i hate ki animation. i know that’s how old ki used to look like, but come the fuck on. the easiest way to make next get look like absolute shit is bad animations. above frame rate, above resolution, above particle effects and shitty lighting. ki animates like bootyhole, on top of being ugly.
this isn’t an attack on your dj, btw. i know it doesn’t matter to you personally, and the game will probably end up being fun… but its ugly looking and i hate it.
I guess theyre trying to priortize speed and flashiness in KI. But i do agree the animations in the game look a bit off and the art style isnt too hot either. I dont like what they did to Glacius. I hate that tall and lanky look, then turning his playstyle into some sort of midrange ‘zoner’ (will still end up playing him…). That being said, Orchid’s ass looks nice.
They don’t have to prioritize speed and flashiness anymore than what was already done with the old games. That’s basically what the original games were built around. The walk speeds and dash games are faster now to promote footsie games between a majority of the characters, but past that the game has always been frenetic. You don’t take the frenzy out of Marvel and the same applies for KI.
The only 2 characters with poor walk speeds are the dedicated zoner Glacius (that can still rush when needed) and the dedicated grappler Thunder (who has an instinct mode that gives him a teleport dash that’s halfway invincible). The other 4 characters have better walk speeds than a majority of the characters in SFIV and still have great dashes also. There shouldn’t be any fast moving characters that are relegated to gimmicks in the spacing game due to poor walk speed. Which is a staple issue of characters like Ibuki, Juri, Abel etc. in SFIV.
They’re basically trying to preserve what made KI, KI while adding a large layer of depth to the spacing and combo game. It seems like something that a fan of every type of 2d fighting game can get into and I think in the long run that will help it appeal to a lot of different veteran and casual players alike. They’re finally adding a training mode that can rival and surpass even that of the 3d fighters, plus hit boxes. Stuff that needs to stop being standard only for indie games.
22nd can’t come soon enough.
It’s a valid opinion, but I like how they’re staying true to the way the game felt and animated. The animation is still a step up from Injustice and pretty much on par or even slightly better than SFIV’s for me. It’s not Marvel or Tekken good (both of those games are just super fluid), but KI has a lot of hit stops and stuff that are important for gameplay reasons where it’s just gonna be that way either way. If you look at specific stuff like Jago’s s.HK whiffing, it looks completely better than the janky way SFIV Akuma’s s.HK looks. His other stuff whiffing like his c.HP looks really good to me also.
I’m not a graphics whore and prefer just having fun with my games so that’s just where I’m at otherwise. I still could just watch 3rd Strike and old Guilty Gear all day and I’m a huge fan of the particle and reflection effects in the new KI. It’s all opinion, I can put a set of people here who think it looks great and a set of people there who think it doesn’t look good. It’s very opinionated but overall there are strong supporters of the game’s look otherwise it wouldn’t have gotten this far to begin with.
Fun first is my mantra and that’s what it was in the golden days of the arcades also. Long as you’re having fun you can’t go wrong.
I’m saying an evade system from 1996 is still better than what they currently have. They can try to work their way up to the 5 series from there. Possibly work a side turned game in there as well.
just sounds like someone who doesn’t understand how to evade/sidestep in tekken.
moves can be evaded in any direction and in any situation in vf. if you are backed into a corner, you can still evade an attack and punish, because it handles evading with invincibility.
in tekken you need to not only time your sidesteps and sidewalks, you need to know which direction to sidestep, which range you should sidestep, and you are limited by character size (no taka dodging moves like an elegant beast), stage placement (you can’t sidestep into a wall and still “evade”), and timing to evade (you can use frame traps that make moves that normally you could evade at 0 frames that you can’t at + frames).
side turned system is a good nuance, but you can also say that vf needs a better oki game and throw game, things that vf has struggled and redone over and over trying to find out the correct mixture. i don’t hate vf, but i think vf fanboy warriors are some of the most ignorant fighting game fans out there, and it scares people away from vf in droves. not every game needs to be vf, simply because fighting games need to sell.
I understand how it goes and I also understand that not everything can be VF. I’m not big on DOA’s or SC’s either. I just prefer taps for commands, especially evades, as it gives the game more zip. This goes for OM vs 8way movement as well.
