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Re: Capcom vs SNK / SNK vs Capcom - The Modern Setting

 October 26, 2016, 06:06:40 pm View in topic context
 Posted by ZeroInNothingness  in Capcom vs SNK / SNK vs Capcom - The Modern Setting (Started by ZeroInNothingness October 16, 2016, 05:49:36 am
 Board: Idea Engineering

Well, to use ONLY modern games here is also not quite good idea. Just look at "Street Fighter X Tekken". Ability to charge out super would be great, but defenetely disbalanced to other grooves. ESPECIALLY if there will be simul mode. And here is funny fact: there is only two really different games instead of "SF x TK" in SF Series we can call modern: SF4 and SF5.
So really, it you want to proceed in way of modern, then there is really only two grooves will be fine, cause we'll not get much more. I personally prefere more gauges, but the only way to build'em up is to look at some older games. For example, SFA3. Here, we got already 3 good Grooves on Capcom side! XD
P.S.: didn't know about names of grooves. Lol.

SFxT groove is basically SFV groove with no V-Skills and character switches and assists. Now I'm not saying it's possible but adding assists will open up too many ideas.

Also, I would like to emphasize that we don't really need 6 grooves. Just 2 that works should be fine. I mean, thinking of 6 new and different grooves and programming it? I mean, this is still only in Idea Engineering for a reason but if it wasn't then I would not be wishing all that work on other people as it is. For the C-Groove, I already mixed SF3 and SF4 to give the C-Groove enough tools to rival S-Groove.

I think I was pretty detailed (for the most part) with the C-Groove and S-Groove of the possible next generation; think about making 4 more grooves with that much detail and outline while making the mechanic fair and balanced. If I was a game designer for Capcom or SNK in this day and age and I was making a CvS3, I would want every Groove to be viable. I mean, CvS2 was pretty balanced for the most part (except Roll Cancelling) and people never used the S-Groove and P-Groove of that game.

lol at the last part.

You mentioned capcom vs snk 3 but i think we are already up to Capcom Vs SNK 5 by now technically by Mugen standards......so many full game projects plus svsnk universe, cvsW 2.4 and 2.8 etc.

I think that a cool idea for grooves would be basically:

Excel groove - default mechanics but can excecute sfex2plus excel combo supers aswell as normal supers.

Rage Groove - default mechanics but changes to omni color or gains aura or sumthing like sfxtekken and can do infinite sf3/4 style ex moves and supers for 15 seconds with full meter and low health.

Dark Groove-can sacrifice own health for damage or performing ex moves or.something.like.mira on Killer instinct

A health recovery groove?

A super armor groove?

Anyway i think every groove should be special technique related, not take away mechanics like recovery, dodge, counter, run etc. That made sense back before crossovers were first becoming a thing.....



Mugen has made a lot of CvS's, but do those gameplays reflect what a CvS game would be like in the future if they were actually made by Capcom or SNK? Or do they all use the CvS2 or PotS system?

"Excel" Groove is similar to the KoF 13 groove due to custom combos (although idk how often you can access those in the EX series), but I don't know how I feel about Guard Breaks. Focus Attack should be good enough to cover that and putting too many things into 1 seems a tad bit too much.

Everything else like Rage Groove, Dark Groove, Health Recovery Groove, and Super Armor Groove sounds VERY vague and I don't know where it's coming from. "Gains aura or something" doesn't exactly sound specific...

Not all games have dodge rolls and runs as a universal mechanic; MK9 and all of the main Street Fighter is a good example. Neither C-Groove and S-Groove takes away counters since that's a universal thing; getting a counter hit will do more damage for both grooves.

Grooves are not "give a new mechanic." It's a whole fighting style based on specific games and takes the mechanics from those games, making each groove a whole mechanic of its own. While all grooves and a lot of games share some form of a Universal Fighting Game mechanic (block, normal moves, special moves, take damage when hit, health indicator of some sort, etc etc), not all games share the majority of the mechanics you see in fighting games all the time. Even blocking is different in MK compared to SF for example, and the way characters move is different throughout the games; Guilty Gear and MvC has air dash and double jump, for example, and SF and KoF games you generally cannot block in the air. In Smash Bros, you die by ring out, not by losing health (except in Special Smash), although Smash is a more "out-there" example. That's why the C-Groove does not have rolls and runs short hops and super jumps while S-Groove does not have Focus Attacks and parries and dashes.



