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omegaryuji

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Everything posted by omegaryuji

  1. I can probably host on an erractic basis, though my place might be a little out of the way (Dufferin/407, there's a bus stop right across the street at Dufferin/Langstaff, or I can make a trip to pick up people from either Downsview TTC station or Rutherford GO station, if those are more convenient) (I'm about the same distance from gety along Hwy 7 as mr.mort, just in the opposite direction). Probably have space for up to 5 people total, including myself. As far as setups, I have an Asus monitor, HD LCD with about 2 frames of lag, a CRT, a PS3 with BB (including DLC characters), and a PS2 with a motley assortment. Friday nights or weekends are generally the best days for me. Should add that I don't really play BB, though, so this only makes sense if at least two people would want to come *laughs* Also, I know most of the people here don't know me, but the waterloo crew can vouch that I do exist *laughs*
  2. Wanted to say thanks to you guys for putting this podcast together. Been listening to the mp3s at work for the last couple of days...really interesting discussions, insightful character analysis, and a nice share of hilarious tomfoolery *laughs* . Been trying to learn GG again (I used to play back before #R, dropped out of fighting games for a long time, started to get back into the genre again recently), so it's cool to see/hear some of the stuff that's happened with GG during my time away from the scene.
  3. Hmm, sorry, I got confused with too much KOF today. Just kill one, you're right.
  4. Yeah, it'll remain to be seen just how good EX moves are, but since you have to kill both of your opponent's characters, that really limits (in my mind) the usefulness of midmatch pandora to basically nothing. It's not gambling on 40% of their point character, it's gambling on 40% of their last character. To me, that means it's only good if (a) you confirm into a potential pandora-only death combo, or (b) your 2 characters are both almost dead anyway and you want to take a risk on a hail mary (or if you're about to get perfected and just want to go like Shin..."I won't die by your hand" *laughs* ). I will concede your point, though, that it needn't set up an unblockable...just a hard-to-blockable could potentially be good enough to justify it.
  5. First thing I thought of when I heard about how pandora works is (if your 2nd character is below the health threshold) chain into launcher+switch, immediate pandora (freezes for activation and switches back), finish with death juggle. It's possible that there's some kind of barrier against that (like pandora activation immediately puts your opponent in an unjuggleable state), but I guess that'll have to be investigated in due time. Also important to know if you can pandora-cancel out of a special, like you can with x-factor. Frankly, with how quickly it runs out, it'd be completely worthless if you couldn't combo into it, unless you could set up something unblockable. In either case, pandora probably won't be a staple of every match like x-factor in MvC3. It's just a matter of whether it'll be a stupid way of winning or a stupid way of suiciding.
  6. I fail to see how it's anything but a comeback mechanic, considering it puts a death timer on your character. I guess you could potentially activate pandora to chip out the other character with same supers/EXs, but by far the more common use of it will probably be hit confirm>pandora>stupidity. Why does Capcom feel the need to put these dumb gimmicks in all of their games now?
  7. I'll definitely need to try out that 214B~E stuff. Probably have seen it in some videos, but it happens so quickly that I didn't pick up what was actually going on (plus I wasn't really familiar with this game when watching most of the videos I'd checked out, so now's probably a good time to watch some more anyway). Oh, that's interesting. From what I remember of the times I've done it, the invincible frames would dodge the j.B (during the screen freeze, Rei's foot would be inside of Juda's chest) and the first part of the super (where Shorty throws the dynamite) always hit before Rei landed. Good to know it can be spaced to make Rei safe.
  8. Exactly what I've been seeing X_x. I guess it's at least a little reassuring to know that the trouble isn't purely because I haven't really gotten around to practicing stuff in this game. Just to make sure I'm understading, is that 214B to guard cancel or do you mean 214B counter to absorb a hit? And then boost to cut recovery and counterpoke before Rei can hit me again...sounds like it'd at least be better than trying to block everything if I've got some boost but no meter, and I'm guessing the boost should last long enough to chain into E~CD>6>autoboost combo. I'll give that a try. Thanks Yeah, I'm trying to generally use GCCD, especially if I can't dam. But specifically against that sort of Rei rushdown, I'm thinking the IAD j.B should always lose to either of Juda's supers (either outright stuffed or, at worst, trade with dam...which is heavily in Juda's favor since Rei still gets blown up into the rest of that super).
