Tennessee fgc represent

Sounds like me cept I don’t think KOF has been around long enough for anyone to not want to enter and get a few hundred dollars for winning unless the dude is ballin’ lol… =P

Ok so updates for July…working on Fight Night for July 3rd since we are not certain we’ll be open at the new Antioch location by then but I’ll keep everyone posted

never mind i figure it out wasn’t getting the H’s fast enough to knock them high enough for the hyper grav to connect

Me gusta! Thanks.

If I don’t enter, I’ll play A LOT OF casuals. It’s just that competitive edge is going away due to no one “really” playing. Me and like one more person takes the game really serious. If I do enter, I’m gonna run fucking team Yagami and Fatal Fury team, love playing those teams a lot real talk. Raekwon doesn’t really play anymore because no one really enters around here. I know he would do casuals in it though. I think he said he might be still down for a TN vs AL, not sure tho. As for me being good, I’m not good. I just know too much about the damn game lol. I think I’m decent to be straight honest. Thats why I really want to commentate.

“KOF ain’t paying the bills no more” - Raekwon. Nigga hella bout getting money lol.

Sadly, I might not play because our scene is dying. A lot of cats said they cant catch up and whatnot but its bs. TBH, people want to play a game that they can at least get 1 win in aka marvel, not a game that can hella make them look free because they don’t know real mindgames and whatnot.

Also, june 24th ATL Ranbats is supposedly having some Florida folks come up for KOF and Marvel. Since its a day after most of MWC(mainly kof) I would highly recommend KOF players to make it out. I’m going, almost 100% sure too.

Yeah unfortunately KOF is one of those games where you have to work really hard and get payed nothing for it.

SF is one of those games where you don’t have to work hard at all and get some good winnings.

One of these things sounds better than the other.

Yeah but KOF is more fun. I don’t care about winnings, that’s just an added bonus for me. I just want to win, and I want there to be comp.

I think KOF relies too much on knowing the cancels/customs as opposed to “pure” mindgames. It’s not as wonderful as everyone makes it out to be. It’s a good game, no doubt, but you can outplay someone and lose to something almost auto combo related whereas in SF (and yes I can see people getting caught with the Ultra and blaming that) it is a bit more controlled, which I think is why more people like KOF because it relies a lot on execution and in other games they can lose entire sets to just basics…the fact that execution plays such a high roll with damage output over anything else can make it tough for people to get into because the skill gap in KOF can become significant pretty fast…

I’ve always thought KOF is a great series, but this is the very first one taken “seriously” in the US. I’m still surprised it has lasted this long to be quite honest but it’s the best one in awhile…

I really like the fast-paced decision making of KoF, even against defensive characters like Ash or something if you are used to the general slower/clunkier pace of SF4 then it’s kind of refreshing and I’m sure surprising for the newer players. My first fg was GG but SF4 was the first I took seriously, KoF reminded me of GG in that way though. If you see a DP whiff or something you have to decide VERY quickly what you’re gonna do. How much meter do I have, what can I do to start this punish, which punish, etc.

I agree that KoF has matchups that can come down to just execution, one bad guess on a hop d.C from Kyo and you’re in for corner rape. But then SF has matchups like Honda/Bison, which are “good” and “solid” matchups on paper but are just tedious to actually play.

I heard Juicebox talk about how in SF sometimes the low level tactics and the super high level tactics resemble each other. Like wakeup Ultra, it tends to only work at low or very high levels of play, but for different reasons. Also, how blocking is usually one of the last things you do on wakeup. In Shadowloo for example there was a Cammy vs. Bison match where both players almost never blocked on wakeup (Cammy did a lot of focus dash, and just straight up wakeup dash, and Bison lol well you know). Point being, in KoF the low level tactics don’t just become high level again. I think he has a point and I also really like that aspect.

It’d be interesting if KoF didn’t have drive cancels, and only the HD bar. I think it’d be more “ideal” then for the people that aren’t lab monsters.

Were any of you planning on coming to Miracle’s birthday party tomorrow?

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The part about outplaying someone is definitely true sometimes, but that’s just the nature of the game to me. Losing a non-anchor character is not losing a game. If you lose a character, the next round you could just land one hit and take out that character with no meter or health lost most of the time. Two skilled people, anchor to anchor is just who lands the first hit… And that’s fine by me. In anchor/anchor you aren’t usually going to fall into the “outplay someone, get HD’d and then die” scenario unless you dropped YOUR combo or you didn’t have enough meter, which is your fault. Another thing about KOF is that… meter definitely means more than SF. If it is anchor/anchor and you have full meter and they have none, you are at a massive advantage until the point that you can’t take any single hits or chip, even if you are down on life. I would much rather start the last round with high meter and low health than the other way around.

I don’t think it is a good or bad thing, just how it is. I mean, you say autocombo but I see Tokido, Bala, Reynald and whoever drop the most basic stuff all the time that they could probably do literally 100 times in training mode in a row. Everyone drops combos in KOF because the tension is high and they aren’t easy, and even if they are pretty easy, they are usually easy to drop. By that I mean, they usually have to be juggled a very specific way, and theres other factors like if their back is turned you have to do a completely different combo. If you drop a combo in KOF, you die, and it is your fault.

But, at the same time… you can win with low execution, and also there are several low execution characters. For instance, someone with a powerful grasp of the game and the character will beat your entire team’s collective ass with EX Iori, EX Kyo, Billy, Clark and never do anything impressive or difficult as far as combos go. You’ll lose to Athena, King and Ash players who never did more than a 3 or 4 hit combo all of the time. Karate is easy as shit and he’s S tier. Basics, fundamentals and shit like that still definitely win in that game… you just have to be able to do more combos, block and punish better than in other games. The combo ability you need to win in that game isn’t as high as everyone initially thinks, either.

