Help with KoF/SNK games
Re: Help with KoF/SNK games
Lol! Seriously how can you Kara cancel in SF2 days when Throws had yet to have actual independent throw command (as oppose to forward HP,HK etc.)!? Throws were still quite ambigous as they depended on strict up close proximity for a throw to come out!?
Re: Help with KoF/SNK games
And No Renda-Cancel CPS1 tech either. You said specifically Kara Throwing in SF2! Please elaborate...?
Re: Help with KoF/SNK games
0_oI think Kara throwing was intended and it wasn't as offensive based as RCing was.. WHen you stated Roll Kara, I basically took it as canceling into an end result roll to get to a safe point, but RCing is much different and much more versatile.. Kara throw and throwing by defense has been in SF since the II series so I believe it was intended.. I think there was more outrage over RCing than Kara throwing as it is much more game changing.. NOt to say it's totally broken because it isn't... But there are certainly people complaining about it.. I could care less tbh.. Whatever made me better in N and A grooves..
Re: Help with KoF/SNK games
It's present in these games, but not nearly to the degree that it is in KOF.EvilRyu2099 wrote:This point is not entirely true.. SSFIV and SFIII series had major strategies on knowing what beats what in Normals.. Half of the cast in SSFIV deal with knowing which normals to use and what beats what.. Same with Third strike.. If you planned on attacking in that game, you better know which attacks had priority, or you better be ready to parry offensively..
How many times have to seen a normal beat a Shoryuken during it's active frames?
How many times have to seen a normal beat a similar anti-air in KOF during it's active frames?
In Capcom games, Supers are used quite often to punish normals. You know someone is going to poke you, so you wait for it and you punish with a Shin Shoryuken - bam, you took out half their health. You try to do the same thing in KOF, Ryu would find himself out a ton of super plus taking 25% extra damage from the very poke he was trying to punish.
Really, I think the best thing about normals in SF3 was that they built super if you used medium or hard versions. Once you have a stock of super, a fairly average character would become a humongous threat - and top tier characters become insurmountable. Chun Li is already downright scary, but Chun Li with a Lightning Legs super that can punish almost anything on reaction? Game Over. Yun was already a swiss army knife, but Yun with a Genei Jin on board? Yun becomes an M1 Abrams.
Not to mention, zoning with specials is so much more effective is SF because there just aren't many options for dealing with it.
Cammy should have been a KOF character. If she were, she could hop, hyper hop, hyper jump, or roll to get out of this situation. In SF, all she has the option of doing is jumping (which will net her an uppercut if she tries to jump forward) or blocking.
He was teaching KOF12 because, at the time, KOF12 was very hyped but not yet available. We had no idea that KOFXII would end up being KOFXIII Prologue, because all we saw was preview trailers.vlame wrote:why is that guy in that video using 98 to teach kof 12? also 12 sucked.
I highly doubt they'd ever return to XII. If they did, it'd end up being like KOF'94:Rebout, where everybody just looks at it with confusion, like "WTF? Why would they pretty up that subpar game when they could have HD'ed KOF'98 or '02 or one of the other popular games?"CD AGES wrote:Vlame: for me it's KOF 97, 02 and 98.
Noise: yeah! It's goodtimes. I wonder if SNK will someday go back to this game down the road much like they did with 98UM and 2002UM and make a XII UM with more characters and an actual boss.
I personally believe that the next KOF is going to be a Dream Match title (since the Ash Saga is over, basically), and we might see system options a la EX/ADV modes in KOF'97/'98 that would refer to KOFXII. I could see the options being between a CC mode (KOFXII's Critical Counter) and an HD mode (KOFXIII's Hyper Drive).
Re: Help with KoF/SNK games
^ I can dream can't I? 
Aside from popularity though, 98 got a second (and AHEM! Third) remake beacause honestly, Iori and Goro were unthouchable and faily broken. The reason for 2002 remake was due to the game really being done by Brezzasoft/Eolith and even though it was top notch, it was missing that SNK visual flair.
