- Joined
- Feb 28, 2003
- Posts
- 6,261
let the brown nosing begin!
I went into the electronics district of Osaka today near where i live to my favourite arcade.. it is probably one of the best arcades for challenging on kof 02 or ggxx reload in osaka. they had replaced the ten (5sets) sit down candies of kof 02 with svc chaos
i was very happy.
so how i feel about the game after 20 or so challenges...
well overall at the end of the day i came away happy and looking forward to the months of challenges... i am still however surprised by some of the system characteristics finding them hard to get used to.. i still had a lot of success today though with at least 3 or 4 streaks of 5 wins or so...
main points:
1. it would seem that kyo, ryo, iori and kim are indeed very strong.
2. shiki is pretty good as is tabasa (saw a guy absolutely beastin with her today). tabasa has that dragon thing which actually seems to have parts and ends with throw which looks cool, she has some crazy juggles (the cat ball x2 -> j.HP and can get all sorts of juggles off her supers....)
3. hugo is ok, earthquake just gets cornered too easily by kyo and the others to be viable it would seem at this point.
4. bison is ok, his du+k head stomp is of course hard to do (being used to a more forgiving charge game) but he seems viable.
5. yes that charge thing was done purposely. it is hard to get used to but i had success using guile. the trick is to only charge in about the bottom 30 deg either side of straight down. if you do this you will find that charge times are actually incredibly short. i was throwing sonic booms with guile without fail after a half a second or slightly more back charge, so he gains something from that while losing something coz of the du charge system.
6. gotta hit deep to be safe, hitting to soon leaves a big gap from the air attack to the ground one, you are nowhere near as safe as alpha or kof. things i saw in the middle between an air attack and a c/s are.. guiles flash kick super, lots of hugo command throwing and a ryu dp. it is a little hard to get used to coz i am used to being able to hit at almost any point in the air and still get the s/c hit without fear of retaliation (of course if too early it wont combo but you still do a mk->fb or something in alpha and be safe). causes me a lot of trouble with choi who needs his crossup j.HP to c.LPx2...
7. graphically speaking yes this is just a slight bit above kof 02 with some nice if sparse bgs. the characters all look very consistent though even hugo for the most part.
8. kof dps are intact and wake up/aa possible. the sf characters and mr karates dps however are not really useful as aa's being a little slow whilst they seem almost impossible as wakeups (i did wakeup dps with ryo 100 times today but not once with ryu or mr karate)
9. non of the midbosses were playable, they are either not playable, need a code or on a time unlock thing...
10. there was a big turnout for the game and it was pretty much all day that all 5 sets were packed, the arcade will have made their money back within a couple of weeks and i could be wrong but this game seems to have caught attention here...
11. ok damage system seems weird. hugos dm or guiles kick one will do about 20% damage straight off while ioris c.HP into qcb+px3 will do about 25%... the ratios of combos to supers and big characters to others seems strange... it would seem snk is trying something with this damage system but at this point i am not sure what it is.. choi however seems to do slightly less damage which might be logical (but makes it hard to win with him coz he cant mix it up like iori, kyo, etc)..
more as i play it more (2morrow), sam sho 0 loke test info 2morrow as well...
I went into the electronics district of Osaka today near where i live to my favourite arcade.. it is probably one of the best arcades for challenging on kof 02 or ggxx reload in osaka. they had replaced the ten (5sets) sit down candies of kof 02 with svc chaos
i was very happy.
so how i feel about the game after 20 or so challenges...
well overall at the end of the day i came away happy and looking forward to the months of challenges... i am still however surprised by some of the system characteristics finding them hard to get used to.. i still had a lot of success today though with at least 3 or 4 streaks of 5 wins or so...
main points:
1. it would seem that kyo, ryo, iori and kim are indeed very strong.
2. shiki is pretty good as is tabasa (saw a guy absolutely beastin with her today). tabasa has that dragon thing which actually seems to have parts and ends with throw which looks cool, she has some crazy juggles (the cat ball x2 -> j.HP and can get all sorts of juggles off her supers....)
3. hugo is ok, earthquake just gets cornered too easily by kyo and the others to be viable it would seem at this point.
4. bison is ok, his du+k head stomp is of course hard to do (being used to a more forgiving charge game) but he seems viable.
5. yes that charge thing was done purposely. it is hard to get used to but i had success using guile. the trick is to only charge in about the bottom 30 deg either side of straight down. if you do this you will find that charge times are actually incredibly short. i was throwing sonic booms with guile without fail after a half a second or slightly more back charge, so he gains something from that while losing something coz of the du charge system.
6. gotta hit deep to be safe, hitting to soon leaves a big gap from the air attack to the ground one, you are nowhere near as safe as alpha or kof. things i saw in the middle between an air attack and a c/s are.. guiles flash kick super, lots of hugo command throwing and a ryu dp. it is a little hard to get used to coz i am used to being able to hit at almost any point in the air and still get the s/c hit without fear of retaliation (of course if too early it wont combo but you still do a mk->fb or something in alpha and be safe). causes me a lot of trouble with choi who needs his crossup j.HP to c.LPx2...
7. graphically speaking yes this is just a slight bit above kof 02 with some nice if sparse bgs. the characters all look very consistent though even hugo for the most part.
8. kof dps are intact and wake up/aa possible. the sf characters and mr karates dps however are not really useful as aa's being a little slow whilst they seem almost impossible as wakeups (i did wakeup dps with ryo 100 times today but not once with ryu or mr karate)
9. non of the midbosses were playable, they are either not playable, need a code or on a time unlock thing...
10. there was a big turnout for the game and it was pretty much all day that all 5 sets were packed, the arcade will have made their money back within a couple of weeks and i could be wrong but this game seems to have caught attention here...
11. ok damage system seems weird. hugos dm or guiles kick one will do about 20% damage straight off while ioris c.HP into qcb+px3 will do about 25%... the ratios of combos to supers and big characters to others seems strange... it would seem snk is trying something with this damage system but at this point i am not sure what it is.. choi however seems to do slightly less damage which might be logical (but makes it hard to win with him coz he cant mix it up like iori, kyo, etc)..
more as i play it more (2morrow), sam sho 0 loke test info 2morrow as well...