Now that you remind me, Sakura always struck me as a tomboy back in Alpha and CVS2, especially with her VA. It was only in SF4 did I notice they made her distinctly more cutesy, perhaps to set her apart from Makoto.
Hehe that would be fun but the flexibility and range of motion obtained via gymnastics could easily be incorporated into a fighting style to make it look pretty flashy. Even if it’s just her take on Terry or Kim’s moves.
It probably won’t ever happen, but I wish Moe Habana could come back.
I think she was thr only jeet kun do user in the series. And a female doing the style in an FG is very unique. I also loved her design.
Ehh at the same time tho, if they are adding panchiko characters then a KOF character from an old series exclusively for Gameboy making it in KOF 14 isn’t that far fetched.
Moe Habana, May Lee, and Malin would make a pretty badass teen girl team.
SNK always goes the different route with character designs, typically giving female characters unusual styles. There’s only one sumo character in KoF, and it’s a little girl. Female muay thai, female boxers, female wrestlers, all of the fighting styles typically reserved for men are given to women in KoF.
Ranma 1/2 Hard Battle Kodachi has rhythmic gymnastics fighting style. though classic gymnast fighting style hasn’t been done, they could have like a tumbling desperation move.
After playing SFV for awhile I take back every bad thing I said about KOF98. I never realized how much I would miss high damage output, strong normals and fast mobility.
Well you would figure all those things would be like a standard and must in fighting games. Apparantly they are not and I don’t get why. Honestly why are strong normals, high damage output and fast mobility not be a default in modern fighting games. It’s like you play KOF98 and have all these characters with amazing buttons and walk speed then play SFV and wonder why everyone feels so weak.
Different people want different things. I’ve heard people say they think KoF has no footsies, because the strength of jumps and fairly straightforward implementation of normals (They do what they look like they’d do, rather than have odd nuances like SF) makes the game unappealing.
In SF, you’re only suppose to jump when you think you’ve successfully gotten into the opponents head. A mark of some good SF players is that they never need to jump at all. Slow Walkspeeds help you finely adjust right in and out of normal hit ranges with fine precision.
In KoF, the jumps are a basic part of attack, as much as dashing. People who like SF often think KoF is a weaker game because it’s jumps are so safe, in comparison. Running after blows is a common tactic, and grapplers are very mobile, have easier commands for their throws, and can even use them in combos.
Speedy aggression and crazy meterless damage isn’t for everyone. They’re a lot of different taste out there.
I think the biggest distinction you can make between SFV and kof games (as well as many other fighters) is that damage of meterless combos is high, but there’s a lot of diminishing returns for using meter. you get a lot more damage out of using your meter in kof games whereas SFV’s max damage for practically all characters is ~55%.