MvC wavedashing is pretty easy. Smash wavedashing is easy too - itās only challenging when mixed into things like Fox/Falcoās shine and stuff. Tech rolling is the same input as in MvC, so no difference there. All in all, thereās really little difference between the two; I feel Smash - or at least Meleeās - technical barrier is really a lot lower than most make it out to be, which I think is the case for a lot of fighting games, actually.
To this day I argue that KoF XIII, my main game, is one of the easiest games in rotation right now at events, to get into from a strictly excecutional standpoint.
I donāt know where all this buildup of, āits a hard gameā came from. Meter efficient damage is infinitely easier than it is in SF, Marvel, or BB and its not buried in heaps of OSes and execution tricks like SFIV is. KoF is easy, but somehow people got the idea that it was this impossibly unapproachable game and everyone is afraid to pick it up.
Well the first thing that is hard about KOF. Is simply moving. If u havenāt played a KOF game before, getting used to hops, hyper hops, along with the jumps and how to use them properly is quite the hurdle. Second it is much stricter execution than most modern games.
Iāll give you movement. Knowing what options to use and when can be tough if you arenāt familiar with the system.
However, I refuse to accept the idea that execution is more difficult. XIII has a BB style input repeater, any held special input is repeated for ~5f, the input buffer is very large, and the game has more hitstop than any game Iāve ever played, allowing you more time to confirm hits and perform clean inputs.
Third Strike Makoto baby. Play her and land her and land her full stun combo. It will make you rock hard.
The online aspect is terrible and thats what a majority of people have to work with. KOF is a great game but whatās the point of getting it if you have no one to play with, and trust me most people are too lazy to try and start a scene to remedy this.
Why do FG developers plan to create a certain character, reject it in the end, and never pick it up in the future? For example, this character named Siba was originally going to be a character in Virtua Fighter 1 and had a prototype model and everything until he was replaced with Akira. Since they add new characters in every iteration after VF1, why couldnāt they have picked up Siba again? He was planned but got canned and now heās forever dead? He came back for Fighters Megamix but they never used him again. Thatās not fair. He looked like a really interesting character as well. He wouldāve been VFās first fighter to use a weapon.
KOF is harder than Capcom games generally as a beginner though. Historically the execution has to be tighter in SNK games than Capcom ones and there is nothing like a magic series to help ease you into combos and blockstrings. Then you have qcb-hcf, double hcf/hcb and pretzel motions over single motion double button and double qcf supers. Add more in depth movement (at least to start) in KOF and it can be intimidating.
I play all sorts, but I fully understand why newbies could be put off the likes of KOF and Guilty Gear when there is Marvel and SF.
Totally unrelated to the discussion at hand, but I want to post some tech for Def Jam:FFNY.
A lot of the cool shit and gay shit for that game never made it to SRK.
The game has a couple threads, all of which are over a couple years old. Do I just bump one of them?
Wow I never even thought about the whole weapon thing. My thinking was that if they were able to have the time and resources to complete the character for Fighters Megamix, then they should finish what they planned to start from the get go and include him in future installments. The whole weapon situation is very plausible though.
Learning to play on a hitbox, and at the same time learning KOF was pretty frustrating for me. Sloppy inputs are very easy to do on a hitbox, and KOF seems to require more precise movements than Iām used to.
But aside from my particular circumstances, I donāt see what the big deal is. I guess hops could be hard to grasp, but itās not a very complex mechanic. Actually, I think the hardest part of KOF for new players, is that it requires learning 3 characters instead of 1 before you can hop online and start playing people. Iād played the game for over 70 hours before I actually settled on and started to learn my team.
The reason is pretty simple: vocal scrubs like to tell people their game is so hard and think theyāre so badass by telling that shit so they can feel better about themselves.
Speaking from opinion here but I think some people get scared from looking at KOF XIIIās trials. I hope they know that many are impractical in regards to damage and meter management.
Thereās probably some truth to that. I figured the trials were there to show off, but some people might not know that. At least the basics of the trials carry over, so they can be applied to more practical combos.