most chars have a way around command grabs even without the DP, and there’s always AG if you are really desperate.
That’s just because most dps take a few frames before they actually lift off the ground. Delayed command throws like Daimon’s dp+K could beat a dp because of this but it doesn’t happen very often.
And no, it isn’t just a kof98 thing, it applies to pretty much all kofs.
Alternate guard is not a desperation counter to throws, it’s the first thing you should be doing if you think you are in a tick throw situation. Besides, alternate guard doesn’t work on wakeup throws.
One thing that seems to have been missed or garbled in this topic is that azis comes from the view that jumps in KOF2002 have overpowered other methods of approach.
Some of the KOF supporters are actually supporting this view in their attempts to counter that jumps have not diminished mind-games. Yes, there are different types of jumps, jumps can counter jumps, jumps can be risky, and mindless jumpers will be destroyed. But that still means that there will be a lot of jumps. If someone is looking for walk-ins or dashes or other methods of achieving damage, then that person may be disappointed, even if others are happy with what jumps offer. (And it is not difficult to argue that by nature the mind-games of jump-ins will be less than the mind-games of that same jumping combined with more viable alternatives. At the same time, some that might dismiss KOF2002 as being too jump-centric might defend extensive but equally limited footsies in another fighter.)
It might have helped if azis’ video analysis had not just counted jumps and jump-counters, but had directly compared them to other methods of approach. He makes the claim that jumping is the only method of approach in the KOF videos, but offers no numerical analysis against other methods in the CvS videos for comparison. It also would have helped if azis indeed had more video examples to draw from, from different skilled players.
Well, first of all, Cronopio and Emil, you are trying to discuss KOF2k2, maybe you should take it to kof threads, this one is about tactical unbalance, and about the diminishing you are doing about how much I know of KOF abd the simple fact that you two has not been showing an impersonal approach invalidates yours point of view.
If you are trying to defend Kof, as somehow you look offended, you showed some cool techniques for Kof. Cool, it is like I say “No, in ST you just jump a fireball and attack”, because I said that small jumps are fast, insane and unbalanced,and all the counter-arguments were “No, you can avoid it, earlier jumps are one way for example”, “no, that is not deadly and the main attack, billy Kane can poke!”, it is like saying “but Chun is Claw is strong at air just like everybody at Kof, that makes ST unbalanced too”. You are not looking as an overall approach.
In other words, your fanboyism made you Blind.
Hello Daimon. Say hello to KOF2k2. Don’t forget 98 is very different.
Are you calling “Small-jumps” or “short-jumps” as hops? Like the Extra-mode hop?
Well. It is likemesaying “No, Fireballs are very weak at st, you can jump them”, or “No, you failled at misconception by comparing two game, it is normal at kof that they jump too much, they don’t do that at ST because Ken, Ryu and Sagat have good dragon punches”, or “No, ST is also fucking at the air game because Dhalsim, Chun and Claw can rule the air”, or even “Nooo asshole! Fireballs arefucking at ST because Ryu and Ken do that”.
By what makes you bllind, I’ll try to say that (pay attention): If I said the game lack at pokes (no problem at this), the vast majority of ways that top players break in is the short jump, and that is about 43% of the game (the other 43% is blocking that small jumps), yet,talking about kof2k2, and you bring me 4 charchters as examples for kof 98 (Geez, it the example I got is KOF2k2, 98 is ok), and 2 examples for 2k2 (oh, finally, but Choi as poker and runaway? well you do understand about kof) don’t save the whole rest of game, it is a small sample INSIDE the game, that is why I said about “NO, Ryu has fireballs”, like you trying to say it is broken in fireballs issues because everybody has fireballs, it is not true, most don’t have it and it is not amajor part of the GAME itself, although INSIDE Ken and Ryu game do a lot of fireballs, but it is just a minor part of the cast.
It is different, billy can poke and Ryu hadouken, but everyone has small jumps and not everyone has fireballs.
Oh. Wow!
