Dammit. This comes out a week after Blaze Blue. No way I'm getting both, but I don't know which one to get.
Well, what kind of fighting games do you like? Blazblue looks like a great game, but it's also very different from KOF. I'm hoping to get both eventually, but here's why I like KOF a bit more:
- The system is simpler. I like this because I think it will help my friends (who aren't crazy about fighters) to pick up the game more easily.
- Because of the simpler system, I find it much easier to try out lots of characters. Obviously, you need to get good with at least three characters, but I always spend a lot of time with every KOF character. In Guilty Gear (and I assume Blazblue will be similar), I found myself drifting more towards picking one or two characters to learn in-depth.
- Fewer crazy combos. When I get destroyed in the arcade, I can always analyze my defeat and figure out where I went wrong. And it's never because the opponent knew some crazy combo that utterly destroyed me. Knowing combos is important, of course, but it never feels like the focus of the game. (Critical Counters are an exception, of course.)
They're pretty different games, so, depending on your preferences, it should be somewhat easy to decide which one takes priority.
Also, does anyone else want to change the topic name to "KOF XII - Fuck Blazblue"? Or maybe "Fuck SFIV"? I find fighting game rivalries pretty funny. Although some people might take it seriously.
Basically everyone making a fighter right now learned from capcom's mistakes.
edit: so blaz kof and mvc are all coming out within a week, I'm tempted to say "screw summer classes" and go on a fighter binge. I'd probably be more tempted if I wasn't so terrible at them.
I would change the topic name in a second. I just have to figure out something appropriately inflammatory.
I'm not sure what kind of scene I can get going for this game around here. I'd run it by the SF4 players, but I don't really like most of them. The SC and Tekken players are more agreeable, but most tend to stay away from 2D (though many are interested in Blazblue), since they don't play on sticks. Well, there's a big tourney this Saturday, so I can at least ask around. My only problem would be, for tourneys, which system; I have a 360 and 360 sticks, but everyone else is playing PS3 and none of them have sticks. Hmm.
I was considering BlazBlue, but I've been following KoFXII for well over a year now and it looks like it caters to my tastes more then BlazBlue will. They both have a lobby system and it looks like they both will have good online play. I'm not spending $120 to let one game sit around. I barely have enough free time to learn one 2D fighter at a time, let alone two.
I'll pick up MvC2 because it's cheap and will just be stupid fun. I won't have to learn anything significant because I don't care about becoming relatively competitive in it.
New scans from Japan have surfaced and reveal a great many details about each character's moves. But perhaps most interesting is that they attempted to find each characters' most powerful CC (critical counter) combo. The winner?
Ralf! With a CC combo that does 68% damage!
Second place was Shen Woo, with a 66% damage CC.
Third place was Terry, with 65%.
Last place was Goro Daimon, with a combo that did "only" 48% damage.
It's a really informative article. I don't know what the rules are concerning linking to magazine scans, so I think I'll hold off a bit before linking them.
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Actually, no!
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Actually, no!
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Huh, that is awesome. But if that's all there is to it (Ground Explosion, Phantom, juggle with more Explosions) I may find myself with a slightly different team make up... ( I just have no idea who I would replace. Unless K' doesn't make it in, then its an easy decision (Sorry Clarke ))
I used Athena / Ralf / Joe almost exclusively in '97, but that was the last time Athena was a part of my main team. That was what... 10 costumes ago for her?
And I've never been good with Kim. Ever. There's some sort of mental block there. I wasn't any good with his sons in Garou either.
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Actually, no!
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Huh, that is awesome. But if that's all there is to it (Ground Explosion, Phantom, juggle with more Explosions) I may find myself with a slightly different team make up... ( I just have no idea who I would replace. Unless K' doesn't make it in, then its an easy decision (Sorry Clarke ))
If you're curious, the full combo is:
[CC] df + A -> qcb + C [Ground Explosion] -> qcf x 2 + P [G. Phantom] -> df + A -> CD [opponent in corner] -> (qcb + C) x 2 [Ground Explosion x 2] -> f + C
And since people mentioned Clark, his best CC combo (again, according to Arcadia) is quite good. Best of the grapplers, anyway, who generally don't rely on combos.
Here's the full list, if people are interested. Again, CCs are not going to make or break a character's chances at a competitive level, no moreso than how much damage their super does.