    

Re: Capcom vs SNK / SNK vs Capcom - The Modern Setting

 October 16, 2016, 07:17:51 am View in topic context
 Posted by ZeroInNothingness  in Capcom vs SNK / SNK vs Capcom - The Modern Setting (Started by ZeroInNothingness October 16, 2016, 05:49:36 am
 Board: Idea Engineering

Grooves weren't really named for the game title. They were named based on the company name lol. Like, K-Groove was based off of Samurai Shodown in CvS2, not KoF.

"G-Groove" sounds interesting although I'm thinking the KoF XIV variant of Just Defend can be added to the S-Groove instead. Also, Garou-version of Just Defend is pretty scary (due to air defense being possible) and not sure how it'll balance the game out. Adding too many grooves will also make whoever makes the characters more annoyed too since that's more to program lol.

Not sold on I-Groove. Too much effort for little reward since you'll be gimping yourself with normals for half the match with no special moves. Also I'm not an expert on SF1 but I don't think that's how SF1 went. Also, going back in time when the purpose of this idea is to use modern-day games for the Groove System sounds counterproductive.

"V-Groove" will be tough to implement because how would we be able to think of a V-Trigger for 5 characters, let alone 24 minimum? Also EX Moves are very important and it's mentioned in the Universal Mechanics section that many Special Moves have EX versions of them. However, if it could be done, well then...that would be pretty amazing lol.

Reason for the 4 button layout is so if anyone actually ends up making the characters, it's less work for them to create the moveset lol.
    

Capcom vs SNK / SNK vs Capcom - The Modern Setting

 October 16, 2016, 05:49:36 am View in topic context
 Posted by ZeroInNothingness  in Capcom vs SNK / SNK vs Capcom - The Modern Setting (Started by ZeroInNothingness October 16, 2016, 05:49:36 am
 Board: Idea Engineering

    Introductions
    ------------------------------------------------------------------
    So yeah, pretty sure a lot of people has ideas for a CvS3. I don’t know if anyone has actually come up with full-on concrete ideas for new Grooves based on the newer Capcom and SNK titles (probably has), but I always had an idea that it should’ve been mostly based off of SF4 and KoF XIII (even with XIV out right now, this idea really didn’t change, although maybe the XIV style that takes from 98, 2002, and XIII might work better. Who knows?). This is what I would find ideal in a new CvS game (or a new SNK game).

    Originally, I also wanted a CAP/SNK Groove, but why so many grooves? Why not just 2 grooves that work perfectly fine? Don’t need to add so many grooves after all, just 2 that works really well (in theory).



    Roster
    ------------------------------------------------------------------
    Spoiler, click to toggle visibilty

    Story
    Well, story mode would be nice, but I’d like a fighting game to mostly focus on the fighting, so this is an area I didn’t really bother thinking about. I’m sure anyone else out there could think of a better story mode than I can.

    Game Mechanics
    ------------------------------------------------------------------
    Universal Mechanics
    Spoiler, click to toggle visibilty
    C-Groove Mechanics
    Spoiler, click to toggle visibilty
    S-Groove Mechanics
    Spoiler, click to toggle visibilty
    Things that could be worked on or completely changed
    Spoiler, click to toggle visibilty

    Now, let's get to the actual important part! Characters!
    • Note: Character / Character means that one out of the listed characters in that slot should be picked over the other choices.