This only applies to linear attacks. Half-circulars and Full Circulars are a different story. Evades in VF need to be timed as well, otherwise you get setup for a failed evade. Both games have an ‘A and B group’ so to speak. Group A you usually evades to their front, Group B you evade to their back since they are most disadvantaged from there. They still have moves that can cover their weak spots but they usually come with some heavy disadvantages.
Side turned is a good nuance but until you go back to Namco/Tecmo and then back again, you don’t realize how much it adds to the game.
VF’s Oki game is just fine. A lot of people don’t know it exists. Both games can be pretty brutal if you don’t know how to get up. Can’t complain about the throw game either despite missing MTE. The biggest change was from 2-3 (for the better), and then later in 5FS, but overall 3-5R was pretty consistent.
Alot of the problem was after the 4 series Sega didn’t know where to go. 5FS was them seeing what to keep but trimming the fat for the 5-5R system. That can come with a 20 year legacy.
“VF fanboy warriors” can be bad, and a lot of them don’t know how to play the game, but that goes with any game. There’s more people that will find an excuse to not to play the game than there are fanboys that come with “VF > Tekken, because it’s realistic1!!” nonsense you read on YT comments. I’ve seen more ignorance lobbed at VF than the opposite, in person, here, FSD, TZ, Dustloop etc. and not just from scrubs either(at least in their respective game). Half fanboy rhetoric, half just not knowing the system at all and thinking they do.
One thing I dig about KI (played for a little over and hour at the Mad Catz Pax party) is that, while it’s combo heavy, you can still turn the tide around. Coming from VF, I’m a HUGE fan of both players being ‘in the game’ the entire time. The game still goes even after the hit occurs. The combo breaker system is cool and it keeps both players on their toes, moreso the player on defense as they are eating damage. My problem with combo heavy games is that it turns it into a 1-player exhibition which is pretty bland. It can be funny to watch the first few times but after that it’s ‘…eh…’ I think it’ll be a solid showpiece fighter, especailly if you have nice sound system.
The guys getting hyped about it here have a lot to look forward to.
While the combo breaker system isn’t as active as VF’s defense, I can’t fault it for that since I play other fighters where defense isn’t an active affair either. If it wasn’t for the price tag(of the system), and wanting to see where the HD twins are in a year are two, I’d be picking it up myself.
i dunno why you are explaining things to me that i obviously understand.
in the end, you probably can’t explain where tekkens shortcoming are except that evading isn’t “zippy”. it really just sounds like you don’t understand tekken well enough to defend your quip. if i’m gonna pop off at something, i’ll make sure i understand it. you cannot compare tekken’s oki to vf oki. its not remotely comparable. tekken tracking and vf half circulars aren’t anything alike.
if i need to explain how crazy tekken’s oki game is in comparison to vf, you obviously haven’t played anyone good.
in tekken, you can be preventative with your movement. you can sidewalk without timing to avoid key attacks to limit peoples options. you can move in and out of ranges where a move will track. you can use the stage and cut off movement using moves you know track towards the direction they need to escape the walls. and on top of that, you can use your movement to make moves track that normally would not track by using counter movement to offset their evasion attempts. its almost like… you know… logical. and strategic. and nuanced. vf’s evasion = time sidestep, unless it tracks, or evade one way for half circulars. vf’s evade system advantage depends on front foot, while tekken’s evade advantage is move dependent and will vary per character. and reiterating: dependent on character size, movement speed sidestepping each direction, movement speed sidewalking each direction (yes, they are all different), and situation (Stage and frame advantage). and tekken has tracking (circular) moves as well.
i like vf. i’m not even half bad at the game. it has its pros over tekken for sure. but if you are saying tekken’s movement/evade is bad compared to vf, you’re wrong. that’s not even “opinion”. it values knowledge over timing/guessing and strategy over reaction. sideturn is a good system and a good reward for successfully evading, but it doesn’t take anything away from tekken’s movement being deep as fuck.
Been confirmed that the Day One XBL/Shadow Jago cards are now being sold at multiple retailers. Reports are out that if you buy one at Best Buy, they give you a code for 20 dollars Microsoft Credit on your receipt and/or get an email with the code.
I’ll be getting it just because it costs exactly as much as it costs to play Crimson Dragon which is another sequel to a game I’ve been waiting years for.