Starlight777 Posted January 24, 2012 Posted January 24, 2012 As comfortable as I am with my current team, I wanna switch one of them for Joe once in a while. It's just when I play him I realize just how much I suck at half circle commands. I can never throw out a Hurricane Upper when I need it.
AyaImmortal Posted January 24, 2012 Posted January 24, 2012 snip I watched part of those matches I can tell you from about 1 second in i knew exactly what your problem was. You lack basic fighting game fundamentals. You have little to no control of yourself or your characters. You Should take some time to grind out controlling your character. Motor skills is only part of the issue. The main issue is keeping a lid on yourself as you are probably frantically trying to hit your opponent instead of watching his mistakes. I would also pay close attention to what GTM has to say because most of it he heard from me lol(We play offline) Online kof is ass at best
BladeDiva Posted January 24, 2012 Posted January 24, 2012 I watched part of those matches I can tell you from about 1 second in i knew exactly what your problem was. You lack basic fighting game fundamentals. Yea it's been like 800 years since I honestly played a fighter.
Vulcan422 Posted January 25, 2012 Posted January 25, 2012 Unlock code for every character's custom colors now available for 240MSP / $3.00. And yes, I bought it. Unlock method is still boring and a load of bullshit. Speaking of which, here's my updated color list. Everybody: Shadow and Gold palettes Ash: Saiki, Boss Saiki, Dark Ash Elisabeth: Franziska Von Karma (Ace Attorney) Shen Woo: Ragna, Krizalid, Dante Duo Lon: Amakusa (Samurai Shodown), Bust Amakusa (Samurai Shodown 4, purple skin), Xiao Lon (KOF Maximum Impact Regulation A) Kyo: Kusanagi (KOF 2002/3) Iori: Orochi Iori (XIII style), Classic Orochi Iori, Remy (SF3TS) Mature: Rugal, Nina Williams, Zombie Vice: Rugal, Anna Williams, Zombie Terry: Classic KOF-style coloration, Fatal Fury-style coloration, Ash Ketchum/Red Andy: 2001 Andy, Shadow Andy (Real Bout), Ryu Hayabusa (Ninja Gaiden) Joe: Classic KOF color, Real Bout Special 1P color, Sagat Ryo: Classic KOF (w/blonde hair), Takuma, Ken Robert: Classic KOF (tries to imitate the old blue-collar top), NGBC/XI colors Takuma: AOF1 Mr. Karate (w/black hair) Raiden: Mecha-Raiden Ralf: Classic Ralf, Glitchy Armor Ralf (from KOF Maximum Impact 2, this is the all-white color version accessible in Regulation A via Action Replay/hacking) Clark: Classic Clark Leona: Orochi Leona, Classic Leona, Classic Orochi Leona King: Classic KOF (purple pants) Yuri: NSFW Yuri (pretty obvious...) K': Classic K', Wesker (RE5) Kula: Before transformation (brunette), C.C. (Code Geass), Nu-13 Maxima: Tager, Potemkin, Batou (Ghost in the Shell) Billy: Classic Billy (with proper colors) Saiki: Igniz, Mukai, Magaki EX Iori: Orochi Iori, Remy, Light Yagami Mr. Karate: Classic Mr. Karate, Shin Akuma, Tengu (Dead or Alive)
Starlight777 Posted January 25, 2012 Posted January 25, 2012 FINALLY! I'll be buying that dlc next week, because 40 matches per character is such bullshit lol.
BladeDiva Posted January 25, 2012 Posted January 25, 2012 I'd rather manual-unlock just so I'm not rewarding them for that behavior, and I'd suggest anyone who's particularly bothered by the normal unlock-method to do the same.
Starlight777 Posted January 25, 2012 Posted January 25, 2012 I'd rather manual-unlock just so I'm not rewarding them for that behavior, and I'd suggest anyone who's particularly bothered by the normal unlock-method to do the same. I unlocked them for all the characters I main and sub. I'm just buying it to mess with the characters I'm not touching ever.
SoWL Posted January 25, 2012 Posted January 25, 2012 Speaking of custom colors, I've tried doing a Shen colored as Gene from God Hand, and it actually kinda works. The hardest part was to decide on the color of, well, hands.
