Thanks for the reminder. Added the two most recent Atlus tutorials to the OP. Really pleased with how well they came out. I hope they help people!
I finally got to download EX Kyo. I'm actually having way more fun with him than I was expecting. Took him online and actually got two NeoMax finishers. Finishing with his NeoMax is especially cool since the dramatic KO pause occurs while the entire screen is on fire. It really gives the impression that Kyo set the world on fire.
EDIT: XIII has been confirmed as a main game for Evo 2012! Just a few months ago, this seemed like a pipe dream. Can't wait.
Mr. Karate was released as DLC today on 360. PSN version is coming eventually.
He's pretty fun. Not sure who I prefer between him and Takuma, though. I think Mr. Karate's specials feel more traditional, like a mix of classic Takuma and Butt from MotW. He's also one of the only KOF character (to my knowledge) to have jump cancellable normals. The end result is a characters that's both beginner-friendly and technical. Really looking forward to seeing how he does in tournaments.
Nah, I understand how it is. I sometimes have bad runs playing randoms and get a punch of 1-bars in a row. My patience doesn't last very long.
On that topic, I can't wait for the netcode patch to allow me the ability to refuse matches against 1-bars. I'll gladly play 2-bars, as those can be playable, but 1-bar is just a waste of time.
Next time you see me on, try inviting me to a room. I'm curious if the rumors about host advantage are true.
I believe the A version of his elbow is neutral on block. C and EX versions can be punished, but you need a very fast move (probably an EX). There's no easy punish for the move, but the best approach would be to see what your opponent is doing after it. Is he spamming crouching Bs? Short hop him. Is he blocking? Walk up and throw him. Is he just repeating A elbow over and over? I guess try a move with invincibility on start up, but that varies between different characters.
All of Andy's other specials are much easier to punish, so one of your strategies should be to try and bait them.
I believe the A version of his elbow is neutral on block. C and EX versions can be punished, but you need a very fast move (probably an EX). There's no easy punish for the move, but the best approach would be to see what your opponent is doing after it. Is he spamming crouching Bs? Short hop him. Is he blocking? Walk up and throw him. Is he just repeating A elbow over and over? I guess try a move with invincibility on start up, but that varies between different characters.
All of Andy's other specials are much easier to punish, so one of your strategies should be to try and bait them.
Hope this helps!
Yeah. I guess my short hops dont have much threat since I'm not yet able to hit confirm into big combos yet. I usually run king on point and the most effective thing I've found with her is st.C but its really slow and has lots of recovery.
With King, EX trap shot has crazy invincibility on start up, and can be DC'd for extra damage. I'm not sure how strict the timing would be vs. Andy's elbow, but I've seen it eat worse.
Went to a tournament today. 32-man kof double elimination tournament lasted about 5 hours...
I went 1-2. I felt like I beat the people I was supposed to and lost to the correct people as well. Lots of good clarks there. Lots of people had hd combos, making me feel like even more of a scrub.
Most memorable part was when some guy did a full screen neo max to punish my backdash. That was.. interesting.
Yeah, there are some characters you need to beware. False movements can mean the death of you if you don't know the match-up.
Yeah he did full screen neo max with ex kyo... I really should sit down with the dlc characters... and all the characters for that matter. This one guy was blowing up dudes with Ralph and there were at least two leonas.
Anybody play New Iori? I'm trying to land cl.B fwd.A command grab, dp.C super. It seems like the super has some weird timing or height requirements on it though. Does anyone know if there are any visual cues I should look for?
If you are doing the C dragon punch, then the cancel has to be within the first two hits, I believe. It may actually be the first you need to do, though, as they might go too high with 2 hits.
Yeah I didn't even know it was a trial. I just saw it on the srk wiki. I've been treating it as a link, replacing C command grab with A command grab, trying different timing on when to activate the super... seems completely random whether or not I land the super.
Although the ex version of the super seems to connect almost all the time... it would be nice to be able to do a 1-bar combo too.
Meh, I wouldn't worry about that combo, honestly. He has a lot of better ones.
I usually use him 1st or 2nd, but you can get some pretty easy, hit-confirmable damage from something like:
c.lk, s.lp, qcb+p, qcb+p, qcb+pp, qcb+pp, Yao Otome super (Ex if you like).
It takes two to three bars and a Drive Cancel, but it's easy and works well off of a jump in or empty hop, or even off wake up. You can do at least two c.lk and it will still connect, although you can usually tell by the first qcb+p.
"New Iori" is a little ambiguous. The terminology I most often hear is "Claw Iori" and "Flame Iori." Flame Iori is certainly the more classic version of the character, but he's newer to XIII. But judging from your combo, I'm guessing you mean Claw Iori.
The trick to landing the DM is to run forward a bit before doing dp+C. It's a small enough difference that it's sometimes hard to see him move at all. It's tricky to get down, but not impossible.
Some ways to make the combo easier are:
- use the EX version of his DM. It travels further, so there's no need to run forward before the dp.
