Man, I hope I can find some enjoyment from this game when it comes out here. I’ve really started to love the KoF series over the years.
I just got the game and it seems a fusion of some KoFs and Tekken
I had some hopes on this 3D KoF but from what I played its closer to be a Tekken game in some points…
Most DMs at level 1 suck ass, even on max DM level the opponent can get you (easy) after he/she block the MAX level DM… example: Kyos level 1 DM (qcb hcf) has no range at all and its slow as hell, fireballs can be avoided very easy and the jumping speed is kinda weird.
When I got into level 7 or 8 the cpu made a 9 hit combo on my character just like tekken (Punch, Kick, Kick, Kick, Punch, Kick, special)
When you hit the opponent: when hes on the ground and before he gets up you can hit him with regular moves or specials or supers…
I guess Tekken players will love this game.
ive got the game reserved but i havnt had the chance to play it yet. I downloaded some vids of it but they were just movie vids of the game. no matches what so ever.
oh well its all about the street fighter anniversery collection coming out september 1st.
hehe, unless something completely bullshit is found with other characters, Kyo is 90% likely to be god tier in this game. Well, unless special grabs are one frame in this game like in other KOFs. He might be beatable then.
About KoF MI: cyberfanatics just released a 100% full damage combo vid from Athena (less than 2 megabytes)
That sure didn’t take long… And it doesn’t list any servers to dl from when I click it :(. Stupid piece of shit fileplanet.
Isn’t this SNK/P’s first 3D game? They are late bloomers, I can forgive them. I hope KoF:MI’s profit outweighs the cost.
Negative. They’ve made Fatal Fury: Wild Ambition and Buriki One. The former I have not played but people say it sucks. Buriki One I’ve played, but it had fucked up controls, so I didn’t really go in depth with it because I’m too lazy to get used to them…
Go directly to KOF columbia to get it if fileplanet doesn’t work. Either way the enemy can recover from that combo around the 10th hit so it’s more like a 60% damage combo. That’s why the practice mode needs a @#$ recovery option… can’t tell when you can OTG and when you can’t.
Funny, the version of the video in KOF Colombia is half the size of the one in KOF Cyberfanatics… Looks pretty good, though.
And this game is the first 3D game for SNKP, but the fifth or so if you consider SNKP and SNK the same company.
And so youll have an idea how things have been working:
KOF 2000: SNK
KOF 2001: Eolith
KOF 2002: Eolith
KOF 2003: SNKP
SVC: SNK + SNKP (SNKP took over where SNK stopped)
KOF NeoWave: Noise Factory + Sammy
KOF MI: Noise Factory + SNKP
Go to practice menu, change guard to “1hit-guard”. It’ll tech roll whenever possible. In situations where you can’t tech roll, it’ll get up as soon as it’s humanly possible too. It’s the only way to test if a lot of combos are real or not.
I set the dummy to stand, all guard & throw, I was clark.
Whenever I jumped with a deep B, I instantly did a hcf grab … and the thing is that it works … dunno if a human player can jump away from it after blocking the air attack.
this game is getting a real RBFF1-ish vibe to me right now judging from all I’ve seen. might end up getting this anyway if there isn’t a ton of balance problems- I can live with some scrubbiness as long as it’s fun scrubbiness.
and RBFF1 was a fun game.
Hahaha this game has some ugly glitches though I can’t reproduce them. I’ve gotten a moon walking Duke who was attacking while moving backwards and I also got the fireball part of Athena’s crystal DM to get stuck on her hand (she went around puching with the ‘crystal fist’)and then the fireball goes to sit next to her head (it can still hit people too).
And the common one is when characters get hit in the back they fly towards you.
This made my day.
More bugs:
Most characters in this game do not have any jumping cross ups. However, if you try to do it at the right distance your character will somehow warp back to the front of the opponent upon landing. It looks quite weird, and even confuses the training dummy, who spins a slow 360 in place looking for you. Really goofy looking.
Another one is during the game’s two “scum gale” type moves (Iori’s grab and Clark’s pick up after his mount tackle), certain moves will go straight through the opponent for no apparent reason. If Iori does any special/super move after his scum gale, he passes straight through the opponent without hitting them. If Clark does his f+B B B chain after his pick up grab, he also goes straight through them. More chains will probably produce the same effect in Clark’s case, haven’t really tried.
The combo shown on KOF columbia actually does work, just not the way they showed it. As somebody else said, their combo is tech rollable. However, if you hit them against the wall with Athena’s A A A C B D chain, then cancel the first hit of the D with her super, she’ll do the super in mid-air and it’ll all connect. Does about 70% damage without counter hit. (the video on KOFcolumbia had counter hit on. Counter hits add 50% damage to the whole combo)
The main thing that makes this game look dumb? Its OTG system. Here’s a sample with Leona:
Turn the training dummy on to “1hit-guard” so it’ll tech roll/guard whenever possible. Trip the dummy with a low D. OTG them with low B. Then another. And another. And another. All the way until the 10 hit combo limit kills your combo.
