Aren’t you the guy who said that Mexico will never beat China at KOF?
http://t3.gstatic.com/images?q=tbn:ANd9GcSbiHoPvsvfwbjEiumVKvMcrd2CJDQh-spcRk9vECtmhlWquhhVnIQuzP9O
Aren’t you the guy who said that Mexico will never beat China at KOF?
http://t3.gstatic.com/images?q=tbn:ANd9GcSbiHoPvsvfwbjEiumVKvMcrd2CJDQh-spcRk9vECtmhlWquhhVnIQuzP9O
Im not great at the combo system in the game yet, but i personally love the HD/NeoMax combos…
busting combos out are a blast in this game
Not to mention the command grab after the guard break is not even a combo, so you can get out of it (jump or reversal) if you know the set-up.
Somewhat…Except I was probably referring to a kof game where both players play it. Xiaohai and Dakou aren’t kof13 players. Don’t bring up discussions that are irrelevant to the topic.
I suppose I can see both sides of the argument here.
HD combos, while far from being the most important part of a match, can cause what I like to call ‘Marvel sickness’, where the long-ass combos achieved through HD can somewhat disrupt the flow of the match, turning it into somewhat of a combo video.
However, there is an aspect of ‘balancing’ inherent in HD combos that I’d like to point out. I play Shen, so I’ll use him as an example. If it weren’t for HD combos, Shen wouldn’t have anything from a low that could seriously threaten an opponent outside of cr.B, cr.A xx hcb,f+P and the cr.B, cr.C link. Access to HD actually allows characters with weaker options from lows to be a serious threat to the opponent.
That’s my two cents, anyway.
Almost every character in the game requires 4-5 meters to kill ( yuri can kill with 2 in the corner although it takes some sick execution). It’s not really like marvel to the aspect where you will get an easy TOD in every situation that you touch your opponent. in KOF there are some mechanics that are there to make it so its not marvel. If your getting opened up in KOF for free your doing something wrong. on wakeup your not able to throw because of certain mechanics so the only thing you have to worry about is short hop or low, not tri jump death. HD combos are similar to iron man combos in marvel, YOUR NOT GOING TO KILL OFF OF ANY TOUCH AT ANY RANGE and IF YOU DO KILL, IT WILL TAKE RESOURCES.
Besides, if the game didn’t have HD combos it would be hella imbalanced.KYO= high damage output… MAI= low damage output. You see what I mean.
THat most characters need 4-5 bars to kill is hardly true. The good HD combos kill with 2 bars, the ok ones with 3 and the bad ones with 4-5. And Yuris butt loop is super easy what are you smoking
There are only 3 or 4 HD combos which can kill with 2 bars. The vast majority of the cast takes 4 or 5 bars to kill. Take a look.
[media=youtube]EnxFqcMqIZ4[/media]
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Just because you can come back with it doesn’t make it a comeback mechanic. It’s just a high damage mechanic. A comeback mechanic needs to literally give players an advantage for being low on life.
If you spend all your meter in the round and he hasn’t spent his (but hasn’t hit you), why do you think you should be ‘ahead?’ Meter management is an important part of playing most any fighting game. Only an idiot only looks at the life bars when determining who’s ahead.
You’re not really complaining about comeback mechanics, what you’re complaining about is high damage which makes fishing rewarding.
Yeah i guess there arent many who kill with 2 bars. Yuri, Saiki and Hwa on the top of my head. Im sure there is one or two more at least. However there are a bunch that does it with 3 if you do optimized combos. And while they may not 1hit kill, there are many who get around 900 with 2. My point was there are not many chars that need 5 bars to do a good HD ^^
Well, obviously HD/Neomax is very weak indeed when you see ToDs without the need of any meter or ressource whatsoever… Even previous KoFs had even more brutal stuff than the expensive ones we got in KoF XIII.
[media=youtube]dBoxbIEepS0[/media]
Really lol ?
older games weaknesses… hm… isn’t that we or SNK should learn from them… not use them as an excuse to create a bad game just because older game were much worse…
another thing is i don’t hate juggle but i hate “over juggle” like in Kof13, tekken series, mk9, some weird looking juggle in MOTW and etc… they look ridiculous and stupid… kof 02UM, kof xi and MOTW have really cool juggles properties and juggle combo… for example, Nameless in 02UM juggle maxmode combo, it look really nice and smart because 1 special move hit and cancel to another 1 but the second move doesn’t hit or damaging the opponent but just as a “way” to cancel the recovery of the first special so that the combo can be continued…
and except for Daimon max combo, all the practical max combo is not very long… all of it look nice and “short” when compare to kof13 HD combo… but that just me… always a fan of custom combo from sf zero 2 and kof 02 and 02UM…
and really hate when i see a normal move or special that doesn’t really look like it will lunch the opponent in the air, juggle the opponent…
Personally I think the game is just fine the way it is. HD mode isn’t some scrubby mechanic that detracts from the footsies game or anything, it just enhances it and at worst gives someone massive damage from a low confirm. That’s a bad situation sure, but as any ST player will tell you it’s on you to not be in that situation in the first place.
At most all I would really change about HD mode is make activation scale to bring the overall damage down slightly and bring more emphasis on Drive cancels, which should really be the main emphasis for big damage, where as HD should be mostly for corner carry/easy confirm damage. As is though HD mode is fine, there’s nothing inherently wrong with ToD combos as long as the game is made in a way that a ToD doesn’t happen every round and it’s not an immediate lost match.
I agree with this thread, they should make it exactly like 98. King of Fighters XIII: 98.
Touche´ as far as the video is concerned. I agree with Hyun’s assessment of them too. But I’d argue that without any dash, Evade, or even Canceling (think GCCD) it makes it harder to get into position to be able to do them in a game like ST.
Comeback mechanic or not, I think the reward is greater than the risk. Being able to ToD off one hit confirm, off one mistake just seems excessive in a game like KoF. Marvel, sure, that’s a cornerstone of the game. But KoF?
If your opponent has enough meter to 100% your anchor then you might be doing something wrong.
Force them to burn their bar for guard cancels and to kill your other characters.
If they never have to guard cancel to survive/punish or use drive to finish you off, maybe you’re getting outplayed.
If you’re forcing them into situations where they do use meter and you still get TODed…its probably because YOU just HDed the fuck out of them!
honestly benimaru being able to do 100% damage in the corner with less than 100% meter off of 2b, corner grab, or ex command grab is worse
ex move, drive cancel and HD mode… too many combo mechanic… Hd mode alone or ex move drive cancel or any 2 of the 3 is better for me…lol