Welcome to Baloneydom
the home of Baloney.
Also what ive seen newer players neglect are the defensive options you have too.
So at the end of the match you see guys having full stock and no life, or they
abuse the blowback and have no meter coz hey get rushed down a lot.
Trick is to have a balance, so that you have enough meter to optimize combos
and to negate potential baloney kuk your opponent might throw at you.
you can blowback attack at the cost of 1 meter, and you can guard roll on block
too.
now guard roll is not used often coz if its baited you end up worse off and
generally people use blowback as its free damage and a quick and cheap get off
me move.
However if used correctly guard roll can give you a nice punish. eg: you see
this bra does one block string, J+D, st C, fireball. So you realize the pettin
now you guard roll on st C, he then does fireball but you are behind him and
then you punish him with a big combo.
usually it happens when you in the corner, so you are pressued and then put the
opponent in the corner.
Guard roll is good against supers that are multi hitting. so instead of sitting
there and eating all the chip, you guard roll behind and do a big punish.
________________________________
From: cpt-fgc-bounce@xxxxxxxxxxxxx <cpt-fgc-bounce@xxxxxxxxxxxxx> on behalf of
Donaldson, Alasdair <alasdair.donaldson@xxxxxxxxxx>
Sent: 29 August 2016 06:59 AM
To: cpt-fgc@xxxxxxxxxxxxx
Subject: RE: hello
The game feels a whole lot easier to get to grips with compared to 13. The
combo mechanic is simple enough that I can do everything I want in practice
mode. Getting it right when actually playing against Paas is a different thing,
but that will come with time.
I like the game.
I wish there was some sort of community out there that was putting together
information on the characters – gameplay, combos, frame data…
From: cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx] On ;
Behalf Of lindsey kiviets
Sent: 29 August 2016 08:48 AM
To: cpt-fgc@xxxxxxxxxxxxx
Subject: Re: hello
I think its okay,
like an easier version of kof98um with that ultimate EX mode put in there for
extending combos.
so they increase the duration of the maxmode as a comeback mechanic.
________________________________
From: cpt-fgc-bounce@xxxxxxxxxxxxx<mailto:cpt-fgc-bounce@xxxxxxxxxxxxx>
<cpt-fgc-bounce@xxxxxxxxxxxxx<mailto:cpt-fgc-bounce@xxxxxxxxxxxxx>> on behalf
of Nicholas Robertson-Muir <nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>>
Sent: 29 August 2016 06:46 AM
To: cpt-fgc@xxxxxxxxxxxxx<mailto:cpt-fgc@xxxxxxxxxxxxx>
Subject: Re: hello
KOF14 is amazing.
On 28 Aug 2016 21:36, "richard moorcroft"
<greattekkenmaster@xxxxxxxxx<mailto:greattekkenmaster@xxxxxxxxx>> wrote:
Ahh,, aahhhh,, ok ok,, I get the point,, but it still bothers me, K can burn
his hand a bit right?? Anyways is that a glove or a mechanical hand or
something of K?? Does he even have a arm??
On 28 Aug 2016 8:26 PM, "Nicholas Robertson-Muir"
<nicmuir@xxxxxxxxx<mailto:nicmuir@xxxxxxxxx>> wrote:
Well, the others don't affect gameplay either, but they have attributes
associated to the specific limb. If they changed it, K' would be doing super
flames out of his normal glove hand, and Nelson would be doing his gaurd break
special with his normal arm.
On 28 Aug 2016 20:17, "Ashraf Barendse"
<ashraf.barendse@xxxxxxxxx<mailto:ashraf.barendse@xxxxxxxxx>> wrote:
Yep. Like with Sagat's eyepatch, since it doesnt affect gameplay, it will
always stay on the same side.
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