XIII did not harken back to old KOFS games at all what the hell are you on.
Eh Xrd doesn’t look any less combo focused than AC, the comboes right now are just really boring. AC/R had very few “long” comboes. TBH the comboes right now in Xrd look mad boring just like in #R.
I meant as far as the character’s movesets. Kyo has his 94/95 moveset, Robert has his 94 moveset ect. They took the movelist back to the basics is what I was saying, and that’s not really a bad thing. I hope that clears up what I was saying.
Except Robert doesn’t have that moveset and Robert always goes back and forth from his old set to new ones and back. Ton of characters and for the most part people don’t have their old movesets in XIIII, people are different. And I don’t see why in XRD going back to basics is good when people got really character defining tolls later on and weren’t that complex, going back is a fucking waste.
A lot of characters are missing moves in KOF XIII, it’s a pretty common complain about the game. Some characters went back to the basics while other characters are shadows of their former selves. (Ralf and Clark are great examples of the the latter.)
I wouldn’t say those latter characters are shadows of their former selves, especially with Ralf being designed to have 02 style far D with longer range and 02 st.CD, and then have a 98-like Far C except it doesn’t hit crouchers, instant overhead j.D, and among other great tools. Hell, he even has a df.A uppercut to cover a range that he couldn’t do well on the ground now.
It’s just the general system mechanics, low damage on individual hits, and the more meaningful and used-to-be-gratifying aspects of the neutral game have been pooped on. Even with a more limited move list, as long as the good stuff (such a glittering generality) is there, the game will be fun and enjoyable. Stuff like st.A or cl.C anti-airs doing little damage, a dumber jump-in game, weaker universal subsystems, worse movement, and having things like EX Hangetsuzan or Hwa Jai damage or even Pre-console/climax Raiden/Kula made the game not as enjoyable.
For me, Xrd just went back to #R but made some neat adjustments, but it’s still “Guilty Gear” overall. In regards to XIII, fundamentally it’s still not 97/98/00/02um or have the base of what made those games feel good (in terms of movement, collision boxes, hit-boxes, better damage on the smaller stuff, and among other factors.) XIII tries to recreate those things to a certain degree, but it falls short. It feels as if it’s a faker, a “nisemono”, and an imitation that tried to reflect aspects that made the previous games good. With how Xrd looks, it is the same base as it was but has elements on top of the #R system as well as aspects of the characters from AC and onward like how Slayer has j.2K in Xrd along with #R air gatling.
At least for Xrd, I know it’ll be Guilty Gear and if the new KOF that is “supposed” to be more like 98 doesn’t do it for me once more, I’ll still have Guilty Gear.
No he doesn’t. Vulcan Punch, Gatling Attack, Blitzkrieg Punch, none of these are new moves. In fact, basically all versions of Ralf have these and a command throw, which is actually useful, and other shit like that dropkick or Ralf Tackle. The only good thing he has in XIII is Burning Hammer and it doesn’t redeem everything he lost.
Curiously, what did he lose? Especially since I feel this is one of the best versions of Ralf other than 98 and XI, and I feel he was good in XI mainly because there is no alternate guard and he converted damage well with that dp+P move and OTG. I’d say if you rip out XIII Ralf’s moveset and put them in 98 with a faster df.A, he’d be as good or better than 98 Ralf. But yeah, it’s not Xrd so if you just wanna PM this discussion, then go ahead.
98 Ralf wasn’t better than XIII Ralf by design, he was better by ACCIDENT, lol. SNK made all his strike specials suck, but because they gave him a 1-frame grab and some bullshit normals, he had all the tools he needed to crack upper-mid in KOF 98. He was Honda with run and a better Oicho throw, basically. (More like Daimon’s little brother who hadn’t learned df+C combos yet.)
Back on topic…people are still optimizing, give them time, lol. Game hasn’t been out a week yet. And despite the combos being “boring” to look at, the excitement will come from the same place as always in Guilty Gear – the fact that they do tons of damage and are very frequently backed by counter hits, a flashing guard bar, or both. The hype comes from the damage and the situations afterwards, where you’re either knocked down for oki, or you have to tech back to neutral with caution if you don’t want to tech right into a fresh anti-air combo (and/or have to spend precious meter to block anti-air ground attacks).
For a first version of an ArcSys game, Xrd looks pretty damn solid to me. Better than BBCT, that’s for sure – well, maybe I should reserve that remark until AFTER the token sword chick time-releases, lol. THERE’S the acid test.
Well besides a huge cockslap to the face in regards to hitboxes, the loss of command throw is a big deal, especially since that was a lot of his mixup. He would have benefited greatly in XIII from having that throw, as is the most Ralf can hope for is a guard break, which isn’t a solid thing to go for in a game that hands out meter like candy. He’s also lacking engine specific stuff like OTG’s since they don’t exist in XIII and Burning Hammer being his autoguard move is more limited than Ralf Tackle, even if Burning Hammer is a lot safer.
But that wasn’t an accident. What you basically said was SNK made some of his tools suck but made his other tools really good to make him a viable character. XIII Ralf has more usable tools, but none of them are as potent as they were in 98, at least comparatively in game. If he had even one move that was as strong in XIII as far C in 98, maybe people would actually play him.
Sorry for the off topic, as for GG I’m personally just liking how things are falling in the damage range right now. It’s likely to go up when people actually learn what the hell they’re doing, I just hope, as much as I love the guy, there’s no #R or AC Slayer damage.
Man, when the actual cel shaded cut scenes rendered in engine look better than the hand drawn “cut scenes”, then you know you’re on to something. Good job Arc.
Spoiler
So Zato went from wanting to kill Millia to being her undead stalkers?
Well even when he was alive, he had some feelings for her if albeit kinda small. Since she’s probably the most prominent figure in his life, it’d make sense for her to care more for her than anything else seeing as he seems to be missing bits of his memory or something.