    Characters
    ------------------------------------------------------------------
    Capcom Side
    Spoiler, click to toggle visibilty
    SNK Side
    Spoiler, click to toggle visibilty

    Sub-Bosses and Bosses
    ------------------------------------------------------------------
    Sub-Bosses (Playable)
    Spoiler, click to toggle visibilty
    Bosses
    Spoiler, click to toggle visibilty

    "DLC" Characters / Character Expansions (if it ever gets to this point or if it even kicks off)
    ------------------------------------------------------------------
    Capcom Side - 1st Expansion
    Spoiler, click to toggle visibilty
    SNK Side - 1st Expansion
    Spoiler, click to toggle visibilty
    Capcom Side - 2nd Expansion
    Spoiler, click to toggle visibilty
    SNK Side - 2nd Expansion
    Spoiler, click to toggle visibilty
    Capcom Side - 3rd Expansion
    Spoiler, click to toggle visibilty
    SNK Side - 3rd Expansion
    Spoiler, click to toggle visibilty
    Sub-Bosses and Bosses - 3rd Expansion
    Spoiler, click to toggle visibilty
    Other Characters I considered
    Spoiler, click to toggle visibilty

    Incomplete Move List
    Ryu
    Spoiler, click to toggle visibilty
    Kyo Kusanagi
    Spoiler, click to toggle visibilty
    [/list]
        

    Re: King of Fighters E blog

     March 22, 2016, 04:42:49 am View in topic context
     Posted by ZeroInNothingness  in King of Fighters E blog (Started by swipergod November 14, 2007, 02:53:22 am
     Board: King of Fighters E

    I can't download this game at the main website; all I can download are the movelists @_@ what's going on?
        

    Re: CvS3 (done right) discussion!

     September 02, 2015, 06:08:05 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

        

    Re: CvS3 (done right) discussion!

     September 01, 2015, 07:14:12 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    I feel that the Staple Characters should be:
    SNK: Kyo, Iori, Terry, Mai, Ryo, and Haohmaru
    Capcom: Ryu, Guile, Chun-Li, and Morrigan

    Characters that should be considered staples but are debatable:
    SNK: Benimaru, K’, Kim, Geese, King, Rock Howard, Athena Asamiya
    Capcom: Alex, Final Fight Characters, Mega Man Characters (Preferably Zero or X, but at least 1 minimum), Resident Evil Characters, and Dante

    Characters that would be cool to add in but shouldn't be considered staples:
    SNK:
    • Ash Crimson (Personally, I think he really really deserves that roster slot.)
    • Elisabeth Blanctorche
    • Adelheid Bernstein
    • Nameless, Angel, or May Lee
    • A USA Team Character
    • Anyone from the New Faces Team
    • A Samurai Shodown character
    • A Garou character
    • A character from an obscure/unexpected series (Last Blade, Buriki One, Savage Reign, Metal Slug)


    Capcom
    • More SF III/IV/V representatives (No one in specifics though)
    • A Rivals School Character
    • Anyone from an unexpected series (Captain Commando, Tessa, etc)


    Bosses
    A NESTS Saga Boss (Krizaliiiiid)
    Goenitz or Orochi (Orochi should be the boss above all others imo, like the final secret hard-to-find-but-not-really boss)
    Omega/God Rugal
    Gill
    or Sigma/Omega (from the MegaMan series)

    All of these are subjective though.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 09:14:30 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    Are you just discussing about a CvS3 or actually interested in making one?

    Well, it's Idea Engineering. If things get worked on a lot here, then maybe it'll become a reality. Or not. Who knows.

    I never said there was no point, but I feel that it shouldn't be the main style of gameplay. The Ex-groove found in POTS style takes things from previous games (like SFZ, SF3, KOF) and combines em into one, which is a pretty neat idea, but with this new generation means new gameplay.

     I never said seperate the EX groove into new grooves, I said scrap the old grooves and BASE the gameplay mechanics off of more recent iterations of the games found in both properties (SFIV, KOF XIII, etc.)

    All I've been saying is why not implement the main aspects of those particular games in some way shape or form. That's why it was to be used as a base because it already is all in one. You guys speak of mechanics without fully acknowledging what make & breaks them. How would SF4 & KOFXIII Mix. Those are two drastically different systems. If you can give me a logical explanation of that then I'd be convinced.

