Kyo doesn’t have his Aragami chains right?
That makes me sad
Kyo doesn’t have his Aragami chains right?
That makes me sad
she could very well be the only character in the game with falling aniations. but if theres anybody in the game that deserves it its her.
game is shaping up really nice. glad to see the grab super havethe same good priority as always. goros range on the dm was insane. also CD used as an anti air can always be followed up by any dm it seems (why should it be for ralph only, every CD in the game is cancelable, so he could probably technically juggle with a special if hes got the right one). also whith that CC is full you dont wanna be shooting out those special moves at short range. a better one ending with a dm would be painful.
IIRC doing a CC and then finishing with a DM had massive damage scaling. In one of the older vids Kyo used a Orochinagi in a CC and it did around half as much damage. But still a DM could be your strongest CC ender.
I’m wondering the same thing.
back then they said they were, since then however, they haven’t really brought it up. I would assume they’ll release it long after the console ver. makes its sales due to rampid pc piracy.
In the video on SNKs site, a Kyo player does:
CC freeze xx full charge CD xx dash, hop B, cl.C-CD xx orochinagi
It does like at least 40%. Maybe the special flash makes the dm do more but I can’t imagine a raw super doing more than a short-ish combo with all hard hits into a super; that shit did a lot of damage.
thats true, but always? because what i havent seen in most vids lot of times is a CC ending with a jump in attack. thus at the end of CC you do a small jump in with the CC depleted now and do your standard kof combo as a finisher, like jump in attack, hard attack, command move, CD attack, dm or special then dm if its possible. i doubt these kinds of combos would do any less than 50 to 60% damage, if not more.
A dash after a full charge CD? And hop B connected? CC gauge properties are interesting.
That would be madness. I have seen players do a jump in after the CC gauge depletes…
This is why we need more capable players testing the game.
[media=youtube]sR66J6VMk8A#t=3m18s[/media]
not to act all stuck up or something. but seeing the combo potential and damage limit would be one of the first things id be testing if i lived in japan. its really sad no top japanese or chinese or even korean players are there on those loketests. ive even seen some of those pakistani or afghan players do hardcore shit on cf. i wonder why there are almost no good players on those loketests?
From the very, very little I can gather from 2chan discussion, the response to the game is lukewarm, mostly due to fewer moves/less system shit.
BTW I saw them talking about something I hadn’t seen mentioned much. B+D is some kind of ‘universal’ special…thing. Maybe like a feint (the thing Andy did in the one vid). It might do different things for each character.
Response is lukewarm? I kinda expected that. Some of the losses really piss me off.
Robert lost his fwd+A. A very important part of his gameplay as it was a fast overhead with great reach and added to his high/low game.
Kyo without his j.dwn+C is a blow.
Ash without his fwd+A and command grab? That just sucks.
Specials are one thing, DMs are another but I wish SNK kept in those normals.
@2:28… That was a counter hit far D? It had enough hitstun for Kyo to run up and connect a st.C. The counter hit properties on C and D attacks are ridiculous.
@2:56: Ryo’s CC combo. The DM finish did a ton of damage.
Really looks like Kyo’s CC did more damage than Ryo’s(because of the choice of normals before the DM I presume.) That was a ton of damage indeed.
Kyo’s CC combo looked pretty good.
I wonder why did they make CD attacks comboable now. Seems like Ralf has an easy time connecting his Galactica Phantom from it for some decent damage.
[media=youtube]Q-aA1nVz48s&feature=related[/media] sry if this has been posted but its a radd video
probably to give supers more chances of being guarantees since there’s only one level now.
nah, I don’t think so.It all comes down to money and the casual gamer doesn’t care about 2d its all about that 3d.Not to mention 3rd strike didn’t sell well at all(very good game tho).
see the reason why the damage on the kyo combo seemed to be unscaled (or less scaled than normal CC scaling) is because the CC is over while kyo’s doing that part of the combo
it seems then, that the best CCs would be [dash C/D]xN until near CC end, then charge C+D to cause the crumple, and then hop and do another combo after (into DM or whatever)
So there are custom combos?! :O) Anyone with details on the meter system, for someone as uninformed as I am. :wonder:
PS: I do not like how sloppy some moves look animation and special effect wise. At least when I look at Ryo thus far.
I may be wrong, but if you hit a standing strong punch as a counter attack while your critical counter gauge is full, you have a brief period to unload a combo on the frozen opponent.
Because casual gamers in the US–seem to have no care or appreciation for art whatsoever. They just want to see “reality”. They skirt over art because they don’t think its important or its too “hard” to see what to appreciate so if its 3d they automatically think its cool.