Yea it kind of depends on what they mean by easy. In a lot of ways, KOF13 is harder than any other kof, because you HAVE to learn the hard stuff (hd combos, optimal combos in general) to compete. It has this pseudo anime game feeling to it that it never really had before because of that. So even though you can look at 2k2um or original 02, where the maxmode combos are way more difficult to execute and say that they're harder, you can also play those games based on fundamentals and be much more successful than you would in kof13. There's characters that don't even really use max mode, well all know that. In kof13 as time went on, very few characters without strong or practical hd usage were relevant because of the nature of the game.
So yea, 2k2um max mode is hard, but you can play k' and just run around playing normally and only do short short trigger~spike, overhead~minute spike, and basic launch combos in the corner and win just fine. You can zone and poke with 2k2um King, do basic prox ub/attack option selects and not even do combos and be successful. So is it really harder overall? I'd say it's based more upon the neutral game than landing mixups and combo starters, whether that's easier or harder is not really explaining the entire situation. If I was to teach someone with crappy execution but good decision making and intelligence in fighting games a kof, kof13 would be the most frustrating one for them to learn, because you can't play without the combo grind. They forced it on everyone in a way they never did before. Yet a small child could play 98 ralf, oyashiro, chris, daimon, etc. on a basic level. And then depending on your point of view you could turn right around and say that kof98 is a harder game.
And don't forget, there's neanderthals out there with great execution too, and mvc3 increased their numbers by quite a lot. I've seen them! Those kinds of players would be comparatively stronger in kof13 just because they would instantly be able to convert stuff into damage, since hd combos really are not hard at all for the most part IF you have good execution. They are just made that way. Yet in an older kof (which are way harder right?), they would not even really have an outlet because the games are based almost completely on the neutral game and not on confirming into big combos. So it depends on what you mean by easier and harder.
Having parts of the game being easier (like combos), just brings out other parts of the game (neutral), which in turn changes the nature of the game. When it comes down to it, making the game more basic in terms of combos would both increase the importance of the neutral game, spacing, poking, etc., and decrease the importance of grinding combos off short short~activate or trying to land that one cross up. Harder or easier? Does it matter? The game would be both easier for new players to pick up, especially from sf4 (which is where most of the intelligent ones are anyway), and favor more experienced, intelligent players at the same time. Sounds like a win/win to me.
So yea, 2k2um max mode is hard, but you can play k' and just run around playing normally and only do short short trigger~spike, overhead~minute spike, and basic launch combos in the corner and win just fine. You can zone and poke with 2k2um King, do basic prox ub/attack option selects and not even do combos and be successful. So is it really harder overall? I'd say it's based more upon the neutral game than landing mixups and combo starters, whether that's easier or harder is not really explaining the entire situation. If I was to teach someone with crappy execution but good decision making and intelligence in fighting games a kof, kof13 would be the most frustrating one for them to learn, because you can't play without the combo grind. They forced it on everyone in a way they never did before. Yet a small child could play 98 ralf, oyashiro, chris, daimon, etc. on a basic level. And then depending on your point of view you could turn right around and say that kof98 is a harder game.
And don't forget, there's neanderthals out there with great execution too, and mvc3 increased their numbers by quite a lot. I've seen them! Those kinds of players would be comparatively stronger in kof13 just because they would instantly be able to convert stuff into damage, since hd combos really are not hard at all for the most part IF you have good execution. They are just made that way. Yet in an older kof (which are way harder right?), they would not even really have an outlet because the games are based almost completely on the neutral game and not on confirming into big combos. So it depends on what you mean by easier and harder.
Having parts of the game being easier (like combos), just brings out other parts of the game (neutral), which in turn changes the nature of the game. When it comes down to it, making the game more basic in terms of combos would both increase the importance of the neutral game, spacing, poking, etc., and decrease the importance of grinding combos off short short~activate or trying to land that one cross up. Harder or easier? Does it matter? The game would be both easier for new players to pick up, especially from sf4 (which is where most of the intelligent ones are anyway), and favor more experienced, intelligent players at the same time. Sounds like a win/win to me.