AcidHairBall Posted November 7, 2010 Posted November 7, 2010 I've heard that the netcode for this game seems to blow chunks... True or False?
Kyosuke Kagami Posted November 7, 2010 Posted November 7, 2010 >>I like his regular form Because you're weird
Mightfo Posted November 7, 2010 Posted November 7, 2010 I've heard that the netcode for this game seems to blow chunks... True or False? For low-combo casual play below 150ms, it's fine. If you've played a lot of serious kof2002 before, probably not. IMO it's better than SF4/TVC netcode, but not as good as NGBC/BB Also, who all has crossup-possible dashes besides lin and chris?
Prototype909 Posted November 7, 2010 Posted November 7, 2010 (edited) Orochi Chris and Kensou are the most annoying chars, hands down. And everyone uses them. Edited November 7, 2010 by Prototype909
IronTager Posted November 7, 2010 Posted November 7, 2010 (edited) I liked Hinako. I like Hinako too. She's a very interesting sumo wrestler who does really good damage. She's kinda simplish to use. Also, O. Chris and Kensou were nerfed. They're not so bad though. If you want to get past Orochi Chris, when he throws out his projectile, you can run up to his face before it comes out and it whiffs. You can punish it like that. As for Kensou, he's not that great either. What exactly is bothering you about Kensou? (Is it Regular Kensou or EX Kensou that's troubling you?) Edited November 7, 2010 by IronTager
Prototype909 Posted November 7, 2010 Posted November 7, 2010 This is generally what happens - Projectile spam -> I jump -> get anti air kicked/O.Chris CD'd, reset Projectile spam -> I roll -> DP'd/Grabbed out I don't know if it's just lolonline or what, but it seems near impossible to punish properly spaced DPs, and if you're off you just get hit by the DP. My characters are O.Yashiro, Shermie/O.Shermie, Angel, Leona
IronTager Posted November 7, 2010 Posted November 7, 2010 (edited) I see. That's an odd way to play him, but anyhow, if they try that (This is something I usually try to use. Super Jump it. Get use to all the jumps (Light jumping, super light jumping, regular jumping and super jumping). If they're close and you know they're going to use the projectile, run at their face and punish. The projectile whiffs if you get to his face (His hitbox extends forward), it'll make them feel stupid. Anyhow, if they grab you out of rolling and you know they're going to do it, you have to learn the anti-grab method of KOF. Press forward + SP then roll your thumb onto strong kick. If someone grabs in KOF, that's the way you get out of them. As for your characters. You know Shermie's spin has invincibility frames, yes? You can probably get past his crap like that. Honestly, I'm surprised that someone is using O. Chris this way. Anyhow, get in, Super Jump OVER him (You don't have to land a hit just yet. If you know they're going to DP, land and block). If he does the light one, you can blowout. That or get a bit of a distance, just close enough so you can run at him and punish his projectile but far enough so he can't DP you and you can punish that too. Edited November 7, 2010 by IronTager
Soothesayer Posted November 15, 2010 Posted November 15, 2010 I want this game now. The demo was fun...I was reminded why Whip used to be my favorite KOF girl. I know the online isn't going to be that good for me but ah well. The soundtrack is pretty awesome too. Falling of the Nightingale and Desert Requiem are my favorites. The former reminds me a bit of BB music and the latter of Guilty Gear.