Truth. But you won’t see a top player make bad use of it. When a fireball, after good use of zoning and several low risk/low reward taken, they approach, like Zangief and Ryu next to each other, the high risk of a fireball with the low reward is actually higher if the red fireball knock Zang down, because he have now lots of options tomix-ups,and there was another risk/reward situation in the mind-game, the Zangief jump or wait, he may eat a DP and face several mix-ups. So, although the risk of a fireball is high, the risk for Zangief to jump is also High, somehow it just compensate each other, the mind game is fucking strong in that situation.
If Zangief could just do a small jump and break in, or wait for Ryu’s back/vertical anticipation jump, or maybe dp in anticipation, well, you know, Zangief would certainly go for a small jump, or maybe you are calling that hop,anyway… that is what I’m talking about.
The small jump right there is what I call the best option, as Ryu DP is much more risky, what is good because it knocks down as compensation, or he would jump and vertical jump all day long to avoid Zangief’s small jump, if he miss one, the whole amount of damage slowly made would be just fucked by a SPD. And the anticipated jumps don’t knock down.
Note that Hadouken, one option, was out of the example situation, the simple fact that one option overcome others take some out of the situation.
Think in that situation, it happens all the time and small jump is the chosen option, because it is simply the best.
Well,my friend, tell that to the top KOF players on the video,because they didn’t know that, that is why they we not jumping a lot, just 0,57 time at a second. Maybe if one of them was not decent, we could have 0,95 jumps at a second.
Please, spare us KOF lessons. We all understood that IT IS played at high level, it does have pokes and it does have mind games, even full of jumps, thing that you agree.
But Idon’t. These jumps were are not mind game, it is about rock vs paper only. One will chose rock, we know that, the other just has to chose either rock, don’t matter if back or vertical jump, or paper, if he has a good paper, or block. It he miss one option, the attacker in the repetitive jump advantage (remember: jump is easy to execute and low risky) will just bring some 80%+ pwnage.
Spare us kof lessons.
That would be fucking hard. It has many options. Yet, I’m still not analysing a game.
Well, talk about that. I am talking about elements that everyone has, that becomes abusive/repetitive because they are unbalanced. You can bring us some infinite on one hit kill game if you want to. People will just say they know that and they love that.
Read above, it is the same reason, thy like that, fun and unbalance don’t make people avoid a game. And so scrubs they are, they are traveling to Peru next month to play with top players in that country. You should go there, call them scrubs in their face, and beat them all. Then record every match, analyze how weak they are and prove us that jump is not the main tactic and not repetitive and abusive.
They are just overpowered. They are even used as defense. The options are so few that it almost fell to two: block or jump too.
No, it was like aerial chess, brilliant use of not spammed air attacks, just absolutely genious tactics with use of several options.
Or not? Weren’t it jumps?
You are blind.
QUOTE=AcidicEnema;5195308]
At 4:18 you missed (or purposely omitted) a very big example of how jump can be punished with big damage in KOF.
[/quote]
No omitted. I got one video where Ryo punishes 90% of Iori jumps. The results of the analysis just give it that the punishments for 170 jumps is just so small, yeat giving us 0,57 jumps at each second.
So you get one punishment, o poke and say: It has punishments, it has pokes.
You are blind.
Yes. Thank you, I got it.
You think that jump jump jump has some deep mind games on it, it is not abusive, and it is not the best option, and now you want me to play kof and jump jump jump to understand how deep it is, than I get a kof player diploma and my writings will become acceptable. Probably.
No, they are anticipation. Jump on reaction will never reach the hight to beat the opponent who already jumped.
I don’t get it. It is full of jumps, Acidicenema just defended kof.
Good truly point. Jump CD is not very good, it is just pressure. But it does damage and in give situations, is the best option, as do damage is the objective.
Good analysis you brought, really. But I asked you to spare me to say kof everytime as I was referring to KOF02, kof98 is a lot different, I used to play it a little bit late at 99 and I like it.
Yeah, it is about that!
Agreed.
Sure,man, but it is a fair extensive work. I really would like to do that, but, although we don’t have the counters down there as subtitle, you can still count the different approach options.
From different skilled player, that would be a mess as everybody would just point at my face telling me the players don’t know what they are doing, and, besides that, I want to prove that the tactics has overcame others, so I must be from skilled players. Other option could be different top players, yes, different know names would be ok.