You are still right in some ways, I think the ‘pure’ mind games aren’t quite the same as SF but they are definitely there, it can just more about the actual mixups than simple mind games, because the dynamics of mixups are usually much higher in that game and have much higher reward and risk. Again, I don’t think it is black and white bad or good, but it is a reason so many people can’t get into the game.

KOF is better than SF unless we are speaking ST and I say ST all the way.

I’m a ST player (or was) and that game can be stupid scrubby at times (1-2 moves = win) but because of the way the matchups are, the person that has the most experience in that wins…ST was and always will be the game that most people got into because they couldn’t play Hyper Fighting as well…No way in hell KOF series is “better” than SF…comparing SF4 to KOFXIII is apples to oranges, everyone has their thing but “lab monsters” as Kinetik pointed out is spot on moreso for KOFXIII than SF…the older KOFs did not depend on the HD stuff because there were other things to deal with, lol…

Either way I always thought the music and simple gameplay was what made KOF stand out but they’ve definitely beefed it up for players that want to go deeper into a fighting game…

sorry Dream I have had a little to drink tonight i should probably not have posted since the fact is i have had a little to much and am thinking in a negative mindset. I still love KOF 98 and 02 because they were amazing with footsies and no hd bull to keep them afloat.

Theres something to be said about mobility. KoF gives you a lot of options, as does GG and Marvel, so it can make for more varied interactions between the characters/players.

Yeah this is a good point to. The hop/midrange spacing game can get crazy intricate and prevents KoF from turning into just combos imo. People like to snidely refer to KoF as “King of Hoppers” but I’m learning more and more that hops are NOT free offense/mixups on good players.

I’m curious though what scrub stuff is in ST? Is it the supers? I know damage can get really high but I’ve only seen one touch death combos done in real matches with DJ and Dictator (though I think most characters have one)

Tackken/Vurshoo Fatter > Skreet Fatter/Kang O’ Fatters

Next Namco fighting game > Next Capcom fighting game

Next Sega effort attempting to bring in money to stay alive > Next SNK effort attempting to bring in money to stay alive

Cottonelle for bubble guts > Angel Soft for bubble guts

Yes, 98 and 02 are great games…I still think 03 is pretty good as well but yes, the HD stuff is really just “custom combo” central to me from Alpha 3 and it plays such a crazy roll in this game. It’s not completely brain dead but the issue of freestyling isn’t as prevalent in XIII i.e you need to know all the intricacies about your character…

NeoBlood: Sometimes adding all of those options is not necessarily a “good” thing but it’s all about the type of game you want to play and the type of engine being used…Marvel shouldn’t even be in the same breath as Guilty Gear skillwise…though again, Guilty Gear is not without its faults either but boy is that an amazingly deep game.

Watch me play ST and you’ll see what I am talking about. Spacing is important but someone can win doing 1-2 moves. I wouldn’t exactly call that highly skillful.

Dizzies are high, the gameplay can become rote and you’ll die in 10 seconds if you don’t know what is going on…

I mean, the way the OG games are setup is to do the same thing over and over again until you win in a fairly efficient amount of time. It’s a lot harder in SF4 because you essentially have 4-5 opportunities to make mistakes and in ST “maybe” 2 opportunities to make mistakes before you lose the round…I just don’t see how the game can be ultra mega skillful just because you know how to knock someone out of the air with a fireball and keep them jumping my them landing on a fireball, lol…obviously that is just an example but there’s a bunch of games I am good at that I think are not skilled and games I am not so good at that I think take a higher level of skill to play…so I’m not biased or anything =)

I think the games I am really good at it from a tournament perspective are:
CVS1, CVS2, A1, A2, A3, HF, ST, MK2 and out of all those I think only HF and A2 and CVS1 are “skilled” more than the others…

The ones I am good at but know I have weaknesses are:
Ae2012, 3s, UMK3, MK4, SVC Chaos, SFXT, KOF 98, 2002, 2003, Virtua Fighter series ( I really only think AE and VF (deepest fighting game) are good out of this lot…UMk3 has some dumbbbbbb stuff in it and it’s defended like nobody’s business…

The ones I sort of play that I am not great at are:
Guilty Gear, Tekken 6, KOFXIII but out of all those I think Guilty Gear is the king of skill and then Tekken coming up right behind it…KOFXIII I think people just got so sick of AE and Marvel and SFXT, lol…

Also, keep in mind “games with options”; the first SNK game taken seriously was a Capcom game with SNK characters in it. Capcom vs SNK. It has the options everyone is referring to but people didn’t like the game as much because of “4 buttons” (if you can believe that garbage) so CVS2 comes out with options that make KOFXIII look like child’s play and not to mention roll cancelling and the game is played for years and years because it was the last game available for awhile.

Imagine having to deal with knowing about 6 different grooves with your characters and applying all the options available to them…along with 50+ characters. That game was a royal headache but KOFXIII doesn’t flow as well as CVS2 and at the very least the “bs” in CVS2 was limited to A Groove and C, A, and N Roll Cancelling (with P being the wild card) and K being the Garou MOTW beef groove and S being the gimmick from 98.

whose to say I haven’t been :rock:

I’ve kind of always wanted to try out CvS2…seems interesting enough.

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