- replace dp+C with qcb+D. Slightly less damage, but no dashing needed.
I want to spend a lot more time with shen and claw iori. I think Robert and Clark are definitely staying in my team, but I'm debating replacing King with shen or iori and mixing up the order. King is great but she seems great for keepaway and counterpicks and not much else.
The netcode patch is out. Reviews are pretty divided on how much it improves the actual in-game experience, if it does at all. SNK never actually said it was supposed to, but just that it was meant to fix various glitches and offer more options.
Highlights:
- EX Iori and EX Kyo bugs are fixed.
- The player stat reset bug is fixed.
- You can now specify opponent's rank and connection when creating a ranked match.
The last one is really great. I no longer have to put up with 1 and 2-bar matches with no way to back out of them (other than just quitting, which is lame).
Blaze: We should test the patch some time. See if it makes any difference with our connection.
It seems to be an arcade port of the console version. Really happy about this news. The amount of match videos from Asia really dried up after the console release, so this should help the scene quite a bit over there. Hopefully they'll release this on Nesica to keep distribution costs down and avoid piracy.
Also, I think "Arcade release -> Console release -> DLC release -> Definitive arcade release" is a healthy life cycle for a fighting game. Of course, that's assuming it ends there and SNK starts work on KOF XIV, or another fighting game.
I was doing ranked the other day with the stipulation set at 2 bars and up.
I only got one match that was completely unplayable. The other matches ranged from eh to good.
The netcode could easily stand to be a lot better.
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fRAWRstThe Seas CallThe Mad AnswerRegistered Userregular
edited February 2012
It seems like a vast improvement to me, 2 bars were unplayable before and now they are smooth with a few spikes now and then. Playing my friend in Cali from Toronto was awesome and lag free to our sub level 10 gameplay.
And I think I found a new love in Maxima. Autoguard pokes with a instant command throw and full screen fireball punish neomax? Too sweet.
Wouldnt mind playing with some Pa dudes. Im pretty scrubby but I figure its easier losing to you guys and learning then randoms on xbl.
It seems to be an arcade port of the console version. Really happy about this news. The amount of match videos from Asia really dried up after the console release, so this should help the scene quite a bit over there. Hopefully they'll release this on Nesica to keep distribution costs down and avoid piracy.
Also, I think "Arcade release -> Console release -> DLC release -> Definitive arcade release" is a healthy life cycle for a fighting game. Of course, that's assuming it ends there and SNK starts work on KOF XIV, or another fighting game.
Nice. The ridiculous optimist in me is hoping this might mean for some additional characters (which might eventually make their way over in expensive DLC form), but I'm happy either way.
And in case anyone hasn't heard, KOF XIII has been picked up by MLG. I didn't even know MLG did fighting games. But hopefully this will help solidify KOF's reputation as a serious fighter.
So how's the net code in this one? I am thinking about picking this up with the b2g1 deals floating around this week. I kind of went from meh to hey I should be playing that with this game in the last month or so.
E: nvm the thread was showing '10 posts when i posted.
So how's the net code in this one? I am thinking about picking this up with the b2g1 deals floating around this week. I kind of went from meh to hey I should be playing that with this game in the last month or so.
E: nvm the thread was showing '10 posts when i posted.
If you can find local players then buy this game. Netcode isn't very good. That said.. its easily my favorite fighter of this gen.
A few people have been pestering me to get it. My issue with Snk fighters has always been finding characters that have the right feel and a look I am ok with. I'm one of those people that has to like the characters look for whatever reason but I think I can make a team work in kofxii most likely K' Kula Iori which I guess are all good characters too.
Looking over at CAG it looks like this is going to be $29.99 at gamestop starting on 4/1 I am for sure in for that price.
Yeah those 3 characters are actually pretty top tier.
Then again... every character is viable in this game. Its really all about which ones feel best to you. Of course some characters work better in certain orders (athena on point, shen on anchor) while others work great everywhere (kyo and ex kyo).
I saw quite a few people on my friend's list playing this today. The exposure from MLG, NCR and WNF's The Runback is really doing the trick. It seems like myself and a handful of others have all started to gain interest in KOF.
Posts
I finally got to download EX Kyo. I'm actually having way more fun with him than I was expecting. Took him online and actually got two NeoMax finishers. Finishing with his NeoMax is especially cool since the dramatic KO pause occurs while the entire screen is on fire. It really gives the impression that Kyo set the world on fire.
EDIT: XIII has been confirmed as a main game for Evo 2012! Just a few months ago, this seemed like a pipe dream. Can't wait.
Otherwise, I'd consider him pretty middle tier.
A tutorial of sorts was posted. Haven't watched it yet, but I will later.
He's pretty fun. Not sure who I prefer between him and Takuma, though. I think Mr. Karate's specials feel more traditional, like a mix of classic Takuma and Butt from MotW. He's also one of the only KOF character (to my knowledge) to have jump cancellable normals. The end result is a characters that's both beginner-friendly and technical. Really looking forward to seeing how he does in tournaments.
