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Koozebanian Fazoob

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Everything posted by Koozebanian Fazoob

  1. NGBC had really good netcode supposedly. Theoretically, GSS is just some sort of Middleware and doesn't do any of the real handling of sending and receiving UDP packets. The real bulk of making good netcode should rest on SNK, and not the GSS software. There was also a rumor they had hired Damdai to supervise the netcode production? But it's just a rumor as far as I can tell.
  2. I haven't been able to determine if GSS is even a netcode backbone, or if it's just a middleware of some sort. SNK's netcode has almost universally been shit, but it's hard to know if that's the fault of GSS or just SNK being lazy/dumb. The feature list of GSS doesn't seem bad at all, it supports P2P connections and branching Spectator mode, as well as handling the lobbies, matchmaking, player accounts, and so on. But seeing as SNK couldn't have been bothered to even do the spectator mode ... Not having a whole lot of hope for the netcode at the moment.
  3. Almost certainly asking this on the wrong forum, but can anyone explain to me how Takuma is not going to be completely horrifically broken? The guy gets 100%s for dirt cheap, off of anything as long as you aren't more than 1/2 stage length from the corner. I was thinking I hadn't seen him even used that much or winning much, so maybe he just sucks other than his damage output? That doesn't really seem to be the case though, he seems really good at all ranges. He even got pretty significantly buffed in the console version as well.
  4. Well on the upside, KOF13 has around 100k preorders just in the US alone. So it's not looking all that bad so far in terms of sales. But yeah, I wouldn't hold your breath for anything else at this point, SNK has just barely been stringing along their fighting game division for a while now. I wouldn't be surprised if SNK started farming out their classic series to a 3rd party developer, since that's all the rage these days. Look forward to more shitty fighters made by DIMPS/8ing in your future! :/
  5. I'm not sure how scoring a free hit is going to make your pressure/mixup after it more homogenized, if anything it would make oki overall less homogenous because you have another situation to potentially deal with, and more tools to consider using. For example, you can do a pretty standard KOF style mixup which is to oki with a jump in normal, then immediately after you land, you sj or hh again and do another air normal. This will work against either a block OR if you hit the backdash. If they decided to backdash, it just means they ate free damage and now have to deal with that same overhead anyway. And as normal, you can always not do the second air normal and instead land and do a Low/Throw OS to punish rolls or high blocks. So you can get your mixup and OSs and everything even if they backdashed the first time. Also if you KNOW someone is going to try to backdash out, many characters have options to punish it for free. I mentioned before, Takuma can do something like, j.C |> 646PP x 63214K ... which leads to 50%+ life combos. Daimon can do something like j.CD, run up into 41236C which again, leads to big 50%+ combos. Elizabeth and anyone else with fast juggle-anytime moves can do stuff like that. Got a safe special that can lead into damage even on air hit? Probably still works just as well as before as oki. I'd use K`s Minute Spike here as an example but that got nerfed a bit so it's not safe anymore AFAIK. A better example might be something like Ralf's [4]6A, which on hit can be easily hit confirmed into 236236P at mid or 214C in the corner. And there are even more possibilities when you consider specials that you can just make safe via DC. Also I might add that if you use j.CD as your jump in oki, those knock WAY back and you can react to a hit and follow up as well. Roll recovering one of those makes you travel... more than half the entire stage length? Very easy to put someone into the corner with that, and that's not a place you want to be. Also FYI, most jumping heavies are in the range of 70-100 damage, which is 7-10%. Now that might not seem like a lot, but eating a free 7% life and just getting put back into a mixup, or worse, seems like a pretty heavy drawback to me. So to me it seems like it can be anywhere from, "I made a good guess and took only a little damage and now I'm at neutral", to "I made a bad guess and took free damage and now I'm right back where I was", to "I made a bad guess and the other guy made a good guess and now I'm dead." In any event, it doesn't seem nearly as simple as you are thinking it is right now.
  6. When you normally connect air-to-air (including against a back step), it does not leave them in a free-juggle state and only gives you a very short period of time before they recover. However, you can still connect with a fast anywhere-juggle move. So for example, Takuma could do c.C 646PP and that will combo. Also just FYI, on air-to-air CH you DO get a free-juggle state and a lot more time to connect something. In general, getting yourself in the air is really good to avoid BIG damage. Where I disagree, is that I think that actually WILL be a very good defensive option. Take a little damage to avoid potential nasty mixups altogether and get away? That seems like it could be really useful in certain matchups or situations to me. It can be better than Roll because you can't beat it with really simple OSs, and it can be better than GC Attack or GC Roll because it doesn't cost meter and you don't have to block anything to use it. You should also be able to use it as another way to avoid throws ala Guilty Gear. On the flip side, it will probably be entirely useless in the corner as it will just give you a free hit and another free pressure. If you knew it was coming, some characters can get free big damage, others could easily follow in and just get another mixup even at midscreen. I think it sounds pretty interesting, we'll have to see how it works out.
  7. The backstep thing is pretty interesting. I'm not sure how practical it will be, but it seems like a way to eat a single hit to avoid potential mixups or big damage combos you might take otherwise. On the flip side, lots of characters have good air-to-air combo options so it might be just a way to eat a free combo. Seems like it could change the oki game pretty heavily depending ...
  8. Well in both of those cases, they're a fair bit slower than 2k2. Combos especially, but specials and normals are a hair slower overall as well.
  9. Nah, I think 13 is actually a bit slower than 2k2 overall as well, especially in the combo department. 2k2 Max combos are blisteringly fast at times.