MikelAL93 Posted January 26, 2012 Posted January 26, 2012 (edited) When it comes to custom colors, I did some for the game myself. I have some EX Iori colors I want to share, but I will upload them as soon as I get home. An whole album compromised of the color edits I have uploaded myself can be found in my Photobucket album. (I apologize if the images are too bright, and if they are from a camera) Edited January 26, 2012 by MikelAL93
Star-Demon Posted January 29, 2012 Posted January 29, 2012 (edited) GGs to Bolverk - I think I got a little better but I really wish I could move around easier and block better. I still can't react fast enough to a lot of stuff. I random supered too much but it was accidental lol I liked that I a~llmost landed a Vice HD with like 4 meter. Would have been hype if I didn't drop it. I did try to stop a few times when I see you blocked or I knew I was not going to land something, but other times I didn't. Edited January 29, 2012 by Star-Demon
Bolverk-GTM Posted January 29, 2012 Posted January 29, 2012 GGs to Bolverk - I think I got a little better but I really wish I could move around easier and block better. I still can't react fast enough to a lot of stuff. You did get a little better. You started disrespecting hop pressure, which is good. Honestly, I think the part about reacting fast enough is because I'm playing a completely different team apart from Kensou since we last played. Your problem wasn't reacting late, rather it was reacting the wrong way. I hit you as many times as I did mostly because you kept making bad guesses against me. If anything blocking related occurred, it was the fact you never do it on wake-up. You're trying to reversal (god, I don't know why because nobody on your team can beat safe jumps), trying to poke, or trying to do SOMETHING. I have no idea what you're trying to do on wake-up, but it's definitely NOT blocking, which is what you should be doing. This can be categorized under a big problem I see in you: Impatience. I understand, you want to punch EX Kyo in the face because he hurts and has stupid good rushdown, while I want to punch Mai in the face because her pokes make her absolutely annoying to fight against. On the other hand, I'm hitting you more than you're hitting me because I know when to hit you and you don't know when to hit me, but you try to hit me anyways, which just gets you counter hit for your efforts. That's a big problem and one of my favorite problems that I have myself sometimes. I've said it once already: Impatience. BB netplay can condition you into thinking that the best openings to attack are the really big looking ones after specials or command normals, I know too well because BB was the first fighting game I actually attempted to get good at. There's one problem here: This isn't BB netplay. When you're fighting against someone for the first time, you never know what to expect. Should you attempt to attack them like you do know what to expect from them? Definitely not. I mean you could, but it's not the brightest idea all of the time. You need to spend more time observing your opponent before deciding what to do against them. You've started being disrespectful, but that's not doing you much good without the knowledge of when and where to be disrespectful. I liked that I a~llmost landed a Vice HD with like 4 meter. Would have been hype if I didn't drop it. It would be hype if you learned to hitconfirm into it so that you're not putting your HD meter to ultimate waste by jumping back and doing HD activate j.C at the start of a round. I was initially confused, but then I wanted to smack you for the mistake you made. I did try to stop a few times when I see you blocked or I knew I was not going to land something, but other times I didn't. and that's why you learn to hitconfirm into it. You don't just "stop" a HD combo after you activate HD. When you activate HD, you have to commit to the combo or else you just completely wasted your Drive meter and you look like a damn fool. For that reason, you have means of hitconfirming into HD combos. You would be crazy to not take advantage of that.
