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Messages - Rex Dart

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16
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: September 08, 2012, 02:12:33 AM »
SNKP hasn't attended TGS for several years now. I don't expect that to change this year.

My guess is SNK is already working on KOF XIV, though.

17
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 14, 2012, 12:53:26 AM »
@Eripio: Please discuss the NeoGeo X in its appropriate thread. This thread is for KOF XIII.

 http://dreamcancel.com/forum/index.php?topic=1989.0

18
General Discussion / Re: KOF XIII 8th General Thread: KOF EVOlving 2012
« on: August 12, 2012, 11:55:25 PM »
The console version of XIII benefited enormously from K', Raiden, Liz and Kula nerfs. Also, nerfs can actually make a character MORE fun to play because you need to utilize more of their tools, rather than relying on an overpowered all-in-one move. Raiden is a great example of this.

While some minor Karate nerfs might make the game more balanced, I think the game is fine the way it is. (Put another way, Karate is arcade Liz/Kula level, not arcade K'/Raiden level.) I'm fine with SNK focusing their resources on the next KOF, or on another project.

19
Congratulations to Mad_KOF! That final was amazing, and both players played amazingly. Mad was beyond amazing, really.

I couldn't be happier to see KOF getting this much hype. The final match had 90,000 viewers!

Also, it's pretty awesome that Chin and Duolon were the stars of the show. XIII has no low tiers.  :)

20
General Discussion / Re: The Official What's Streaming Now Thread
« on: July 07, 2012, 10:27:28 PM »
Highlights for me (thus far):

1. Pikachu's double Leona OCV
2. Mr. KOF's double Ash OCV
3. BBZ's and Haitani's (sp?) Goro mirror match
4. Mago vs. Poongko

Maybe I'll update this later.

21
Pikachu's double Leona OCV was the sexiest thing I've seen so far. Just awesome.

22
Ugh, I should have skipped work today. Let me know if Kaoru's matches get uploaded anywhere. I was really looking forward to see his fights.

23
Online Matchmaking / Re: DC KOF XIII Online Tournament - 6/16/2012
« on: June 16, 2012, 08:47:59 PM »
I'm in, as per usual!




24
Fatal Fury / Re: Fatal Fury 1,2,3, Special Endings
« on: June 10, 2012, 06:19:33 AM »
SNK trivia: Terry's ending in FF3 marks the first appearance of Rock Howard.

25
King of Fighters XI / Re: *sigh* My brothers...
« on: May 30, 2012, 03:28:09 AM »
I love XI, but by no means do I consider it a "everyone must play it" kind of game. Parts of the game do feel a bit "off" and a lot of the longer combos can look a bit stupid.

Also, I don't think there's anything wrong with saying "I'm willing to put up with these shenanigans, but not those." I say it all the time in regard to fighting games I'm not interested in. :P

26


On the HD topic, I think it is a good system actually the best i'v played. Maybe they should tone down the amount of cancel you can do  but I dont know how well that turn out, it could be bad for some characters. In the end I think it depends on your skill and experience in getting  the opportunity to activate and not drop it; it needs time and dedication to actually learn and execute them that's one of the reason why newcomers feel disheartened when trying to pick up this game (that is the only bad thing I could think of).

I think HD as a system is well-implemented and fun. Honestly, I don't think it's that disheartening for newcomers, personally. A newcomer to 98 would be just as easily destroyed by a pro.

My only suggestion for improving the system would be cancel-scaling. So, right now, HD canceling costs only 10% of the bar. Which I think is fair. But if EX Kyo wants to do his [qcf+A (HD) qcf+C] loop, or Iori wants to do his [qcb+B (HD) qcb+C] loop, they're just repeating two quick moves over and over. It's easy to input, and they'll be able to do quite a few of them. So my suggestion is, when a character cancels the same move into the same  move multiple times, it costs extra bar:

10% -> 12% -> 14% ... etc. And if they cancel into a different move, it would reset back to 10%.

This probably wouldn't have a big impact on most combos. In the above examples, Iori and Kyo would probably only be able to do 5 cancels as opposed to 6. But I still think this would be enough of a change to:

- Encourage more creativity in HD combos. Simple loops are easier to do and boring to watch. So why not penalize them slightly?
- Balance the cast a bit. Right now, characters who can't repeat basic loops (or can only do them in the corner) are at a big disadvantage when it comes to HD combos. This evens things up a bit.

Feel free to disagree though. This is just one man's idea.  :)

27


@Rex Dart: Nicely said, hard to argue with you here but what do you thin they'll add in the dream match?

