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CAG PS3 Fighting Game Matchmaking Thread - Injustice out NAO!


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#121 option.iv

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Posted 23 March 2010 - 05:25 PM

after seeing an insane combo video of guile online, im attempting to use him. It helped to learn how to buffer his sonic boom, which i think would help me with balrog as well.

online lag sucks for linking moves. Its almost impossible to get consistent.

You plink? http://www.shoryuken...ad.php?t=186686

This effectively doubles your chances of hitting a link.

i.e. for guile:
cr.lk, cr. lp, cr. mp(hold)~lp xx flash kick or sonic boom

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#122 Rai Rai

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Posted 23 March 2010 - 06:25 PM

You plink? http://www.shoryuken...ad.php?t=186686

This effectively doubles your chances of hitting a link.

i.e. for guile:
cr.lk, cr. lp, cr. mp(hold)~lp xx flash kick or sonic boom


That was a pain in the ass to go through/read for me. Here's the idiot's guide and a nice trick to doing it.

http://www.shoryuken...entry.php?b=346

#123 Esper

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Posted 23 March 2010 - 11:15 PM



plinking with guile


More ssfiv playtest videos, if anyone's interested.

Spoiler

Edited by Esper, 28 September 2011 - 12:43 AM.


#124 option.iv

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Posted 24 March 2010 - 06:12 AM

Thanks guys for simplifying that.

Well, to get you excited, here are some vids of the SSFIV anime intros I know you guys love.

http://shoryuken.com...os-From-1up-com

Horny Ibuki, count me in.

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#125 panzerfaust

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Posted 24 March 2010 - 07:54 AM

Man, Ibuki is like the only alt costume they haven't shown yet.

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#126 kurrptsenate

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Posted 24 March 2010 - 11:01 AM

oddly enough, my brother told me I had to look this up last night and stumbled across that video (guile plink) through a google search. Unfortunately, I suck at getting that triple button combo to come out consistently.

Ugh, yet more time spent in the training room lol

#127 Rai Rai

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Posted 24 March 2010 - 11:38 AM

Man, Ibuki is like the only alt costume they haven't shown yet.


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#128 kurrptsenate

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Posted 24 March 2010 - 03:23 PM

i fail at plinking worse than I do linking 1 frame windows. I might be able to do a standing hp to FK maybe one out of ten times.

#129 Rai Rai

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Posted 24 March 2010 - 03:37 PM

i fail at plinking worse than I do linking 1 frame windows. I might be able to do a standing hp to FK maybe one out of ten times.


Alright, I'll try to help ya through it. First, master Ken's kara throw. I know that sounds like a weird direction to start from, but just do it. Once you can do it with a 99.9% success rate, you can attempt plinking. Now, with plinking, you still try to hit it as if it were a 1-frame link, which you say you have more luck with. The timing is still the exact same. Let me use rufus' lk to hp as an example. You still do it with the exact same timing you normally would, but press hp just slightly before mp where you'd normally just press hp. Kinda of like how you'd press f+mk just slightly before lk+lp with Ken's kara throw. The ONLY thing plinking does is making it twice as likely to hit the move on that 1-frame timing. I probably didn't explain it perfectly, but it's good enough for all you picky people!

#130 kurrptsenate

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Posted 24 March 2010 - 05:26 PM

nah, you did a real good job.

I always failed at doing standing lk to hp with rufus

the kara throw is hold -> mk, lp+lk. Am I supposed to plink something here?

#131 Paco

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Posted 25 March 2010 - 05:04 PM

King of Fighters XIII has been shown and the new Hyper mode is akin to the Max mode of King of Fighters 2002. BELIEVE BITCHES. Fuck YOU Blazblue.

THIS is what everyone gets HYPED for. Mai returns, Yuri Returns, King Returns and there's talk about Yamazaki making a return.

Oh yeah prefight conversations in this game too.

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#132 Rai Rai

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Posted 25 March 2010 - 05:11 PM

nah, you did a real good job.

I always failed at doing standing lk to hp with rufus

the kara throw is hold -> mk, lp+lk. Am I supposed to plink something here?