If someone could review it from a high end competitive standpoint, that would be ace.
If you want a chance at getting a free copy, and live in the USA, shoot me a PM with writing samples if you have any, and how you would like to approach the review, and I'll pick someone in the next 24 hours.
I've always enjoyed playing as Kim. I remember him being my finisher character for KOF and in all the Versus games. I perfected quite a few players with him in SVSC:Chaos in the arcade with him. Fun times.
Athena's best costume was 2002's and Neo Wave (They were the same). I do like her "classic" look in the '98 and below games though.
If someone could review it from a high end competitive standpoint, that would be ace.
If you want a chance at getting a free copy, and live in the USA, shoot me a PM with writing samples if you have any, and how you would like to approach the review, and I'll pick someone in the next 24 hours.
There is a tournament here in a couple weeks that I could bring it to and I'm pretty confident in my writing, but I live in Canada. Is that a deal breaker?
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Actually, no!
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Huh, that is awesome. But if that's all there is to it (Ground Explosion, Phantom, juggle with more Explosions) I may find myself with a slightly different team make up... ( I just have no idea who I would replace. Unless K' doesn't make it in, then its an easy decision (Sorry Clarke ))
If you're curious, the full combo is:
[CC] df + A -> qcb + C [Ground Explosion] -> qcf x 2 + P [G. Phantom] -> df + A -> CD [opponent in corner] -> (qcb + C) x 2 [Ground Explosion x 2] -> f + C
And since people mentioned Clark, his best CC combo (again, according to Arcadia) is quite good. Best of the grapplers, anyway, who generally don't rely on combos.
Here's the full list, if people are interested. Again, CCs are not going to make or break a character's chances at a competitive level, no moreso than how much damage their super does.
Doesn't surprise me. I'm assuming his CC ends with his Galactica Phantom right? Get a few hard hitting attacks in there into the ol' Phantom and I can believe 68% damage.
Actually, no!
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Huh, that is awesome. But if that's all there is to it (Ground Explosion, Phantom, juggle with more Explosions) I may find myself with a slightly different team make up... ( I just have no idea who I would replace. Unless K' doesn't make it in, then its an easy decision (Sorry Clarke ))
If you're curious, the full combo is:
[CC] df + A -> qcb + C [Ground Explosion] -> qcf x 2 + P [G. Phantom] -> df + A -> CD [opponent in corner] -> (qcb + C) x 2 [Ground Explosion x 2] -> f + C
And since people mentioned Clark, his best CC combo (again, according to Arcadia) is quite good. Best of the grapplers, anyway, who generally don't rely on combos.
Here's the full list, if people are interested. Again, CCs are not going to make or break a character's chances at a competitive level, no moreso than how much damage their super does.
Is there a page where I can check the CCs out? Or is it just going to be a scan from a magazine with a frightening wall-o-moon speak?
For now, it's just the magazine scans, although they do feature a lot of helpful directional notation. I'm going to work on transcribing them eventually, although I've only gotten Terry and Ralf at the moment.
If someone could review it from a high end competitive standpoint, that would be ace.
If you want a chance at getting a free copy, and live in the USA, shoot me a PM with writing samples if you have any, and how you would like to approach the review, and I'll pick someone in the next 24 hours.
What sort of length are you looking for on the sample? I had started writing a short piece on Street Fighter IV for a friend's web site, but she changed projects before I got past the outline stage. The limit was going to be 500 words on the article, so I could finish that up and send it off to you later.
There is a tournament here in a couple weeks that I could bring it to and I'm pretty confident in my writing, but I live in Canada. Is that a deal breaker?
I've asked before, and the PR firm won't ship to Canada, they are only paid to do the PR campaign in the USA. Crazy, I know, since it is going to be posted on the same web site, which is in the UK anyway.
What sort of length are you looking for on the sample? I had started writing a short piece on Street Fighter IV for a friend's web site, but she changed projects before I got past the outline stage. The limit was going to be 500 words on the article, so I could finish that up and send it off to you later.
Well, I mainly meant "if you have stuff posted online already, I will have a look at it", but hey, if you can write an interesting piece on SF4 I would love to post that too, and then I could them to send you KOF too.