…
Pretty stupid sounding right? A generic combo of sweep, six OTG low B’s, then an OTG 3 hit low chain does about 58 points of damage (very respectable for no meter). However, sweep, 5 OTG low B’s, OTG 3 hit chain into the ground super does a good 100 points of damage. That’s more damage than most characters can pull off (well, that I’ve found anyway), and it’s off of a sweep. Of course, you can chain combo into sweep (every character has at least one or two chains into a sweep) and continue the OTG antics from there.
Pretty much every character can exploit this game’s OTG system, though most can’t do it nearly as well as Leona. Leona’s low B has crazy range and moves her forward. Other characters have to settle for something like 2 OTG low B’s and then a low D. You can make it look extra stupid by yelling EY, EY, EYYYYYY while doing the combo. Characters with a strong OTG game have the obvious advantage of huge guaranteed combos off of sweeps and stuff, but they also get to do their OTG shenanigans whenever their opponent misses a tech roll.
Kyo, however, takes this whole OTG game to the next level. Kyo looks like he’s going to be god-tier for several reasons, but we’ll start with his combos:
Sweep. OTG low B~A chain (moves him forward). Repeat 3 more times, buffer last one to a qcf+B,B. 72 damage with no meter. Or, Sweep, OTG low B~A chain x3, OTG low D~B chain, buffer into qcf+B,B. 81 damage with no meter. Off of a sweep. You can also swap out the qcf+B,B with a level 1 Orochinagi super to make it 95 damage. The combo also happens to build a full level 1, so you can end the combo with the super every time if you like. You can also combo into the level 2 Orochinagi, but you have take out one hit of the combo so as to appease the gods of the Combo Limit. The extra damage is pretty small too. As if all that guaranteed damage off of a sweep wasn’t enough, Kyo has 4 different ways to combo into a sweep! Two of which are off of his standing AND crouching A! AFAIK, no other character in the game can do even close to the amount of damage that Kyo can do off of a crouching A.
Kyo’s low B~A chain is incredibly broken when used in normal ground fighting also. It’s fast, moves Kyo forward, and leaves Kyo at a huge frame advantage. What does this mean? You keep doing it. Over and over and over again. If they try to attack you between chains, you get a counter hit B~A chain which you can then buffer into a qcf+B,B on reaction. Due to the 50% counter hit bonus, you’ve just done a sizable 54ish points of damage on your opponent in a blink of an eye. Run up to them and continue low B~Aing if they tech roll. If they MISS they tech roll, you get to have your fun with the OTG B~A’s. Now if they continue blocking your low B~A’s, they’re going to get guard crushed quickly.
You see, this game has a pretty ill-conceived guard crush system. Guard damage isn’t related at all with the power of attacks. It’s solely based on the number of hits. The guard bar is about 15 hits long, and doesn’t recharge over time at all. Even worse, IT CARRIES OVER INTO THE NEXT ROUND. If you lose a round one hit away from being guard crushed, you’re pretty assed out coming into the next round, especially if your opponent has meter. Lastly, when you get guard broken, it isn’t a one time deal like it is in other fighting games. After you’re guard broken, your guard bar takes about 5 seconds to refill back to its original state. During that recharge time, your guard will break EVERY TIME YOU BLOCK. This means you can do quick resets for 4 seconds, then do your real combo with the final guard break.
Back to Kyo, he can usually get something like 25 hits worth of low B~A chains before he gets pushed away. Well more than enough to guard break you. Again, if you try to interrupt him you will most likely eat a low B~A into upkicks since Kyo has so much frame advantage after a B~A chain. If you block you’re eventually going to get guard broken. Not only that, Kyo can sneak a throw in there… and Kyo’s throw can be special buffered into his level 2 orochinagi! That’s an instant 40% gone if he throws you… more if you were next to the wall (and you probably were). Kyo can also sneak an overhead in there, which can combo into about 68 dmg points.
So how do you get out? Well, if you have an invincible dp you can throw one of those out. The risk/reward is TOTALLY not in your favor though. A typical dp does 10%. Guess wrong and Kyo does at LEAST 50% to with no meter. Low B~A beats most DMs in the game also. I’m not sure if command grabs are instant in this game like they are in other KOFs. If they are, then you should be able to grab Kyo if he continues attacking on the ground.
…yeah. Kyo is pretty good.
sounds like the only viable counter tactics to rushdown are the game’s built-in ones (CD counter, counter roll). How effective are they at turning momentum around in this game?
Ive read a few hundred posts about this game, in seven different forums, and every person says something different.
Some people are saying you can easily roll out of OTG hits. Some people say OTG is broken and you cant escape (like Buk is saying).
Some people are saying side-stepping is useless. Some people say you can easily side-step out of anything (he said a guy using Clark kept side-stepping and command throwing him).
Some people say playing it like KOF is impossible, others say its just KOF with RBs combo system.
Juggle system is broken. Its not.
Blah blah blah.
This one will take a while to figure it out.
Hey what are the new characters like? How do they play?
…sidestepping?
0_0!!
Anyway, this game sounds pretty broken - but seen as I like the characters, I think I will get it.
Besides, Broken KOF games are hardly rare. =p