I will maybe do that, compare to other options.
You are a retard and the point flew over your head.
My comment about fireballs in ST being the only dominating tactic wasn’t meant to discredit ST, but to show what someone without knowledge about ST would say to discredit it. Which is exactly what you are doing against KOF; your complete ignorance about the games you are trying to analize makes you look stupid.
By the way, calling me a KOF fanboy is the most retarded thing you could do to support your feeble argument since '98 is the only KOF I like and I spend most of my online time playing ST on GGPO.
Sorry, but I don’t buy into your backpedaling. You were talking about KOF as a whole.
So yeah, stop trying to cover your ass with “but I was talking only about 2k2!”. And even if you were talking only about 2k2, you would still be wrong (ABC top tier).
Extra mode has dashes as opposed to running, not hops. Hops are small jumps.
Which would be a hypothetical scenario, I guess.
Oh, but you were talking about KOF as a series. And what better examples than the top tier? Especially when you say that short jumping > *?
More than you have, clearly. How would you define a character with great pokes and agility that allows him to get away after getting a life advantage?
Uh, but about half the cast in ST has projectiles.
So, are you going to keep going on with this troll thread / display of ignorance?
People are arguing that you have a completely ignorant view on KOF, not trying to say that KOF is better than ST or Marvel or whatever. And I could care less about any idea you were trying to prove with your ‘essay’ when you give false examples as proof.
Precisely my point. Perhaps with (much) less hyperbole, but yes.
Jumps with some measure of thought and reason behind them. Is it so difficult to see the difference?
Annnddd… Your dick is short and your mom is a whore. Internet ad-hominems ftw. What was your point again?
How hard is this to understand. Jump attacks have different functions depending on how they are timed. Jumping on reaction will lose to an EARLY JUMP ATTACK. But early jump attacks CANNOT LEAD TO COMBOS. The appropriate response to an early jump attack is to block and counter (with a fast high priority attack or a grab) or crouch B> combo. But trying to do that doesn’t work against a LATE JUMP ATTACK, which can be countered with a… wait for it… JUMP ON REACTION.
Tada! Rock paper scissors balanced, more or less.
This is a false dilemma. For 2 reasons.
- If different types of jumps add additional options, then even if some other options were diminished by the dominance of jumps, there will not be a problem, in terms of mind games, IF THE SUM TOTAL OF DISTINCT VIABLE OPTIONS REMAINS THE SAME. That means, even if one were to buy the argument that walk-ins and dash-ins are obselete in KOF (which is demonstratably untrue), the game still has room for mind games and strategy as long as the approaches made obselete were replaced by other, distinct viable options. That is precisely what I tried to show when I broke down some of the match examples which Azis posted (which he conveniently ignored by PLEADING IGNORANCE and calling me blind).
To argue that a game where jumps are used more heavily is tactically imbalanced, even though the options added by jumps equal or outnumber the options made obselete, is a GROSS MISUSE OF THE TERM. It would be more accurate to simply say “I don’t like jumps, hence I don’t like KOF.” That would be more honest, rather than trying to misrepresent the options present in the KOF jump game, and simply call it “tactically imbalanced”.
- Dash/Run-ins and walk-ins are present in every single KOF game. Especially run ins, which probably happen even more than jump ins, because so many characters have run in attacks that also double as anti-air (e.g., Kyo and Iori stand C).
“So what” is the best counterpoint IMO. Gamers can have fun with any of the other options in the game.
Plus, this thread basically shows that 2k2 has a lot of jumping. No matter what you write, there is data for that. It is not conclusive, but it is the best we have so far. That doesn’t necessarily applies to other KOF games.
Some guy commented on MvC2, but you will rarely see people normal jumping in that game, especially to attack, since crazy airdashes will kick your ass. Sjing is basically like walking in other games, where you can change your position at any point during the arc. Pretty cool and adds many options.