Both are sporting new costumes. Elizabeth was somewhat expected, but Mature is a big, big surprise. In the storyline, she's dead. And while XII doesn't have a story, everyone had been assuming that SNK was setting up characters for the next storyline game. So, no many were expecting a dead character, least of all Mature, to return.
If dead people are coming back, it's another good sign that we shall someday see Geese and Rugal in a dream match. GEESE AND RUGAL! My god I would love to see them in HD sprites. And Yamazaki, but he's not dead.
Shit, that's awesome. But you cannot have Mature without Vice!
Antihippy: Yamazaki just went his own way after '97. In 2003, he returned 'cause of the Orochi revival, though I cannot, for the life of me, remember if they said why he wasn't in XI.
Cherrn on
All creature will die and all the things will be broken. That's the law of samurai.
Yeah, I remembered that he was in 2003, but I never bothered with really understanding the story at all.
2003 was the last kof I've played incidentally.
Geese knew that there was something going on with the Orochi and, because he's always interested in crap like that, sent Billy to investigate KOF. He then hired Yamazaki and Gato as teammates. At the end of the tournament, Yamazaki went crazy (due to the Orochi influence). Billy wasn't going to back down from a challenge, and they both proceeded to kick the other's ass. (Gato said, "Fuck these guys. I'm outta here.")
I think the implication was that they both beat each other bad enough that they couldn't enter the next tournament. Or perhaps Yamazaki just didn't want to? He's more a killer than a fighter. Maybe some combination of the two!
Mature is dead story-wise? I guess from the Yagami team '96 ending? It didn't really look like she and Vice died in that ending. Badly beaten up, yes, but not dead.
I'm all for Mature's return, even if it's non-canon. I've always sort of wondered why Vice kept getting the spotlight for crossover games.
Hard to make out her costume in the scan, but it sort of looks a bit like Angel's. I hope her projectile move isn't still QCF, HCB+P
Yeah, I remembered that he was in 2003, but I never bothered with really understanding the story at all.
2003 was the last kof I've played incidentally.
Geese knew that there was something going on with the Orochi and, because he's always interested in crap like that, sent Billy to investigate KOF. He then hired Yamazaki and Gato as teammates. At the end of the tournament, Yamazaki went crazy (due to the Orochi influence). Billy wasn't going to back down from a challenge, and they both proceeded to kick the other's ass. (Gato said, "Fuck these guys. I'm outta here.")
I think the implication was that they both beat each other bad enough that they couldn't enter the next tournament. Or perhaps Yamazaki just didn't want to? He's more a killer than a fighter. Maybe some combination of the two!
That's why we love him so.
Dude is batshit insane and absolutely dirty in an awesome way.
Spent about 20 bucks with this game in the arcade so far, a few impressions:
- Not a big fan of the way jumping feels now. It's a lot harder to judge what exactly is going on/what kind of range you have as compared to the older KOFs. I think a lot of it has to do with the fact that there's a lot more zoom at close range now. Additionally, quick hops just feel harder to do.
- Guard cancel/attack system is awesome and I like the quasi-SF4 focus crumple you get if you hit someone with a fully cocked CD attack.
- Effects and projectiles are nice, but muddle up the fighting a lot. It becomes a lot of 'huh did I hit him with my uppercut or what', especially with characters like Kyo.
- Critical Counter system isn't explained at all, and it's not very easy to figure out from the get-go.
- Some parts of stages aren't lighted evenly with the rest, and in some cases, it gets dark enough to be confusing as hell, especially if it's a mirror match.
- Rolling is a lot more practical (and feels safer for some reason) and fun to do.
- Iori is, uh, weird. Also not very familiar even though I used to love Kyo's up-close-and-personal moveset.
- Ball top came off in my hand while I was mashing some poor dude's Iori to bits. =\ Still managed to pull off a win in the end though.
- 5 time trial matches?!? I mean, seriously??!
Personally I'd say that I prefer 2002's actual gameplay system, though the additional CD stuff and the Critical Counter system are pretty ok. The arcade time trial system reeks of sheer stupidity, though.
Also I have to say Leona's makeover is, well, I didn't really care for her before but now I want to have another look at her moveset.
Posts
Oh wait, I'm in Canada. Probably a deal breaker.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
- The system is simpler. I like this because I think it will help my friends (who aren't crazy about fighters) to pick up the game more easily.
