Don’t get me wrong i’m more of a KOF guy than an SF or Tekken guy (though i play all three, neither good nor bad at them), but based on the KOF tutorial and people in search engines saying KOF was more about offense makes me wonder if i’m playing KOF the “wrong way”
Granted Dandy J’s Tutorials was awesome and it hits the mark it also got me thinking…
Is that the standard on how KOF’s should be played?
mixups to keep them guessing then hyper hop to be countered by a standing a, sweep if they miscalculate or in that instance you’ll get hyper hopped if you miscalculate a sweep…
and of course jump-ins lead to a combo, this kind of mentality kinda makes one think KOF is one dimensional that if the character doesn’t have a good tool to support a hyper hop game he’s screwed??
I mean i know how to hyper hop but i use it sparingly… my entire game doesn’t revolve around it I guess i’m using the best of what i learned (and what’s applicable) from SF and vice versa. but i kinda hate to think that just because some characters who are less inclined to have a vicious hyper jump in game would automatically suck…
I never Play Joe Higashi, or Yamazaki, Billy Kane, or even 98 UM rugal that way but i don’t get owned either. most of these chars doesn;t have a good jump-in game as say a Kyo or Benimaru but i’d rather use other tools like normals that can be used for zoning.
For example one reason why i prefer 98’ UM over original 98 was because as good as OG 98 was, offense is the key… My Rugal gets rushed like sh** and i don’t habve the specific rushdown tools to reciprocate. in 98 UM Rugal for example may still not have the best rushdown tools, but his normals have gotten significantly better… and i still don’t have to jump-in all the time. so basically he’s just become a variant of my Yamazaki with an anti-air and i can use kaiser wave to zone/space to control the distance i want my foe to be in. Rushdowns are of course possible in 98 UM but other types of gameplay like turling/poking/zoning have a better showing IMO. i just used that game as an example, disagree if you like of course.
One thing I can say about the quick hop vs standing a and other mixup centic game is that it nullifies the purpose of anti-airs considerably, i would have prefered to have a match where i can make the opponent guess if now is the right time to jump and make that a HUGE deal rather than “oh now’s one of the 1000000x best time to hyper hop attempt”. i’ve also normals like sweeps and some pokes are generally (not all) slower than their sf counterparts… hmmm perhaps to encourage other methods of offense… like hyper hop jump-ins… ack…
don’t get me wrong Hyper hops are here to say and either we love or ‘not love’ it’s monotomy it’s something we have to deal with but i refuse to be;ieve that’s the only way to “truly” play KOF… it makes KOF look one dimensional
let Hyper hops be as much a factor as defense, spacing/zoning, pokes and traps as far as centering a game around.
again feel free to disagree but i jst wanna know if others feel like this as well.