Star-Demon Posted January 30, 2012 Posted January 30, 2012 (edited) I commented on this while steaming, but I've observed that people get so mad at me or being bad at the game! It's like I've offended them or something. Usually when you're bad you just get laughed at or trolled or one buttoned and people walk off to play against better people... :O Reversing: I didn't know that my characters weren't good against safe jumps. (how are you supposed to know that?) TBH I don't understand the idea at all or how it's executed, even after SF4. So, for my character I should block on the big recovery moves? That doesn't compute for me - but then again it doesn't seem to work as I never beat the recovery in this game. I really don't get it. Hitconfirming: I still have trouble hitconfirming in this game, as you can see. I don't get how to practice it since the computer on Random Block doesn't really work unless they move around and use other options. It barely helped on Litchi because of hitstun and hitstop, but this game is so much faster... What I really would love is blockconfirming, but there's no Baiken or Ken Masters in this game. As for what you suggested over PSN, I'm down for it - just need to make some time. I don't know how good sound will work out over this netplay, but it's worth a try. If need be I can invite you to Vent or Steam chat. Edited January 30, 2012 by Star-Demon
Bolverk-GTM Posted January 30, 2012 Posted January 30, 2012 (edited) Reversing: I didn't know that my characters weren't good against safe jumps. (how are you supposed to know that?) TBH I don't understand the idea at all or how it's executed, even after SF4. Okay, a safe jump is one of the simplest option selects in the book. Some people don't consider it an OS, but I do only because both possible outcomes of a safe jump are in your favor and if any good player says that they aren't holding back for even 1/10 of a second upon landing from a jump-in, they are LYING. In other words, there's no real way to screw up a safe jump once you commit to it. Before I continue to explain how it's done in a simplified manner that even you can understand, let me say that in KoF, there are a couple of supers that are safe jump-proof (the biggest one being Saiki's DP super since it's active on the first frame). While not many characters have them, they are something that you should be aware of. Don't let this discourage you from using safe jumps though because they're still REALLY good. This is how to safe-jump simplified: Score a knock down > wait briefly > jump/hop and do an attack. If you do it right, one of two things will happen as the opponent's getting up: 1.) They'll either block or get hit by the deep jump-in. 2.) The opponent will attempt to do a reversal (like a DP or a super), forcing the jump-in to whiff, but letting you land fast enough to block the reversal and punish it with a full combo for free. I said that none of your characters can deal with safe jumps because none of them have a super that's active on the first frame, which would beat a safe jump clean. Do you understand safe jumping now? So, for my character I should block on the big recovery moves? Er...ideally you want to block just about anything when the opponent has offensive momentum. Just block when they're pressuring you and look for the right opportunity to steal their momentum. It's okay if you don't know what the right opportunity looks like now. It matters that you're at least trying to LOOK for it instead of just holding down and back in the corner like some kind of zombie. Over time, the opportunities to disrespect the opponent become more and more clear as you learn your characters and the match-ups. That doesn't compute for me - but then again it doesn't seem to work as I never beat the recovery in this game. I really don't get it. Well one striking difference between KoF and BB or SF4 is that many unsafe moves in KoF don't look like they're unsafe. You're probably not aware of it, but block stun in KoF isn't as long as it looks. Your character animation is telling you that you're recovering from block stun, but truth be told, you can actually attack or move in the last recovery frames of the block animation (sometimes, not always). Perfect example is Kensou's qcf.K (that forward flying kick where he does some kung-fu shit to your face when it hits), which looks unpunishable on block because it pushes him to what looks like a safe distance. Truth be told, almost right after you block the kick itself, you're free to run up and punish the hell out of Kensou. Another example is K's qcf.P~f+B (flame > fireball). When that's done up close and you block it, he may not be punishable 100% of the time, but there is NO WAY for him to continue pressure because you have just enough time to get the fuck out of there and he can't do anything about it. On the other hand, if it's the EX version of qcf.P~f+B, you better stay where you are and god help you if you try to move or press a button. K's qcf.P~f+D (flame > upward kick) though? That is extremely punishable on block and don't let anyone tell you otherwise. Hitconfirming: I still have trouble hitconfirming in this game, as you can see. I don't get how to practice it since the computer on Random Block doesn't really work unless they move around and use other options. It barely helped on Litchi because of hitstun and hitstop, but this game is so much faster... To be fair, KoF has always had a relatively high execution barrier. You have to commit more often in KoF because the hit stun doesn't last for a decade like it does