I really don’t see why people consider ABC top tier. I see Angels and Kims winning all over the place on YouTube. I rarely see Athena, and when I do she usually gets owned. This looks like those theoretical MvC2 tiers where Strider was undeniably first, and Mag wasn’t top 5. I don’t think ABC is tops at a worldwide top level. Maybe locally, since some characters seems harder to dominate than others IMO.
I think azis has good points when he mentions facts. His conclusions are a bit of a stretch IMO because KoF may of course be simpler than many other games, but if it were just a rock paper scissors jump fest people would simply not play it, as they do with rock paper scissors itself.
That’s pretty much what azis said. You just described the game as a rock paper scissors jump fest. Which isn’t bad per se, but I’m sure the game has a lot more to it. I like it better when you write about the other characteristics of the game.
And to whoever answered me on ST, I agree. I’m not saying that ST sucks. Just that Sagat and Akuma’s fireballs are freakishly strong and don’t give you many options against it. There’s a whole game in there, and I mentioned just a minor part of it to give an extreme example.
No that’s not what Azis said. He called it tactically imbalanced, and specifically framed it in terms of one option dominating all others, hence eliminating the space for mindgames.
Now, I’m going to repeat my point, because this is important to the substance of the argument.
To argue that a game where jumps are used more heavily is tactically imbalanced, even though the options added by jumps equal or outnumber the options made obselete, is a GROSS MISUSE OF THE TERM. It would be more accurate to simply say “I don’t like jumps, hence I don’t like KOF.” That would be more honest, rather than trying to misrepresent the options present in the KOF jump game, and simply call it “tactically imbalanced”.
To see this, lets look at a game of ST and compare the amount of time spent standing/crouching and compare it against the time spent jumping. Now I’m pretty damn sure that the time spent standing/crouching is going to outnumber the time spent jumping by a WIDE MARGIN. Yet no one argues that ST is tactically imbalanced because STANDING OVERPOWERS JUMPING
See my point?
The average scrub who says “I don’t like ST because everyone just fireballs” is MORE HONEST THAN AZIS because he’s not trying to rationalise his likes and dislikes by falsely representing the game.
That makes you both cool and serious business.
I’ll try to dig some info, to answer.
By this genius comment, it is like… Justin Wong is the only MVC2 top player. Who cares about Sanford, Yipes, Duc, Smoothviper and so many others?
I said I’ll try for some info. Don’t know why I stop by this…I think it called my attention.
I’ll follow, if Cronopio has some interesting thing to say, I’ll get into it for discussion right away.
Swearing boy, if I say something is full of jump, it does not mean it is 100%. As if I says “repetitive jumps in all games of the series”, they are repetitive. In terms of which is the most, Kof2k2 is the one, and, it was the example. Kof 98 still has lots of jumps, neither Emil neglect that, but as it is not so fast, it has more options, it is different, is there a problem for me to say that?
MAN!!! I got your whole point. Your are telling me that these jumps are full of deep tactics inside. Also, you are telling me that I cannot sense how deep it is because I’m no kofer. Please, do not repeat! I got it.
Now, can you got my point?
It is full of jumps because the jumps are powerful. Ok? Simple!
For the “repetitive tactics destroys the mind game” you can think about lots of examples, as kof piss you off, or understand that these tactics and mind games are just weak, as the power of jumps itself made the other options null, that is why we don’t see them (or rarely see them, because you like to get Billy Kane to say the game has pokes and a video where a dragon punch lead to 40%+ to say Dragon punches are a common and good option).
Think about bison scissor then grab at CE as a “no Mind Game tactic”, as it mainly deals with ways to avoid it, then if it happens, the mind game after will be reduced to “reversal Flash Kick or not? Reversal Shoryuken or not?”, there is a little Mind game on that, but it is just as poor as the remaining options Rock and Paper. Note that it still has little Mind Game, put it is poor. If Rock has 70% of success and and scissor and paper 15% each, if rock is the best, and paper is the reversal (the shoryuken or flash kick in the example), thus, the answer for rock, the dominant tactic, we will remain with two options where we could have a bunch. But think about it, for a scissor kick you need a way to break in and it is a special move, not a single walk and grab, which could be avoided with a single c.kick.
