V7: The SoVA (Hampton Roads) Thread

…And remember, THAT is for the one at MOUNT PLEASANT

For the PEMBROKE MALL one on this SATURDAY, the tourny startes at 3, with setup and all beginning at 1:30.

They’re completely different tournaments, but I’m just clarifying to be safe…

http://www.youtube.com/user/samalus#p/u/6/IjBn-JzatBY

OH SO SEXY…

i’m gonna have to agree…i kinda hope that game doesn’t suck now

I’ll be going to Lucky’s tourny in NC this sat. Anyone interested in riding with me?

I just hope I want to play it, even though nobody else will…

what system is the tourney at pembroke gonna be played on

Check first page and click on the link for his tourney for full details.

Now THAT looks like Kof. Also, looks like they’ve implemented some type of cancel system. I can’t remember if that was ever in any of the previous games.

fancy cancels they were calling it?

hah…

oh and ex psycho crusher goes though fireballs?

ugh…

now that kof looks alot better. i hope its good cause i dont wanna see kof go downhill

3 360s, and a PS3. I provided the PS3 personally, so I know we’ll have that with all characters unlocked/ 10 costume colors (no alts though.)

The 360s were getting from other stores.

Also, steal my PS3 and the term “Murder” won’t begin to describe what’ll happen to you.

Hope you had your eyes closed last year.

Yeah, I think that’s the main issue: Will people play it? I think it’s going to take a lot more than Mai’s bouncing tits and a canceling system on par with 2002/SvC to get people to like this game. If people didn’t like KoF before, I don’t see why they would later, especially if the next game is just a MVS-style update. It’s just not nearly as attractive as SFIV. I dunno how else to put it. The same could probably be said for VF vs Tekken.

I like how that ballroom was just full of Mai banners, like that’s the main sales pitch for KoFXIII. “Mai is in it.” Yeah, but KoF had Mai in it before. Now you’re just back to where you were before you took out a shit load of characters and moves. What’s next from the KoF fandom? “No Rugal, no buy”? See you in the Rugal-banner ballroom in 2011, gentlemen.

And I dunno why people are saying the game looks better, on Youtube quality no less. It looks the same. Don’t you guys remember what XII looked like when you were playing i—wait, never mind.

Gameplay wise, all I noticed was that Kyo’s throw knocks the opponent away from him now and his d/f+HK still looks stupid safe even when the opponent is in the corner. And yeah, he had an air Serpent Wave, that’s neat. Lastly, people are already bugging out because Mai’s super can be stuffed by a j.HK on start-up. It’s not Street Fighter. Not all supers in KoF (especially when XII came out) are going to have invincibility because they’re used for other things. Like Terry…his Geyser combos easy after crouching jabs. Ryo/Robert/Kim can easily combo their supers after a blowback (HP+HK), etc etc etc. If you want supers that won’t get beat-out by a normal the moment you activate it, pick Kyo, Andy, Ash, or Elisabeth. Just don’t pick Clark or Daimon.

I personally said it was sexy because of the shit in the corner… nothing besides that… your right it’s a damn youtube video.

Where were they on the hill before?

im scised on KOF13…

Re Chun’s Ultra being the fastest in the game: Actually, that’s not true Ultimate Final Atomic Buster is 1 frame. But you can’t counter a throw so I suppose that doesn’t matter. Either way according to the frame data in the Strategy Guide, Blanka, and Fuerte have faster ultras, and Viper and Guile’s are the same speed as Chun’s.

Re Fei vs. Makoto: Assuming Makoto can still combo off Karakusa like in 3s, the Fei player was taking a huge risk. I know because I sometimes try to parry the follow up hit (it works more than you might think.) Either way just straight blocking is the safer option, and I still wouldn’t bet on a counter ultra being useful because, even though it may look fancy, you forget that this is turtle fighter 4 and blocking beats everything (except Zangief.)

Oops forgot about Gief’s.

How was Fei taking a huge risk with that? If Makoto would have completed the combo which is possible(from Justin Wong’s video on Makoto) he would have just taken the damage normally. He did Ultra assuming he fucked up his combo, which that Makoto player did. How the hell does parry = counter ultra in this situation?

Oh and Kyo’s aerial d+HP is there. How could I miss that. The shit’s only been there since uhhhhhhhh 19-fuckin-97.

This PS3 game data shit is stupid. Since I deleted KoF from my hard drive (but NOT the save file) my options are all reset and my downloaded tracks are gone. My buttons even got set back to default. Well at least the lame-ass art gallery is still unlocked because it took a billion hours to get.

Should’ve bought a 360.

The huge risk is simply in not blocking. I don’t know how much damage Makoto gets off connecting the HP in IV, but in 3s, if she has SAII, it’s a huge chunk of your life, or a retarded mixup, or both. So I’m used to that kind of damage from her. I suppose had the Makoto player connected, then Fei wouldn’t have used the Ultra and still had it, but we don’t really know what kind of damage Makoto gets off connecting that in IV, especially since her U2 is her SAII. I hope they don’t let you combo into it but it’s Capcom, they probably will.

Essentially you’re saying that the counter ultras are for punishing people who attempt to do difficult links and fail. Thats a limited usefulness. Hopefully your opponent isn’t going to attempt difficult links unless they can get them close to 100%. You also have to take into account the execution of the player doing the ultra, they may only have a very small window to execute it, it’s quite possible that attempting to execute it in such small time will get them hit even if their opponent failed to link. And moreover, other than the huge damage from Ultra, I can’t think of a single scenario where a counter ultra is a better idea than a reversal. At least reversals beat throws and command throws (except for that 1 Abel throw that’s hit invincible) where a counter ultra won’t, and they’re breakable.

In a real match if someone has a counter ultra, the other player is gonna turtle hard, or bait that ultra all day, it’ll only work against people who are predictable (who you should beat anyway) or who are rushing you mindlessly. Plus they only gave them to characters who have to be offensive to win, which is sort of good and bad, bad because they can’t afford to turtle against most of the cast and that’s exactly what having that ultra built will make the other player want to do. Good because it gives you extra rushdown mixup and since neither of those characters have teleports or fireballs, it prevents people from playing like Seth. Empty jump-in Ultra ftw? In the end though, turtling still wins, cause it’s Super Turbo IV.

Counter Ultras aren’t useless, but they always worse than whatever your U1 is.

EDIT: I just thought of a situation where counter ultra is better than a reversal. If there’s 2 or less seconds on the clock you could use it to win from time out provided your opponent is too far to throw you.