FGD Lounge: for general fighting game discussions that aren't thread worthy

Sexperienced.Sexperienced. kdhJoined: Posts: 5,281
edited August 2013 in Fighting Game Discussion
I want to know why KOF 98 is so popular? i've only realised this whilst looking around GGPO. The KOF98 rooms seem to be packed at all times.. so someone explain to an ST player why 98 is so good.
Post edited by Preppy on
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  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    edited February 2013
    jedpossum said:
    KoF 98 is a good game.
    i know. i'm not trying to start a sf vs kof discussion, i'll even agree that kof98 may possibly be better than ST based on its popularity. I just want to know how the objective of the game differs to ST... like landing crossovers to win a match, etc..
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,356
    edited February 2013
    For starters you have more mobility options in the form of the different type of jumps, that alone changes how those games are played.
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  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    Hecatom said:
    For starters you have more mobility options in the form of the different type of jumps, that alone changes how those games are played.
    interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
  • bkfst_sausagebkfst_sausage ST / SRK2k3 OG Joined: Posts: 2,802
    World Heroes Perfect was better than any version of Street Fighter 2 until Super Turbo came out.
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  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    edited February 2013
    World Heroes Perfect was better than any version of Street Fighter 2 until Super Turbo came out.
    WHP is the game Team NINJA secretly wants to make with DOA... except with more titties.
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 819
    Sexperienced. said:interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    Well, how much more effective would most SF characters' offenses be if their jumps were twice as fast?

    That's how.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    What exactly are "simultaneous button cancels" in the Genesis/MegaDrive version of HF (Special Champion Ed)?
  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    AirLancer said:
    Sexperienced. said:interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    Well, how much more effective would most SF characters' offenses be if their jumps were twice as fast?

    That's how.
    despite having more mobility options kof' seems to be a lot slower and less precise than sf.
  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    AirLancer said:
    Sexperienced. said:interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    Well, how much more effective would most SF characters' offenses be if their jumps were twice as fast?

    That's how.
    kof characters seem a lot slower than SF characters.
    the7k said:
    Hecatom said:<br />
    For starters you have more mobility options in the form of the different type of jumps, that alone changes how those games are played.<br />
    <br />
    <br />
    interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    I remember an old youtube vid of a Japanese match between a Cammy vs O.Sagat, where the Sagat basically forced Cammy to jump straight up over and over to avoid getting hit by either the Tiger Shot or the Tiger Uppercut should she try to advance. I'd imagine this match would have been completely different if she had access to a Super Jump, Short Hop, Super Hop and Evasive Roll.
    maybe so but i've noticed that the more mobility options a fighting game has the slower they characters are. is it possible to have sf style precision spacing in kof?
  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    AirLancer said:
    Sexperienced. said:interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    Well, how much more effective would most SF characters' offenses be if their jumps were twice as fast?

    That's how.
    kof characters seem a lot slower than SF characters.
    the7k said:
    Hecatom said:<br />
    For starters you have more mobility options in the form of the different type of jumps, that alone changes how those games are played.<br />
    <br />
    <br />
    interesting, how much does the jump height effect how KOF98 plays in comparison to ST?
    I remember an old youtube vid of a Japanese match between a Cammy vs O.Sagat, where the Sagat basically forced Cammy to jump straight up over and over to avoid getting hit by either the Tiger Shot or the Tiger Uppercut should she try to advance. I'd imagine this match would have been completely different if she had access to a Super Jump, Short Hop, Super Hop and Evasive Roll.
    maybe so but i've noticed that the more mobility options a fighting game has the slower they characters are. is it possible to have sf style precision spacing in kof?
  • the7kthe7k Kitty Pride. Joined: Posts: 5,570

    kof characters seem a lot slower than SF characters.<br />

    maybe so but i've noticed that the more mobility options a fighting game has the slower they characters are. is it possible to have sf style precision spacing in kof?
    I'm not an expert, especially on older KOFs (First KOF I played seriously was KOFXI on Atomiswave - while I enjoyed the older KOFs, I never had any real local competition with them or decent internet growing up), but I feel that even if the characters are technically slower, the game feels faster because of all the mobility options.