Nope, that's not plinking, I'm not quite sure how to explain it but it's basically cancelling a f+mk into a throw while gaining the distance he'd normally move for the f+mk. I just want you to try and master it so you get a feel of how closely you have to press the two buttons (counting lk+lp as one button in this example) together, which applies to plinking too. Plinking is where the game reads the same button twice without actually pushing it twice and thus gives you a better chance at linking. I probably suck at explaining in the eyes of vets though. :lol:

EDIT: Oh, and good netcode for KoFXIII or bust.

Edited by distgfx, 25 March 2010 - 05:28 PM.


#133 kurrptsenate

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Posted 25 March 2010 - 06:26 PM

i got pretty good at the kara cancel throws with Ken but still have problems plinking guiles combos. maybe Ill get it soon

#134 Deadpool 3.0

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Posted 25 March 2010 - 06:31 PM

King of Fighters XIII has been shown and the new Hyper mode is akin to the Max mode of King of Fighters 2002. BELIEVE BITCHES. Fuck YOU Blazblue.

THIS is what everyone gets HYPED for. Mai returns, Yuri Returns, King Returns and there's talk about Yamazaki making a return.

Oh yeah prefight conversations in this game too.

Posted Image



I saw a video. It looks really good and they took out the zoom.


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#135 Rai Rai

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Posted 25 March 2010 - 06:39 PM

i got pretty good at the kara cancel throws with Ken but still have problems plinking guiles combos. maybe Ill get it soon


Yea, plinking's harder to do, just wanted you to practice the kara throws to get a feel of what people mean when they say "Press the button slightly before you press the other one."

#136 Deadpool 3.0

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Posted 25 March 2010 - 06:47 PM

I thought last year was good for fighters. This year is going to be great as well. We already got Tatsunoko VS Capcom. Then were getting Super Street Fighter IV, Blazblue CS,Then eventually the new King Of Fighters. Its going to be a great year for fighters again. Plus the new sam sho I almost forgot it. Although my hopes for it isn't that great,but since I own every fighter this gen I'll end up buying it as well. :bouncy:

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#137 Inf^Shini

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Posted 25 March 2010 - 06:52 PM

Where's mah K' ?!?

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The face of a pleased man =D


#138 luan87us

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Posted 25 March 2010 - 07:22 PM

Where's mah K' ?!?

I second this. I want mah K'

#139 Paco

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Posted 25 March 2010 - 09:02 PM

Where's mah K' ?!?


Probably console exclusive to drum up sales. But more important is talks about Yamazaki being in this.
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#140 kurrptsenate

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Posted 26 March 2010 - 01:56 AM

I'm definitely going to keep at this plinking thing. I can see it helping in the long run. I don't think it helps i play on the floor with the TE on the floor as well

#141 option.iv

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Posted 26 March 2010 - 05:14 AM

KoF XIII looks... like the same shit. They seriously need to expand the movelists badly. I personally think they should fix throws and make them 1 frame. And if online sucks, which it will, I definitely won't get it at release, unless it's a budget title.

I second K', but I'm really rooting for Yamazaki. That guy is gangsta.

And where is my two plane fighting!?

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#142 Deadpool 3.0

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Posted 27 March 2010 - 09:54 PM

KoF XIII looks... like the same shit. They seriously need to expand the movelists badly. I personally think they should fix throws and make them 1 frame. And if online sucks, which it will, I definitely won't get it at release, unless it's a budget title.

I second K', but I'm really rooting for Yamazaki. That guy is gangsta.

And where is my two plane fighting!?


I saw some new videos. From KOF12 they had the same woman in the background on 13 doing the same thing with some things removed. Surely it isn't final. If it is then snk is beyond lazy. I want my K as well. xD




Plus there is a bug as well in the video. Look at the first stage and tell me it basically isn't almost the same as the one in kof12.

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#143 Paco

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Posted 27 March 2010 - 11:56 PM

KoF XIII looks... like the same shit. They seriously need to expand the movelists badly. I personally think they should fix throws and make them 1 frame. And if online sucks, which it will, I definitely won't get it at release, unless it's a budget title.

I second K', but I'm really rooting for Yamazaki. That guy is gangsta.

And where is my two plane fighting!?



K' fucking sucks and I'm tired of huge Shoto inspired characters list. Plus K' hates King of Fighters so you probably won't see him.

