Are there any good videos with Chin in them? I’ve only seen that one of him fighting Ash, that’s 16 seconds long, and that didn’t present much.
As a KoF fan since the beginning, stylisitcally, I’m happy with these new systems so far. After 98/MOTW, SNK games in general have really started to lose IMPACT on their blows. Clashes hint towards this old feeling, at least. It really helps get across the feeling that attacks have some weight and strength behind them again. I loved the way Shingo could land “Critical Hits!” in 98, it made me feel like he really was putting his all into each hit, regardless of lacking flames!
The CCs after Critical Counters remind me of Super Cancel mode in Neowave. I loved being able to basically “create your own super combos” in Neowave, It never seemed OVERPOWERED to me. It seemed like swift characters with lots of links could make combos as strong as limited link combos from slower characters, and if one chara excelled at SC, they where not as good under, say, Guard Break style, and vice versa.
This is what I hope ends up happening here, in XII. Some characters will get their breaks in CCH, this will be where they can land big damage, while others will be able to manipulate clashes to their advantage more often. This would cause you to fight each opponent differently; Some you would try to power through, because they have low clash priority, others you’d have to wait for and punish after they make errors, because they can turn the tide of the round, if you give them a strong opportunity.
I do hope CCH’s drain meter. Like in Neowave, the fact a Super Cancel combo that used all stocks was roughly the same damage as a MAX2 SDM that used all of it’s modes stocks, helped each “option” feel “balanced”, to me. I sacrifice all more stored meter, to do similar damage to what you do when you drain all your meter.
And still no one answered my Question. If the systems here in XII end up like refined versions of Battle Fantasia’s Gachi/Heat Up systems, is that a BAD thing? I loved the “3 moves and then you’re done!” feel of that juggle system (very SSFIITHDR like there), but I never understood where certain characters/moves could break that limitation (such as Coyori being able to weak kick/dash juggle a person for like 9 hits in such a situation). From the Exibition videos posted from the Famitsu event, XII already seems like it’s combos have a rhythm, and it all seemed reasonable, until Terry’s “Burn Knuckle Bounce Fest”, and Ryo’s “Thresher Punch insane-o-pain” juggles. These still all wouldn’t be bad with proper damage scaling, but I personally don’t think combos should ever take SO long that the person receiving the damage should feel like they could drop their controller and grab a sandwich. (Which is how I feel during the previously mentioned Coyori Loop)
You don’t want to be disconnected from the ability to DO something about your Characters Fate but for so long. Because when that happens, you’re no longer playing a fighting game, you’re just playing a “Who can land the SURE-KILL comboable hit first!?!” game, and that doesn’t make a fun fighter.
Yes, I easily see where these new systems could lead into that kind of frustration. But if SNK is smart enough to keep these things balanced, in not only damage, but also in speed of activation and completion, then I think they could increase the fun of the game in ways that call to the SNK fans of Old, and New.
Maybe they should hire Sirlin… I love the thought put into making characters like Honda and Cammy more fun to play VS fireball trap hijinks, or giving Guile’s different strength Flash kicks PURPOSE. He really helped give characters movesets a lot more meaning and purpose. SNK has always pursued this with the large variety of skills and variation they give their special moves, so hopefully, this knowledge expands into these new systems as well.
Oh, and Riot.EXE, yeah, I know Shermie’s dead (even though playing her in Neowave, NGBC, and 98, and 2k2 can make one forget), but it’s especially because of HDR… The new, easier to land throwing motions given to Gief and T.Hawk all just scream “Shermie!” to me, lol (with a side of Maxima), and it reaffirms to me why I always liked SNK’s grapplers a LOT more than Capcom. Goro has never done it for me, I dunno how Raiden will feel in XII yet, and Clark is ALMOST there… but I just don’t know if anyone in the roster can feel like Shermie/Mary yet!