    By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark's St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won't be as effective, but it is still very effective.
    "Comebacks are fine as long as I'm the one doing them. Otherwise, they are evidence of a broken, poorly balanced game and it's all because of poor netcode and in-game lag due to poor port optimization and it was a terrible matchup and they need to patch the game and I should have won that and why does anyone even play this awful, fraud friendly game."
  • NickRocksNickRocks DeathPlay Joined: Posts: 22,756
    so how did you guys do at your first ever tourney? I'm going to FR and just wondering how to combat the inevitable nerves
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  • HD-ManHD-Man Big Apple 3 A.M Joined: Posts: 10,641
    edited February 2013
    My bad wrong topic. Disregard this post
    Post edited by HD-Man on

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  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    edited February 2013
    the7k said:
    By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark's St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won't be as effective, but it is still very effective.
    my definition of spacing is simply holding or tapping back to evade attacks and moving forward to counter said attack, this is more noticeable in a game like alpha2 because of proximity blocking, not so much ST... i'm currently looking for an example to show you...
  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    HD-Man said:
    My bad wrong topic. Disregard this post
    there is no specific topic of discussion.
  • phoenixnlphoenixnl Joined: Posts: 642
    the7k said:
    By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark's St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won't be as effective, but it is still very effective.
    my definition of spacing is simply holding or tapping back to evade attacks and moving forward to counter said attack, this is more noticeable in a game like alpha2 because of proximity blocking, not so much ST... i'm currently looking for an example to show you...
    Walkspeeds in KOF are very high compared to modern fighting games. So yes, there's quite a lot fo that. But usually you choose more proactive forms of evading attacks and counterattacks.

    For example you can stand in a position that your opponent might try to sweep you, and then you hop. If he sweeps you land with a jump attack right on top of him and get a full combo.

    Due to hops, the 'height' of an attack becomes a lot more relevant. like, a st.HP of chun-li has a significantly different effect from a cr.MK of ryu for example. Even though the ranges are roughly equivalent. cr.MK is more liable to being hopped over, while st.HP may be crouched under etc.
  • Sexperienced.Sexperienced. kdh Joined: Posts: 5,281
    edited February 2013
    the7k said:

    kof characters seem a lot slower than SF characters.<br />

    maybe so but i've noticed that the more mobility options a fighting game has the slower they characters are. is it possible to have sf style precision spacing in kof?
    I'm not an expert, especially on older KOFs (First KOF I played seriously was KOFXI on Atomiswave - while I enjoyed the older KOFs, I never had any real local competition with them or decent internet growing up), but I feel that even if the characters are technically slower, the game feels faster because of all the mobility options.

    By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark's St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won't be as effective, but it is still very effective.

    here's an example of spacing, it starts at 33secs to the end of the video. https://www.youtube.com/watch?feature=player_detailpage&v=u9YyLKWbiXk#t=31s
    Post edited by Sexperienced. on
  • krazykone123krazykone123 4D Joined: Posts: 2,848
    Messing around with Cammy in CVS2 right now, anyone have some tips for Roll Canceling?
  • rukawa_kaederukawa_kaede ({「決最終戦奥義」}) Joined: Posts: 3,414
    looks like you need some tutorials


    http://www.youtube.com/watch?v=jF5yg2QH_Lw

    phoenixnl said:
    the7k said:
    By spacing, do you mean zoning? Or do you mean using pokes to keep enemies at bay? Either way, KOF definitely has both. In most KOFs, I play characters with very far-reaching, meaty pokes (Clark's St.D in KOFXIII is one of my favorite attacks of all time) to control the pace of the match. As for zoning, it exists, though not quite in the same form as SF. All the mobility options means it won't be as effective, but it is still very effective.
    my definition of spacing is simply holding or tapping back to evade attacks and moving forward to counter said attack, this is more noticeable in a game like alpha2 because of proximity blocking, not so much ST... i'm currently looking for an example to show you...
    Walkspeeds in KOF are very high compared to modern fighting games. So yes, there's quite a lot fo that. But usually you choose more proactive forms of evading attacks and counterattacks.
    i didnt even know you could walk in kof. in all the match vids i've seen the characters either jump or run or sometimes roll.

