Si, ho presente, credo sia un glitch nel gestire il framerate. tra emulatore e monitor. Di certo capitava nella 0.106, con la 0.170 non l'ho notato finora quindi sarà stato fissato nel frattempo.
Giuri che l'ho pensato pure io qualche giorno fà: volevo provare a fare la Magic Throw di Guile in SF2 per sfizio, ho falito e non sò se dare la colpa a me o a MAME. Provo a chiedere al rullone del rewrite all'UI.
another good thing to know if you use shmitt, griffon or till
try to use lv3 when you have your boss alive in your opponent's field
shmitt and grifon will send 5 helpers
increasing considerably the chances of trapping and letting no other option than to bomb
with till, you can use an even better strategy
release your lv3 just when the boss is being destroyed or when he's retiring to the bottom
when a boss is being destroyed, the slowdown effect caused by his presence will end and there wil be a moment when the game runs noticeably faster
you'll see the 4 dorappies released at this point will descend really fast, giving your opponent little time to react
4 really fast dorappies are really strong, your opponent will most probably have to use a bomb
well, there always can be some minor factors that will maket the dorappies go faster or slower, but i assure you 90 % of the times this will work
thats what really makes it good, if they were to end on the top it would be meaningless no matter how fast they are
btw this techinique is also valid with sprites
if you do correctly, the 4 rabbicats that appear will be not only fast, but also they will appear surrounding you, literally trapping you
so you have to release your lvl2 attack with till while a boss is being destroyed?
well, you can do that, but i recommend lv3 if you can afford it
just as i said, for some reason lv3 dorappies are much more prone to descend all the way to the bottom
in that specific case the fact that kim used a bomb right before also helped
the bomb also has the effect of causing a slowdown, so right after the bomb is finished a momentary acceleration takes place
one advice i can give you about death is
don't try too hard to destroy him unless you really need to
death has his own life bar and it grows whenever it dies and resurrects
so killing him often you risk having a harder death earlier than your opponent
no, his life bar will remain the same but his speed will grow anyways
but keeping him soft so that you can kill him with few shots really helps when you risk being trapped
if you care to know, death 's maximum life bar is 99 and it will stop growing when it reaches this number
kim's charge shot's power is 18 ,so he'll need more than 5 full strikes to kill it
what's the life bar of the first death?
but you can always kill the death with just one bomb, no matter how long is his lifebar
the first one is 3
this means that you can also use even the first death to make a boss attack if you manage to explode him with +3 reverses if these reverses life bars are smaller than 3
what's the incremental pattern of her life ? 3 then 6 ? 9 ?
yes fran it grows by multiples of 3
death appearance spot will vary on your position in the moment he is about to appear
if you are on the left side he will appear from the right in the top
if you are on your right side he will come from the left
and if you are in the middle he will also come from the middle top
this means, it's always better to position yourself in the sides, because thus you'll keep death at a longer distance from you
this also means that if you happen to be on the top, keeping yourself in the sides will prevent an instant death since death will appear on the opposite side
top : mevius , memory
hight : nanja , sprites , tinker
mid : ran , macky , till , yan yan
low : kim , shmit , griffon
For “various reasons” the original endings were cut from Blazing Star;
they were intended to be re-added to the Neo-Geo CD version which never
materialized.
無限に投げる
作品 KOF94
使用キャラ 大門・ハイデルン
使用する投げは、
大門が天地返し、
ハイデルンがストームブリンガーです。
まず上記の技で投げます。
そしてリバーサルで前ステップします。
で、投げてバウンドしている相手に向って
もう一度投げコマンド入力!