Thanks.  :)

As far as WHO they'll add to the next game, I think it's just about anyone's guess. SNK loves throwing in surprises (i.e. Duck King and Eiji in XI, Raiden in XII, Mature in console XII, Hwa Jai in XIII). So I'm hoping we'll get at least one surprise in XIV's cast.

System changes are also pretty hard to predict. SNK said several times that the concept for XIII was "KOF-ism," which meant that XIII's system was supposed to be THE KOF system. I can only think of a few refinements to the XIII system that could improve it.

- Revise the input system to remove command overlap (wherever possible) and standardize the shortcuts between characters. (For some characters [K' and Liz] dp -> qcf DC's are really difficult, but also really important; but other characters [Robert, Kyo, Yuri] I find myself doing dp -> qcf DC's accidentally. We need an easy, universal short cut!)
- Tone down some EX moves. A few of them are just a little too safe + rewarding.
- If stun is kept in the game (and I honestly don't think it's necessary), I'd like a visual indicator of how close a character is to being stunned.

As far as systems I'd like to see added to the game (but which others will likely disagree with me on):

- 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.

Or better yet, maybe SNK could make these individual systems DLC and sell them to players to equip on their characters. They could call them "emblems" or "jewels" or "special stones" ...
Wait! Don't kill me! I was just kidding!

28
Regarding the next KOF game, I expect it to be a Dream Match with a system that sticks pretty close to XIII's. And it won't be XIII UM.

The reason why I expect it to be a Dream Match is because I don't think they'll be ready to discard Ash, Saiki, Vice and Mature just yet.

The reason why I expect the system to stick close to XIII's is that SNKP is surely going to be trying hard to appeal to the biggest audience they can. Historically, when they change the system dramatically after a successful game (98 -> 99, 2002 -> 2003), players tend to stick with what they know. I think, with so many new players getting into KOF right now, it's a terrible time to say "here, try something new!"

The reason why I'm confident it won't be a UM game is because the UM brand has always meant an "everything and the kitchen sink" game. Financially, the logic behind these games has been that re-balancing popular older games and throwing in older sprites has gotten fans excited and has been cheap to produce. As others have pointed out, adding in EVERY character from 2003 and XI to XIII would be a ridiculous undertaking. Never going to happen. But even if they only added a few of the characters, it's still pointless. Why not just add those characters to a new game? New games are easier to sell than re-releases.

And if anyone is hoping that SNK will just add content to XIII via DLC, I expect you'll be disappointed. All the DLC characters were already on the disk, and I don't think XIII's programming would even allow for real DLC characters. Besides, DLC characters are much harder to balance (see: EX Kyo and EX Iori glitches), and you limit your audience only to those who have bought the game.

On the topic of DLC, I just wanted to touch on the EX character argument. I think they're an ideal candidate for DLC, and would love to see more in a future KOF. Based on what's in XIII, I'd think an EX Andy, Robert, and King would work well with minimal extra animation. EX Terry and maybe Leona (based on Heidern) would also be possible. EX Chin and Kensou are definitely justified, but they'd require a lot more animation than the others (IMO). I hope SNK considers them for DLC in XIV.

29
General Discussion / Re: KOF13 or KOF2k2UM?
« on: May 21, 2012, 03:53:38 AM »
And let's not forget, KOF13 has been hailed by the FGC for being one of those fighting games this generation where it does not stray at all from what made the older games very good and it is not looked at as an "easy" game compared to others out on the market.

Not to disagree with your general point or anything, but there were elements of the KOF community which decried XIII's simplification of 2002's BC system. The fact that the game auto-dashed for you made it far too easy to land these massive combos, taking away from their "wow" factor. I don't agree, personally, but some players do think XIII is a bit too "easy."

Anyway, I think the strengths break down to this:

2002 UM
- bigger roster with more moves
- greater variety in character playstyle (Choi, Chang, Angel and May Lee don't have any equivalents in XIII)

XIII
- graphics
- more balanced (in the console version anyway)
- the system can be used to every character's advantage, without any exclusions (i.e. Chang has no reason to use MAX mode in 2002, but every XIII character can use HD to do big damage.)
- easier learning curve; inputs aren't as strict and Drive Cancels are much easier for beginners to grasp

While both are great games, I'd give the prize to XIII, no question.

30
Completely different characters. Takuma has a better fireball game, corner damage, and a command grab that leads into any of his combos. Mr. Karate has better normals and lots of anti-air options.

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