  10. Pretty much. They both play completely differently as well. Both are good characters that are sadly missing from 13. 2k2UM is the closest to 13 there is, but they're still pretty different. Basically they separated the Max cancel system from the super system, so now you have a Drive Meter specifically for cancels, and a Super Meter. You can use 50% of the Drive Meter for a single special->special or special->super cancel. Or if you have a full meter, you can activate Hyper Drive, which lets you make as many cancels as you can until the meter runs out (sort of like 2k2 Max mode in that sense). The Hyper Drive activation cancel is a little different from Max activation cancel from 2k2 because it will slide you forward when you use it, so it's easier to use. Also, Drive Canceling in 13 is a lot more loose, you can cancel most specials into most other specials or supers, including canceling a special into it's EX version. They also added EX Specials and EX Supers (which use 1 and 2 meter respectively), and Neomax which is a 3 stock super (or 2 stocks in HD Mode). EX Specials tend to be either super fast, super invincible, or super safe. EX Supers tend to be more bigger damage. Neomax is the most biggest damage and some have funny properties. Also you might not want to write out Yuri in 13 as someone to play, they managed to make her really fun in it. This coming from someone who did not care for her at all previously. Athena isn't a bad choice though, but I personally like her 2k2UM version a bit better.
  11. They won't, and it wasn't. It took them almost a month to develop a character when they had a full development team, which they definitely do not have right now. Also, if they were planning on making more characters, they would release the game first, and then sell them as DLC later. That would make a lot more sense financially for them, as it would get them a decent influx of cash from the game sales to keep funding up, and also avoid pushing the release date back, which right now is looking like a catastrophic mistake. Keep in mind Nov22 is a week after UMvC3 and the same day as Tekken Hybrid. That's about the worst release date you could hope for. They are. Look at the blurred magazine scans and look at the revealed portraits, they're identical.
  12. Gonna try and show up on Saturday for some GG and maybe ST if that happens. Scrubmode is go.
  13. Bravo died to the Shuriken before the grab connected. So he had already lost the round at that point (and thus Kagari couldn't take damage after that). But for some reason the grab still kept going. Could be super armor related, or maybe they just hit at the same time.
  14. Pretty odd, I never got it at all until the upgrade. I get it pretty consistently on both DL and SRK since they moved to the new version. It probably has to do with the AJAX, that tends to break a lot of things in vB.
  15. The front page should just be replaced by the Articles section, like on SRK. You can link to the guides from there. Also, is there an option to disable embedded Youtubes? If not, it needs adding in a hurry. Also, I see upgrading the forums software has caused the site to do the same shit where like on SRK where it tries to multi-post messages repeatedly when you submit via Quick Reply. Oh vBulletin, what won't you break~~~
  16. The move's Level tells you how much hit/guard stun it causes.
  17. Also I mentioned this before, but instead of linking to a page with the different guides on it, you should really turn the Guides link into a dropdown that you can choose the guides from. Double bonus that you don't need intermediate page anymore that way.
  18. Need to create some more separation with the normals list, or just in general. It's kind of muddy looking right now. I think it looked a lot clearer with that test page I did a while back. Might want to make the notes sections use a smaller font and/or increase the border between cells. That's my opinion anyway.
  19. Should be there, probably going to do Super4, HDR, GG and lose horribly in all of them.
  20. 236B is the best AA yes, it can't be shielded (?) and it's lightning fast if you Speed Shooting it. You really do have to get down speed shooting or you are hopeless with Luna. If you can 236B AA though, combo into C -> C -> C and, well that's 70% right there. You can also use an assist AA, if you take her with Eko you can spam 2D against jump ins, which you can then combo off of as well. Mecha 3D is also reaaaally broken so spam that VS jumpins if the spacing is right. VS Lilith, if she's close enough to B+C you, you're kind of fucked. Lilith is broken to begin with and Luna suffers one of the worst up close because she has no DP, no air control, and has really low life. The B+C, IIRC, doesn't have foot invuln but that doesn't help you too much with Luna either. If you're psychic or just really good, you can parry that headbutt and punish. I don't recall which of Luna's normals will cause butt-stun (wiki says 5B/5C/2B) but you should be able to punish with that, assist parry, into 236C speed shooting for big damage. I'll have to double check what works later though. The best thing you can do VS Lilith from what I've found, is to turtle for meter, then punish anything she tries to do with a super/combo. As silly as that sounds, that super is stupid as shit and turns rounds around easily. If you have Eko, make good use of 2D or 3D to control space. If you have Mecha, spam 6D at a distance, or 3D all day long if they get close because it's insanely broken and on CH or AA, leads to 236B speed shooting combos. And not that it should need mentioning, but using parry to escape stances is really, really important.
  21. Gaia Online, I think it's the biggest online community on the entire internet currently. As you can probably expect, it's absolute, 100% concentrated stupidity. I don't really have words in my vocabulary strong enough to insult the likes of Gaia Online.
  22. Cool so instead of being a dumbass and adding to the problem you could try and be a little more helpful instead. Or you could just not post period. Your choice.
  23. Is that effected by attacking/blocking/being hit/jumping/etc or is it just a flat 28 seconds before one comes back?
  24. Reminder that this is the 'changes' thread, please take videos and discussion to their threads. I rather expect this thread to go away shortly seeing as we have a new system mechanics thread, and all the character specific changes will hopefully drift to their respective character forums.
  25. This here is wrong as I've brought up before in the general thread. You lose half (rounded down) of your MAX primers for the rest of the round, which can't be regenerated. Your current primers aren't touched, though you can lose some if you had more than your new max of course. Bursting a second time in the round will so the same thing again.
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