And they don’t in 98???
Kula, Gato, Oswald, and Eiji are also way more interesting than 90% of the cast in 98.
And they don’t in 98???
Kula, Gato, Oswald, and Eiji are also way more interesting than 90% of the cast in 98.
Atleast XI wasn’t an Kula/Iori-fest like other KOFs… instead it was a Kula/Gato-fest.
XI kinda pissed me off by not having my 2002 team (Andy, Leona, Yamazaki). If XII has Yamazaki in it I’m all set. If not, I guess I could pull out K’ if he’s in, or I could give Freeman Iori a shot.
No, there was character diversity in KOF 98, even in the top tier. Unlike in XI, where pretty much everyone is a rush character.
Yeah, because you sure see a bunch of turtle Ioris, Chrises, and Yashiros in 98 videos.
:looney:
But you see poking Goros, zoning Chizurus, poking / space control Kyos and also zoning Changs, turtling Ralfs, zoning Takumas, runaway Athenas, poking / zoning Joes, poking / zoning OG Kyos, etc, etc.
In XI you have, uh, Jyazu and… well a myriad of rush characters. Oh and zoners / runaways like Athena lol.
Iori comes as no surprise, but I honestly don’t remember seeing all that many Kula players at all before XI (be it '00, '01, or '02). Of course, this could just be something I’ve overlooked.
First of all there’s really not much difference between a “poker” in the way you’re describing and a rush character. They are both aggressively offensive and encourage close range fighting, high pressure, and mix-ups. O. Yash, Daimon, and Iori pretty much have the exact same template of gameplay, they just have slightly different tools to help them reach their goals.
Also…“space control” Kyo? What does that even mean?
Kof 11 top tiers(Gato,Kula,Oz) can turtle like crazy,did you guys even play it?
Also PS2 Kof11 had the best cast since it brought in old and new faces,sorry no super exciting Goro! :rolleyes:
Of course they didn’t play it. It’s not on MAME, is it?
Also, Kula can also be an incredibly annoying (and thus good) runaway character.
IMO, every (post-'95) KOF suffers from a slight lack of hit emphasis or “oomph” - more so than SF3, Garou: MotW or the Samurai series, less so than the Real Bout series and (ugh) Maximum Impact. I agree that a moderate increase in hit emphasis would better the overall experience, but I personally see very little difference between, say, '98: UM and XI.
As for '03/XI resembling SvC… in what way? SvC (and NGBC) are obviously loosely based on the KOF engine, but I cannot think of any factor transitioned to the series from either game. (Except perhaps XI’s “attack cancel roll”, which may stem from NGBC’s “attack cancel step”? I cannot recall whether or not it was present in '03, SvC or even earlier.)
Some say that '03 plays more like a KOF-Street Fighter hybrid than a traditional KOF game (apparently, fireball-uppercut tactics are more effective than is the norm.) Be that as it may, I view it as a “bridge” between 2002 and XI, with the former’s annoyingly fast speed and a less evolved tag system than the latter.
Finally, the XI roster. What makes it so good in my eyes is that most of the characters I play as feel fairly complete in XI. IMO, SNK finally got Yuri (whom I wouldn’t touch pre-XI), Kensou, Mary, Maxima and Malin right (if not perfect, but I’ll spare you the wishlist.) Clark and King are as solid as ever. Momoko and Elisabeth admittedly need more polishing, but for first-timers, they do well. All Athena needed to win me over was an outfit change and the re-learning of her command throw (though a Psychic-11 would have been :lovin: ).
i agree and one of the best systems well for me
Kula is very good in 00 due to the Alternate iori striker and is decent in 02 as well.
what cvs2 is to poking kof xi is to rushdown
hell I don’t even know if that’s a good sentence
What I hate about these new kofs (2k3,xi) the most is the mobility. Nests saga felt the same but with strikers. 2k3 and xi feel different, like I new fucking engine. I don’t like it, I hate those floaty jumps.
The only way the top three in XI play similar is in that they can beat you in more then one way.
Kula is an over powered bitch, don’t know why they never nerf her instead of making her a even more suped up version of K’.
Oswald just has incredibly dope mechanics that make even getting a deck of card shoved up entertaining.
I don’t talk about Gato.
But two of the three are very interesting and their top tier aren’t really so invincible that you can’t beat them with a team that doesn’t feature one of them. You have to work harder at it but a lot of the characters in XI have enough weapons to be viable.
Personally, the mobility is what I love about the later KOFs. The speed can be a bit much at first but the flow of matches felt better to me with the later games then it did with my admittedly brief experience with the older KOFs.
There are a number of characters that excel with the rush down but you can still throw some characters off with other styles of play. Kensou and Ryo can turtle and counter a bunch of stuff pretty well, hell you can still catch people sleeping with a well placed Ryo parry despite him having it for several games now.
In my eyes XI just did NOT feel like a true KOF, 2003 did.
The Roster, The Moves List, the look, the art XI had everything…but fucked up on the gameplay.
At least XI isnt as broken as 2k3!
Can this not turn into another “which KoF is the best” thread?
Am I the only one that hates it when people say crap like this? It’s more the statement than the actual games.
They both feel exactly the same…
Wow…must be just you. I play 97, 98 and 2k2 daily, and i haven’t seen those games treat stuff (dm activation/hard hits/ko’s) the “not important, keep speed up, move on” way 2k3 and XI do. The engine is like…I don’t know, rushing the players through the fight, no “DAMN…that move looked like it HURT.” Just “okay…you hit him”. Everyone else can tell how moves/dms that multi-hit no longer have a dramatic pause on the final hit (now a lot of supers seem to nearly instantly rack up the hits: Buster Wolf, Silent Flash, etc), how voice samples are shortened to near-snes snippets, as if there’s a shortage of memory and they have to keep it as brief as possible, etc
Like I said, earlier. It feels like Playmore got rid of SNK’s proprietary kof engine, and created one from the base engine of svc. That’s why svc, ngbc, kof 2k3 and kof XI feel like extensions of the same game…and that game doesn’t feel like kof, son. I wonder if Playmore will confirm this if asked…