And they expanded the movelists. Elizabeth and Mature are getting some of the biggest movepumps out there. Terry has his buster wolf back. All characters are going to have at least Two DMs again. Clark got moves back, Ralf got moves back, Chin got moves added too. Sie Kensou got SIGNIFICANT moves back with his standard fireballs making a comeback. Athena has her teleport back. Ryo and Robert have moves back along with Joe. Every character has MORE MOVES this time around.

Two plane fighting was Fatal Fury and only the EARLY Fatal Fury games.

Throwing is back to direction and ONE button. You can also get out of throws.

DMs back to 3 bars. You gain one bar extra for each character that dies. 5 DM bars by the time you're on your last character.

I wouldn't talk anything unless you know how much has been changed and added. This is NOT going to play like 12 and all the systems of 12 have been REMOVED.

But then again, I'm one of those people that plays too much KOF. Every change really alters the gameplay system. SNK never had a streak of making nothing but good games. KOF is either really bad or really good and only sometimes average. This one looks really good with the Max mode type bar and the speed increase. Also I noticed that Joe's Tiger kick is slown down and the srk style moves are no longer invincible as I've seen Robert and Ash knocked out of theirs. Bravo SNK.

You know very little if you think this is the same Option. Even the jumping game is changed from the speed tweaks.
If you can't KOF with the best
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#144 option.iv

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Posted 28 March 2010 - 08:27 AM

Thank god they got rid of the 12 system. Critical counter hit, really?

And I was kidding about two plane system. Did I forget my [/sarcasm] tag?

I kinda like throws back to one button.

Seriously though, no one can vouch for a decent online. Who's going to publish the game anyway. I sure as hell don't expect Ignition to do it. By then, who's really going to devote to a decent online. The last case was that 12 was built for Japan, where connections are closer together and a majority had very high speed connections. This is definitely not the case in the states. What stops whoever is publishing the game from just copying the same netcode and putting it in the US version. I'm tired of a netcode which promotes mashing buttons, it just eliminates any real reaction play, which is definitely a huge part of fighting games.

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#145 anathema728

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Posted 28 March 2010 - 09:45 AM

option4, were you going easy with balrog? 0 overheads, 0 low rushes, I am confused, stop playing so safe, I can't reversal fadc ultra at all. And god damn balrog techs are even harder online. And how come no headbutt ultra.

@notorious_pip if you still read this thread lol, i see you play a dhalsim? do you have a mic? teach me how to play dhalsim vs bison/rufus/c.viper

#146 Paco

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Posted 28 March 2010 - 09:54 AM

Thank god they got rid of the 12 system. Critical counter hit, really?

And I was kidding about two plane system. Did I forget my [/sarcasm] tag?

I kinda like throws back to one button.

Seriously though, no one can vouch for a decent online. Who's going to publish the game anyway. I sure as hell don't expect Ignition to do it. By then, who's really going to devote to a decent online. The last case was that 12 was built for Japan, where connections are closer together and a majority had very high speed connections. This is definitely not the case in the states. What stops whoever is publishing the game from just copying the same netcode and putting it in the US version. I'm tired of a netcode which promotes mashing buttons, it just eliminates any real reaction play, which is definitely a huge part of fighting games.


You sir need to play more King of Fighters in your life. Each set of three is completely different. I'd do something like this in all honesty.

Ignition actually HAS talked to SNK and they are talking about it. Ignition told SNK flat out that they will NOT publish their game in America UNLESS they fix the netcode. Which probably includes them being there EVERY STEP OF THE WAY to make sure the netcode is fixed and make sure SNK doesn't Fuck up again. Ignition is more involved then most developers to be honest. If they can strongarm SNK from the beginning we may very well see good netcode.

You really think I"m just mashing buttons? Yes there is a touch of input delay and lag, but after a while you learn the timings and with close enough connections it's essentially offline.

94-95. Street Fighter 2 style in a way with how basic they are. 95 was the pinnacle of this. The Dodge was rather hard to use as it only had a few frames and looked kind of weird in my opinion.

96-98. Alpha Era and golden era. Chin was broken as Fuck in 96. The rolling was not 100% in 96. The charging dynamic and low health keeping you perpetually at 100% is messed up and broken. 97 added stocks with advanced mode which made it more standardized. 98. Everyone knows 98. Game encourages many playstyles.

99-01. Strikers. 99 and 00 had most broken era of strikers. Famous for 100% damage combos if used properly. 01 had ratio system with strikers. Most refined, most ugly.