  9. If only the dam was throw invincible, there'd be nothing it couldn't do *laughs* The particular Rei I play against seems to always be jump canceling out of 2B for his pressure (I think into IAD j.B, although I don't really know Rei stuff well enough to say for sure), but I'll try to keep that in mind, thanks
  10. Question from a scrubby Juda: Any advice for what to do against Rei and Toki? For Rei, the specific thing that's giving me the most trouble is his 2B/JC IAD pressure in the corner. I go for a reversal super against the IAD if I've got meter, but otherwise, I'm just kind of stuck blocking because trying to antiair the IAD with 5A/2A/5C leads to me getting counterhit into Rei nonsense, and trying to use 214B only serves to put Patchy in revenge status. Also occasionally do a guard cancel, but it seems like Rei recovers quickly enough from those pokes to make that risky (plus the payoff of throwing out a dam [or finger if Shorty isn't available] against the IAD seems better). Maybe backdash>623A in reaction to the jump cancel? Aside from that, I'm just unsure of how to hold the advantage in those matchups in general. I've done enough off of CD pokes that the guys I play against are wary of running into that, and sometimes I can find a hole in their pressure for landing a reversal super to turn the match in my favor, but most of the time, I seem to get stuck trying to block their rushdown until I get cracked open and end up bouncing in the corner for half the round (or stuff>FKO by Toki).
  11. Kula tutorial for KOF 2002UM: http://youtu.be/gX32nF0-8qA (Obviously a different game, but a lot of the stuff still applies) Kula's a very pokey character who basically wants to juggle (mostly using her qcb+K twirl) into a knockdown, then do some oki with something like meaty qcf+P ice breath, ambiguous crossup hops, etc. She's typically one of the easier characters to pick up and do stuff with, plus she benefits from being able to cancel her cr.B and far st.C, so her combo openers are a bit more lenient than many other characters. She also has one of the highest priority DPs (at least in the arcade version), although it's still a DP in KOF, so don't be surprised if it trades or gets stuffed a lot compared to a Street Fighter DP.
  12. As much as I wish Geese was in, Yamamoto said at EVO that Geese is 100% not going to be in XIII (citing that he didn't fit the system well, which I can kind of understand, since Geese's moves don't lend themselves to juggles aside from the melee versions of reppuken).
  13. Might be a troll. From Mikel on dreamcancel:
  14. Meh, I'm hardly high-level enough at VSav to care much about some speed difference (plus I practice it on PS2, then play on GGPO, so I'm always dealing with speed differences already *laughs* ). I'd be tempted to go out to Gety for it, if it's actually being played. In my Garou heyday, I mained Freeman because I spent enough time with that game to actually be decent with him. Then I didn't play Garou for like 8 years, so when it came time to get into a Garou tournament at Summer Jam, I needed someone more easymode and scrubbed it up with Grant (so many failed st.A, st.A, qcfx2+B attempts *laughs* ). Kind of split on whether to stick with Grant now or learn Gato...probably just Grant since he's too manly for feint cancels and combos that go beyond 3 moves (not counting chesty juggles in the corner). Of course, what I should do it get good at one game before trying to (re)learn more, but that's just not going to happen with my fractured mind *laughs* Edit: Actually, if anyone ever wants some casuals with VSav, Garou, KOF 2002/2002UMT/XI(see note), AH3, HnK, or GG, I'm down for them. By which I mean you'll probably kick my ass (even if you've never played them before, I can pretty quickly teach you enough to kick my ass unless you're full of SF4 scrub habits *laughs* ), but they're fun to play, dammit. Note: For KOF XI, I think I only have Robert, Hotaru, EX Kyo, Shion, Magaki, and maybe Mai unlocked, so if you want to use midbosses or other NGBC characters, I hope you've got your own save file for it...only played some challenges on it a couple of times to test my stick after mr.mortified pimped it, since I prefer the 2002s.
  15. Gety's got VSav now? Does it actually get played? Had a decent Felicia years ago, started trying to relearn that game since ECT, though it's been kind of a backburner project compared to relearning KOF, and now it's sharing time with relearning Garou and GG...dammit, why can't I ever focus *laughs*
  16. Any chance someone's bringing VSav to Summer Jam?
  17. Thanks for the link, Korey! Edited it into the OP. Regarding finishing with leftover meter, obviously that's something that's going to happen to a certain degree, particularly with a character like Felicia. However, there's a difference between finishing with 2 or 3 levels stocked and regularly finishing with like 5 or more. For any fighting game, I think that not making good use of your resources is always something to watch out, since it could be a sign that you're basically handicapping yourself. In my case here, it's mostly happening as a result of me not making enough use of ES GC and/or reversal DF to get out of pressure (I know that getting better at GCing/pushblocking is one of the biggest things I need to work on right now in general), not going for link combos into ES roll off of pokes instead of chain combos (the extra damage is worth the added difficulty, particularly against characters like Bishamon or Zombie who give me a lot of trouble just getting close enough to do anything), and not making as much use of ES command grab as I could. Sadly, knowing I can be making better use of my meter and actually doing so are two different things *laughs*
  18. Thanks for the tips. I should be making more use of GCs in general (if for no other reason than to find out when it's a good or bad idea to GC *laughs* ). ES 22P is a waste of meter most of the time, and horrible if whiffed, but at least it's SOMETHING to spend it on, which is better than constantly finishing a fight with like 8 levels stocked...also probably a sign of what a scrubby player I am *laughs*
  19. cl.FP, cl.RK, s.SK, cr.SP, and cr.FP all reach over her and extend beyond her hurtbox. You can also try jumping with pretty much anything but JP or SP (I like using buttons that OS with airthrow), or chicken guard.
