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Yeah, I found out about the 2369 trick for fireball motions when practicing K'. I still get the teleport instead of the fire circle from time to time, even with Negative edge not being part of this game tho. That's a big testament to me hitting buttons for too long I think. (crB crB qcf A fB )
My execution is ass in this game, my motions are clumsy as fuck. haha The command grab motion used in this game feel so weird to me, because even if it's only one more forward after the usual hcb I use for Makoto's karakusa, the way I do it in AE make it awkward to add it. Especially since you can't miss an input apparently, and in AE you're forced to miss input to do the kara karakusa. Practice practice practice !
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Did they fix the host advantage for online play?
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which site is the dustloop for this game?
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On September 01 2013 17:23 freelander wrote: which site is the dustloop for this game? http://dreamcancel.com/ is the best I've seen so far.
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On September 01 2013 17:15 Hokay wrote: Did they fix the host advantage for online play? ive played over 100 matches since version 5 came out, and i personally don't notice host advantage. IMO if it does still exist, it is very very minimal.
Edit: I'd like to hear others opinion on this matter, and their over all experience with the online. For me, most matches are playable, not great, but playable and sometimes the connection is silky smooth.
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So far I've gotten decent connections to places pretty far away from me, haven't really had any "unplayable" connections, and the connections to people in my area have been mostly 4 bars which feels like offline. Based SNK actually delivered for once :D
Bit of sad times times yesterday, due to a few TO errors our KoF tournament didn't get to finish in time for our venue closing so we had a forced pot split for top 3 lol. Didn't get to fully see how well my new team would do. I did get to play on stream for some matches though! Tell me some things I can do better if you notice, I'm new to these characters
http://www.twitch.tv/muii/b/455064226?t=261m
There's some kof casuals at the start of the archive as well, and me losing at marvel in there too lol
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I picked up the game, and it's pretty hard. Duo Lon's rekkas are hard to do, whyyyy.... I don't know why but i rarely connect the "j.X land ground normal" link. Damn I will need to practice for years.
Also the game has a lot of unwarranted mushroom clouds and burning punches.
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The hit stun on jumping attack is very low, it's indeed pretty hard to connect a ground follow up and still get a combo. =O You need to do your jump attack very deep.
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yea, if you want a ground combo followup you have to time your jump attack late. Basically the game forcing you to choose whether you want to air to air or air to ground.
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I'm sadly a little disappointed with steam edition so far but I guess ill have to wait till it comes out officially tomorrow to see if I'm wrong. So far my online play experience feels awful in comparison to AE and I've been setting my matches to 4+, not that I've ever seen one . How's it going for everyone else?
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hmmm? I've had the opposite experience. My connections have all been pretty solid when I play random people, though maybe I'm just getting a little lucky that my 2/3 bar connections haven't been bad. I mostly play 4 bar people though since there's a decent scene in my area. And 4 bar connections are fan-fucking-tastic.
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I played a few matches just to check the netcode and I feel like the 4 bar connections blow AE out of the water, even the 3 bar connections can be pretty solid, definitely playable. Too bad I suck tho, game is hard. Need a lot of training mode time (:
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Elizabeth is so much fun but so bad (imho). Maybe I'm looking for any excuses to why I can't consistently land her harder corner combos.
Forgot how good Billy is too. Suffocatingly offensive/annoying, especially if you don't have meter and can't make them respect you enough to not 5.A all day on a character that can't handle it.
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Got the game, practiced for a few days couple hours each day, went online, got no good connections, hosted lobby, lost really bad, went directly back to practice. 
Game is rather fun, but not many players close to me it seems. Also, does this game have a matchmaking system so that you can actually play people of similar skill?
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My chars are Duo Lon and Terry. I usually run K' to fill up the team, but I can't do anything with him (ok maybe I can, the most basic things) . Other prospects to learn are Saiki, Maxima, Elisabeth, maybe others.
I usually run DL first to build some meter, I find that meter doesn't help him that much. Where should I put Terry? Second, third? (obviously not first, he needs meter.) I picked him up cause he seemed one of the easier ones with quite good damage. It's funny though that his HD combo does less in the corner than in the open.
Could you suggest a character for the missing position?
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^ Shen da best. Only character I've stuck with throughout my time on this game. Punching things is just satisfying. Terry can work mostly anywhere imo, put him where you feel comfortable. For example, I like playing Mr Karate but I hate playing him anchor, even though he's totally valid in that spot. Misterio + Show Spoiler +The guy who won this tournament recently in Brazil: makes an interesting case for Saiki as an anchor which I had never really considered by just activating HD with 2-3 meters stocked and if you land an anti air super or they jump a fireball, just neo max. Pretty much anyone in the cast works in the 2nd spot, and every time I decide xyz character as an anchor wouldnt work well some brilliant player proves me wrong, such as Mobby in that video I linked above playing anchor Elisabeth. The most popular anchors though are characters such as Kim, Shen, Chin, Claw & Flame Iori, Takuma, Yuri, Vice, Benimaru, and Hwa Jai. Kim is probably the best anchor in most people's minds now.
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i am learning some combos, one of them requires a drive cancel from a shoryu into a qcf motion. My problem is that always a double qcf super comes out. What input should I do?
for the moment I give myself zero bars in practice mode, because this is a drive bar only combo
edit: ok i found out if i just press shoryu forward k ~ p then it works. lol. what a strange game
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When you do the dp, make sure you lock the stick at df instead of rolling f-d-df-f. Then after the dp comes out, just tilt f+button. At least that's how I do it with Elizabeth, but I also don't get it 100% of the time with her so v0v. But I was getting more consistent with the dp-qcf with her by doing this as opposed to flailing like a fish.
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thanks, great. It works! I'm using Saiki for this btw
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