02. Max mode with lots of characters lots of moves and changed properties.

03-XI tag team variations. 03 had a shitty tag team mechanic while XI refined it properly. Too much reliance on Oswald and Duck King though. At least XI has about 10-15 really viable top characters.

XII. Fairly good beta with interesting ideas. A bit too simplistic, but it is fairly good once you get in it. Custom Combos seem too Street Fighter Alphaish though. Sousai could remain though it needed work. Not everything properly clashed. Another good option to minimize fireball games though.
If you can't KOF with the best
Than Street Fight With The Rest

#147 Paco

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Posted 28 March 2010 - 10:13 PM

For The Doubters. From Rexdart from SRK. And just for Option. Mature is back and with a VENGENCE.



"So I just got back from my trip to Akihabara, fresh full of KOF XIII hype. Game is goddamn amazing. Just fantastic. According to the flyer, the game is 70% complete.

Here're some gameplay observations for the curious!

- Kim got his d+K follow-up to his d charge, u + K move.
- Terry's EX Power Geyser creates two geysers, but the animation is the same.
- Terry's EX Rising Tackle is crazy. I saw it do 15 hits against one opponent, and 20 against another. Earlier reports said 25, which I don't doubt. But I can't figure out why there's so much difference between them.
- Joe can TNT Punch (P repeatedly) -> Drive Cancel -> qcf,hcb + P DM. It hurts!
- Kensou's EX Psycho Ball is crazy fast and goes through any other projectiles. Looks useful!
- Earlier reports said Kensou lost his qcb+A/C moves from XII, but that's incorrect. He's got 'em.
- Kensou: crB -> crB -> qcb+A -> qcb + C -> (qcbx2)+P = 54 HITS OMGWTF STOPPUNCHINGME He does his "tired" animation afterward, however. But he's safe as long as the super connects.
- Iori's new df+C looks a lot like Yashiro's f+A.
- Mature can cancel out of her (qcb+P) x 3 rekka after the second attack with Despair (dp+P).
- Mature's EX Ebony Tears hits three times.
- Ralf's EX Ralf punch (ground pound, qcb+P) hits three times as well.
- Clark's gatling punch, looks just like the 2000 version. Didn't see it connect, though.
- Leona has a new close D. It resembles her classic KOF one (the two knee strikes) but it looks like it leaves her airborne?
- Leona's EX X-calibur is the classic version of the move (i.e. the close-range air projectile).
- Mai can still jump off the stage walls, although it looked a bit strange. As if she was jumping off the space right in front of the corner, rather than the corner proper. Not sure if it was a glitch or what.
- King can Drive Cancel her tornado kick into her aerial Venom Strike. Useful for the extra damage or to keep you safe if the tornado kick was blocked.
- In the corner, Kyo can do qcf + K -> rpd + D (after two hits) -> Drive Cancel -> aerial orochinagi. This combo hurts a lot. The home version should come bundled with a cyanide pill for when Kyo gets you in a corner. (Or SNK could just tone him down. Either way is good.)

Of course I also encountered a few glitches. It wouldn't be a loke test without glitches!
- Mature attempted to throw Yuri in the corner, but Yuri broke the throw. However, the animation wasn't interrupted and still hit Yuri.
- Joe KO'd Leona while she was doing her X-Calibur, and her body was left floating in the air. Joe didn't seem to mind.
- Ryo's f,b,f+P move usually sucks the opponent into it if it connects, but in one instance the opponent remained a step or two away from him. Just a graphical problem, though.

