Was I just thinking of MAX mode then? Is there any footage of someone doing SDM int Climax with meter showing? I’m trying to remember where I saw that from or what confused me.
I know you can cancel special to DM, SDM, or Climax. We don’t know enough specifics about advanced canceling because each time we’ve seen it it was some one trying to get Iori’s qcfx4+AC after a maiden masher but accidentally getting his qcbhcf+AC which ends up costing 3 total bars. If not for that we might not even know Advanced cancels exist.
1 bar did serious damage in 98. I’m at the moment kind of afraid for the damage in XIV honestly. The fact that they gave MAX mode the same activation as HD worries me, and even from the short footage we got from Nemo, MAX activations are kinda making DM’s worthless. The damage right now is slanted in poor directions I think. Normals don’t do serious damage at all, specials do okay damage, and supers do crazy damage. Confirming into MAX even with the shorter timer still gives you a solid juggle that so far looks to do more damage than a DM, but then you can also follow that up with a DM. Low meter extremely high damage confirms are too easy right now.
Ideally I would like them to get rid of the XIII HD auto dash in on activation, that doesn’t need to exist, and tone down the damage on supers but buff the damage on normals. If you’re gonna have all of these FREE cancel options you need to be careful of the damage you’re putting out there. Free super cancels already make a bunch of really huge changes to how much damage one can do, but then we have the advanced cancels, MAX mode cancels, it’s too much. If they aren’t cautious it’s going to turn into another combo game like XIII is.
Which teams do you see returning in KOF 15? I see the following coming back
Orochi Team:
With the story being time travel-esque, I could see them being brought back from the past before they died. Plus the dev said on Facebook that if they had enough request, they’ll be added in KOF14 as dlc.
Garou Team:
If the Orochi team can come back from the past, I could see the Garou team coming from the future. Also I could see Rock being in it due to not only replacing Tizoc (who is KOD now), but since Geese is still alive now it could be interesting for him to see his son all grown up. Plus with SNK considering bringing Garou back, it would be a nice way to have certain characters come back in the meantime.
Agent Team:
I could see them returning as they could be sent to do undercover work on the tournament or whatever they usually do. Plus with Blue Mary and Vanessa being requested so much, it would be a good way to fulfill fans wishes for them.
Anti Art OF Fighting Team:
Seeing as they were hiding in the Sakazaki dojo, it seems they still have issues with the Art Of Fighting team.
I don’t think either of those are necessary, just adjust the damage scaling and remove the auto dash so that confirms off of lights are not absolutely free with no effort from the player.
How about a capo team: Bob Wilson, Duck King, and (it hurts me to say this)Momoko. I’m not a fan of Bob Wilson and I actually hate Momoko, but any excuse to bring back the king is a good reason. And yes I’m aware that Duck King doesn’t technically use capoeira, be his style is close enough.
Also King, KoD, and Duck King would could make the three kings team. Ramon could join back up with Vanessa and Blue Mary. And Angel, Sylvie, and Nameless(K9999 would be better, but that’s not happening) could make up the Neo-Nest team while Antinov takes Sylvie’s spot on the invitation team.
In any situation, we should probably worry about KoFXIV for now. We can worry about XV in 2-4 years(if any of the stuff I predicted happens in KoFXV, then I am once again King of the Thread)
*My line of thought falls somewhere close to Grimms. I want the damage from normals to be buff, and I also wonder how MAX mode will change the complexity of the game. As it stands now all the cool options stem from MAX mode since that’s the only time you can use ex, or have access to the gnarly cancel system. On the other side of things however I’m not too concerned about balancing the damage on supers and specials in the builds that we’ve seen. In most early builds the damage scaling is nowhere near close to the algorithm used once the game goes gold.
For as underwhelming as vanilla SF4 was, one of the things it got right was the damage that normals dealt. If KoF14 normals reach vanilla SF4 levels I’ll be a happy camper. *
But if it’s still doable with a manual dash then removing it is pointless, the issue is still there.
Just make it so MAX Mode can only be activated in Neutral but bring back the screen freeze for when it activates so it actually HAS some use in said neutral.
I never touched '03 or XI so I’m curious, in those games is Tizoc’s SPD still a 360 or did it become the hcf, hcf, or hcbf? Are there any other Tizoc changes I should know about?
Go play 2002 or 02UM and tell me how trivial it is to combo from lights and that it’s just as bad as XIII HD mode.
Also, I don’t want to get rid of MAX cancel because it opens up more offensive options and gives you some use out of things like grounded overheads that are normally just to attempt to chip away at the opponent’s health bar or close out a round. It gives you some actual grounded mixup at the cost of meter, which is totally fine. Also that screen freeze should NOT come back because it WILL trivialize anti airing hops with high damage options which is not a good thing.
*That’s an interesting change. It’d act like an install of sorts and would be pretty damn sick for punishing or setting up traps. I wouldn’t mind if MAX mode was like Last Blade’s EX mode where you took more damage in exchange for more options. *
Never said it was trivial, but the problem would still exist. And the real problem with HD Mode was the fact that the combos took a year to complete and it was the only place to get real damage for quite a few characters due to SNKP balancing the game in order to slant people towards using HDs and Neomaxes more (hence why Neomaxes got cheaper in HD mode in the transition to Console Release).
The important part would be to balance damage to actually mattering without Max Mode and the damage that matters within neutral. Making Max Mode confirms harder to just perform doesn’t really do anything other than make it a bit riskier, but in the end all it does is build a barrier between people with god tier execution and those without. If you want the Neutral to be the most important part and single pokes have damage that matters then do that.
As for the Screen Freeze trivializing anti airing hops, if they’re burning multiple meters to pump extra damage into anti-airing hops, I’m okay with that. Burning one meter to make the anti-air a bit more consistent is fine by me and then you add extra meters if you want to add a bit of extra pain. Plus idk how many characters would actually be able to convert an AA into a DM or have a DM that can act as a consistent, strong AA in its own right.