Quite a few people have voiced their concerns about it. Me personally, I donāt agree with that notion. I PREFER the current system. Why? Because XIII showed us what happens when EX moves are in the game. Some people complain that XIII EX moves were too strong, but the real issue is that the game being balanced around EX moves meant that your regular specials sucked, because EX moves had to be worth doing. Non EX everything sucked, DPās, fireballs, juggle moves, everything needed to be toned down so EX was important and that sucks. Hellpockets, who also didnāt like the idea of MAX only EX, had the solution to tone down EX moves, but even if you did that, they still cost as much meter as a DM and wouldnāt be worth that cost. So what, you make EX moves cost half a bar? Fuck it. There are more important things to worry about than how to make EXās work in KoF.
This new system, I like it a lot. Why is that? Because youāre not trying to make EX moves worth using, youāre trying to make MAX mode worth using. If any of you have seen high level 98, you might have noticed that no one really uses MAX mode. Itās typically not worth using. They tried to fix that in UM, but what ended up happening is that Extra modeās Quick Max got tons of use and is one of the reasons that Extra is fucking busted in UM and Advanced MAX mode just kept being not worth it. On top of that, raw activation in Extra wasnāt worth it either, because youāre giving up your ace up the sleeve, the Quick Max. So this new system right, you only get EX moves when MAX is activated. EX moves are still strong, almost like XIII, in some cases stronger (Andy EX fireball). On top of that, it makes it so that EX moves are NOT the same value as a super, because in one MAX activation you get multiple EX moves. So is MAX mode worth using? Boy is it. Thatās really great, youāve fixed two problems in older KoF games right there. Normal specials get to be good because they donāt need to be designed with EX moves in mind and MAX mode is worth using finally because you donāt just get a damage increase, you get a toolset increase and your strength and utility as a character goes up. Well what about that other issue? Quick Max vastly outshines raw activation in 98UM to a substantial degree. Well this system accounts for that as well. You can use Quick Max to get some extra damage off of a confirm, which was basically the original intended use for Quick Max anyways, but you only get half of your MAX timer, which means Quick Max is ONLY good for extra damage off of confirms and does not replace raw activations. If you want to gain access to your EX moves, possibly use the new MAX super freeze to react to something, and boost your strength as a character, you raw activate. If you want to optimize your damage and really cash in on an opening, you Quick Max. They work together in an elegant and beautiful fashion.
This system is CLEAN. Iām talking about take a dump and donāt even need to wipe clean. It fixes so many problems that older KoF games had in such a simple way Iām shocked no one thought of it before. Hell, HD mode in XIII would have been fixed if when you activate to cancel a normal you only got 50% of the timer. I honestly donāt see a reason for the mechanics to NOT work this way other than it seems weird on paper. You might want to have access to all your tools all the time and thatās pretty understandable, because the MAX activation can be a tell that you want to use EX moves. But think back at XIII, what kind of properties were they giving to EX moves? Well they didnāt want the blue flash to be a giveaway so almost all EX moves are fast to the point of being unreactable. Itās either that or theyāre invincible and being used in a situation where reactions donāt matter. I donāt know about you, but Iām not a fan of that. Yes, the MAX activation is a tell. But at the same time, because youāve already announced that you want to do EX moves, they can get really creative with move properties. Iām gonna go back to Andy because his is the most blatant change and itās one we got to see a lot. Andyās EX fireball in XIII was a super fast unreactable fireball that ate other fireballs. Okay. Thatās useful I guess. But at the same time, how often did it get used? It was a gimmick. Ha ha! You didnāt see this coming! Now you take very small damage and I gain very little from hitting you with it! Now look at it in XIV. Itās fucking Yoga Catastrophe. It doesnāt matter if you telegraph it, you now have to be super cautious around Andy because this thing will lock you down and making hasty attempts to get away could cost you. That tool is INVALUABLE. And sure, it could have worked that way in XIII as well, but if it was that good his super would be pointless And that creates other issues. You shouldnāt design characters with tools that invalidate other tools existing. When a character becomes bogged down with pointless attacks they become pretty boring to play and you generally ruin the experience. You want to give the player options, and this system does that.
I mean I apologize for the essay and all, but this has been something Iāve been thinking about for a while since PSX and the info went up. People talking about how they want it changed also made me kinda want to put something somewhere outlining why the game working the way it does is a good thing. I donāt agree with the notion that you should change things because theyāre ālameā, everything ahould have a use, nothing should step on the toes of anything else, a mechanic should compliment characters instead of taking away from them. KoF is a series built on universal mechanics, and itās important that all characters benefit from those systems equally so as to not create disparity from a mechanical foundation. Thatās one of my problems with 3S, you have a universal mechanic that all but completely and 100% ruins fireballs forever, but then you design characters who still rely on fireballs. Your mechanics negate entire characters and thatās ridiculous. There are characters in XIII who really donāt have great EX moves, and there are tons of moves that are made invalid by the existance of EX versions. That is poor design, and what weāve been seeing from XIV is making strides to make sure nothing is invalidating anything else and that everything is good and strong and worth doing, and that is really important.