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GreatDarkHero

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Posts posted by GreatDarkHero

  1. 6 minutes ago, Hecatom said:

     

    Wassup bro, nice to see you.

    Also, sauce of your av? 🤔

    You can't come here with that and don't expect me to ask 🤣

    I wish I knew. I had for at least a couple of years ago and I know for a fact that downloaded it that delicious sauce from some off-hand twitter account for them hot models. 

     

    Later on, I'm gonna have to give you the hook up of some other material. 

  2. Heya champs. 

    I haven't posted in here in a minute. 

     

    But, so far, SFVI appears to be promising. 

    I do have to wonder what happened to the Illuminati and if Shadowloo is somehow going to regain traction. Or, there is an entirely new criminal function altogether within the SF continuity. Very curious about a number of characters so far, as most others here are. 

  3. Rugal Boss Fight + Matches

     

    Spoiler

     

     

    My honest opinion. 

    Spoiler

    O. Rugal is nowhere near as unforgiving as he was in 95 and 98/98UMFE. The character is still completely broken, obviously but there are some purposefully placed recovery frames (that the "regular" O. Rugal DOES NOT have, specifically on his Dark Barrier) that make life easier for the player. In addition, he won't recover health upon winning a round. 

     

    I purposefully ended it with Heidern winning against O.Rugal for just desserts (Most people should understand the narrative context by now, sense these are NOT new characters and this is definitely not a new franchise). In my head, O. Rugal probably comes back and starts overwhelming people as he normally does. Beats a few jobbers and maybe some protagonists. Kyo gets an upperhand and then gets cocky enough to get washed by O.Rugal. Luong (or insert newer character here) gets an upperhand but has an unlucky break (an abstraction seen in the vid) and Heidern pops up to finish the job, which partially explains why he is in KOFXV. 

     

    Corny storytelling aside: 

     

    Now to go down the line. 

    O.Rugal himself? His normals have some decent range on them. 

    His far C is no longer cancelable like it was in 98. 

    Anti-airs: Far D, cl.A, pre-emptive/reactionary Genocide Cuttah, pre-emptive 214+B (Eye Laser) and (possibly) Dark Barrier. 

    His jCD has a shit load of active frames and a deceiving hitbox. 

    He gets 495 DMG from his staple combo starting from cl.D (both hits), 6B/4B, 236BD (EX Dark Barrier), 214 AC, (side switch), cl.D (1st hit only), 236+D, Gigantic Press.

    Bnbs: 

    --> 2B, 2A, 6B, 214+A or 236+D both work nicely. He can also combo into either of them from his lights but focus on chaining into 6B if you can when you're confirming. 

    2C and neutral C are both quick enough to combo from jC and his jB will cross up. Try to avoid cl.D after jumps because it is a bit slow (it CAN still work but you have to land a really delayed jC or jD for it). 

    O. Rugal 214+C does not seem to combo from anything but it will grant frame advantage on block. 

    The dude gets a fuck load of corner damage in the corner (I actually got one against some Ralf player, but there was supposed to be a Dark Barrier thrown in there before Genocide Cuttah ender. It would also be better end it with light (B) Genocide Cuttah to keep the frame advantage and avoid getting wake-up thrown or stopped by a reversal). 

    The character is a bit on the slow side but he can actually zone around pretty notice with his normal moves and the projectiles he has. 

    His "Kaiser Wave" (initially stolen from Krauser) manifests through his Climax but he creates a black hole vacuum-effect before doing so. If the target is caught, it's Dragon Ball Z/Super time. You can actually use his Climax to punish A LOT of shit at the close to mid-range. 

     

     

     

  4. What up, peeps! 

     

    Got a new KOFXV vid up! 

    Spoiler

     

     

    Now to talk about SFV Update for a minute...

     

    First of all... Rose is officially among the strongest women in world (and not necessarily Chun-Li due to the apparent nerfs she has taken, though... her play style is the same and most skilled Chunners should be able to bypass the nerfs, if only to a degree). 

