The King of Fighters 2000: GO GET 'EM SETH!

IIRC they both should work

Just want to verify I was able to TK Leona’s air super. I guess it did it wrong yesterday or something.

Anyone mind if I link the GGPO casuals me and Hatred Edge have in this thread? We’re not Top level or anything but I’d say decent; we’ve been having fun with it recently.

Figure post these if anyone might want to watch since these subforums only seem to have foreign matches, which are great to watch but kinda bores me when they’re the only ones available.

yes why not?

Not sure why someone would decide to record super laggy matches…and then post them on a forum.

The first step to being decent is to acknowledge how much you suck and how much you have to improve. I spectated some of those matches, no one could execute anything. Lag or not, it was bad…

^ Its pretty variable; and we had some decent speed and other’s laggy. Obviously I discard ones where we made major fuck ups due to lag.

Its funny you mention that though, since I note when people come spectate (and leave) the lag increases even more. So if you were one of the people coming into watch, thanks for that. I’ll remember to close the main GGPO window in the future to prevent this spectator nonsense.

http://www.youtube.com/view_play_list?p=F3467646876560E8 - 2000 playlist

I can create a list of exactly where lag screwed me up and exactly what I was trying to do. We need to get a better connection.

^ yeah. In one of the matches, after I called out Joe and I jumped in (fuzzy) and tried to do a tick throw with hcb+P. …Nothing came out, she just stands there. That said, its not too bad but yeah.

Okay, I need a second opinion on this; My teams are composed of Kasumi/Takuma as battery, Leona as Middle and Vannesa as anchor. I’m using Joe as an assist for the moment; I don’t like how he stacks up with Leona. After he connects my followup options seem limited; I thought maybe air super would work but if whiffs…maybe a timing issue? Only other thing I can think of is charge 4, 6+P and maybe get a juggle off of that (haven’t tested it). Its fine with Kasumi, Takuma; vanessa is…iffy. I got crazy puncher to connect after it, otherwise only thing I can think of is jumping normal juggle. Maybe I should try Seth or something?

I think increasing the damage potential off the assist hit with her would be very important.

What were you recording with?

Juggle with Joe striker? that’s not the point. The point is to continue the combo on the ground before Joe can send them in the air. If Joe does his final hit that sends them into the air, the combo is lost. You have to position yourself such that Joe does his initial hits but then goes out of position so that the last hit doesn’t connect.

Vanessa has it easy with Joe, she has a number of knockdown moves like hcf+P, dp+P and her f+A(as a juggle to knock them down) that leads directly into Joe. For example, crouch C, A dash puncher, run up f+A(knockdown), call Joe, roll forward to switch sides, close C, f+A, dash puncher, repeat.

I save the input and record it offline with Fraps. That “lag” you’re seeing in the matches isn’t actually in-match lag (replays don’t capture lag of course) but Fraps falling to 30ish, 20ish FPS while its recording the window. May have something to do with me running multiple programs at once or something.

Ah now I get it; makes sense now.

Yeah Seth is good, but like Emil said there’s just a specific way of using Joe. The advantage to Joe is when he hits OTG it sets the opponent to a standing position which allows you to do a full ground combo, he’s not a juggle striker because the last hit of his attack makes the opponent instantly INV. Any move that forces the opponent to stand still is also useful for making the opponent not get hit by Joe’s last attack, so you don’t always have to cross them up, and he also naturally whiffs in the corner. Also, anyone with a command throw can grab the opponent while Joe is hitting them on the ground (after an OTG), for example Kasumi’s hcb+P while Joe is hitting.

I don’t think I saw anyone use Takuma’s 6A 3B, and with King I didn’t see a striker call after her command throw at all.

Huh. I didn’t know 6A cancelable property allowed it to be canceled into 3B. I’ll remember that.

Lag. That’s why. Also I try to stay away from calling Iori with King because she’s my battery. I favor using Iori with Kyo and K’ for more damaging combos.
I remember one match his Vanessa was nearly dead and I did crB qcf+A fwd+B with K’ to kill her off and the crB connected but the qcf+A never came out and the fwd+B(Knee) came out because of a lag spike. There’s one match in which I was trying to do Double strike and I couldn’t. I was midscreen doing far D’s. Wonder why I kept doing them again and again in that spot? Lag. Obvious striker call setups like Kyo’s crB or K’s fwd+B I couldn’t get the striker to come out. I got him in the corner once and land Second Shell for a juggle and when I tried to do heat drive for the finish, I got Iron Trigger instead. Sometimes the lag wasn’t too hindering but it was still there.

That’s why I said we needed a better connection.

do you guys still play GGPO?? i’d like to get some matches… =)

Yeah, we play on GGPO.

Yeah, an obviously high delay or choppyness can definitely make you adjust what combos you do or how you approach them. Especially if they involve stupid links. But like you said, the thing with King wasn’t lag, you just used her as a battery. That’s why it stuck out to me, didn’t see it like that.

So I was reading some info in the 02 wiki about various characters I came across Takuma’s page in which it was said that his unblockable DM can be rolled past on reaction to the flash. Does this apply to 00 Takuma as well?

I’m not sure if you can roll it but you can interrupt him out of it; it doesn’t have invul.

What, you think I’m going to abuse it or something? Nah.