- Because of the simpler system, I find it much easier to try out lots of characters. Obviously, you need to get good with at least three characters, but I always spend a lot of time with every KOF character. In Guilty Gear (and I assume Blazblue will be similar), I found myself drifting more towards picking one or two characters to learn in-depth.
- Fewer crazy combos. When I get destroyed in the arcade, I can always analyze my defeat and figure out where I went wrong. And it's never because the opponent knew some crazy combo that utterly destroyed me. Knowing combos is important, of course, but it never feels like the focus of the game. (Critical Counters are an exception, of course.)
They're pretty different games, so, depending on your preferences, it should be somewhat easy to decide which one takes priority.
Also, does anyone else want to change the topic name to "KOF XII - Fuck Blazblue"? Or maybe "Fuck SFIV"? I find fighting game rivalries pretty funny. Although some people might take it seriously.
GT: Tanky the Tank
Black: 1377 6749 7425
Some say yes!
http://forums.penny-arcade.com/showpost.php?p=9941190&postcount=209
Basically everyone making a fighter right now learned from capcom's mistakes.
edit: so blaz kof and mvc are all coming out within a week, I'm tempted to say "screw summer classes" and go on a fighter binge. I'd probably be more tempted if I wasn't so terrible at them.
Oh and if I have 2 fighting games + SFHDremix, ima need a stick.
If blazblue gets lobbies then booya. SF4 has to get its head out of its ass right now.
Gamertag(SSF4/MW2)StokedAidzzzSC2 ID Stoked.655
Uploaded SC2 Replays
I'm not sure what kind of scene I can get going for this game around here. I'd run it by the SF4 players, but I don't really like most of them. The SC and Tekken players are more agreeable, but most tend to stay away from 2D (though many are interested in Blazblue), since they don't play on sticks. Well, there's a big tourney this Saturday, so I can at least ask around. My only problem would be, for tourneys, which system; I have a 360 and 360 sticks, but everyone else is playing PS3 and none of them have sticks. Hmm.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
I'm getting both.
I'll pick up MvC2 because it's cheap and will just be stupid fun. I won't have to learn anything significant because I don't care about becoming relatively competitive in it.
Ralf! With a CC combo that does 68% damage!
Second place was Shen Woo, with a 66% damage CC.
Third place was Terry, with 65%.
Last place was Goro Daimon, with a combo that did "only" 48% damage.
It's a really informative article. I don't know what the rules are concerning linking to magazine scans, so I think I'll hold off a bit before linking them.
I bet Clark is near the bottom. He doesn't seem to have enough moves to pull of a damaging combo anymore.
It's a bit counter-intuitive, but, due to damage scaling, doing your super move at the end of the combo means less damage overall. So most of the most powerful CC combos in the game involve comboing from your super move into more stuff.
Ralf's ultra CC has him start with his ground pound explosion, then his Galactica Phantom, and then (once the opponent is in the corner) juggles them with further ground pound explosions.
I hope I speak for everyone when I say, so awesome.
Huh, that is awesome. But if that's all there is to it (Ground Explosion, Phantom, juggle with more Explosions) I may find myself with a slightly different team make up... ( I just have no idea who I would replace. Unless K' doesn't make it in, then its an easy decision (Sorry Clarke
I wish Athena still had her LDM from XI though.
And I've never been good with Kim. Ever. There's some sort of mental block there. I wasn't any good with his sons in Garou either.
[CC] df + A -> qcb + C [Ground Explosion] -> qcf x 2 + P [G. Phantom] -> df + A -> CD [opponent in corner] -> (qcb + C) x 2 [Ground Explosion x 2] -> f + C
And since people mentioned Clark, his best CC combo (again, according to Arcadia) is quite good. Best of the grapplers, anyway, who generally don't rely on combos.
Here's the full list, if people are interested. Again, CCs are not going to make or break a character's chances at a competitive level, no moreso than how much damage their super does.
2. Shen Woo : 66%
3. Terry : 65%
4. Ryo : 65%
5. Iori : 62%
6. Clark : 62%
7. Kyo : 62%
8. Joe : 61%
9. Ash : 59%
10. Leona : 59%
11. Robert : 58%
12. Athena : 57%
13. Chin : 57%
14. Kensou : 56%
15. Kim : 56%
16. Andy : 56%
17. Duolon : 56%
18. Raiden : 54%
19. Benimaru : 53%
20. Goro Daimon : 48%
If you want a chance at getting a free copy, and live in the USA, shoot me a PM with writing samples if you have any, and how you would like to approach the review, and I'll pick someone in the next 24 hours.
