I agree with grimm, damage seems a bit to high right now, and easy to get. From what little we seem of the gameplay it seems that it might be somewhere alone the line of 13 ( easy combo, lots of damage). I tested the same combo Andy did on the famitsu footage, kof 13 I got around 43% damage with 2 bars (2 ex moves) where as in 14 Andy got almost 50% with one bar ( 2 ex moves) . If ppl disliked 13 because of the ridiculous long damage combos, as of now this seems to be going in the same direction. Also itās good to keep in mind that this build is the same build they been using since HK so everything could change, we need to wait until the 25th to see the updated version of the gane
Seriously, go play 02 or 02UM. Because the thing is, no, MAX mode off of lights, pretty much does not exist. Except for things like cr.B MAX cr.C with no run up at all which is a combo you have to commit to, you just canāt. Even cl.C MAX run up cl.C is really not easy to do. I was intentionally being facetious when I told you to play 02 and tell me how trivial it is because I wanted you to see that it could not be done anywhere near to the capacity that it happens in XIII.
The problem with HD mode is multiple problems. The length of the combos to me is not a problem, that is a minor complaint that annoys people but is actually not a problem with how the game functions. If you took all of the damage that HD combos did and compressed it into a 4 second long combo, HD mode would still be just as much of an issue, if maybe less annoying, but even then I would probably be just as annoyed because instead of taking 12 seconds to die it only took 4. HD is a problem because, as you said, it is the realest damage in the game. Damage output is slanted in such a way that everything does fuckall except for HD and drive cancels, which makes it so that jumping in and getting anti aired 5 times in a row is still beneficial because if they donāt expect you to jump the 6th time, all that damage you took from those 5 anti airs will mean NOTHING compared to the damage you will do from the jump in.
HOWEVER, even worse than that and the ACTUAL big reason that XIII is a combo game, is because ANY STRAY HIT turns into HD. ANY cr.B turns into HD, ANY far C turns into HD, hell, in some cases ANTI AIRS turn into HD. Itās a fucking problem that trivial conversions turn into the realest damage in the game for free with no effort from the player. Because you can kill off of any random hit with the push of two buttons, it pretty much negates everything else that happened that round. You could be playing the sickest zoning game in the world, but you catch that Kim st.B and everything you worked for is over. You made 12 correct guesses, he made 1, and he takes the round. That is fucking garbage. Now of course it doesnāt look like itās going to be AS BAD in XIV, but it still looks like a problem, MAX mode damage is way too high right now, people doing 1 bar 60% combos from weak ass confirms that get real ugly real quick if you decide to pump more meter into it. This is almost entirely the fault of the auto dash, because you donāt have to reset to neutral to extend your combo, the button is canceled into forward momentum, your MAXIMUM forward momentum at that. Just the fact that you lose frames coming out of the attack to have to input forward forward for the run is a big deal, and on top of that run has a slight startup to it, itās not an instantaneous thing, it changes SO MUCH for the comboability of MAX cancels or HD mode or whatever. That is a huge change.
As for the screen freezing, you are okay with that, I am not. KoF as a series is one that has built up the importance of hop as an option and as a pressure tool and as a movement tool, I donāt like that you want to trivialize that. Maybe in a game like Street Fighter where jumping is already a bad idea it would be fine, V-Trigger already kinda does that and it doesnāt change much except allow you to challenge someoneās read of your fireball or whatever, but for the most part the core SF design is still fully in tact. Thatās not the case in KoF, jumping is not inherently a bad idea in KoF, itās encouraged, and screen freeze fucks with that design. Thereās a reason they took it out, because itās a very not-KoF thing to do. It doesnāt belong in this game. Then you get into the matter of how much meter you build in this game, meter builds very quickly, and even right now you build more meter for blocking/being hit than you do for hitting the opponent, which is a design element I really disagree with, but maybe it will change, but for now thatās how it is. On top of that you get a bar for every character on your team that dies. So you build meter for attacking, you build meter for getting attacked, you get a bar for free when you lose a character, you think people WONāT have meter like all the time to get a free reaction to your hop and then do an EX DP or whatever? And then once you get hit with an EX DP, they have the rest of their MAX mode to do whatever EX moves they want, or if youāre fighting someone like Andy, EX DP turns into super cancel Climax and you lost like what, 60/70% from a jump in that would normally not be reactable with that option, but because of the screen freeze Andy had all the time in the world to input a DP and be ready for the super cancel? Youāre okay with that? For real? How long have you been playing KoF? Because that sounds like some ReoGeo shit where you just want KoF to be more like SF where jumping is bad and you shouldnāt do it. It doesnāt matter what the restrictions are for MAX, I donāt agree with that design choice.
I think they should just scale down max mode damage overall. They benefits of EX moves and quick max are already plentiful, more mix ups, approaches, combo extensions, zoning tools, etc. Scale down the damage a bit during max mode, just leave a few EX movesā damages alone (IE Changās EX command grab, I see no particular benefits to this move if it doesnāt do more damage).
Hey, I did my job to get a true response out of you John for the entire thread to read. I wasnāt obviously going to legitimately challenge you on KOF knowledge when we both know Iām far inferior to you.
Well, not annoyed, Iām sure I come off that way over the internet but if Iām annoyed with you Iāll let you know. I donāt beat around the bush when Iām pissed off with someone. Itās more that Iām very argumentative which is a problem I have that I try to work on but at the end of the day itās just who I am. Seriously though Iām more than happy to break down my thoughts on a topic even without trying to prove someone wrong.
Had to go but Iāll be online possibly later tonight if you want more games hawking. I sort of gave up on SFV a week ago when I dropped fang and started using ryu. I might pick up fang again but I dunno personal just havenāt been feeling SFV that much.
IIRC in each of those games the command was changed to a hcb. Also his df + C peck with his griffon mask is obviously gone, replaced with the dino chomp. Its simply up to speculation the complete list of changes (normals, special moves) the character has undergone until match footage is made available.
Iām not sure if Iām still gonna play SFV, Iāve been having too much fun with alpha 2 in Fightcade and I dunno when I play SFV I can just feel like I could be playing 3s instead ha.
God dammit if you donāt know how to get the full size of the image wait for someone else to do it. What is the purpose of rushing to get credit for being the first person to post the screenshot of youāre giving people the shit version?