EVO 2012 - Page 153
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Scrandom
Canada2819 Posts
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Azuroz
Sweden1630 Posts
On July 09 2012 09:53 GTR wrote: what's the difference between takuma and mr. karate? One has a fireball and one has a command grab afaik, i dont know who since i dont play the game though. | ||
crms
United States11933 Posts
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Looms
United States4624 Posts
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WigglingSquid
5194 Posts
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c0ldfusion
United States8293 Posts
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Lucumo
6850 Posts
On July 09 2012 09:56 RaiKageRyu wrote: Yes, I love seeing players coming from unknown countries and blowing the shit up out of a Titan. Unknown countries? ^^'' | ||
neurosx
Luxembourg1096 Posts
On July 09 2012 09:52 Ophe wrote: Yeah, it's great! I have alot of fun watching even if I dont know anything about the games. Same here man, this is so sick ! | ||
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CosmicSpiral
United States15275 Posts
On July 09 2012 09:54 VManOfMana wrote: Yes, there is an oldschool term for that: STSFN (Save That Shit For Nationals). The Kubota Escape was suppose to be an example of hidden tactic, but it was "accidentally" leaked. In fact, Japan's mistake for Marvel was to play at FGTV, where Filipino Champ was able to "download" them (learn their style and tricks). The stuff at the FGTV houses worked both ways. Kubota Escape wouldn't have decided the matches yesterday. | ||
Dubzex
United States6994 Posts
On July 09 2012 09:56 WigglingSquid wrote: "Pocket round" explained to a newbie? He was saying "Pocket Ralf." Ralf is a character in KOF. | ||
VManOfMana
United States764 Posts
On July 09 2012 09:53 Dubzex wrote: What is the difference between Takuma and Mr. Karate? Different movesets and attack properties. They are pretty different. | ||
Deleted User 30223
3104 Posts
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Steelavocado
United States2123 Posts
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Belgo
United States721 Posts
On July 09 2012 09:53 GTR wrote: what's the difference between takuma and mr. karate? Standing Heavy Kick has improved startup and recovery, which allows it to link into Standing Heavy Punch on hit. j.A, j.C, and j.CD can be canceled into air Hien Shippukyakku. His new f+A command normal improves his damage from light hitconfirms, giving Karate better meterless damage options than Takuma. Most of Mr. Karate's normal attacks can be superjump canceled on hit. While Karate's normal are still stubby, the improved st.D and hitconfirms into f+A make his standard close game more threatening. However, Karate's fullscreen options are limited to countering projectiles to ultimately get in since he lacks a fireball. Has a qcb+P counter move which can be used to counter projectiles or teleport in on the opponent, though it doesn't counter low attacks. Has a 'DP' uppercut special. This gives him better reversal and anti-air options than Takuma, and with meter Karate has a Shin Shoryuken DM. Lacks an anywhere juggle move. EX Zanretsuken behaves like Ryo's. Lacks a fullscreen projectile, though his qcf+P does have a projectile hitbox which can nullify projectiles. In essence, it's an invisible Kouken. His command grab a running grab, so it's pretty telegraphed and punishable. When it does hit, it can't be canceled for extra damage, so Karate's grab pales in comparison to Takuma's. So some changes that change how he is played, but not like night and day | ||
ShoKakuUtena
United States304 Posts
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crms
United States11933 Posts
im a total newb but I could see that sick dodge, nice game! | ||
Gnabgib
United States381 Posts
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MCDayC
United Kingdom14464 Posts
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Aegeis
United States1619 Posts
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Steelavocado
United States2123 Posts
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