Bison ain’t shit!
Hi Score Girl collab promotion for EVO Japan.
All of them holding sticks instead of filthy pads, AS IT SHOULD BE!
Last night I confirmed at least one of the following statements to be true:
1 - Falke does quite well against Cammy
2 - too many Cammy-players rely too much on divekicks to get in
Biggest problem I’ve faced so far has been Akuma, as I’m not really sure how to properly deal with his air fireballs yet, and Dhalsim because Dhalsim doesn’t really care about anything Falke does. I’ve yet to face most of the matchups I suspect really suck for Falke other than Sim (Balrog, Bison, Menat), but I suspect fun times will be had when I do meet those.