    While you're saying that we're not acknowledging what makes and breaks mechanics, aren't you also oversimplifying and generalizing mechanics into single categories? Such as implying that all Custom Combos = A Groove which is implimented into POTS.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 07:52:48 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    The difference between the Revenge Gauge and the KoF Fashion when MAX2s or HSDMs were available is, yet again, the meter management, not the health issue. You're comparing apples to oranges. You cannot build up a Revenge Gauge from USFIV like you can from a meter because the meter is being increased when you're taking damage, not when your health is at a certain percent. The Revenge Gauge also has a half-point when you can use it at its half potential, but you get access to it way earlier than you would for an HSDM. Although I feel that the Revenge Gauge should be modified so that it carries over to the next round, unlike SFIV. This makes it different from spending your normal meter for it because normal meters have potential to do more things.

    - In short, the "original KoF fashion" and the "Revenge Gauge" are way too different to classify it together; they have similarities, yes, but it's not the same. Personally, this "health requirement" factor kind of made HSDMs not as viable as they could have been in my opinion, especially now that you add in EX moves and Focus Attacks to the mix.

    - You can spend your meter the way you like and as long as you don't get hurt and your health is in the red, you can use your HSDM again. However, you cannot do this with the Revenge Gauge. You have to take the damage again for the Revenge Gauge to fill up, making it limited to certain occasions when you can use it. However, this gives you more freedom with your normal meter gauge to use it however you like, allowing you access to meter for EX and other stuff. I don't know about you, but when playing a fighting game, you don't have infinite meter. Having different sets of meter that can do different things can be helpful.

    - Focus and Red Focus can exist simultaneously fine. EX and HD can coincide with each other fine. However, it becomes an issue when Red Focus and HD Mode starts to coincide.
    Let's put it this way; if you finish a custom combo then use Red Focus, you can get a chance to perform a Custom Combo again, due to Red Focus creating a huge crumpled state. Granted, this takes 4 meters. Which brings the story back to meter management.

    In the end, it really doesn't matter. Whoever actually makes a new-generation CvS-styled game will have his/her say in the mechanics. One of the things that made CvS fun for me, however, was the grooves; would like to throw that out there.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 07:07:47 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    Yeah just tried out the character. POTS is an interesting concept, but there's a few things that may make it work with a CvS-style game and may not.

    Pros:
    • Less effort in adding coding for a bunch of different grooves with different mechanics
    • You get everything in one.
    • There's more pros; I can't think of them right now. This type of Groove has potential.

    Cons
    I play Fighting games somewhat competitively, so the one huge thing that bothers me about POTS is the meter management, like I've been saying. It's not as simple as "add all the mechanics into one character." KoF XIII lets you cancel Special Moves from other Special Moves from a different meter, which gives you more meter for EX and Supers. If POTS implimented that, either they have to make a separate meter to compensate for cancelling Specials to other Specials, *or* they simply can use the regular meter to perform Special Cancels from other Specials.

    If Option 2 is taken, this makes meter management a completely different ballpark. Now you have to completely adjust your playstyle differently since now you can't use EX Specials from Specials as freely. Another thing to take with this is the Revenge Meter in USFIV. The Revenge Meter gives you access to your strongest Ultra Art. This, again, also frees up your meter for FADCs and etc.. But without the Revenge Meter, like the situation without the HD Meter, now you have to think differently on how you spend your meter. Both Revenge Meter and HD Meters are two completely different things, which may not fit in an all-in-one meter.

    Also, Focus Attack isn't just a standalone concept. There's Red Focus, like I said, Focus Attack Cancel, and Focus Attack Dash Cancel. All of these use up your meter, which is also another case of meter management. Also, another thing is that Red Focus, if implemented with Custom Combos, could potentially be broken. Also, the physics of KoF XIII is different from that of KoF 2002 or CvS2, and what would be cool for CvS3 is to update the game physics so it won't be a carbon copy of CvS2 and make it more new-gen-ish.

    Minor nitpick, but I was thinking of different grooves implementing their own way of grabbing. For example, KoF-style Grooves being forward + Fierce/Heavy Attack, while Capcom Grooves being Light Punch + Light Kick. But that's another issue tbh.

    Having too many mechanics in one could lead to a potentially broken gameplay.

