There hasn’t been much footage of King or Billy because C3 had a no recording policy. They literally couldn’t. What footage we got was before people got caught. Really a shame because no one got to record King’s shirt getting blown open in glorious 3D.
Beyond footage, I’m surprised there’s no INFO. Like no one broke down the strengths of King’s Tornado Kicks, or tested our the DM and SDM and CDM versions of their moves. Or even passed on how King’s clothing rip looked. It was just surprisingly quiet and underserved. All it takes is one person with a bit too much ambition…
… I am glad for the Vids PenPen took for us, don’t get me wrong. Hopefully next time we’ll get someone like Frionel or Gunsmith on the machines.
One difference in XIII (and maybe 2k2UM? It’s been a while) was that big guys had the same health, but apparently more guard gauge. So it took more blows to get a guard crush on them.
not really. each character just had their own thing besides that it had meter and burst.
speaking of which its weird to hear that they’re going with the Persona Arena style of auto-combos into special. its actually a pretty good system for new players, but not sure id want it for all fighters.
whats really cool is that if this does well then it sounds like the rumored Samurai Showdown game will follow suit. that would be two games i never got into giving me another chance.
I swear in 98 billy and maybe choi took more damage and chang and daimon took less
That is the problem when you try implementing these types of systems, i dont have 100% faith in snk to get this right the first time around either, however i’m glad it’s just not for combo extension and just damage, it’s quite fascinating to see how this plays out.
I still myself struggle to see such a system benefits all characters and not just those with specific types of moves, i suppose only time will tell
KOF is an easy game to learn but people over blow it like Virtua Fighter. Guilty Gear is easy to learn as long as you’re already well versed from a previous fighting game. Otherwise, as a brand new fighting game player, there are too many “distractions” that make Guilty Gear hard to learn from that kind of perspective. As I got “decent” with KOF and understood spacing and anti-air angles, Guilty Gear became super easy to learn and I knew what to look for instead of being distracted by Attack Levels or the minor nitty gritty that make up the game’s overall system.
I’d say KOF is easy to learn as long as you have the correct resources such as DandyJ’s guide or talking with me and you strive to apply them. As an SF player, it’ll help your anti-air game, sense of space, and exploration in trying to find uses for all of your normals, even if only minute uses. As a Guilty Gear player, again it’ll help with the anti-air game and help you decide on how to start your wake up games and mix-ups.
Although present in KOF but not as emphasized as SF, the one thing that KOF didn’t really teach me that well until later in my “career” with KOF is whiff coaxing and whiff punishes. In terms of the rule of 2 where I want to bait out an anti-hop anti-air attempt and sweep it, or bait out a sweep and hop on it, or bait out a hop and anti-air it, that was mainly the kind of whiffs I coax other than command throw situations. Samsho II taught me the importance of trying to coax out any limb in neutral and try to whiff punish it, and I exercised that skill in playing Hyper Fighting, Second Impact, and Third Strike. Otherwise before then, I mainly preemptively controlled space and anticipated the spaces in which my opponents wants to go to and I commit to something that will hit them, but I wasn’t proactively reacting to their whiffed attacks and punishing them for it. I could block a DP or unsafe move and run up and do my cl.C combo bnb as well as punish other unsafe situations, but whiff punishing generally safe moves in neutral was another thing that took time for me to implement better in KOF.
So, I’d say KOF is a generally easy game that teaches you almost everything that would make you solid in any other fighting game. RF is a hella strong Guilty Gear and KOF player. Xiaohai and Dakou did well expanding out from KOF to SFIV as well as Kyabetsu and Gosho doing well I think the first year SFIV was at SBO and winning it. M’ does pretty well at 02um and Third Strike. Ironically, even though Jwong is the Marvel god, when I watch his KOF98og, it’s ass. Other than that exception, when you get good at a fundamentally solid KOF like 98 or (for me it’s debatable) 2002/um, you’re set to play other fighting games with ease. With a sad game like KOFXI, it’s funny how many KOFXI heads in Norcal I busted in KOFXIII with pure KOF98 fundamentals when I neither had a scene nor played KOFXIII often because of it.