Maybe that makes you chill a little bit… Geez…
The rest of posting is full of hate felling and repetition. Don’t repeat, I got the point that the jumps are deep in mind game.
Look, one more offense and you won, you messed the thread and that is it, if that is what you want, then I go away and you swear my mom as you wish in my back, and maybe more.
Maybe swearing and bad manners are the result for KOF fanboyism.
I doubt that if you go for analysis at tick throw on SF2WW or Bison and Guile being tops at SF2CE or one hit kill infinites for XMvsSF, people fans will act like you, that they’ll gonna bitch about something you say. You guys got strangely offended by some truths in a way that we don’t understand.
You started the name calling and once people called you on it you get all whiny? Tough.
You’ve also failed to address my point on you misusing the term tactical imbalance. Read my last post and engage the argument or leave like you’re threatening to.
People stand more than they jump in ST. Standing is almost always the strategically superior position. Does that make ST tactically imbalanced? Based on the way you’ve ‘identified’ tactical imbalances in KOF, the answer would be yes. Ludicrous, isn’t it?
Well, it’s pretty clear by now that you are just trolling because it’s hard to believe you are naturally this retarded.
What? Fanboy? You are a fanboy! And in response you swear my mother? If so, you have serious problems, or I didn’t recall where I lost my manners calling you names.
You don’t read. It is unbalanced! You are not right on that point by some misuse of term issue.
It is the dominant part of the game because it is unbalanced. It is the response for itself because it is unbalanced.
Small jumps are the main way to approach, to break in, to lead to victory, to pressure, even to do high/low mix up and to approach and grab.
IT IS UNBALANCED.
Man, what may I have yet to read.
According to this, stand is the best way to win.
Yeah, probably is, because if the other opponent stand too, you both will get a double perfect, so good it is. Geez…
No. You asked for evidence. I gave you evidence. You ignored my evidence and called me blind. That’s not only insulting, but very disrespectful.
Let me present to you your original argument.
- An option that dominates all other options creates a tactical imbalance. This imbalance takes away the need for mind games. Jumps in KOF are such an option. Hence KOF is a tactically imbalanced game/series.
That is a sound argument, but its based on faulty assumptions.
What Emil, Cronopio and I have done is to expose these faulty assumptions by systematically showing you that jumps DO NOT reduce options in KOF98 and 2k2. Hence mind games remain present in both games.
Then you shift your argument to:
- There are many jumps in KOF. Hence KOF is a tactically imbalanced game series.
That is a BAD argument. Because you need to show how having jump dominance 1) reduces options and hence 2) eliminates mind games, in order to show that a tactical imbalance exists.
Not only did you “shift goal posts”, but you did it so that you could ignore all the points made by the three of us.
That is called INTELLECTUAL DISHONESTY.
If jumping is so good and dominating, why do KOF players even bother walking / running? ALL action should take place while jumping since it’s clearly the option that beats everything else in the game.
You want good kof2k2 pokes/normals? Daimon far A, far B. Iori far D, far B, hop B, hop D. Ralf crouch C, far C, stand CD. Kim far A. Whip crouch B, vertical jump C, vertical jump A, stand CD. Billy crouch A, vertical jump A, jump C, f+A. Benimaru far C, far D, far B. Yamazaki crouch A, far A, far D, jump B. Athena crouch C, far C, even far A. Choi far A. Leona crouch B, jump D. The list goes on and on. But even so, you weren’t initially talking just about kof2k2, as was pointed out.
Anyway, watch this:
[media=youtube]Ifs-x8dp35E[/media]
Zangief doesn’t need to jump the fireball to punish. And actually, the risk is lower if Zangief gets hit by the fireball (and faces mixups after) than Zangief jumping the fireball and SPDing (as this can very easily lead to the end of the match).
You are taking “full of jumps” out of context, as I said before. It has many jumps, but the way in which they are used is different, and they have different purposes. You cannot put them into one category and claim tactical imbalance.
As I said, you cannot group all jump attacks as “rock”, that’s silly. Depending on the type of jump chosen (assuming he even decides to choose to jump, which they don’t always do most of the time), the defender will have to react to it with a different action. This was already discussed…early jumps, later jumps, safe jumps, etc.