On that topic, I can't wait for the netcode patch to allow me the ability to refuse matches against 1-bars. I'll gladly play 2-bars, as those can be playable, but 1-bar is just a waste of time.
Next time you see me on, try inviting me to a room. I'm curious if the rumors about host advantage are true.
All of Andy's other specials are much easier to punish, so one of your strategies should be to try and bait them.
Hope this helps!
Yeah. I guess my short hops dont have much threat since I'm not yet able to hit confirm into big combos yet. I usually run king on point and the most effective thing I've found with her is st.C but its really slow and has lots of recovery.
Thanks!
I went 1-2. I felt like I beat the people I was supposed to and lost to the correct people as well. Lots of good clarks there. Lots of people had hd combos, making me feel like even more of a scrub.
Most memorable part was when some guy did a full screen neo max to punish my backdash. That was.. interesting.
Yeah he did full screen neo max with ex kyo... I really should sit down with the dlc characters... and all the characters for that matter. This one guy was blowing up dudes with Ralph and there were at least two leonas.
If you are doing the C dragon punch, then the cancel has to be within the first two hits, I believe. It may actually be the first you need to do, though, as they might go too high with 2 hits.
Although the ex version of the super seems to connect almost all the time... it would be nice to be able to do a 1-bar combo too.
I usually use him 1st or 2nd, but you can get some pretty easy, hit-confirmable damage from something like:
c.lk, s.lp, qcb+p, qcb+p, qcb+pp, qcb+pp, Yao Otome super (Ex if you like).
It takes two to three bars and a Drive Cancel, but it's easy and works well off of a jump in or empty hop, or even off wake up. You can do at least two c.lk and it will still connect, although you can usually tell by the first qcb+p.
The trick to landing the DM is to run forward a bit before doing dp+C. It's a small enough difference that it's sometimes hard to see him move at all. It's tricky to get down, but not impossible.
Some ways to make the combo easier are:
- use the EX version of his DM. It travels further, so there's no need to run forward before the dp.
- replace dp+C with qcb+D. Slightly less damage, but no dashing needed.
I'm still agonizing over teams and forming a team, but I read a great article that talks about it: http://logicfighter.com/2012/01/23/on-team-selection-and-order/
I want to spend a lot more time with shen and claw iori. I think Robert and Clark are definitely staying in my team, but I'm debating replacing King with shen or iori and mixing up the order. King is great but she seems great for keepaway and counterpicks and not much else.
Highlights:
- EX Iori and EX Kyo bugs are fixed.
- The player stat reset bug is fixed.
- You can now specify opponent's rank and connection when creating a ranked match.
The last one is really great. I no longer have to put up with 1 and 2-bar matches with no way to back out of them (other than just quitting, which is lame).
Blaze: We should test the patch some time. See if it makes any difference with our connection.
I'll be around tonight if my program decides to not be an ass and work properly.
It seems to be an arcade port of the console version. Really happy about this news. The amount of match videos from Asia really dried up after the console release, so this should help the scene quite a bit over there. Hopefully they'll release this on Nesica to keep distribution costs down and avoid piracy.
Also, I think "Arcade release -> Console release -> DLC release -> Definitive arcade release" is a healthy life cycle for a fighting game. Of course, that's assuming it ends there and SNK starts work on KOF XIV, or another fighting game.
I only got one match that was completely unplayable. The other matches ranged from eh to good.
The netcode could easily stand to be a lot better.
And I think I found a new love in Maxima. Autoguard pokes with a instant command throw and full screen fireball punish neomax? Too sweet.
Wouldnt mind playing with some Pa dudes. Im pretty scrubby but I figure its easier losing to you guys and learning then randoms on xbl.
Nice. The ridiculous optimist in me is hoping this might mean for some additional characters (which might eventually make their way over in expensive DLC form), but I'm happy either way.
http://www.twitch.tv/funkyp/b/310477138
Level me up KoF thread!
The OS they reference is actually universal to KOF. It's detailed in the second part of this article:
http://dreamcancel.com/2011/09/16/fuzzy-guarding-tutorial-by-phoenix/
And in case anyone hasn't heard, KOF XIII has been picked up by MLG. I didn't even know MLG did fighting games. But hopefully this will help solidify KOF's reputation as a serious fighter.
Definitely going to start hitting C as an anti air against hops.
E: nvm the thread was showing '10 posts when i posted.
If you can find local players then buy this game. Netcode isn't very good. That said.. its easily my favorite fighter of this gen.
Looking over at CAG it looks like this is going to be $29.99 at gamestop starting on 4/1 I am for sure in for that price.
Then again... every character is viable in this game. Its really all about which ones feel best to you. Of course some characters work better in certain orders (athena on point, shen on anchor) while others work great everywhere (kyo and ex kyo).
Picking it up before work today