Dream Cancel Forum

News:

Join us in the Dream Cancel Discord Server! CLICK HERE!

KOF XIII 7th General Thread: Evo 2012 countdown edition

Started by Kane317, March 04, 2012, 02:20:46 AM

Previous topic - Next topic

JennyCage

#1005
Quote from: baccano1932 on May 21, 2012, 11:53:46 PM
Air blocking is something I would be open to since in my opinion in XIII as well as in pretty much every KOF the emphasis on offence is too overwhelming and does a lot that pushes you towards focusing almost exclusively on offence, with defence being a complete afterthought and air blocking would be a way to help give players more options on defence.

KOF has always been an offense-heavy game but defense is hardly an afterthought.  Most characters are equipped with defensive specials or normals that act in their place.  It can certainly feel overwhelming when being pinned down by a skilled player but the tools to defend yourself are there.  GC rolls and blowbacks, smartly timed pokes/normals, ex specials, even some DMs and Neomaxes can be used defensively.  KOF gives you both offensive and defensive options, there is no lack of one or the other.

That said air blocking wouldn't kill the game, but I personally wouldn't want to see it introduced.  I like that once you leave the ground, you commit to your choice.  If you could air block I could see fireball characters losing a lot of momentum, and poor Terry's ex power wave would in theory be useless.  I haven't played 98 though, only 2K2/2K2UM/13, so maybe the implementation of it would be better than I imagine.
Kick, punch, it's all in the method. Not mother approved but totally kid tested.
https://www.youtube.com/watch?v=rCPTb9h2V5s

Saitsuofleaves

Well preferably air blocking wouldn't be universal like in Marvel.  For a quick example, DP's would be air unblockable or something if you did them decently deep, or maybe not deep at all, who knows.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

Running Wild

In the KOF's that had air blocking, you can generally only air block air to air, not air to ground.


Proto Cloud

I hate air blocking so no. I like to keep the sanctity of this game intact.

Ky0

Quote from: baccano1932 on May 21, 2012, 11:53:46 PM
If they were to do something along the lines of XII's "crumple combos"...
loooooooololol 
prolly you mean "Critical Counter"...  :p

Hell yeah, no air bloking! :/

KoF 4 EVA

LouisCipher

Quote from: Rex Dart on May 21, 2012, 11:08:29 PM

- XII-style chargeable CDs. For those who didn't play XII, you could charge your CD which would eventually become a full guard crush, or leave your opponent in a crumple stun position. While being charged, you could cancel it into any special. I loved the mix-ups this offered.
- 98-style air blocking. I expect some will disagree with me on this one, but I feel like this was a great defensive option. But it would require more animation, so . . . I'd rank it low on my priorities.


No. Just no.
Team: Billy, Clark, Hwa.

Dandy J


marchefelix

I liked cancelling out of a move into an Evasive Roll. It added a lot to '02 and I think it could work in future games.

Ky0

Quote from: LouisCipher on May 22, 2012, 03:30:31 AM
Quote from: Rex Dart on May 21, 2012, 11:08:29 PM

- XII-style chargeable CDs. For those who didn't play XII, you could charge your CD which would eventually become a full guard crush,
No. Just no.
Oh, charging CDs with guard crush would be great, I liked that!

Quote from: Dandy J on May 22, 2012, 03:33:31 AM
bring critical counter back
No. Just no.

KoF 4 EVA

LazieFreddy

If I remember correctly, air block in 98 only works when you're jumping back or vertical, and does not guard against grounded attacks.  Since being cornered is really bad in the game in general, I'd say it's not that big of a deal.  If scrubs want to hold up back and put themselves in the corner voluntarily, I'm all for it.

I don't know what critical counter is, but I'd like to see critical hits again.  Especially if they're bringing back Shingo.  It ain't Shingo without all the critical hits.

Homies Over Shotos

I like the chargeable CD and the critical counter.  However, I honestly believe those would work better as fatal fury mechanics and should have more refinement in a separate NON KOF game.

yamazaky96

Quote from: Ky0 on May 22, 2012, 06:50:20 AM
Quote from: LouisCipher on May 22, 2012, 03:30:31 AM
Quote from: Rex Dart on May 21, 2012, 11:08:29 PM

- XII-style chargeable CDs. For those who didn't play XII, you could charge your CD which would eventually become a full guard crush,
No. Just no.
Oh, charging CDs with guard crush would be great, I liked that!

and then we call it Super King Of Fighters IV AE

lets just forget kofXII existed before
KOF needs more characters and more moves and more female characters
intros and winning poses 
also they shall reduce the Ash Saga characters air to air priority

UAE's KOF casuals and tournaments
www.youtube.com/user/yamazaky96


Tyrant292



I dont think they should bring air blocking back or charge CD's. The defensive options are good as they are they dont need to add anymore to them and charge CD'd would just slow the pace of the game and in my opinion faster is better.

@Yamazaki96: I am hoping the same; they should add more characters, moves, DM's and winning poses but they should add more badass male characters. I liked Shin and Duo Lon, hopefully I'll see them in upcoming KoF games.

BioBooster

Quote from: Saitsuofleaves on May 22, 2012, 02:00:18 AM
Well preferably air blocking wouldn't be universal like in Marvel.  For a quick example, DP's would be air unblockable or something if you did them decently deep, or maybe not deep at all, who knows.

Air blocking used to only work for neutral, back jumps. Was a decent system.
Hard to say how I'd feel about it in XIII tho.