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.
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..
I grabbed two bursts in a row in GG. People online are afraid of Slayers j.H CH. Hell, any Slayer CH makes people burst. I just knew he was going to burst. On the same move. Both matches.
It was a great connection for me but he said it was unplayable. :(
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.
Post edited by d3v on
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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.
What exactly are "simultaneous button cancels" in the Genesis/MegaDrive version of HF (Special Champion Ed)?
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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?
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?
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.
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...
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.
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.
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.
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.
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.
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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
" I only go into FGD if I hate my life"
Someone from General Discussion. I forget who
If the next XBox really does require you to be always online, you all know what console I'm not getting for next gen.
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Welp, IPL's dead. I guess we're not eSports anymore.
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Fuckin' A! If you want us to share your damn video on the front page, don't fucking set it to private.
/rant
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krazykone123Where they do that at?Joined: Posts: 2,156✭
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.
SFxT has decent rollback based netcode. It may not be up to current GGPO standards, but neither was GGPO back in the day.
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World Warrior on the snes is Capcom's best selling game only game to come close was RE 5(only if you count both versions).
Yeah, that list is so bad I can't think enough bad words to even describe it.
Post edited by jedpossum on
If you mention Jojo's expect a long talk.
Computer memory doesn't lie the heads up display can.
World Warrior on the snes is Capcom's best selling game only game to come close was RE 5(only if you count both versions).
Yeah, that list is so bad I can't think enough bad words to even describe it.
Yeah... The order doesn't make sense, and half the games don't make sense...
Glad Slam Masters got love though... But no Hyper Fighting or Champion Edition? Super Turbo = no, but HDR?
I mean...
1-5 range could include: MvC2 &/or UMvC3, CvS2, 3S, Super Turbo, and SSF4AE2012 or whatever, and the order depends on who you ask...
After that, 6-10 range could include: Vampire Savior, Alpha 2 &/or Alpha 3, Hyper Fighting &/or Champion Edition, Project Justice, MvC1, again order depends.
10-25 is some combination of Project Justice, Power Stone 2, Slam Masters, other Vs. games, other Vampire games, MSH/CotA, HDR, Cyberbots, maybe Pocket Fighter, and even Battle Circuit or Megaman Power Fighters... But having PJ and Rival Schools or both PS games is fucking silly...
Why is it that in the west, you have different notation methods for different games? Over here in the far east, most everyone just uses numeric directions.
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Zangief + EX series in general, pretty high up iirc
"But that's SRK for you. SFIV could have a feature where Chun-Li steps out of the TV and gives the players blowjobs, and some would still complain because she wasn't Sakura." --Azrael(?)
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0 • Off Topic Disagree Agree Likemaybe 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?
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0 • Off Topic Disagree Agree Likemaybe 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?
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0 • Off Topic Disagree Agree LikeBy 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.
http://www.twitch.tv/the7k - Turn on, Tune in, Drop combos.
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0 • Off Topic Disagree Agree LikeFor 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.
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1 • Off Topic Disagree Agree 1Likehere's an example of spacing, it starts at 33secs to the end of the video.
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2 • Off Topic Disagree Agree 2LikeIf 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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0 • Off Topic Disagree Agree LikeIf the next XBox really does require you to be always online, you all know what console I'm not getting for next gen.
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0 • Off Topic Disagree Agree LikeIt'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.
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0 • Off Topic Disagree Agree LikeSo why doesn't that game get more love?
http://mmking9999.com
Little Mac for the next SSB!
#FreeAizen
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0 • Off Topic Disagree Agree LikeSFxT has good netcode indeed, sadly the good netcode is tied to a terrible game :/
It doesn't have this
Or this
Or this
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4 • Off Topic Disagree 4Agree LikePretty crappy list, I think...
Alpha 2 gold, but no A2? All 3 versions of SF4? WW being #1? GTFO...
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1 • Off Topic Disagree 1Agree LikeYeah, that list is so bad I can't think enough bad words to even describe it.
Computer memory doesn't lie the heads up display can.
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0 • Off Topic Disagree Agree LikeYeah... The order doesn't make sense, and half the games don't make sense...
Glad Slam Masters got love though... But no Hyper Fighting or Champion Edition? Super Turbo = no, but HDR?
I mean...
1-5 range could include: MvC2 &/or UMvC3, CvS2, 3S, Super Turbo, and SSF4AE2012 or whatever, and the order depends on who you ask...
After that, 6-10 range could include: Vampire Savior, Alpha 2 &/or Alpha 3, Hyper Fighting &/or Champion Edition, Project Justice, MvC1, again order depends.
10-25 is some combination of Project Justice, Power Stone 2, Slam Masters, other Vs. games, other Vampire games, MSH/CotA, HDR, Cyberbots, maybe Pocket Fighter, and even Battle Circuit or Megaman Power Fighters... But having PJ and Rival Schools or both PS games is fucking silly...
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1 • Off Topic Disagree 1Agree LikeThis is so goofy I can see why it didn't get used.
Computer memory doesn't lie the heads up display can.
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0 • Off Topic 1Disagree Agree LikeStreet Fighter EX1 (OG, plus and Alpha) games
Zangief + EX series in general, pretty high up iirc
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0 • Off Topic Disagree Agree LikeVanilla SF4 Gief
Super Turbo O.Hawk
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