     

    I am a bit happy that Rose got her due respect, particularly with her HP, slightly faster sweep, a bit more range on her standing LK, and the fact that she can combo after a few more of the things she hits the target with. I'll likely play a handful of Rose matches and then combine these efforts with a hybrid of KOFXV throw into the mix. 

     

    There is a small part of me that wonders if Capcom SF staff members have incentives for allowing people like us to play previous or different versions of the character from throughout the interactions of SFV, just like how we did with Ultra SFIV on its last stand. I wonder what everyone's thought process towards that would be. That way it would allow people to possibly discover a few more things about the game that probably wasn't figured out before or something along those lines. 

     

    A fighting game renaissance is upon us one way or another (as corny as it may seem, coming from me). 

     

    ... So... uh... 

     

    Spoiler

    Who is ready for GENOCIDE CUTTAH, tomorrow...?

     

  5. Dude: "I think R. Mika's buttslap is too much for FGC and the ESRB rating." 

     

    Meanwhile

    Spoiler

     

     

    Watch until the very end for full context.

    And, no. I'm not necessarily throwing shade, I just hope staff members at Capcom don't get too many funny ideas like they did last time, though it is getting a tad suspicious. 

    If SFVI is to come out, I have to wonder where the story will actually continue off from. 
    Perhaps, it will tie directly into 3 and move a bit further beyond as a interquel leading to a sequel of a sort. 

     

    Theories. Theories. And, more theories. 

  6. As most know... my last channel got nuked because of some... Final Fantasy VII RE stupidity and a blunder I made on my part. 

    (I was just trying to upload a boss fight with the Hell House but the music apparently got me in trouble). 

     

    The good news is that about 80% of the stuff I had on that channel was kept safe on a USB, including my old ass Mai Shiranui tutorials for KOFXIII, my most crucial KOFXIV matches, lots of DOA/Tekken stuff. I'm reuploading my stuff as we speak. 

     

    Got a new KOFXV Compilation match up. I'll try to upload new KOFXV matches and other FG stuff once per week when schedule starts to align between college and work. 

     

    Just a slight upload from yours truly. 


  7. Home from work. 

    Time to start the party. 

    Spoiler

     

    Participating in more matches now. 
    I am trying to find some more combo routes for Luong and Mai. I need 500 units of damage for 2 bars/full Max Mode off of a close heavy normal. 

    The video is only stuff from the previous demo in preparation for the release date (which was today), with those videos focusing on Kohren/Mary/Terry. 

     

    Kyo / Mai / Luong are my main focus right now (and, I plan extend this shortly. I can't wait for Geese Howard to grace us with his presence again). 

     

  8. On 1/5/2022 at 9:03 PM, Mattatsu said:

    I straight up cannot play a random online game and not get super nervous/anxious. Is that normal?
     

    and casual/ranked doesn’t seem to matter

    If I go to a tournament or if I play online, I tend to chew gum a lot. 

     

    Or, I drink a coffee through a thermos. I started doing this during the KOFXIII when it was still fresh in the European region.

    Nerves were really high back then when I was starting off. It still gets like that even now because you often don't know... exactly what to expect. 

    There is a sense of unpredictability when you play specific fighting games on or offline. 

  9. 29 minutes ago, Sonero said:

     

    Man, I forgot how slow characters are in the MK games. Walkspeeds are kinda weird. Also anti airing in it seems weird. Goddamn single hits do hella damage. Really fun to see people win with 0 combos.

    Case and point. 

    Anti-airing in MKII specifically is a strange process. 

    You'd have to rely on an uppercut, a preemptive air-to-air jump kick, or something else entirely. 

    In the earlier Mortal Kombat games there was also this thing called "P2 priority" where player on the said side will have priority if... 

    For example: 

    A jumping kick from P1 interacts with the jump kick of P2. If there *is* an interaction? P2 wins. 

    (I am not sure if that applies to "Ultimate" Mortal Kombat II as it is a rom hack update). 

    This extends to UMK3 as well. Some pretty interesting stuff going on, especially at that time. 

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