It's either Volt or KoF, so no way Volt or KoF is gonna die that quick. There aren't exactly much well known 2d versus fighters out there. That are good at least.
Getting matches in KoF isn't always easy unless you have a lot of folks on your friends list. And I imagine it's tough for new players to get into it because most of the players that are still playin are really good. I wouldn't say KoF is dead but without the support Volt has with Battle Network and all that, it'll never be as big as Volt is even if it is a better game.
The problem I had with KoF (apart from having no background knowledge and understanding of the combo system) was the regional differences. Like, I can't play you american guys? That was annoying. Volt dominates the market for 2D fighters with online play. There's not a close comparison. 3S/Alpha 3 with online play would be awesome (except I like dashing). I just thought of this today, but what is everyone's thoughts about the charge buffering system in volt? It's way easy to do charge moves after getting crossed over. How do you like that? I like that it is easier to punish Psycho Crusher but it inadvertently makes Honda's (EX) Headbutt (and other moves) very good
Agreed about the KoF server thing. I don't really understand why they decided to make it that way but I suspect they weren't confident enough in the netcode to be able to handle distances like that. Third Strike would be interesting although it's not really a game you can pair down like Volt. But maybe done well it could work. Anything that nerfs charge characters is bad IMO. They're already at a disadvantage because they can't reliably FADC Ultra, and they're very vulnerable to cross ups in a lot of cases (Guile especially.) If anything, it'd be nice to see the charge buffering be more like it is in Third Strike. You can do walk forward sonic Booms with Remy and stuff like that.
Volt, KoF and SFxT still have people playing in the servers, and although it's easier to find someone in Volt, it isn't like the other games are completely abandoned. KoF online failed because it doesn't take a lot of time to find someone, but to connect with that player, and then most of the time the match is laggy and you can get a random disconnection from the servers, but there are still people playing the game, just less than in SFxT and Volt.
But like harley said, the problem is you have to fight people from your region only. If your in the USA. You cannot fight people from england, europe, africa, asia, japan, australia, south america, etc etc.
I think I downloaded a foreign version of KoF awhile back but it sucks to have to do that to play everyone available. That said, I actually think KoF has better netcode than Volt.
Oni s.P,P: Target Combo 2 (special cancellable) (buff so that it doesn't whiff on crouching) f+P: f+HP (poke, negates fireballs) b+P: Zugai Hasatsu (overhead) db+P: cr.LP (special cancellable, rapidfire) df+P: cr.HP (special cancellable, aa) j.P: j.HP s.K: s.MK (special cancellable) f.K: f+MK (step kick) db+K: cr.MK (special cancellable) df+K: cr.HK (knocks down) j.K: j.MK (crossoes over) Gohadouken (Hard): qcf+p/sp/qcf+sp (Can be charged) Gorai Hadouken (Hard): hcb+p/d+sp/hcb+sp Tatsumaki Zankukyaku (Hard): qcb+k/b+sp/qcb+sp Goshoryuken (Hard): dp+p/f+sp/dp+sp Rakan Dantojin (Light): hcf+k/df+sp/hcf+sp Sekisei Jiraiken (Hard): dp+k/db+sp/reverse dp+sp Zanku Hadosho (Air, Light): uf+sp Zanku Hadosho (Air, Medium): u+sp Zanku Hadosho (Air, Hard): ub+sp Tatsumaki Zankukyaku (Air, Hard): qcb+k/b+sp/qcb+sp Forward Throw Super Raging Demon: P, P, f, K, P (can be done in air) Ultra Tenchi Sokaigen (U2): hcfx2+S Rose p: cl.hp (no other good standing punch) d+p: cr.mp df+p: cr.hp j.p: j.hp k: cl.mk f+k: Soul Piede db+k: cr.lk (make it machine gunnable like bison's, but can't cancel to specials like in ae) d+k: slide df+k: cr.hk j.k: j.mk Special - Soul Spark (light): hcf+p/f+sp/hcf+sp Soul Spiral (light): qcf+k/sp/qcf+sp Soul Throw (medium): dp+p/df+sp/dp+sp Soul Reflect (light): qcb+p/b+sp/qcb+sp Soul Reflect (medium): qcf+p/db+sp Forward throw Super Aura Soul Spark: qcfx2+p Ultra - Illusion Spark (U1): qcfx2+sp Rufus s.P: cl.HP (special cancellable) f+P: far HP (aa) db+P: cr.LP (special cancellable, rapidfire) df+P: cr.HP (godly poke. Apparently this is sometimes called "Reach The Nachos") j.P: j.HP s.K: cl.LK (NOT special cancellable or rapidfire) s.K,K: Target Combo (ends in launcher. Needs to be beffed so it doesn't whiff on crouching) f+K: far HK (launcher) db+K: cr.MK (spcial cancellable) df+K: cr.HK (sweep) j.K: j.HK (juggles) j.df+K: Falcon Kick (divekick. Can be done at any height and any jump) Galactic Tornado (Hard): qcf+p/b+sp or sp/qcf+sp Messiah Kick (Light): dp+k/d+sp/dp+sp High Attack Follow Up: K/SP (FADCable) Low Attack Follow up: d+K Mid Attack Follow up: f+K Snake Strike (Medium): dp+p/f+sp/reverse dp+sp Forward Throw Super Spectacle Romance (Light): qcfx2+P Ultra Space Opera Symphony (U1): qcfx2+sp