Some other impressions:
- London stage looks really impressive. I tried in vain to see if I could spot any spectators that were copies of each other, but had no luck. I'm sure they're there, but they've been hidden very well. Every single onlooker I saw was very detailed and unique. Bravo.
- The revamped Egyptian stage is crazy-go-awesome! When the guys in front of the fire start doing the wave, they cast eerie shadows against the back wall of the temple. Looks very creepy and quite cool. Amazing atmosphere.
- The special effect when you KO someone with a DM seems very excessive, but also extremely cool.
- In general, one-hit DMs (like Haoh Sho Koken, Power Geyser, V-Slasher) seemed to do very small damage. I assume this will be fixed in the final version, because, currently, I think some EX moves do more damage than the DMs.
- No one I saw had figured out how to use Hyperdrive mode effectively. Invariably what would happen is: they'd activate it, their opponent would go into defensive mode, they'd do some moves, and their opponent would hit them out of HD mode as soon as they had an opening (which usually didn't take long). I assume you can activate it mid-combo somehow, but it seemed no one had learned how yet.
- Also in general, SDMs seem to have the same animation as their DM counterparts. That's probably why some people have taken to calling them EX DMs.
- I think Kyo and Kensou might be a bit over powered. Just my impression.
- Of the three leading ladies, I think Yuri feels the strangest. Playing her without her uppercut takes some getting used to. I think her biggest problem is her lack of anti-air options. Her Saiha (qcb+P) is the best one, but it's a bit slow. It is safe, though.
- XIII King is the greatest fighting game character to ever happen to me. Okay, that's a bit of an exaggeration, but I really like her. The combination of her normal venom strike, aerial venom strike, and double venom strike DM is excellent for keeping opponents out. When they do get in, she has her surprise rose, tornado kick and slide to deal with them. As has been said elsewhere, the surprise rose is surprisingly safe, and it can cross-up. (If it connects with an air-borne opponent who is too high, however, the rest of the move won't hit.) Tornado kick goes through blocking opponents, so, (if used at close range) you can stay out of trouble. The slide is more vulnerable, but its range is quite good. While I generally don't play zoning characters in KOF, I had an absolute blast with King.

Fun with color edits!
- Lots of crazy color options. Truth be told, I think a few too many crazy options. Just my opinion, though. Here are some memorable ones...
- Bluegreen-skinned Goro.
- Zombie Joe.
- Kyo has a Rock-outfit, and an evil version with red eyes. Also a flamboyant one with pink hair and a bright purple jacket.
- Red-skinned Ryo.
- All-blue Raiden. With red teeth? Why, SNK, why?
- Kensou has a Duolon outfit. Pretty cool looking.
- King has a Kula outfit.
- Terry and Robert's color swap is really impressive. When Robert has Terry colors, he looks almost identical to Terry minus the hat. Mark my words, someone is eventually going to see Terry-colored Robert or Robert-colored Terry and comment "OMG! Terry got a ranbu!!" or "OMG! Robert learned Buster Wolf!!!" Mark my words.

Concluding stuff...
- KOF XIII essentially plays pretty close to 2002UM, but with much better graphics. I loved it, even though it wasn't what I was expecting / hoping for from the sequel to XII. It seems like an extremely solid system presented in a beautiful package. I just hope they nail the balance.
- The producer, Masaaki Kukino, was there watching the loke test. Guy looked exhausted. Understandable I suppose, since he'd apparently been standing in an arcade for almost three-days straight watching people play KOF. That's a long-ass time to be watching people play KOF. He was quite friendly when I asked him a question, though. His English isn't bad either.
- After playing, you were given a survey to fill out about your impressions of the game. I made only two (rather small) criticisms.
- I asked for XII's camera zoom be included as an option, since I liked it. Screw you, pixel-haters!
- I asked for Terry to say "ARE YOU OKAY!?" before the Buster Wolf. If that gets added (which is probably won't) I expect full credit!
- And in the section where they asked what characters you wanted to see, I said K', Kula, Yamazaki and Vanessa (in that order). I chose them partly based I see them requested by fans more than most other characters. Since I know a lot of KOF fans outside of Japan can't go to the location test, I did my best to make sure your requests were (indirectly) heard.
... Thinking back, I should have just requested Ryuhaku Todo, Duck King, and Heavy D!.

Sorry, this ended up a bit long."
If you can't KOF with the best
Than Street Fight With The Rest

#148 Frank Deluded

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Posted 28 March 2010 - 10:30 PM

Have they talked about the pricing of the new KOF? Or is it going to be standard full game price?





#149 Thomas96

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Posted 28 March 2010 - 10:34 PM

Why won't they bring back Mr. Butts!!!! That's my fav character!
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#150 Paco

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Posted 28 March 2010 - 10:39 PM

Why won't they bring back Mr. Butts!!!! That's my fav character!


Butt was never in King of Fighters. He's a Garou character and they aren't popular enough to be in KOF.
If you can't KOF with the best
Than Street Fight With The Rest