No, they are anticipation. Jump on reaction will never reach the hight to beat the opponent who already jumped.
Um of course they can, you are not taking into account how early the opponent decided to do the jump. If he does it really early, it has a higher chance of hitting because there is little room for counter but cannot be comboed after. If he does it late, then well…it comes out late. Obviously if it’s coming out late, you can jump with an early (and very fast) jump attack of your own to beat it. This is pretty common sense.

No. You asked for evidence. I gave you evidence. You ignored my evidence and called me blind. That’s not only insulting, but very disrespectful.
With lots of posts, it is possible that I may forgot something. This does not give you the right to call my mother a whore. This in not only disrespectful, but insulting, and the best I must do is simply ignore you, as insulting me and my mother is translated as an invitation to ignore you.

Let me present to you your original argument.
No, you don’t need, it is in the first post, and I know it well.

- An option that dominates all other options creates a tactical imbalance. This imbalance takes away the need for mind games. Jumps in KOF are such an option. Hence KOF is a tactically imbalanced game/series.
Please, one break. Is it imbalance or unbalance? Because my Firefox corrector show both as correct.
“That is what I call the “TACTICAL UNBALANCE” that I want to talk about: One tactic overwhelm others clearly, allowing abuses”, and then “Just have in mind that the “Tactical Unbalance” makes the best option/tatic/action be used abusively so that it takes the mind-game out of the game”.
I know it is like the assumption that it takes the Mind game out of the game, so the game has no “Mind Game in it”, it becomes different from the original text in portuguese, but the general idea is that the best option/tactic/action will be selected by both sides, so that there is no Mind Game in that selection, it is the option you will prefer. Just like Ryu one mile away from Honda. Ryu’s best option is Hadouken. What happens after is a whole new situation. Imagine if Honda has no way to pass that Fireball, or it is highly difficult, only jump ahead (imgine that vertical jump always sit on the slow and medium fireball) and imagine that all the butt smash falls far from Ryu, so that he can just step back and do fireball again. Hadouken would become abusive. It would take the Mind game out of that situation, so that Honda can just walk in anticipation. Now that they are close, Fireball is no more the best option, it is dangerous now. Honda did not thought to walk, it is like, the only way to avoid getting stuck in the repetitive Hadouken situation is to act in anticipation.
I don’t know if it was not so clear in the text, I think that maybe you read it already furious. So that you said that “This imbalance takes away the need for mind games. Jumps in KOF are such an option. Hence KOF is a tactically imbalanced game/series”. I didn’t said that. I didn’t said you don’t need brain to play kof. I didn’t said Mind Game in kof is zero.
But I said that the repetitive jumps are punished mainly in anticipation and the jumps situations are poor in Mind Game.

What Emil, Cronopio and I have done is to expose these faulty assumptions by systematically showing you that jumps DO NOT reduce options in KOF98 and 2k2. Hence mind games remain present in both games.
No, Cronopio was swearing and Emil was nicely bringing situations where there are options and way out for jumps at kof98, yet agreeing that some ways to avoid a jump in is the jump, calling it snap jump or something.

Then you shift your argument to:
- There are many jumps in KOF. Hence KOF is a tactically imbalanced game series.
That is a BAD argument. Because you need to show how having jump dominance 1) reduces options and hence 2) eliminates mind games, in order to show that a tactical imbalance exists.
Dude! I didn’t said Kof is a tactically imbalanced game, I said they have the perfect example of imbalance in their basic actions.
“The The King of Fighters series in the perfect example of this kind of abuse . The World’s Top Players matches are composed by repetitive jumps. When punished, it is clearly the anticipation of the defendant, just as I said before.”
Then you tell me to show how and I just showed videos of the jump dominance. Tell how can I show a video for mind game. I can’t, you just have to study the situation and see the defendant options, the attacker options and how does the situation follows.

Not only did you “shift goal posts”, but you did it so that you could ignore all the points made by the three of us.
That is called INTELLECTUAL DISHONESTY.
I didn’t do that, I am not some kind of intelectual manipulator to shift points and then make some word game to make you confused or something.