Prototype909 Posted November 15, 2010 Posted November 15, 2010 Best tracks are Rebloody and Butterfly Emerges from Chrysalis
IronTager Posted November 15, 2010 Posted November 15, 2010 My favorite is personally the girl team's song. http://www.youtube.com/watch?v=sWKyROAOFnw
furix Posted November 15, 2010 Posted November 15, 2010 (edited) This is generally what happens - Projectile spam -> I jump -> get anti air kicked/O.Chris CD'd, reset Projectile spam -> I roll -> DP'd/Grabbed out I don't know if it's just lolonline or what, but it seems near impossible to punish properly spaced DPs, and if you're off you just get hit by the DP. My characters are O.Yashiro, Shermie/O.Shermie, Angel, Leona The characters you have can get around projectiles pretty easily. Also, calm down a bit and don't try to get around the projectiles that much, they aren't that great. IIRC those DPs don't even have much(if any) invincibility. Some character specific stuff though O.Shermie can use her own projectiles to keep up a bit, but it isn't that realiable. You should still be able to safely get around Kensou's by jumping, jumping straight up, and closing in slowly. O.Chris's projectile isn't even a problem, just roll back and stay back. If he attempt to j.CD even after you moved back, it's an easy counter for you. If he keeps doing it, get within range but still out of the projectile and super jump into him and punish with j.C c.C f+A Super (Or w/e combo you prefer doing). As Leona it's way too easy, just do her air super as soon as you see a projectile start up, her b+f+D should still go under kensou's balls, but I am not 100% on that. It's worth a test though. Leona's jump is pretty far and fast, so within certain ranges you should be able to easily SJ/HyperHop CD any projectile and be able to either hit, or have it blocked, which ends up in your advantage. Oh yeah, also you can just do your orb to absorb the projectile and build some meter in the process. (Do A version of course). Further more, if for some reason the kensou jump in on the orb, you can do a tiger knee super after the orb hits for pretty nice damage. Most projectiles are pretty weak in this game, so you should be able to dash/walk, block a projectile, keep moving forward slowly, and if they keep throwing projectiles, you should easily be in range to hyper hop and punish. If they are jumping back/dashing back and throwing projectiles, then you can easily just dash and super jump to catch up to them, or simply run. Only characters who can effectively keep a good run away projectile tactic is characters with back dash hops like Athena, Iori, etc... oh.. and EX Robert's projectile game is pretty decent too. I don't think you should be having that much problem, it could be the online.. But, I haven't tried this game online yet as I don't know an xbox. Edited November 15, 2010 by furix
jinxhand Posted November 17, 2010 Posted November 17, 2010 Also regular Takuma sucks dick. No fireballs or Shoran Kyaku? Fuck that. There's always EX Takuma... But regular Takuma is still solid... You have to close in more, but its worth it because of the damage, and setups with qcb+P.
Akiro Posted November 17, 2010 Posted November 17, 2010 Anyone have any tips for playing the New Face Team? I cannot learn this game to save my life, I've only got countering a FEW 4 hit combos down.
Mightfo Posted November 18, 2010 Posted November 18, 2010 Does anyone know why this doesn't have gallery mode/color edit? Is it just part of being the Tougeki version?
Arvoyea Posted November 21, 2010 Posted November 21, 2010 Does anyone know why this doesn't have gallery mode/color edit? Is it just part of being the Tougeki version? Probably was on the PS2 port only. I know the XBLA port removed the original Neo Geo game, so they may have taken that out too.
Soothesayer Posted November 21, 2010 Posted November 21, 2010 I think NGBC was different too. It still had color edit and a gallery but game modes were different and it was normal tag-team rules as opposed to 1 guy dies -> you lose on the PS2 port. The stages were different as well.
jinxhand Posted November 22, 2010 Posted November 22, 2010 I think NGBC was different too. It still had color edit and a gallery but game modes were different and it was normal tag-team rules as opposed to 1 guy dies -> you lose on the PS2 port. The stages were different as well. That's crazy... I have the jp ver. of NBC, and it didn't even have those tag rules... Yeah xbla ver. of NBC is different... New stages, although some were removed, plus there were new pics added to the game (characters select, and I think new victory pics)...
Soothesayer Posted November 23, 2010 Posted November 23, 2010 JP NBC didn't have the one guy dies -> you lose rule? I swear I've seen playthroughs on YT of the PS2 version where if one guy got KO'd the whole match was lost. Fighters Gen review notes the same thing. Ah I see now, it depends on the mode. XBox360 version removed the mode with the one guy dies rule.
furix Posted November 23, 2010 Posted November 23, 2010 Does anyone know why this doesn't have gallery mode/color edit? Is it just part of being the Tougeki version? They probably just felt it wasn't necessary. KoF2k2UM Tougeki version for PS2 still had color edit, gallery, bosses, etc... It had all the modes in the original version but with arcade balance being the only difference.
Kyosuke Kagami Posted November 23, 2010 Posted November 23, 2010 JP NBC didn't have the one guy dies -> you lose rule? I swear I've seen playthroughs on YT of the PS2 version where if one guy got KO'd the whole match was lost. Fighters Gen review notes the same thing. Ah I see now, it depends on the mode. XBox360 version removed the mode with the one guy dies rule. In the arcade version: 1P mode .- one char dies, the match is over. 2P mode.- both chars have to be KO'ed to win.
orka Posted November 30, 2010 Posted November 30, 2010 Color edit is not necessary. Even if it was in the XBLA version, it should just not be allowed in online play since there will always be idiots that make stuff like all-black color pallettes that makes it almost impossible to tell what the hell they are doing. I speak this from experience with NGBC for XBLA.
Vulcan422 Posted November 30, 2010 Posted November 30, 2010 Bitches don't know 'bout my hue and saturation
Soothesayer Posted December 1, 2010 Posted December 1, 2010 Meh don't let a few knuckleheads ruin it for everyone. CE is minor for sure and not a huge loss but it's neat to have. And real talk, color edit helped me in physics class in 12th grade.
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