Gato (XI)
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Sure, why not, I'll ask the first question -
Does he continue to play like he does in '03? Cause I still prefer him in Garou: Mark of the Wolves. Hese got some useless moves (air dash across the screen, wtf? This aint boyz in the hood, you dont hit and run!).
I mean, he may have more things in '03 than in Garou, but I still liked his little kick. And the moves he had in Garou are pretty much all that he needs. In the next KOF (that is, after XI) he'll probably get that move.
Plus his counter animation is now used for guard cancel attack which aint that bad but I prefer the counter itself (instead of wasting a whole bar for one). I still donno much about Gato in XI.
Does he continue to play like he does in '03? Cause I still prefer him in Garou: Mark of the Wolves. Hese got some useless moves (air dash across the screen, wtf? This aint boyz in the hood, you dont hit and run!).
I mean, he may have more things in '03 than in Garou, but I still liked his little kick. And the moves he had in Garou are pretty much all that he needs. In the next KOF (that is, after XI) he'll probably get that move.
Plus his counter animation is now used for guard cancel attack which aint that bad but I prefer the counter itself (instead of wasting a whole bar for one). I still donno much about Gato in XI.
- Moriya
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Gato is my favorite Garou character, yet I HATE KOF Gato. The main move I used was the + Kick, and he traded it for a bunch of useless moves. Not to mention how ugly his DMs look... I really wish they would return his + K and, now that they're in the Atomiswave, fix his DM effects (although the latter isn't that important).
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I must be the only guy who liked KOF Gato as much as MOTW Gato. To me, the important things were left intact. His heavy moves had a lot of hitstun, which in Garou I used to get myself some space and disorient the opponent. His fwd+b still is fast and damaging. He wasn't perfect though; some things should have been changed.
His kick super needs better start up or invincibility at the beginning, because it's his only real anti-air besides qcb+k, b. It could hit more times too, that would be nice.
I would have liked to see his dp+k move back as well, the Heaven Walk. I used that move very often, and was sad to see it go.
I DON'T want the new moves removed. I love them because from a distance, it gives Gato a great guessing game and makes him so much trickier than he was in Garou. I also happen to like his airdash. Few other characters can cross the screen almost instantly in mid air. It gives me a great method of escape when things get too hot and Gato is about to get cornered. I also happen to like his air throw from that move; it's great for surprise, similar to Akuma's SF Alpha and Third Strike dp+k jump, then throw.
Gato is very slow IMO, so they just need to up his damage and defense a little. I would like to see him stay a very tricky and difficult-to-use character, instead of being scrubby like MotW. In that game, he had damage, power and comboability, and a move that gave him a free cross-up. I feel that he was a bit too powerful, although not really that unbalanced. Here we see Gato become a different kind of character, who is maybe a little too weak. That could change if they just tweak his damage a little, in my opinion. He could be very dangerous.
His kick super needs better start up or invincibility at the beginning, because it's his only real anti-air besides qcb+k, b. It could hit more times too, that would be nice.
I would have liked to see his dp+k move back as well, the Heaven Walk. I used that move very often, and was sad to see it go.
I DON'T want the new moves removed. I love them because from a distance, it gives Gato a great guessing game and makes him so much trickier than he was in Garou. I also happen to like his airdash. Few other characters can cross the screen almost instantly in mid air. It gives me a great method of escape when things get too hot and Gato is about to get cornered. I also happen to like his air throw from that move; it's great for surprise, similar to Akuma's SF Alpha and Third Strike dp+k jump, then throw.
Gato is very slow IMO, so they just need to up his damage and defense a little. I would like to see him stay a very tricky and difficult-to-use character, instead of being scrubby like MotW. In that game, he had damage, power and comboability, and a move that gave him a free cross-up. I feel that he was a bit too powerful, although not really that unbalanced. Here we see Gato become a different kind of character, who is maybe a little too weak. That could change if they just tweak his damage a little, in my opinion. He could be very dangerous.
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MOTW Gato is better cuz most of the MOTW roster is limited to stuff compared to him.
Put Gato in a game where others can compare to him in many ways and you got KOF Gato.
And IMO, Gato doesn't need his K ever in KOF. He's good enough just the way he is in 2003. Whether he has to be played differently from MOTW or not.
Put Gato in a game where others can compare to him in many ways and you got KOF Gato.
And IMO, Gato doesn't need his K ever in KOF. He's good enough just the way he is in 2003. Whether he has to be played differently from MOTW or not.
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Yes, that's exactly the case; they changed the 'almost boring top tier' Garou Gato for a more interesting and fun to use Gato, that was the way to take.Persona wrote:MOTW Gato is better cuz most of the MOTW roster is limited to stuff compared to him.
Put Gato in a game where others can compare to him in many ways and you got KOF Gato.
And IMO, Gato doesn't need his K ever in KOF. He's good enough just the way he is in 2003. Whether he has to be played differently from MOTW or not.
I think that the only two things that 2003 got right where Gato and Shen Woo.
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A major difference between KOF2k3 Gato and MOTW Gato is the priority and invincibility of his dm's. To be honest you can barely use them to punish laggy or unsafe moves 2k3. Like qcfx2+A might hit oh i dunno a Heat Drive but trades hits with a standing C. And for an anti air dm sucks period. Why? because its horrible at sticking to the oppenent and its ok safe once you touch ground much like Kyo's ldm but you could shove a Haoshokoken up his butt if you come of the dm after the first hit. So i don't use his supers nearly as much as other characters he's much more of a battery in Kof2k3 (or an episode of DBZ... CHARGE UP!) besides with all those wonderful mix up moves at his disposal your opponent should die of brain meltdown. I would like one or the other of the dms to be picked up to some symbalence of MotW power just give him the ability to really stand toe to toe ( or toe to face f+b) with the high damaging characters (like K' 2k3).
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If you want damage from Gato in 2k3, learn to do his stand A*2> LDM/DM combos.
I'm a bit worried about how his roll> grab will be in XI. It was good in 2k3 because they cut so many of the grab invulnerable frames in the game. Even if they take out all the 'for free' grab opportunities, I hope its still useful.
Being able to attack off his air dash sounds *very* interesting.
I hope they keep the low recovery and fast cancebility of his +A> f, f +A. f, f + A was very useful as a ghetto burning knuckle.
I'm a bit worried about how his roll> grab will be in XI. It was good in 2k3 because they cut so many of the grab invulnerable frames in the game. Even if they take out all the 'for free' grab opportunities, I hope its still useful.
Being able to attack off his air dash sounds *very* interesting.
I hope they keep the low recovery and fast cancebility of his +A> f, f +A. f, f + A was very useful as a ghetto burning knuckle.
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