There are no goals, the point of this thread is yeat in the first and second post, which remains unedited untill now. Te second post I edited right after posting. Altough yet if UNBALANCED should be spelled IMBALANCED, I will have to edit.

If jumping is so good and dominating, why do KOF players even bother walking / running? ALL action should take place while jumping since it’s clearly the option that beats everything else in the game.
See the videos.
Now see why top players at kof dont bother walk or run.
Can you notice the difference?
Let me say: Jumping is better.

See the videos.
Now see why top players at kof dont bother walk or run.
http://br.youtube.com/watch?v=KEPlRY-4nRs
Can you notice the difference?
Let me say: Jumping is better.
If you’re trying to show what high level kof play is like when you aren’t jumping around that much, then your video failed because those guys are noobs. Watch these instead.
[media=youtube]Ifs-x8dp35E[/media]
And this one:
[media=youtube]HNwBiYJauMc[/media]
Btw, there is a PERFECT example of anti-airing a late jump attack with another jump attack, at 1:57, on reaction. The mindgames, especially in the second match, are extremely high.
theres no such thing as tactical imbalance
its called ‘a different game’
this is like me saying quake is tactically imbalanced compared to cs because you can bunny hop everywhere and its the fastest way to move

If you’re trying to show what high level kof play is like when you aren’t jumping around that much, then your video failed because those guys are noobs. Watch these instead.
It was not intentional. I was just looking for ABC videos or yessterday that people claim is DAKOU, so no videos for abc or dakou at 2002, (there is from dakou @ 98), so I found this one. It is not like write at the YT search field “kof 2002 where they do not jump so much” and then you find.
But now you are talking!
[media=youtube]Ifs-x8dp35E[/media]
In this video they suck as the one I showed, a little bit better.
And this one:
[media=youtube]HNwBiYJauMc[/media]
Btw, there is a PERFECT example of anti-airing a late jump attack with another jump attack, at 1:57, on reaction. The mindgames, especially in the second match, are extremely high.
I think this is just a non aggressive match as the ones I showed. I don’t know them, but they don’t look top tiers . Maybe because it was a championship and they were afraid, that happens a lot.
And yeah, the pace of the match made it easy to see some Mind Games.
But as I said, a match is not representative of the whole. We must analyze it statistically to have the mean.
You were looking videos to evidence some other tactics, but the ones I brought, I must remember that was the result of randomly selected top tiers matches by Nightmare, a brazillian kof player, then I randomly selected two, without never ever give even a sneak-pick at the videos.
Now look:
[media=youtube]-LjdcQqqiCk[/media]
Aren’t they better?
And there are pokes! About 7 times A with both Kim, there were two and then 3 in a row. Here is what matters: Don’t kill, don’t do damage and are few if compared to the jumps.
Now this one.
[media=youtube]hXykDChPO9M[/media]
See? There are some pokes with Kula too.
But look how they approach and effectively break in with insane combos. Look at the last combo of Kim. It was not 80%, it was 90%! It came from 2 jumps in a row (not counting the 2 defensive right before).
If you wanna contribute, you can count and subtitle jumps in attacks in these other 2 videos I just brought, and maybe compare it to others ways to break in, compare damage possibility caused by both, but we already know jumps are better and have high possibility of damage, besides low risky.

Please, one break. Is it imbalance or unbalance? Because my Firefox corrector show both as correct.

Te second post I edited right after posting. Altough yet if UNBALANCED should be spelled IMBALANCED, I will have to edit.
“Imbalance” is a noun, meaning the state of a lack of balance, as in distribution or proportion. Mathematically, it is a lack of symmetry. “Imbalanced” is an adjective.
“Unbalance” is a verb, meaning either to put out of balance or to derange the mind. “Unbalanced” is a noun, meaning the condition of being unbalanced. (I’ve always hated words that are defined by themselves.)
Grammar is not my strongest suit, but I’d guess “Tactical Imbalance” would be the more correct term? I may be wrong, though. I hardly ever use the word “imbalance,” except in situations where I’ve always heard it used, like “hormonal imbalance”.