this is Baz from the STL BarWarz stream team, coming to let you know we got another hype ass BarWarz session coming from the bar tonight here in cold ass S-T-L.
@Torrey, Any tips for being able to close distance and retreat with Taskmaster? Been using Cap Shield Slide and Hawkeye Triple Arrow, but that onl seems to get me in, not escape.
Yeah, Shield Skills, is a good move to close distance, just remember to cancel into Sharp Sting or Arrows if it gets blocked or you’re wide open. As far as escaping, Taskmaster doesn’t have a huge set of tools for that outside of advancing guard. Though if someone is constantly on you, you can try to predict an attack and use either his super counter or one of his standard counter moves.
I appreciate it. It’s been a problem for me when I drop a combo with Tasky and try to get back out. Forgot all about the counters, I’ll try that later. I have to keep modifying his BnB combos to work online, but it’s getting easier.
I’ve had nothing but time this week to study for finals and play marvel. Wisdom Teeth removal has created some complications, and siting still is about the only thing I can do right now. Feel free to hit me up on XBL. Tag: kingtakespawn
Good news, work has been slowing down and I’m not getting called on my time off as much as before. I’ll be out at meta monday and next level tomorrow if anyone is going. I want to fight some of guys before I go missing again which is after the 25th.
Super-robust fighting system, a lot of depth, combos feel super-satisfying to do, strict input system (ie no dumb shortcut BS). Even though it may look it at first glance, you really can’t make a direct comparison to SF. Simple things like the games jump and roll dodge system vastly change how matches play out. If you want something that explains the general systems of KOF, check out these vids, they’re a bit long (about 10 min each), but they go over just about everything that applies to every KOF game (barring the special systems unique to each one). The vids assume you have at least some experience with SF4, so it does make some comparisons to help clarify things.
Good Games to all yesterday at NLG! More folks should come out there on the Saturdays. Thanks to torrey for getting me into KOF13, it turns out I really enjoy it.
I would’ve been there if it wasn’t for my family. I knew I shouldn’t have went; it was awkward as hell. If I wasn’t my mother’s only child, I wouldn’t have gone and went to NLG instead. I will, however, be making an appearance at Tom’s tomorrow.
Electric, I’m curious how you have Trish’s peekaboo setup? What I do is peakaboo and use viper burning kick to knock them into it or setup peekaboo and make sure my opponent is facing away from it so when they attack, I’ll use advance guard and knock them into it. Lately random setup of peekaboo hasn’t been working for me with all of these projectiles flying everywhere.
With your first team, I’d put Hsien-ko First, then Deadpool, then Vergil third. As soon as the match starts, activate hyper armor, then tag out to Vergil or Deadpool asap. The problem with this team is your only good anchor is Vergil, and he’s also the only guy that can do any real damage too. I personally love Deadpool, but he’s no anchor. He’s generally best at going out first and building meter for your team while frustrating the hell out of the enemy. The thing is, Vergil doesn’t need much meter to do his ridiculous Spiral Swords combos. Know that Vergil is fragile, if he gets knocked out early you’re probably screwed. You also might want to give him the judgement cut assist instead of Rapid Slash, because Hsien-Ko’s assist does a very similar movement, and a lot better in hyper armor.
Your second team is a lot better overall. Again, Vergil is the only one that can do any real damage quickly, but Trish and Hawkeye are great at frustrating opponents and getting chip damage. I’d say you might want to start with Trish instead of Vergil, just to make it zone/rush/zone instead of rush/zone/zone. That way if your first character gets hammered early, you still have a chance to do major damage with Vergil in 2nd. Any one of these characters can make a good anchor, but know that Hawkeye can have trouble actually killing a team if they just turtle. Trish is similar, but she at least has those airdash attacks for some pressure. Also, no OTG assist cuts down on Vergil’s damage output (at least it makes you work a lot harder to get damage), but Hawkeye’s arrows make great projectiles for crossup teleports with Vergil. Peekaboo is an awesome assist, but I honestly don’t play much Trish, and haven’t explored it a lot. It’s great to set down before a character comes in, then dash under them to make them block a cross-up.
Your first team requires that you spend your first bar to get Hsien-Ko’s ridiculous assist, and then sweep them all with Vergil. The second team at least has other options if Vergil gets killed quickly.
Alright! AE 2012 Changes Time! How is the update treating everyone? Found anything cool?
Dan feels, well, kind-of lower-mid tier suddenly! There’s some weirdness I didn’t know about with his EX Air Dankyuku: the whole thing hits, and you can tack U2 onto it in the corner, but the hits seem kinda random. You can cl Hk>cl mp>EX-Gadoken>FADC>U1 now, which is really great. Now Dan can loop cl HK on counterhit, and can fadc for a NJ Fp on most characters from cl HK> cl Mp > F Shoryuken. Taunting, well, for building meter, whiffing lp shoryus is still better and safer.
With 2 meter on a jump in, damage is between 400-450 on most characters. Hit confirms still suck, st f mk is still an awesome poke, cr mk hitbox is still somewhere in Dan’s lower knee, but hurt box seems to extend somewhere before the kick. Still no safe way to stop ryu cr mp abuse. I can actually cr taunt it now (!), but I’ll get hit afterward.
Honda feels like most of the positive changes in Vanilla still apply (Has his lp torpedo back!), and with the better U2 motion to boot. I want to try him more now that finals are over.
With the change to his elbow drop input, crossup elbow on large hitbox characters is more reliable, and a decent fakeout to boot.
U2 motion change is so much better. Blocked Target Combo xx LP Hozanto FADC (pause for blockstun) U2 and EX Run/Stop U2 are very real threats now. I’m eating blocked FADC Shoryus alive right now.
0 recovery on empty flip was false advertising. Severely reduced, yes, but I still get jabbed occasionally.
Hitbox changes are nice, but ultimately unnecessary.
Overall: Guy keeps slowly getting better. Good stuff
Dudley -
FADC Rose is both extremely trollish and fairly effective for a coup de gras. Loving it.
U1 hitting aerial opponents now makes it the 100% go-to Ultra except for specific matchups. It can be tacked onto combos for extra damage just like U2, but retains its punishment utility.
Thunderbolt buffs… sure, whatever. Never use it, but nice to know it’s there.
Cr. MK… YES. SO GOOD. Dudley almost has footsies now.
Overall: Not tons of difference, but some nice tech.
After beating Aniel pretty badly yesterday, I don’t feel the nerfs on viper at all. Maybe he survived 1 more combo then usual but its not even that noticeable. I had to play carefully and not ex siesmos when aniel went for throws so I find myself using low kick burnkicks a lot more often. I also find myself using high thunder knuckle focus dash canceling a lot more for a safe wake up. I haven’t traded yet on high thunder knuckle when someone jumped in. She has 1 new trick besides that, everything else is the same. Also confirmed that ex siesmo is hit invincible since I was able to escape Aniel’s normals with it.
Ol’ boy Hawk didn’t seem to get much in 2012, though I have definitely noticed that it’s easier to pull off U2 on reaction, I’m thinking they applied shortcut inputs to it now.