in a certain BlazBlue. So honestly, it's not surprising that hitconfirming is troubling you in KoF. On the other hand, you should practice even more in KoF for that reason. Why do you think I'm in training mode so often? I'm grinding out combos and then when I finish doing that, I go into Versus and play against the AI for an hour or two to make sure I can do the combos in a match. That's pretty much all the AI is good for after all. What I really would love is blockconfirming, but there's no Baiken or Ken Masters in this game. I'm sorry, I tried really hard to understand what you mean by this statement. As I type this message, I still have no clue what you're talking about. You'll have to explain what you mean. If need be I can invite you to Vent or Steam chat. Well if we're going to do a chat that way, you'll have to wait until roughly early or mid February. My laptop hard drive failed last week and I'm waiting on tax return to get a new one plus some more RAM. The computer I'm currently posting on DustLoop with is 10 years old and has only 6 GB of free space left. I'd rather not make it even slower than it already is by installing Steam on it. Edited January 30, 2012 by Bolverk-GTM
Star-Demon Posted January 31, 2012 Posted January 31, 2012 Okay, a safe jump is one of the simplest option selects in the book. Some people don't consider it an OS, but I do only because both possible outcomes of a safe jump are in your favor and if any good player says that they aren't holding back for even 1/10 of a second upon landing from a jump-in, they are LYING. In other words, there's no real way to screw up a safe jump once you commit to it. Before I continue to explain how it's done in a simplified manner that even you can understand, let me say that in KoF, there are a couple of supers that are safe jump-proof (the biggest one being Saiki's DP super since it's active on the first frame). While not many characters have them, they are something that you should be aware of. Don't let this discourage you from using safe jumps though because they're still REALLY good. This is how to safe-jump simplified: Score a knock down > wait briefly > jump/hop and do an attack. If you do it right, one of two things will happen as the opponent's getting up: 1.) They'll either block or get hit by the deep jump-in. 2.) The opponent will attempt to do a reversal (like a DP or a super), forcing the jump-in to whiff, but letting you land fast enough to block the reversal and punish it with a full combo for free. I said that none of your characters can deal with safe jumps because none of them have a super that's active on the first frame, which would beat a safe jump clean. Do you understand safe jumping now? That's incredibly clear! Thank you! Er...ideally you want to block just about anything when the opponent has offensive momentum. Just block when they're pressuring you and look for the right opportunity to steal their momentum. It's okay if you don't know what the right opportunity looks like now. It matters that you're at least trying to LOOK for it instead of just holding down and back in the corner like some kind of zombie. Over time, the opportunities to disrespect the opponent become more and more clear as you learn your characters and the match-ups. It's mostly experience, then - okay. Well one striking difference between KoF and BB or SF4 is that many unsafe moves in KoF don't look like they're unsafe. You're probably not aware of it, but block stun in KoF isn't as long as it looks. Your character animation is telling you that you're recovering from block stun, but truth be told, you can actually attack or move in the last recovery frames of the block animation (sometimes, not always). That's interesting. I didn't know that. I wish there was frame data out. To be fair, KoF has always had a relatively high execution barrier. You have to commit more often in KoF because the hit stun doesn't last for a decade like it does in a certain BlazBlue. So honestly, it's not surprising that hitconfirming is troubling you in KoF. On the other hand, you should practice even more in KoF for that reason. Why do you think I'm in training mode so often? I'm grinding out combos and then when I finish doing that, I go into Versus and play against the AI for an hour or two to make sure I can do the combos in a match. That's pretty much all the AI is good for after all. Ah - well, time is time. As I feel better about playing games, I'll put more time in. I'm sorry, I tried really hard to understand what you mean by this statement. As I type this message, I still have no clue what you're talking about. You'll have to explain what you mean. Honestly, I thought I made up the word for confirming that I blocked then punishing, but it turns out I didn't invent it - it's featured on the Baiken forums! My own definition basically means you block the correct move to counter or reverse. On Baiken it's a counter (Despite the salt I get, all her counters are punishable, you must use them correctly) and on Ken it's "did I block? All of it? Shoryuken. Get paid." Well if we're going to do a chat that way, you'll have to wait until roughly early or mid February. My laptop hard drive failed last week and I'm waiting on tax return to get a new one plus some more RAM. The computer I'm currently posting on DustLoop with is 10 years old and has only 6 GB of free space left. I'd rather not make it even slower than it already is by installing Steam on it. That sucks. I know that feel. I have to stretch $3000 until september, and I have to find a new place to live.