Edit!: I don't count 94 Rebout as it didn't have an arcade release so it really didn't have the support of the KoF community, only the console consumer to appease.
Aside from popularity though, 98 got a second (and AHEM! Third) remake beacause honestly, Iori and Goro were unthouchable and faily broken. The reason for 2002 remake was due to the game really being done by Brezzasoft/Eolith and even though it was top notch, it was missing that SNK visual flair.
Edit!: I don't count 94 Rebout as it didn't have an arcade release so it really didn't have the support of the KoF community, only the console consumer to appease.
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EvilRyu2099
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Re: Help with KoF/SNK games
It's not the same but you would spam throw as a defensive as you executed a move at the same time but it was the same principle.. Kara throws were meant as a defense mechanism to using a combo or jab so you get a frame advantage of a throw or tech when you can't get the hit in..CD AGES wrote:Lol! Seriously how can you Kara cancel in SF2 days when Throws had yet to have actual independent throw command (as oppose to forward HP,HK etc.)!? Throws were still quite ambigous as they depended on strict up close proximity for a throw to come out!?
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EvilRyu2099
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Re: Help with KoF/SNK games
And wow you must have been on all day trying to argue against me? How many times are you going to ridicule my posts after I had already gone to class?
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EvilRyu2099
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Re: Help with KoF/SNK games
I agree with specials having much more priority in the IV series, but III it's quite often.. Chun Li is poke based more than anything.. Her SA II is amazing but that's not the main reason she's top tier.. It's due to her normal and it pretty much the main reason she's top tier.. I agree zoning is much more effective in street fighter, but you can't assure yourself of winning doing it all the time.. Parrying obviously negates this in the III series.. I agree that normals are much more strategic in SNK games, but the point is that normals and pokes are a huge part of the games I mentioned as well.. Chun is a perfect example in both games/series..the7k wrote:It's present in these games, but not nearly to the degree that it is in KOF.EvilRyu2099 wrote:This point is not entirely true.. SSFIV and SFIII series had major strategies on knowing what beats what in Normals.. Half of the cast in SSFIV deal with knowing which normals to use and what beats what.. Same with Third strike.. If you planned on attacking in that game, you better know which attacks had priority, or you better be ready to parry offensively..
How many times have to seen a normal beat a Shoryuken during it's active frames?
How many times have to seen a normal beat a similar anti-air in KOF during it's active frames?
In Capcom games, Supers are used quite often to punish normals. You know someone is going to poke you, so you wait for it and you punish with a Shin Shoryuken - bam, you took out half their health. You try to do the same thing in KOF, Ryu would find himself out a ton of super plus taking 25% extra damage from the very poke he was trying to punish.
Really, I think the best thing about normals in SF3 was that they built super if you used medium or hard versions. Once you have a stock of super, a fairly average character would become a humongous threat - and top tier characters become insurmountable. Chun Li is already downright scary, but Chun Li with a Lightning Legs super that can punish almost anything on reaction? Game Over. Yun was already a swiss army knife, but Yun with a Genei Jin on board? Yun becomes an M1 Abrams.
Not to mention, zoning with specials is so much more effective is SF because there just aren't many options for dealing with it.
Cammy should have been a KOF character. If she were, she could hop, hyper hop, hyper jump, or roll to get out of this situation. In SF, all she has the option of doing is jumping (which will net her an uppercut if she tries to jump forward) or blocking.
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EvilRyu2099
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Re: Help with KoF/SNK games
That's one example of it being offensive due to being a powerful character, but the most part it's defensive.. You do it so you don't get punished going in or when someone goes in on you..CD AGES wrote:Kara throwing since SF 2!!!!???? LMAO! Really!?
How do you figure kara throwing being more defensive oriented!? Dosn't look so defensive when 3S chun is kara throwing you back to back in the corner LoL!
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EvilRyu2099
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Re: Help with KoF/SNK games
I never said Kara throwing in SF 2.. I said there was a method of using forward fierce with a normal to get a frame advantage, so that if your move whiffed, you could still possible throw..
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