    These tiny things is what makes fighting games so different; you did say that all fighting games are similar in certain aspects, which is true. However, I believe that it's not just the techniques implimented in the fighting games that makes it different; it's the little tiny differences in the game mechanics that make a fighter stand out as well.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 06:40:03 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    I don't know what to think about just simply tacking on additional mechanics to a single Groove. KoF XIII has run, while USFIV has dash. How do you have those two together?

    tap forward twice = dash
    tap forward twice and hold forward = Run.

    I believe Smash bros uses this system.


    Oh yeah, Fox Trotting. It's a cool idea, but it also has the character lose out a bit from the run due to the initial startup of the run being a dash. That's me being nitpicky though.

    Mostly would like separate grooves though due to the differences in meter management overall for all the games. I feel like USFIV has it easier on gaining meter due to projectiles filling up the meter bar whether they hit the opponent or not (and due to the perspective of their meter size) while KoF XIII requires all projectiles to hit the opponent to gain meter for both HD and regular meter.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 06:23:56 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    Did POTS already add in Red Focus and Focus Attacks (And Dash Cancels from Special moves)? Because I would also love to have an USFIV groove with the revenge meter.

    I don't know what to think about just simply tacking on additional mechanics to a single Groove. KoF XIII has run, while USFIV has dash. How do you have those two together?

    EDIT: Also, let's not just think about the mechanics lol. How bout the characters, guys?
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 05:56:39 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    KoF XIII differs from the SNK Grooves and also the Capcom Grooves due to the HD Meter. It's similar in aspect of the access to Custom Combos like the A-Groove, but the difference is that the HD Meter is different from the 2-Stock Meter that the A-Groove gives (I think that's how it is, isn't it?) Also none of the Grooves really give you something that can cancel from a Special Move to another Special Move outside of Custom Combo state.

    It takes aspects from the N and A groove mostly, but the KoF XIII groove would be a distinct Groove to its own compared to all the grooves from the CvS groove. KoF XIII also has wall bounces with certain characters and counters from Blowback Attacks can also cause a new chance for a combo, along with Anywhere Juggle properties that certain moves have. And you can't cancel out of supers or cancel Specials to Normals (I think in 2k2 you could cancel Specials to Normals?).

    Personally, I don't like the idea of an "All In One" Groove and I personally prefer 4-6 different Groove ideas.

    Also, I'm not a regular at the MUGEN community. What's the POTS style like?

    EDIT: Also, a small question. What do you guys think of 4-button vs 6-button?
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 05:30:44 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    Player skill is important in any game, but no game is perfectly balanced. There's a tier list made for games for a reason: tier lists are lists that gauge a character's viability when two player's skills are completely equal, and some characters just perform better than other characters in the areas that make them more competitively viable.

    Also, I like the idea of a 4-button gameplay like SNK, but 6-button gameplay makes sense too. I think it'll be good to look at CvS2 as a reference for a new CvS, not as a base when it comes to mechanics.
        

    Re: CvS3 (done right) discussion!

     August 30, 2015, 05:00:09 am View in topic context
     Posted by ZeroInNothingness  in CvS3 (done right) discussion! (Started by lui August 29, 2015, 02:59:38 pm
     Board: Idea Engineering

    I've been thinking of a new CvS or SvC for like the longest time! Of course, I'm also not a frequent MUGEN-er and I haven't put any time into making a character...would like to start though...

    Gameplay should either have 1 definite Groove or 2/4 different Grooves. I think 6 is a bit too much. The Grooves, like everyone is saying, should be based off the recent games, so KoF XIII is a must. USFIV and SF V are definitely good choices although SF III does sound appealing.

    Personally, I think some characters from SNK and Capcom (such as Kyo, Iori, K', Ryu, Ken, and Morrigan) are no-brainers, but in terms of series in general, NGBC had the right idea in representing their roster.

    So KoF, Fatal Fury, Art of Fighting, Garou, and Samurai Shodown should all have some representatives, while I think it would be cool to get some Metal Slug, Last Blade, Savage Reign, and Buriki One representatives (Psycho Soldier and Ikari Warriors count as or outside of KoF? If they count outside, then their reps sound good).