Errol Posted January 31, 2012 Posted January 31, 2012 (edited) benimaru's plain dp is active on frame 1 I think? May be some others, I don't know though (as opposed to having to spend meter). Edited January 31, 2012 by Errol
MikelAL93 Posted January 31, 2012 Posted January 31, 2012 (edited) Translation from the Professor about patch v1.02: http://game.snkplaymore.co.jp/official/kof-xiii/info/index.html The patch is only for PS3 at the moment. The Xbox360 will be getting it as well, but there's no solid date as of yet. Rough translation of the List of changes: Ranked Match: You can now set your rooms so that players with low bars or low disconnects can't join in.Custom Match: Your room and filter settings will be temporarily memorized by the game.Connection Display: The Antenna's level display has been improved (I guess this means it won't lie like it used to)Online Connection: The stability of online connection has been overall improved (Note that it says stability, not speed.)Player Data: Fix(es) have been made to "Player Data" (What exactly the fixes are, it doesn't say.. probably the reset bug)Replay: Fix(es) have been made to "Replay" (What exactly the fixes are, it doesn't say.. my guess is the delete bug: you deleted files on the 1st page no matter what you did.)Misc: Some fixes have been made to "Customize", and also to issues caused with certain characters. Almost every user in the European and Asian territories got their hands on the KOF XIII patch. American users will get this patch soon enough, though (I hope around sometime this week). Edited January 31, 2012 by MikelAL93
furix Posted January 31, 2012 Posted January 31, 2012 I bet that patch doesn't fix the terrible netplay, does it? :p
MikelAL93 Posted January 31, 2012 Posted January 31, 2012 (edited) I bet that patch doesn't fix the terrible netplay, does it? :p We might as well have to wait and see I guess. :P Full list of changes from Rising Star Games' blog: Ranked Match Filtering: one of the most requested additions; players may now set conditions for their opponent’s connection. When a player who doesn’t meet the standby conditions tries to enter the Ranked match, a warning message will be displayed and the match cancelled.Improved Filtering: filtering functionality in general is dramatically improved. Previously, certain connection data was insufficiently filtered and the player had a chance of connecting to opponents with poor connection quality. Now, more aggressive filtering should ensure that players are only matched with opponents who meet their filter settings.Improved Connection Antenna: the computation behind the players’ connection antenna, the meter indicating the quality of a player’s connection, has been improved, resulting in a more accurate and consistent measurement.Temporarily Saved Custom Match Settings: players may continue searching for opponents with the same settings as long as the player remains in the PLAYER MATCH/RANKED MATCH menu.Character-specific Bug Fixes: NESTS-Style Kyo and Iori with the Power of Flames no longer become unresponsive under certain circumstances.Additional refinements, fixes, and more! SOURCE: http://www.risingstargames.com/blog/the-king-of-fighters-xiii-update-released-on-psn-coming-soon-to-xbox-live.html UPDATE! Patch is now released for the American version! Edited January 31, 2012 by MikelAL93
Star-Demon Posted February 1, 2012 Posted February 1, 2012 Will have to update -I'm home very late, so Unfortuntaely I'm not feeling up for it it. Maybe it'll be featured on tomorrow's Love CLinic
Kyosuke Kagami Posted February 1, 2012 Posted February 1, 2012 Patch isn't that hot. I mean, it does fix some shit, but netcode still lies randomly Happened to me in Ranked, with a guy that was supposed to have 4 bars, but after I entered the match, shit lagged like fuck (and worse, the faggot dropped me).
furix Posted February 1, 2012 Posted February 1, 2012 Oh wow, so the patch is already out? And it doesn't even fix anything? Way to go SNK!
eirei Posted February 1, 2012 Posted February 1, 2012 Hey, at least it enables third party controllers.
Bolverk-GTM Posted February 1, 2012 Posted February 1, 2012 Hey, at least it enables third party controllers. Which was a much needed patch to the game. I originally would have said "If only this feature was there before I spent $26 on another converter," but I have to admit that the iNPiN is a damn fine piece of work and probably the best purchase I've made in a while. Shout outs to the third party controller issue for causing me to stumble across eTokki and all of it's awesomeness.
MikelAL93 Posted February 2, 2012 Posted February 2, 2012 No lobbies? Nope, still no lobbies indeed. I wish they will include that in a future KOF, or in an updated version/complete edition.
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