Personally, I don’t mind the idea of confirming into combos out of lights with Autodash, especially with EX’s hidden behind the BC mode. Though I wouldn’t entirely mind if Lights were for DM / SDM cancelling, and heavies were for MAX / BC cancelling. Giving each ability level more purpose is best for the overall game. HD felt much better spread between character for use in XIII than anything I’ve seen or done in 2k2UM, where it seems to favor a much smaller amount of the cast. While I still felt like it was lacking on some characters, the addition of Drive Cancels gave another way to use the same bar, that could lead to comparable damage in the earlier days.
I don’t feel “autoplay” happen due to a built in dash at all. It just makes it so that one less cumbersome motion is removed that could potentially screw with input butters. The combos are still on you to do, and there’s so many ways to STILL screw up, that you barely ever see HDs that don’t have some kind of improvisation tailor made to the moment / spacing / amount of life left taken into consideration.
A lot of characters are losing quick access to reversals, grabs, or the “best” version of some of their moves from XIII, by not having EX’s usable on demand. Even some of the better juggles / conversion from counter hits will be a lot harder to get off in the heat of battle, without some planning. Whether you make a normal hit stronger by itself, or easier to combo out of a normal into multiple moves that still take some degree of execution to land, for similar damage to a buffed normal, shouldn’t matter too much in the end. It just makes the game more interesting to watch for a wider ranger of players.
Could some character be made specifically to work better with MAX mode, normal DMs, and SDMS, potentially? Could this shift the overall meter meta? Character like King and Robert basically come alive with MAX mode, but will this work out the same for Chang?
And as for anywhere juggles, I don’t mind them being there. They just need a limiter. Much as KI has a KV meter that puts value on juggle options, making tools that open up for more damage gain more value, KoF should do the same, even if it’s just in the background. Such as only on of Ground Bounce, Anywhere Juggle, or Wall-bounce per combo. They’ve already made bounce follow-ups very limited as seen in the NEMO footage, so hopefully this is a good sign.
I think KoF’s various unique juggle and hit states give it it’s unique identity. I dont’ want to see them removed, but I do want to see them reeled in. It’s not their existence that makes things ridiculous; It’s the fact that they’re often too loosely curated.