THE NO LIFE KING said:
Watch that video several times now. Really enjoy the variety of combos she has. Really surprise me. Not to mention that the music had me hooked too! Really can't wait to see the Kensou combo video next. He's been my main since 95' and really didn't like his moveset that much after 12. Hoping DTDC provide some kickass combos to satisfy my hunger!!!
Should world out pretty well; have you see any solid Kensou play from the videos? I really like what he's become, personally, but he was never a primary character of mine, so I know I can't judge as well. My brother has pretty much main'd him since the beginning, first identifying with his youth, and then really liking the later EX Kensou, psycho-powerless varieties, and what they made of him in KoF XI, which seemed like the perfect mix of what he's been and become.
XIII seems to carry that on to me, which I think is awesome. He has a great zoning game like always, but the addition of new normals, that running-push-away kick he ends his rekka's with, and the cancellable backflip (which has a great description of how awesome it is on the
Shoryuken Kensou XIII Wiki) that he has, he seems very well rounded in being able to shift from a zoner, to a combo-monster, as long as he has those meters.
----------
Tizoc said:
I'd like to see him do Billy then, his movelist doesn't seem to inspire much lol.
Yeah, Billy might be the worse offender, but I'm sure he'll open up some. Though I do get the feeling he's less about the combos and specials, and more about the fancy normals.
Whatev man, I'll just stick to the easy damaging combos and I'll be fine.
Oh, that's fine. But still, I've seen many a time where a match could have been decided 2 or 3 combos ago, if people were better-versed with their characters. Such as the amount of times Chris-Tan in the ranbats could have used Teleport with Athena to continue a combo / go for the kill with Athena, in the IPW/ST Ranbats.
I'm a fan of easier, effective combos too, but XIII balances effort and strength very well for me. End a combo with an EX DM to save cancel meters, end it with 2 drive cancels to save super meters, end it with a drive and super cancel to save a bit of both of those... soo many options. So many ways to play the same characters.
Dude I was joking, yeesh.
But what comes afterwards says you weren't! XD
Well I don't see what makes Vanessa vs. Dudley any more interesting.
...and you're being unfair: Just because YOU can't be half-assed to think of a smart dialog between the two, there can't be any and thus it will never work?
It's not even that, though. Any good creative individual will try to find a relation between characters that they're going to pair up. They'll work those details up in different ways, to give them topics to interact over. On a personal level for the characters, Vanessa and Dudley are both more mature-targeted characters. They're both somehow refined; her as a mature woman of 30, who has a deceased husband, and a daughter, and Dudley as an upperclass socialite who enjoys the best things in life.
Along with the "deep", they'll look at the "surface", to make things obvious to the general consumer. Nessa and Duds already share white shirt, suspenders, green pants, and a boxing fighting style together.
If I was going to pair Rick VS Duds, I'd base it off the fact that Rick apparently worked for a Casion that probably was on an Indian reservation, and is close to nature. He's a showman who probably is a bit bitter to not have his own natural land or home. Dudley has a family tradition that has passed everything TO him; he was born into a much more gifted life. So it'd pretty much be the Rich yet Talented VS the Vagabond hard worker... I think we have enough of those pairs in fighters, lol.
Or you just put in whoever you want and/or whose playstyle you think would work well in a VS game.
But this really never happens. Not when the game is done well, anywho. Good designers want you to be drawn to these matchups, and to play around with all the curious ideas your fan-mind would contemplate at the mere mention of (Company VS Company). Sure they'll force some far-fetched ones in there, in order to serve certain brands and the like, but thankfully, all ideas of "cool", "badass", "cute", "sexy", and the like, are similiar enough to have popular characters pretty much hanging out with the same traits. So it's rarely a far, or difficult, stretch.
Well that's because-
1- They fap to Vanessa
2- They don't know who Rick Strowd is
3- They fap to Vanessa
They didn't know who Vanessa was either, until introduced to the game. So I doubt they "fap'd" to her!
