@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!