Still a young, teenage pretty boy that brought all the fujoshi/girls to the arcade in the 90s. Just because you like ignoring other’s input and live in your fantasy world doesn’t make it substantiated reality.
Now I’m just inclined to think that ReoGeoSRK is delusional. Perhaps, he actually thinks effeminate pretty boys are bad ass? In the closet maybe? Him going on how Kyo “used to be not a pretty boy” and constantly stating it as a fact has grown tired. I want it to stop already.
I have to defend garou because it is my favorite game, but also because I disagree that Garou deteriorates at high level play. ** In fact, go check out the recent Japan tournament on twitch and watch for yourself.** I am not a true high level player yet, after only a year of play, but through my extensive play I have just started breaking into the realm of understanding high level play that comes with lots of experience, and can argue that it is an incredible game at high level.
I, too actually believed that it deteriorated as well, when after lots and lots of leveling up, I was disillusioned when I played for the first time a top tier player…The way he played against me felt so incredibly cheesy and broken, and it made me ask other players if they felt that it deteriorated at high level. Every person said that it did not, but I wasn’t convinced. Anyway, after more leveling up, I can say I no longer feel that Garou deteriorates at high level, but rather that it deteriorates when a true high level goes against a not high level. In other fighters, you can go against a high level player and you WILL lose, but it will feel somewhat normal. With Garou, if you aren’t a high level, and you are going against a high level, they WILL make you feel that the game deteriorates at high level, as you say with Giby and Nocturnal. However, once you break into a higher understanding of the game, all of the reasons why a top player can make you feel that the game is broken no longer become a part of the equation, because these factors are not effective against high level players.
Ways how a top tier players can make a lower level player feel include: extreme turtling, hard reads and countering, being unable to open them up, them abusing guard cancels, “infinite” block strings etc. Basically, they can just sit and wait for you to do something then counter, then get you to the corner and then abuse the mechanics, while continuing to turtle as necessary. This is because they simply know what beats what, and can block most things on reaction because overheads in this game aren’t particularly quick. Basically they can just play the game in a way that looks and feels stupidly broken…
But then, you too learn more about these “broken elements” that actually are broken if it is a high against a low level player, but with any other player matching, (including high level vs. high level) these elements are incredibly rewarding from a gameplay and mindgames point of view…You begin to realize that all of the “broken” things like “infinite” block strings, tizoc throw bug, meter building hax, dragon punches that never leave the ground and are safe etc. are actually not broken at all. I think the main reason that makes these things not broken is because they are all only applicable in an extremely flow chart kind of way for them to be broken. For instance, let’s talk about infinite pressure- The exact ways a character can keep a character locked in pressure are only with flow charty strings that, 1.) can be prevented with hard counters with most characters, even low tiers like rock, 2.) can be interrupted and punished hard once you learn the windows, and ways to punish, 3.) only apply to the corner and at closest distance anyway, which is not easy to get too, because an opponent can throw you out of any pressure in this space, even on their wakeup, 4.) there are more effective ways to opening up the opponent besides endless loops of feint cancelling pressure, which again are only possible right in their face. The only character that really benefits from “infinite loops” are Terry, (he doesn’t have infinites but rather is known as a guard crush character) who is only mid tier, and Kevin, who admittedly is a pain in the ass best character, but not as strong as chun. DP breaking (safe, ground DP’s) can also be dissected in a similar manner in that they are, of course a really strong offensive boon to characters who have them, but again apply in more predictable ways that can quickly be countered if your opponent gets too greedy with it by guard cancelling into a punish, or even hard countering with backdashing, another attack or even a super etc. Not broken, but rather add to the mindgames.
You also eventually learn what counters what, and so turtling players can not rely on being cheesy, and so the offensive, defensive battle again because an epic clash of mindgames and trying to dominate your opponent. You learn that meter is important, so you build it if the opponent wants to turtle. You learn how to counter them trying to open you up. You learn how to open them up. Mixups in this game now become important, and the way that feints and pressure strings begin to function is NOT broken at all but simply how you gain access to a really non-flowchartey tree of mixups that really show off how complex garou is.
