What I argue is that it’s very annoying that what does big damage is mainly HD combos. The main issue is persuasion. Like I can keep playing solid KOF basics but that’s not going to persuade a bad player from trying to Kyo’s j.2C all day. And once they actually happen to land it, they could kill me. And if I do kill him by the chance that I did have HD and some Stocks, it’s not going to stop him from doing stupid shit all day since I already burnt my HD and Stocks.
It’s Street Fighter IV syndrome. The game’s general damage output is so low that people don’t become scared of most basics anymore and start committing to weird or stupid things and there’s nothing really there to persuade them from stopping. It’s like Dive Kicks, you could keep st. Jabbing them or getting lucky and could get a st. Strong or cr. Fierce, but it’s not going to stop them from doing Dives or being persuaded against diving. And then when you get hit by a dive, you’re kinda done. If damage output were better in singular hits or on the smaller stuff, the meta-game and the choices made by the players would be different.
So rather I should say that I don’t like “having to know even do general HD combos to win,” but that you can’t win with pure basics and simple bnbs when HD exists and that doing pure basics doesn’t dissuade bad players from committing to doing dumb things over and over again. It’s like XIII Arcade K’ j.D or Elizabeth’s qcf+A, just keep doing it until it works and land something big. Punishing a j.D with a st.A or hitting Elizabeth’s qcf+A with something like Kyo’s st.D won’t stop them from doing it unless you have HD, and when it’s gone it’s gone and they still have the chance to blow you up for bigger damage.
With KOF 98, Ralf’s far C does great damage, that’s the reason why it’s good. Like if it did 5 damage, people won’t give a shit getting hit by it all day while working their way in, they’ll keep hopping in without care. Won’t stop them from trying to hop in and the one time Ralf doesn’t do it because far C has weaknesses, the opponent will get in and run wild. The reason it can stop people from hopping stupidly or pressing something stupidly is because it does damage, and more so with Max Mode turned on. There’s actual means of persuasion against particular decisions and sense of development of “Yomi Layers.” Rather than keep repeating Yomi Layer 1 until it works since Layer 2’s damage output is so bad that it’s almost negligible.
With how the HD system works and with how little damage normals do, only about 1-4 instances in a match could make actual spacing and footsies scary on a grounded opponent because those hits can confirm into HD. Once it’s gone, they’re not scared anymore of actual spacing or anything because it simply doesn’t do “damage.”
So I don’t like that you need HD to win and that people aren’t going to change up and play smart because of it. I’d rather HD to be something that “could” be used to win rather than “need” just like how Max Mode combos work in 02/02um. In 02um, you could imply play a team such as K’/Hinako/King and not even do any of Hinako’s or King’s Max Mode combos and still win by a dominant performance. Then damage still works well that it is scary to be hit by King’s Far C, it is scary to be hit by a single command throw or a j.CD by Hinako. Simple basics are what should change the flow and decisions of the players, not only when something like HD is finally available. Then it’s already bad enough that HD is a separate subsystem from Stocks, at least 02um balanced how damage distribution works by having these cancel modes be tied with stocks.
It’s so tantalizing. The normals and special move sets are really well thought out in KOF XIII and each one has a deliberate purpose. In past KOF games there have been a few throw away moves or certain moves have redundant purposes but KOF XIII really takes it a step further and really tries to give each move a distinct purpose. Then that all gets bogged down by low damage.