    As for Capcom, SF is a no-brainer, but some SFIII reps would be a damn good idea (*cough*Alex*cough*). A little diversifying of rosters never hurt, and while I'm cool with Balrog, Vega, Sagat, and Bison, Blanka's gotta go...E Honda could stay, but idk. Final Fight, Megaman, Rival Schools, and Devil May Cry reps would be cool to have (would say "essential," but I think some people could disagree). Hell, Capcom's got a lot of games; bring in some obscure ones like they did before for their vs games!

    I have a roster thought out, but there's way too many characters on there lol. And besides, an idea's just an idea and anyone can think of one and all I'm doing is rambling with no action.

    EDIT: Also, balance and moveset is obviously important. It sounds a bit excessive, but looking into every game the characters came out in and implementing their moves would be great. I mean, Ryu needs to show off that Donkey Kick more often and Ash Crimson has a counter in MIRA. I like the idea of everyone having the same health like KoF XIII, but I don't speak for everyone.
        

    Re: Does this thing exist?/who is the author?/etc. thread.

     March 26, 2012, 05:25:56 pm View in topic context
     Posted by ZeroInNothingness  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
     Board: Requests

    Is there any SvC/CvS/KoF versions of Dudley, Alex, Strider, Mega Man X, Zero (his MMX version, not the MMZ version), Dante, Vergil, Tron Bonne, Wesker, Roll, or any Tekken characters (mostly care about the Mishima family or Hwoarang tho XD)?
        

    Re: KOFXIII

     January 20, 2012, 04:51:55 am View in topic context
     Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
     Board: Fighting Games

    I personally think Ralf and Clark are fine; Clark feels really powerful with his command step and autoguard SAB/1-frame SAB, he has a good BnB from a cr.HP, and I don't think you'll be using too much cancels and meters with him unless you were trying to finish the opponent off.

    Ralf, on the other hand, also has some good BnBs, but he differs from Clark since he...well...has HD combos (XD), and he has some good fundamentals (anti-air, dive attack, meter-gaining moves, etc.). Personally, though, I think Clark is better than Ralf...and my opinion is not biased from Bala using him (probably)
        

    Re: KOFXIII

     January 11, 2012, 05:13:53 am View in topic context
     Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
     Board: Fighting Games

    Well, I'm interested in getting this game soon (when I'm able to use a system at least), so before that, I'd like to know if Benimaru is good in this game.
    Or if anyone in this game is the best rush-down wise.

    If this makes you feel better, Bala, the guy who recently won SoCalRegionals for KoF, thinks that Benimaru's the best character in the game.
        

    Re: KOFXIII

     January 05, 2012, 07:19:05 pm View in topic context
     Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
     Board: Fighting Games

    Eh, Joe's (and by extension Hwa Jai's) stance looks like your basic Muay Thai stance. Guess Joe decided to return to the simple roots of his style and go for the basics. And besides, Hwa Jai does have a different stance, technically...when he's drunk...
        

    Re: Does this thing exist?/who is the author?/etc. thread.

     January 02, 2012, 08:58:16 pm View in topic context
     Posted by ZeroInNothingness  in Does this thing exist?/who is the author?/etc. thread.  (Started by Messatsu August 26, 2007, 08:29:40 pm
     Board: Requests

    Has anyone made a pure, accurate version of Serious Mr. Karate/Honki ni Natta Mr. Karate (in all of his SvC brokenness) for KoF/CvS style?
        

    Re: KOFXIII

     January 02, 2012, 07:50:16 pm View in topic context
     Posted by ZeroInNothingness  in KOFXIII (Started by PotS February 18, 2010, 05:29:34 pm
     Board: Fighting Games

    Well, pixel spriting doesn't sound easy, so I can forgive them for their laziness (or maybe a lack of resources)...but if they had enough time to make Billy Kane, then they have enough time to at least make 1 more unique character that isn't a headswap X_X and Hwa Jai plays very different from Joe; similar looking moves, but his drinking, command grab DM, and the differing properties of his Dragon Tail and Dragon Kick compared to Joe's Tiger Kick and Golden Heel forces them to adopt a completely different playstyle. I'd say Hwa Jai's much better than Joe now, due to the console changes X_X Why is it that all of my favorite characters are moved up the tier list T_T