I can not tolerate this KOFXI bashing. It’s a fun game that is very entertaining to watch. I know it’s not perfect but damn man it’s still a good game.
Also I do agree with you about KOF. If it wasn’t for the execution barrier of KOF98 I would have given it more time. The only word of caution I would tell people about it is to not expect your specials and supers to come out reliably like other fighting games. Not because it’s a bad game but because the execution is very strict. It’s like doing reversals in ST, very tight and precise timing.
Sorry mate you’re talking shit, you want strict? go play 96 and then tell me about 98’s controls, you want unresponsive ? go play 2k3 and then tell me about 98’s controls
98 controls are fine it’s execution is 99% spot on, the game is a peace of piss to play, you’re making out as if everything is ggxx ac ino and eddie hard when it’s not, it’s like everything practice more, play more, spend less time posting more time playing
To play devil’s advocate: I think Kyo’s hairstyle looks fine. His parted hairstyle looks too 90s when he is the “face” of KoF. What he’s really missing is his cocky sneer for that “designated bad boy member of a boy band” look.
Just as you have the freedom of speech to think KOFXI is a good game, I have the freedom of speech to scrutinize that opinion and hold my own opinion that KOFXI isn’t a good game. It’s sometimes a fun game, yeah; but for me, it’s not a good game and doesn’t teach KOF fundamentals well.
Also, just reiterating that something is good multiple times doesn’t actually make something good, you know. All you ever say is that “it’s fun to watch” and that “it’s easy to do special moves.” That’s it. I’ve already told you how stupid and linear high level play could be. I can actually cite examples and look at footage and pin point why this game is bad. I can explain which normals or fireballs would normally be good in other games but received weaker hit boxes. I can describe why having larger hit stun on hop-ins are bad for the game. You don’t do anything of the such or refute my points.
I have my fucking right to say KOFXI is a bad game, teaches bad habits, and makes you a bad KOF player. If you’re going to refute me, do it properly rather than through nebulous, meaningless bullshit. And technically you can’t, since you don’t know KOF as well as I do or as well as other people here. You can’t quantify it. It’s just “fun to watch.”
Also, I was a scrubby Third Strike player that couldn’t even do something like cr.LK cr.LK super with Ken at the time I started learning KOF. I learned how to do all the motions on like day 2 and the only tough thing was learning to do cr.b, cr.a xx final showdown until I was told to just buffer qcfs between each normal instead of trying to crank it out all on cr.a for the cancel. After that, everything was super easy. I can’t even TK consistently in ST with O. Sagat, so I don’t know what messed up world you live in dude. KOF98 inputs are easier than Super Turbo’s, plain and simple. Saying it has difficult execution is a very, very, very, very fucking convenient way of justifying why you lose at the game.
See this is part of what pissed me off about what people thought about KOFXIII during the time that it came out.
A lot of people “liked” the game but then they say that it “way too difficult” to play. This is not true. The fact of the matter is that KOFXIII is one of the easier KOF games to play. However, there are also elements that sort of undermine the meta-games from previous games such as KOF98 or KOF02UM (stubby normal moves, larger stages, over-emphasis on 70%~90% damage combo conversions from random hits, etc). KOFXIII is still a very great game, objectively speaking but games such as KOF98 and KOF02UM are fundamentally sound in comparison. Having said, during the time that KOFXIII was presented, many people had this illusion that KOFXIII was “very difficult to play,” yet they manage to play other fighting games that are just as demanding (or more demanding) in their execution. How easy or hard a game can be is often subjective. But, some of these players that claim that a game is very difficult to play is going to end up causing people to be misinformed after a period of time.
Just a minor note: I tend to learn a lot about you and the KOF meta-game from your posts. I appreciate the amount of knowledge that you share with everyone here.
The matches are extremely fast and look at the offensive pressure. There is plenty of technical depth and strategy involved here. Oswald alone proves the fact that you need solid fundalementals and spacing.
The quality in the mind games and space control is outstanding. Look at how aggressive yet intelligent the approaches and reads are. I like KOF98 too but KOFXI is the true evolution of the series.