-Jump mp should be the standard, Jump hp should be down + P (A standard jumpin as J.HP is weird) -(Godly cl.mp O_O, that cl.HP could be done with forward + P) -EX Fuhajin is light+medium? -Why so many katsushi versions, why not just make one and make it direction sensitive? OR If want all versions make the sp inputs (ub, u, uf + sp teleport style), and the senpusha (b,db + SP), fuhajin d and df +sp (light), sp and f + sp for mid. -The fuhajin hold idea is good, but what if you dont want to release it and want to cancel it. Like jump and release p or k so that you no longer are holding the fuhajin. Or doing a normal (whiff), to cancel the fuhajin hold by releasing it while the normal is active.
-Oh, I thought that a standard j.HP jump in would be pretty standard and the juggle would be the different motion. -What's so good about cl.MP? It's not even +frames on hit -I remember you recommending EX Fuhajin to be light + medium. Or did you want another version -Well, I don't know what versions of Katsushi are best. I guess having it motion sensitive for EX and normal would be fine -Is there a point to losing Fuhajin charge? -Thoughts on having 2 divekicks?
-Almost no pushback. You can do (cl.mp, ex fuhajin) for insane chip damage. -Combos like st.mp, (mid or low) fuhajin release, cr.mk, senpusha. In corner it can be a longer combo. -yes if we have mid ex fuhajin only it should be a hybrid to not whiff on crouching. -katsushi light is only for eating fireballs or escaping and dashing back, katsushi mid is for eating fireballs and dashing forward for either crossover or a well timed punish, katsushi high is for escaping some setups, it neutral jumps and you can punish moves that have high recovery with a neutral jump. Ex katsushi in ae is direction sensitive, you can choose whatever direction to dash or if to jump. -Gimmicks. Making the opponent guess wheter you have a charge or not. -I like the 2 divekicks.
Seth F+P = Far Standing Hard Punch B+P or P = Close Hard Punch for AA F+K = Close Standing Hard Kick, for big damage combos B+K or K = Far Standing Medium Kick for poke DB+P = Crouching Light Punch D+P = Crouching Medium Punch DF+P = Crouching Hard Punch DB+K or D+K = Crouching Light Kick DF+K = Crouching Hard Kick Jumping Hard Kick Jumping Medium Punch Neutral Jumping Medium Kick (Mid-Air) D+K = Stomp (Early or Late) (Mid-Air) D+K = Dive Kick (Middle, when you can first do it, or definitely after three stomps) The reasoning behind the three punches, are that Seth needs them to hit confirm, and he relies on doing as much damage as he can in every single combo, to kill people, and or stun them. Leaving cr.mk out, because it's pretty much just another Ryu cr.mk without the hit confirming, which sucks. I played on the console with Seth, and found out that at different times, if you use the KKK button, you'll do both moves, but they must be used at different times. Chances are, you're not gonna stomp the person at the height of your jump, as they're gonna have to mid air, and you can use jp.mp. Just try it. And for others, I think Seth should use his Ultra 2. It will add damage to combos that you need more damage on, and is much easier to combo into. For his SRK strength, light is great. It also allows you to set up another stomp combo, with Cr.HP - L.SRK (1), Stomp x3 - DiveKick As for his Command Throw, maybe Standing Hard? He's already very versatile and a long range Command Throw might be a bit too strong. As for teleport, maybe just a generic on behind them, and backwards, like Bison. The more I think about it, the more I hate teleports.
I think Capcoms will take the lazy route and just update volt for bugs and such, like how king of fighters was just updated.
Hmmm not like seismo feint, cause fuhajin (without releasing the fireball) is a pretty good anti air, can combo into ultra in corner, causes a techable knockdown and you can store a fireball. For example, i do jump mk, cl.mp, fuhajin (hold), opponent is knockdown, i jump for crossover and release fuhajin while in air, he techs his knockdown, he gets hit by cross over, cl.mp, fuhajin (hold) i go for another loop.