するとバウンドしている相手を
無理やり吸い込んで投げてしまいます。
なかなかこっけいですね(W)
too many chicken bombs this time
another downside of using a bomb is when you are landing a super attack
the bomb will make easier for your opponent to dodge because of the slowdown effect while the bomb is being used
i have seen numerous cases you were making a +30 fever chain and fra* sending a lot reverses,but you use a bomb and that enabled fra* to survive the attack with just one bomb
a situation where you are supposed to have an advantage, but the turnout is just one bomb less for each side
yeah, there are situations where you might want to risk a little bit,because a+30 fever chain is taking place in your favor
just be a man, and only hit that bomb button when an attack is actually about to hit you
yeah playing with 3 or less hearts is bad
i am no longer so manly when i know the next hit will kill me
so i invest in a bomb knowing that 5 hearts *ranes is super manly and not a sissy
play more risky and manly when you have 4 or 5 hearts,focusing on making strong attacks without bombs
only when you get hit and you have less than 3 hearts you ca start being a pussy and play more carefully
where is the best place to dodge big chains in fewer mode. Rather in the middle in the screen ?
best places is usually close to the outer wall,from where you can bait better the fireballs
but avoid being too close to the bottom
you know that formation that come out from there
my question about ran vs nanjas is still unanswered
with ran it's alwats better to save your gauge for lv3
but nanjas will destroy the boss asap . unless you mean..
no matter which is your opponent
keep it in store for a boss counter-attack
that, or use it for a lv3+fever
even for nanja, it's not always easy to destroy if the fever friballs are coming right after the boss
best thing is to send the boss making a chain with the lv3 charge shot
if you do that,even though nanja kills the boss fst, it will usually reflect some normals in the process
another thing i started doing,when i know a boss attack is incoming,it's a good idea to decimate the formation without destroying it completely
so a new complete one won't come out and you only gotta deal with 1-2 zakos
that sounds good if you are focusing exclusively on the defensive
but also take into account that you won't be able to do a boss counter attack in case your oponent is sending +3 reverses
if you are in fever , and your opponent is not, that is bad thing to do
but if it's your opponent who is in fever, and not you, then it's a nice strategy
in case your opponent has sent a lv3 to hinder your fever actions, depending on the boss aggressivity,you might even try to ignore it and focus on the zakos
but this also depends on which strategy you are following,if focused more on defensive or offensive
with charactedrs like kim or griffon ,you should always destroy the boss first
f*an your weak point is like i always said,your attack
you'll have a slight addvantage on *oku as long as your defense is better, but when your opponent is as good in defense as you,then attacking skill wil matter
apart from comboing fever orbs with bosses,don't know what else i should be doing
to begin , gok* send much more fireballs in fever
making me harder to make my own chain because chances of reflecting them increase
and don't undestimate lv3 + fever
this,among other things will almost make you domainate during fever
i try to destroy as many formations as possible in fever,i don't know what he's doing in fever that i don't
and i always said,having the upper hand in fever is all that matters after all
maybe you try to play too safely, focusing too mcuh on defense sometimes youll have to take some risk and make more chains
if you check your replays you'll see that almost always g*ku is the one dominating in fever,and you on defensive
but go*u uses a chicken bomb or gets hit even though he's getting less attacks than you are
not saying that you never make a good attack,mind you, but i'm talking on the whole
to make thing simple, start making calmly more perfects in fever, and not just "destroying" them
we actually discussed about that
quantity over quality in fever
i guess you're saying that perfects are preferable now so..yeah,ok
you should combine them appropriately
never miss a chance to make a perfect in fever
and when you see the right timing to reflect some fireballs(if there are not too many normals) and enhance the chain, do it
about fever time : is the amount of time in fever fixed or not ? like it's always 10 or 15 seconds or whatever or it decreases if you don't kill a zako or make a chain after X amount of time ?