Trying now to argue against the things you say are broken:
useless throws due to glitches- there is a throw bug that lets you escape throws and command grabs if you have meter or T.O.P. Though it is true that it exists, it never shows up in high level play. Why? Well, i’m not exactly able to argue THIS one strongly, but from my experience just doesn’t factor into mindgames at all…Bottom line is you won’t see it.
infinites and infinite block strings- I argued against this above. True infinites are either non-optimal, or unrealistic to execute let alone be able to even open up the opportunity for yourself. You won’t see anything stupid in top level play, not because they play nice, but rather aren’t as effective as using pressure to open up the player rather than try to guard crush. Terry however, without infinites is designed to guard crush, and that is his game, and he isn’t broken and is mid tier.
tier stratification- this applies to all fighting games, but Garou is really well balanced, and in top level play, you will see almost every character fairly regularly, though of course like all games top tier characters are used most, but it is far from only seeing 3 characters getting played at tourneys. Even bottom characters like rock have mostly 4-6’s, though Garou could use a new MU chart.
slow heavy normals for footsies- I’m unsure where this one is coming from. This game has a nice footsies element to it, with every character pretty much having some great footsies at all ranges and situations, so I don’t know how else to break this down. Most slow footsies have the ability to beat out things, including jump ins, while fast, long range pokes are good or checking the opponent, while everyone has very strong and fast jabs…? The normals are great in this game.
constant buffering to be ready for Just Defend guard cancel- I don’t agree with this either. If you’re spending so much time trying to buffer for guard cancel reversals, you are on the defensive anyway, and as far as I’m concerned, are being way too defensive if buffering becomes a distraction. Though it does give you options on the defensive and is of course one of the game’s reasons why it doesn’t deteriorate at high level, because broken things are so flow chartey.
Kevin Ryan- Yes, he’s a pain in the ass. As a rock player, the matchup chart says it is 8-2 in kevin’s favor, (only 8-2 in the game, yet the overall MU chart shows a very balanced cast) and yet it is hype as hell when a rock can beat a kevin. Kevin is probably more of 3s yun tier power status, rather than 3s chun. He has a clear advantage over the low tiers, but certainly isn’t broken tier status at all.
Overall I would say that at top level, I would define Garou as an incredibly intense fighting game that pushing you to your physical and mental limits. It is very fast, with lots of energy drink induced movement options and nervous gameplay. It is also mentally fast that requires a really fluid mental approach in which you have to always be considering the tide of offensiveness vs defensiveness, rather than rely on being always offensive or defensive. It is also extremely mix up based in my opinion, where to open up the opponent, you have to always be thinking about how to fake out the opponent through the tree of pressure options afforded by feints and breaks and how the character movesets generally provide tools for every situation, forcing hard reads… It is just a very intense game in general and I think at high level play this is exemplified.
if anyone more knowledgable wants to correct or argue my points, please feel free.
An artbook especially, KOF has great art so it would be a waste not to have an artbook. Especially with 50 characters. Also special pre-order costumes would be great too.
While CVS2 is a better game then CVS1 the production values went to shit. The backgrounds, stage intros and general interface looked so much better in cvs1.
The only problem here that this KoF XIV Kyo’s face has changed already. In fact, in each teaser there are some changes in his face. At least, he doesn’t have that fan-service-for-girls black hair already. So I think it’s better to wait for final release to judge their decision to change his appearance.
P.S. Hello, everyone. I’ve been reading this thread for some time and finally decided to join.
Hidetoshi Ishizawa is the right man for the job, in my opinion.
I personally would love to see a CVS3. Similarly how Capcom built SFxT over their SF4 engine, it’d be interesting if they built CVS3 over their SF5 system. KOF characters with V-Trigger would be interesting, though probably repetitive after a while.
Brooooo, I honestly don’t agree. CVS1 had this weird low budget digital kinda interface going on, and the stages were very hit-or-miss. The selection screen was also AWFUL.
CVS2 on the other hand looked really clean and nice. The yellow theme looked great, the transitions between rounds, with the yellow squares flying in and out was smooth as hell, and the announcer was glorious. The CVS1 announcer was this weird robot thing, but in 2 we got a glorious Engrish announcer.