Seriously, though, Vanessa is an interesting character, especially for SF fans. She's more than just "A boxer with boobs", it does her design a disservice to speak of it as such. She's also one of the furthest from the Capcom boxer stereotypes possible, and she fights in a way that no female character would in the Capcom universe. (Even Viper, her closest style match, relies on tech to make up for her weaker body.)
I also like the fact that Seth and Ramon would be similiar enough to Dudley and El Furete, to where she might have something to say on that, as well. (I really like how MI2's Seth suddenly had Vanessa / Dudley like combos too! ) I'd enjoy playing 2K2UM of MI2 Seth in some other game series... his aerial mobility, counters, and command normals would be fantastic to see adapted.
Anyway...
If (U)MvC3 can get away with a 1 GB install and the game runs fine, then so should KoF XIII.
Additional install shouldn't be necessary.
I'll just say I hope you PS3 guys get install options, lol. On Xbox, XII's install was under 800 megs, and cleared up a lot of loading, and made the game run similiar to arcade. It is still very playable without install, though.
I hope the same happens here!
------
N4Us said:
It depends, I have my good/bad days with Leona. I was actually doing pretty good with her today in casuals. Same with Ash and Terry.
Surprisingly, it was Beni I was having major issues with today. Dropped 90% of my combos and kept getting whiffed moves when I didn't want them. Although I did discover a pretty awesome cancel into Rolling Thunder.
Heh, I can relate. Some days, I don't wanna see Leona in any KoF... she's not as easy to stage comebacks with, or to pressure people to mess up, unless they're impatient, and fall for repeat V-Slashers! I enjoy Leona mirrors though (as rare as they are), as I feel that really test who knows her the best, and knows when to use what normals, what not to attack after, and what not to get baited into.
I don't know WHY I've always sucked with Beni's Handou Sandangeri, but I do, haha. Except maybe in CVS2, where I HAD to main him, because his Dash-through DM was soo awesome. But Beni's combos are so risky in ways, and he's not the most easy to play all the time... I could easily understand you having a bad day with him
I wasn't aware of the fact his (C) Raijinken comboed off light attacks & heavy attacks (and knocks down), and (A) only off heavy attacks (and leaves standing), in this game. That's so backwards, haha. I was so suprised to see Raijinken combo off lights in general!
(Speaking of Beni makes me wonder why I've never managed to watch the Gunbuster anime, after all these years
. Super Inazuma Kick!)
-----------
gundamkyoukai said:
Man i love zoning with her , i normally play attacking up close chars but doing a fireball then running forward and punching someone with her feels so good lol.
I guess it's because they got so much ways to get in so keeping people out is fun .
Yeah, good zoning Athena's annoy me a LOT! (T_T) Moreso than SF-style zoning, because she ALWAYS seems RIGHT there when she needs to be! It really shows a lot of solid prediction and solid thinking on your part; I always feel like my attempts to zone with her are super-obvious... then I go back to playing Whip! (>_>)
-----------
CadetMahoney said:
I really hope he doesn't have 2k2 Iori hop back-kick crossup. . . it was so fast in 2k2. I know they fixed normal Iori in this with that where you can only do it higher or something. Hope flame Iori doesn't have it. His normal fireballs better not charge stock. Lame ass Iori players doing fireballs from the end of the screen is so 98 just as long as they don't charge stock just by doing them.
Stock is only built in this game, by projectiles that land on someone, either as a real hit, or a block. Thus, you can't earn meter if your opponent is jumping / rolling through projectiles.
The only way to safely build stock at distance, is to whiff quick recovery "physical" attacks. The most spammed from arcade (Shen's SHEN WOO PUNCH CANCEL!, Maxima's back-hop Air Vapor cancel, and Elisabeth's Étincelle) have had their meter-building properties seriously nerfed/changed now, so even THEY can't stand away and whiff to build meter like before.
----------
Finaika said:
But her husband is dead, apparently! Guess that's why Ramon feels ok with hitting on her at every instance.