because waiting for formations to line up for perfects seems such a waste of fever time
i get that you forget about perfects and just go for the chain if reversals are coming your way
because,yeah,that is obvious
fever time is always random
and you're saying that making perfects in fever sends more or faster fireballs
some people thought that maybe the number of combo hit when sparking off the orb could influence the duration, but it has never been prooved
that happens everytime, not just in fever
in fever, usually a character that has a faster shot will usually dominate because of its greater ability to make a longer chain of its
but you said chains shouldn't matter and it's all about the perfects
i am a bit confused
in the replays i saw, *oku usually made mopre perfects than you in fever,and thats one reason his attack will be usually stronger
oh i make few perfects in fever . that's because i thought long and rapid chains were better
and i could send more shit during fever time
chains matter and a lot
a +30 chain in fever is usually the key to win
i am officially confused now
the reason you should make prefect in fever is not just becaise of speed of attacks
it's to send a greater number of fireballs
no,not the number of chains, but the number of combo
10 chains of 4 combo does nothing 1 chain of +30 combo is killer
but you can't do that without using reversals from the opponent
so when you are defending against fever time you shouldn't destroy anything so that the opponent cannot make a 30+ hits chain
but at the same time if you send stuff his way you might get a few reversals and turn into a boss attack to slow down or end his fever "domination"
you said it
if your opponent is in fever and you are not, it's better not to touch any zakos
if you are playing weak characters it's also better not to touch even though you are in fever too
i think i will need to watch a few renge / wak replays because i am a little confused
and btw, that is why i consider nanja to be the best charcter after the bosses
when fever is triggered in both sides, nanja's faster shot than any other normal character,and also its super effective charge shot if you know how to use it, wil lallow him to make a longer chain in fever than others
so it's about bombs
i am not sure they work the same for every character but even when using the same one (let's say ran)
sometimes a bomb will start a chain destroying normal fireballs or reversals and sometimes it won't
i was wondering if there's a reason / cause
the hit range is the same for all characters, which is the whole field
but the damage differes in some characters
a bomb will cancel a any combo chain the moment it explodes
but it may occur that a bomb explodes right at the end of a combo chain and thus connecting with the next zako formation or fireballs
i don't understand . i know i started a boss attack with a bomb many times
but sometimes the bomb explodes and it doesn't destroy the reversals
i guess the bomb destroys only the zakos and are the exploding zakos that destroy the reversals ?
thus causing a boss attack
yes,sorry, the bomb does not affect fireballs, only zakos and bosses and death
King of Fighters '95:Lo sviluppatore in intervista "...e io penso che un gioco sia pi divertente se un po' sbilanciato..."
Genjuro spadata forte al volo 2hit, stelline, spadata forte a terra -> *SHOBU ARI!*.
"Ok".
XD
<sb_gh0st> every match in breakers is moment 37 lol
<sb_gh0st> dat timer mod doe
<sb_gh0st> fran3s i wish maherl had his angled jHP for his neutral jHP
<sb_gh0st> lol maherl frame traps are hilarious
<sb_gh0st> crHP > stLK > crHK wtf
<sb_gh0st> hahah meaty flame
<sb_gh0st> LP flame*
<sb_gh0st> i was like "good shit" just now. then saizo fucking crHP range
<sb_gh0st> most characters cant punish that if blocked meaty
<fran3s> what's the input for the super grab
<sb_gh0st> 360K
<sb_gh0st> only one spin lol
<fran3s> only one 360 ? lol
<fran3s> cool
<sb_gh0st> but the range is like 0pixels
<sb_gh0st> less than normal throw range
<sb_gh0st> so watch out!
<sb_gh0st> his throw super doesnt seem to be affected by any mods
<fran3s> yea i am mostly interested in the command for the mixups
<sb_gh0st> i need to bust out the lua scripts to be sure though. but it seems like timer and red life mods dont do anything
<fran3s> i don't mind if the damage ain't stellar
<sb_gh0st> it's actually pretty good
<sb_gh0st> ~30%
<sb_gh0st> and like i said, the damage doesnt seem to change
<sb_gh0st> so you can rush someone down, land some hits, and 360 for full damage
<fran3s> no way to get out of infinite blockstrings against sho,saizo,etc
<sb_gh0st> you have to mash balloon and pray
<sb_gh0st> crouch block + ABD
<fran3s> that's annoying , turns the character and the game into jungle
<sb_gh0st> (ABC sometimes gets you shitty belly)
<sb_gh0st> yea lol
<sb_gh0st> i was just playing a rila who was swarming me
<sb_gh0st> i had to mash A+C and balloon
<sb_gh0st> saizo backdash is one of the stronger ones too
<sb_gh0st> fran3s you have to try shit like mash close D for crossup reads or slide under his jump pressure
<sb_gh0st> his slide is pretty fast. give it a try next time i guess