Athena's best costume was 2002's and Neo Wave (They were the same). I do like her "classic" look in the '98 and below games though.
There is a tournament here in a couple weeks that I could bring it to and I'm pretty confident in my writing, but I live in Canada. Is that a deal breaker?
Is there a page where I can check the CCs out? Or is it just going to be a scan from a magazine with a frightening wall-o-moon speak?
July 7th! Exactly two months away!
What sort of length are you looking for on the sample? I had started writing a short piece on Street Fighter IV for a friend's web site, but she changed projects before I got past the outline stage. The limit was going to be 500 words on the article, so I could finish that up and send it off to you later.
OH LAWD.. this is good news.
I've asked before, and the PR firm won't ship to Canada, they are only paid to do the PR campaign in the USA. Crazy, I know, since it is going to be posted on the same web site, which is in the UK anyway.
Well, I mainly meant "if you have stuff posted online already, I will have a look at it", but hey, if you can write an interesting piece on SF4 I would love to post that too, and then I could them to send you KOF too.
EDIT: If it's the PS3 version
Magazine scan: http://www.cyberfanatix.com/img/news/kofxii/181.jpg
Both are sporting new costumes. Elizabeth was somewhat expected, but Mature is a big, big surprise. In the storyline, she's dead. And while XII doesn't have a story, everyone had been assuming that SNK was setting up characters for the next storyline game. So, no many were expecting a dead character, least of all Mature, to return.
I love surprises.
If dead people are coming back, it's another good sign that we shall someday see Geese and Rugal in a dream match. GEESE AND RUGAL! My god I would love to see them in HD sprites. And Yamazaki, but he's not dead.
Haven't really followed up with the story.
Also, nice to see KOF12 starting to not become such a sausage fest. :P
Talking about kof females, I want vanessa back.
edit: and whip.
Antihippy: Yamazaki just went his own way after '97. In 2003, he returned 'cause of the Orochi revival, though I cannot, for the life of me, remember if they said why he wasn't in XI.
2003 was the last kof I've played incidentally.
I think the implication was that they both beat each other bad enough that they couldn't enter the next tournament. Or perhaps Yamazaki just didn't want to? He's more a killer than a fighter. Maybe some combination of the two!
Here is his piece on SFIV.
I'm all for Mature's return, even if it's non-canon. I've always sort of wondered why Vice kept getting the spotlight for crossover games.
Hard to make out her costume in the scan, but it sort of looks a bit like Angel's. I hope her projectile move isn't still QCF, HCB+P
Steam: TheArcadeBear
That's why we love him so.
Dude is batshit insane and absolutely dirty in an awesome way.
- Not a big fan of the way jumping feels now. It's a lot harder to judge what exactly is going on/what kind of range you have as compared to the older KOFs. I think a lot of it has to do with the fact that there's a lot more zoom at close range now. Additionally, quick hops just feel harder to do.
- Guard cancel/attack system is awesome and I like the quasi-SF4 focus crumple you get if you hit someone with a fully cocked CD attack.
- Effects and projectiles are nice, but muddle up the fighting a lot. It becomes a lot of 'huh did I hit him with my uppercut or what', especially with characters like Kyo.
- Critical Counter system isn't explained at all, and it's not very easy to figure out from the get-go.
- Some parts of stages aren't lighted evenly with the rest, and in some cases, it gets dark enough to be confusing as hell, especially if it's a mirror match.
- Rolling is a lot more practical (and feels safer for some reason) and fun to do.
- Iori is, uh, weird. Also not very familiar even though I used to love Kyo's up-close-and-personal moveset.
- Ball top came off in my hand while I was mashing some poor dude's Iori to bits. =\ Still managed to pull off a win in the end though.
- 5 time trial matches?!? I mean, seriously??!
Personally I'd say that I prefer 2002's actual gameplay system, though the additional CD stuff and the Critical Counter system are pretty ok. The arcade time trial system reeks of sheer stupidity, though.
Also I have to say Leona's makeover is, well, I didn't really care for her before but now I want to have another look at her moveset.
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