Help with KoF/SNK games

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noiseredux
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Re: Help with KoF/SNK games

Post by noiseredux »

I was really bummed that Mai was left out. But on the flip, Athena played great.
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EvilRyu2099
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Re: Help with KoF/SNK games

Post by EvilRyu2099 »

Cantrellio wrote:One of the reasons that I am trying to get better with SNK games is that my favorite fighter is Capcom vs. SNK 2 and I'm not that good with many SNK characters.
Like most have posted, this is not a very good way to gauge SNK fighters as it's more of a capcom fighter to its core.. BTW if you want to learn the arcade version.. Learn Roll Cancel.. Then again it is considered abusing a known glitch..
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CD AGES
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Re: Help with KoF/SNK games

Post by CD AGES »

I actually like the zooming effect in XII! The character models looked huge almost AOF like, and the pixels don't really bother me at all. As a matter of fact, I wish I could turn off the filter that is used on XIII. Looks awfuly blurry :/

EvilRyu 2099: Kara rolling is not abusive when fighting against the likes of K Groove! It's the only way to stand a chance.
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Re: Help with KoF/SNK games

Post by EvilRyu2099 »

the7k wrote:This is the MOST IMPORTANT ADVICE I can give.

Normals. Not specials.

In Capcom fighters, it's almost always about specials. They have invincibility, they build meter, they do chip damage, they just have everything. So, you learn to spam them over and over again.

In SNK fighters, there's almost no such thing as a safe special. Throwing a special out without being guaranteed that it is going to hit is a freaking death sentence. This goes double for supers/desperation attacks.

Always use and know your normals and when to apply this. This is paramount.
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..
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CD AGES
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Re: Help with KoF/SNK games

Post by CD AGES »

Cantrellio: if you wish to learn roll cancelling, keep in mind it's only available in the Naomi Arcade, DC and early release PS2 versions.
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Re: Help with KoF/SNK games

Post by EvilRyu2099 »

CD AGES wrote:I actually like the zooming effect in XII! The character models looked huge almost AOF like, and the pixels don't really bother me at all. As a matter of fact, I wish I could turn off the filter that is used on XIII. Looks awfuly blurry :/

EvilRyu 2099: Kara rolling is not abusive when fighting against the likes of K Groove! It's the only way to stand a chance.
Not the only way to stand a chance.. Let's be honest.. A groove was the best in the game due to having roll cancels and custom combo loops which linked to level 1 supers and took roughly 65-80% of ones lifebar down.. K groove is excellent if you can just defend like a beast.. I honestly think it was the other way around in that aspect.. You have to Parry/Just defense to have a chance against rolling grooves..

Also on you first point, it would have worked if the models looks smooth and you could discern distances in XII, but you could not and it made everything clunky.. Although the game is not as awful as most make it out to be..
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Re: Help with KoF/SNK games

Post by EvilRyu2099 »

CD AGES wrote:Cantrellio: if you wish to learn roll cancelling, keep in mind it's only available in the Naomi Arcade, DC and early release PS2 versions.
They took it out on the later console versions due to being a known abuse glitch.. But I mean most arcade versions have it available..
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CD AGES
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Re: Help with KoF/SNK games

Post by CD AGES »

Yeah, and nobody plays those version's in tournaments as a result! Roll cancelling is an important tool. I rather go up against A Grooves over K grooves. The latter is more overpowered IMO!
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Re: Help with KoF/SNK games

Post by EvilRyu2099 »

CD AGES wrote:Yeah, and nobody plays those version's in tournaments as a result! Roll cancelling is an important tool. I rather go up against A Grooves over K grooves. The latter is more overpowered IMO!
That's your opinion but a majority felt that N and A groove were the best.. Most JP used N and K and most of the US tops used A and C groove.. Atleast that's how I saw it.. Hell you could just throw the custom combo out there to stunlock as your opponent was blocking and could eventually guard break into huge damage. IF that's not OP I dunno what is..
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Re: Help with KoF/SNK games

Post by CD AGES »

Lol! You said it your self "A Groove was the best". Overtime K groove became the better of the two. Meter builds up in no time, Just Defending gives not only meter but also some health back. When in rage you get a 13% damage increase and your super gets a whopping 25% damage increase over standard level 3 super damage. K Groove makes upper tier characters (Sagat, Blanka, Yamazaki, Hibiki, etc) even more powerful then if they were used on A groove! K Groove still has the important mobile mechanics like Running and Small hops.
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