  20. Thanks for posting that, Kyle. Good to see that a lot of the stuff agreed with what I'd put in the OP. Added a couple of Felicia vs Wolfman videos from Orecom's youtube to the OP (also corrected the spelling of his name...I'd complain about how he picked something that can't be written clearly in kana, but then, I'm a white guy with a greek/japanese hybrid handle, so I don't have much grounds to criticize *laughs* ). Player names were unlabeled, unfortunately...I couldn't tell who the Wolfman was in the video with Orecom, but the commentator definitely sounds like he's saying "KENGallon" in the one with Nekohashi, so I labeled it as such (if someone who can understand japanese can tell me the names for sure, that'd be great ). Very cool use of 623P to chase people after knockdowns by Orecom. Finally started finding people on this continent to play on GGPO recently, too, which is great. I mean, I'm pretty awful, but everyone's gotta start somewhere. Also, a question for any better players. I notice that I typically finish fights sitting on a stupid amount of meter, since I pretty much just use it for ES 22P, sometimes ES grabs, and sometimes ES roll to punish stuff from around max s.FK range or farther (or accidental PHMs when I cross myself up try to do oki with ES grab, but let's ignore that for now ). Aside from maybe keeping an eye out for good opportunities to do reversal DF, it doesn't feel like there's much I can do with it all. Is that about right, or should I maybe be trying something like using ES GCs? Edit: Also, I have the OP (including combos from gbursine and Korey) available as a *.docx, if anyone wants an offline version.
  21. The game already had 31 characters in it (10 teams + Ash).... Kind of sucks that Billy isn't wearing his No Smoking jacket. Hopefully that'll be available as an alternate outfit.
  22. Probably unlikely that they will rebalance things, aside from fixing any bugs that might come up from console-exclusive characters. If by some chance they do, it'll likely be a short list of changes, like going from the initial 2002UM to Tougeki version...I wouldn't expect anything more drastic than making level 3/4 dropkick slightly negative on block and possibly less capable of guard crushing.
  23. Good news for European fans, at least. I was skeptical about new Iori and Ralf at first, but I've actually come to like them a lot more than the old versions. If the 97 New Faces team is added, I'd actually prefer to see them only have 1 hybridized form instead of normal and orochi versions. Mostly for Shermie (who has always been behind the curve gameplaywise and frankly should just have her movelist completely blown up and redone, for the most part), but it also always seemed strange that Yashiro has speed-type moves when he's supposed to be the powerhouse, Chris's moves look like they belong to Chizuru, etc. Just some ideas off the top of my head: Yashiro: Keep 2002UM normal/command moves (common to both forms), normal Yashiro's guardpoint uppercut and spammy punches, O. Yashiro's command grabs (the 1-frame and the launcher) and maybe his 2002UM ground pound, Final Impact (EX possible, Max-cancelable) and leaping grab DM (works like Vice's air DM), and either give him a brand new Neomax or use O. Yashiro's laser punch Chris: Keep 2002UM normal/command moves (common to both forms), normal Chris's sideswitch and dive kick and speedy lunge (one button for the high punch, one button for low kick), O. Chris's DP and kick dance, slaps DM (same properties as Mature's Nocturnal Rites) and Dark Orochi Nagi (same properties as Kyo's but no EX), brand new Neomax (maybe something like a burst of purple flame similar to Shen Woo's CABC, hitting with it follows up with Orochi's Bright Light) Shermie: Keep 2002UM O. Shermie's normal/command moves (as much as I love seeing Shermie's titty throw, it's pretty dumb), normal Shermie's dashing grab and dodge and maybe counter, O. Shermie's 2002UM lightning strike, something new (maybe a decent antiair?), lightning cannon drill DM (EX possible, Max-cancelable, anywhere juggle) and maybe a new DM, either O. Shermie's HSDM or something new for Neomax
  24. First post updated with wiki links, videos of most match-ups (I think I only need a Wolfman, Jedah, and Demitri) from neojinbe's lovely Youtube, some more frame data (movement stuff), fixed a few typos, and fleshed out the movelist a bit. To do: -Find that facebook guide and see what I can harvest from it (or maybe just add a link to it?) -Write stuff about wall cling, wall jump, and maybe head sit, taunt grab, and 22KK -Get better at playing this game so that I have grounds for answering questions (or bug some other Felicia player like Ril to answer anything that comes up)
  25. Dammit, can't believe I forgot to put in links (I blame still being tired from ECT...ended up doing at least twice as much driving as I did sleeping from Friday to Monday *laughs* ). Thanks for the reminder. I'll add some wiki and video links tonight, along with the rest of her frame data and better descriptions for non-normals (kind of abbreviated everything else when I saw how long that was taking in favor of at least getting a placeholder thread up *laughs* ). ...I'm sure there was something else I had in mind to add as well, but I can't remember now. Oh well.
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