This is what I am hoping KoFXIV accomplishing but some recent changes make wonder if thats the case (removing nuetral max mode freeze, JD changes) frame. Like is KoF Rush suppose to be something top player can use or is it just their for sake of easing new FG fans? Some character had strong pressure with their standing gateling jabs like Leona, Shermie, and Vanessa. Then again maybe they were just good pokes mis interpret their usage, I could be wrong here. But with the new Rush system, it gives every some form of BNb combo, but donāt we also loose strong normal in the process since standing jabs were also the Go to AA? Grantes jumps seem slower this time around.
I understand that KoF13 had issue with EX over shadowing DM, but does restricted them power up mode really makes DM more valuable? sound no different from Kof2k2 max mode what i heard was the problem in that game.
Max mode cancel isnāt a roman cancel? is;nt roman cancel being able to cancel a current action to neutral state? Kof2002 Max mode cancel seem to fir the bill. I think the only restriction is Max mode restricted to ground use and the move prior to Max mode cancel needed to be cancel able move it self.
Now if talking FRC or YRC that another thing entirely since those available on whiffs.
Iām sorry but I canāt think of a single character Iād like to see come back less than Momoko. Imo she is literally the worst. Iād rather see Bao come back, at least he has some interesting story to back up his awful design
They have already addressed the jumps and said they will be adjusting them to be faster and more in line with classic KoF. The problem is that the public has only had access to builds that are months old and havenāt seen those adjustments yet. Donāt take what weāve seen at face value, just like all the screenshots and videos say, all in-game footage is a work in progress.
Also, MAX mode overpowered DMās because for the same meter usage you could so way more damage than a DM, partially because of free cancels, drive cancels, whatever you want to call them. That isnāt the case in XIV. You can use MAX mode to extend your combo starter and get some extra damage, but because of the Quick MAX activation it will never replace DMās. They will be used in conjunction instead. Also DMās donāt require you to activate so it will still have tons of applications for damage, reversals, anti airs, etc.
Well perhaps you should worry more about characters you like coming back instead of trying to downplay other peopleās favorites
And we already know you have some weird vendetta towards cute characters, but many people do like those characters and there is more to them then just that like their gameplay and such.
Itās not a weird vendetta, itās just my preference. I like characters that have what I consider to be cool and dislike characters that donāt. I understand that others like that sort of characters, and thatās cool. But that doesnāt change that I donāt want to have to see her, and thatās cool too. Itās not like my word is final, itās just as influential as any other rando who happens to like/dislike a certain character.
In the end, if she eventually makes it in: whatever, I just wonāt play her, good for her fans.
If she never makes it: yay, I donāt have to see her, maybe Iāll see some one I like instead.
*I was talking about FADC being a bastardized roman cancel, I should have clarified that. Usually me and my friends talk about FADC in terms of being a wonky roman cancel since that was the design philosophy behind it. Likewise, obviously MAX mode and HD are similar to roman cancels, **except **without the return to neutral state. The big thing about roman cancels is that you return back to neutral state, which allows for repositioning, combo extension or making unique attack strings. In HD/MAX mode you were only allowed to cancel a special into another special move and in MAX mode you were able to cancel otherwise uncancelable normals, which is pretty sweet but you donāt return to a neutral state. To illustrate the key difference in between the two, in MAX/HD mode you can cancel Kimās hangetzu with his flashkick but you canāt cancel out of either hangetzu to go for hop pressure or cancel out of flashkick in midair to change his in air state to a descending jump/hop C. With a Roman cancel and the bastardized version of it in FADC, you would be able to cancel out of the flashkick or hangetzu and leave the opponent in blockstun while you had the liberty to attack with a low, overhead, jump in/cross up or simply reposition your character. Due to the nature of being able to return back to a neutral state the game itself becomes more intricate and allows for funky things to happen, but with HD/MAX mode youāre able to extend an attack string or combo that you otherwise wouldnāt be able to.
As for Drives only being for combos, I think I may look at combos similarly but a little differently from you, and by extension drive canceling differently as well. In my eyes combos are about 3 things: Damage (duh), positioning and timing. The simplest example of drive being so dope in my mind is Daimon being able to command roll after one of his command throws so he can maintain a closer proximity which is an integral part of matchups. Another example would be a King player opting to drive cancel out of tornado kick and into fireball midscreen to maintain her zoning dominance. Or hell, a Billy player being able to drive cancel after an anti air DP and having the option to drive cancel into HCB C to keep the other player out. I like those types of options that drive canceling made possible. Those sorts of options would be stronger in a system where zoning and positioning iisparamount and rushdown/damage/combos arenāt the main playstyle.
Also, donāt get me wrong I donāt want drive canceling to be tacked onto 14. But I think the drive system itself; being able to cancel a special into another special outside of MAX/HD, is a pretty cool and exciting mechanic that brings extra dimension to matchups and situations. Not just combo extension, since I have pretty shit execution to begin with.
Not really interested with arguing the specifics and semantics of the rest of this so Iām just gonna be replying to this part here and say that I was not talking about drive cancels being a roman cancel, I was talking about HD mode. You know, cl.C f.A HD into whatever you want? That.
The YouTube quality certainly isnāt helping the graphical presentation. At the same time the game being so unfinished makes it hard to gauge the graphical quality. The direction feeds make the game look like a legit next gen, some of the early screenshots looked straight out of the ps2.
Kula has some fantastically done hair, but I think Benimaru is actually one of the better looking characters. His hair seems to have fully adapted to the current creators style, and the way it flows with his motions is a step beyond most other characters shown now, similar to Leonaās Ponytail.
They do have an eye for detail, that Iām glad is showing through. Even the bangs before Kingās eye can be seen to bounce and sway during her idle movements. Using hair and the looseness of clothing to illustrate the āflowā of motion is something most 3D games STILL fail at (notice how many characters in games have close-to-the-head, stiffer hair, or barely have locks that flow past their shoulders, even in big-budget AAA games), so Iām constantly glad to see theyāre trying to tackle this in a variety of ways.
It really just seems like everything is taking so long to fall into place because everything is being done by hand. If I had to take a guess Iād say SNK doesnāt automate anything, from shadows/lighting to animations to āphysicsā. Thatās why new characters look extra rough but older characters have like tons of detail and look stellar. It also explains why hair and jiggle physics have been mostly rock solid up until about this point. Leave it to SNK to move on from sprites but still do things the hard way.
Speaking of Momoko, why is her Max super a giant, super beam? Was anybody aware that her super is a giant beam of energy? It was a crowd pleaser when somebody used Momokoās Max to finish off an opponent at some small tourney years ago.
Anyway, the new updates to the game are showing some outstanding improvements.
Doing it by hand gives the work more detail, ASW retouches everything by hand thatās why their games always look the best, hell they have a a little team that only works on the GUI and presentation.