  • ilitiritilitirit Joined: Posts: 6,388
    Can anyone recommend some lesser-known fast-paced games like MvC2 and VS? I know Jojo's can get a bit crazy but other than that I don't have lots of experience with fast-paced titles.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    ilitirit wrote: »
    Can anyone recommend some lesser-known fast-paced games like MvC2 and VS? I know Jojo's can get a bit crazy but other than that I don't have lots of experience with fast-paced titles.
    Skullgirls as long as you aren't playing with/against Fortune.
  • tatakitataki misplaced Joined: Posts: 7,700
    edited March 2013
    2013/2/20 High level Karnov's Revenge
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  • ilitiritilitirit Joined: Posts: 6,388
    Which FGs have top tier grapplers?
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,356
    Anyone knows if the FR XVI videos would be uploaded to youtube?
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    IT'S SURPRISE SEX! (⌐■_■)
    YEAAAAAAAAAAHHH!!
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  • tatakitataki misplaced Joined: Posts: 7,700
    ilitirit wrote: »
    Which FGs have top tier grapplers?
    SFA3, KOF98, AH1.
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  • Negative-Zer0Negative-Zer0 Joined: Posts: 9,702
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  • DavDzDavDz Joined: Posts: 464
    So there was a fighting game double pack that contained both SoulCalibur IV and Tekken 6 in the package. I was wondering that if you buy Soulcalibur IV from this double pack, does the game contain all of the DLC [Specifically the DLC Star Wars characters such as Yoda for the PS3 version or Darth Vader for the Xbox 360 version] available at the start, or do you still have to pay to unlock a Star Wars character?

    If you still have to pay for it, that's kinda lame and would kind of defeat the purpose of buying it
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  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    Posted by someone on my G+.

    ibwI1puhNCjqAg.gif

    If the next XBox really does require you to be always online, you all know what console I'm not getting for next gen.
  • HecatomHecatom Aka Black Gorilla (・Д・)ノ Joined: Posts: 23,356
    I don't even need that to not buy the nextbox.
    ( •_•) IT'S NOT RAPE,
    ( •_•)>⌐■-■
    IT'S SURPRISE SEX! (⌐■_■)
    YEAAAAAAAAAAHHH!!
    "Orgasm is a simile for the emotional epiphany a woman has when the shame of penetration is eclipsed by the inherent virtue of servicing a man." ~ Kromo.
    ( •_•)
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  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    Welp, IPL's dead. I guess we're not eSports anymore.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    Fuckin' A! If you want us to share your damn video on the front page, don't fucking set it to private.

    /rant
  • krazykone123krazykone123 4D Joined: Posts: 2,848
    Why do Capcom fans allow front runner games like UMvC3/SSFIVAE/SFxTK pass with such shitty netcode?

    It's 2013 and the majority of my wired connections (3/4 bars) in UMVC3 are horrendous compared to even my wireless connections in Skullgirls/VF5FS/Blazblue/TTT2.
    Why is this allowed? It's been 4 years since SFIV debuted on consoles, you'd think Capcom would've gotten an earful by now that their netcode is shit.
  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 36,766 mod
    SFxT has decent rollback based netcode. It may not be up to current GGPO standards, but neither was GGPO back in the day.
  • King9999King9999 Joined: Posts: 10,908 ✭✭✭✭✭ OG
    I'm really impressed with VF5FS's netcode. It's a shame that game doesn't get more love.

    So why doesn't that game get more love?
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