Author Topic: KOF XIII 7th General Thread: Evo 2012 countdown edition  (Read 386274 times)

JennyCage

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1005 on: May 22, 2012, 12:42:32 AM »
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.
« Last Edit: May 22, 2012, 12:48:02 AM by JennyCage »
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Saitsuofleaves

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1006 on: May 22, 2012, 01:00:18 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.
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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1007 on: May 22, 2012, 01:11:02 AM »
In the KOF's that had air blocking, you can generally only air block air to air, not air to ground.


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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1008 on: May 22, 2012, 01:12:30 AM »
I hate air blocking so no. I like to keep the sanctity of this game intact.

Ky0

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1009 on: May 22, 2012, 02:09:44 AM »
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! :/

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LouisCipher

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1010 on: May 22, 2012, 02:30:31 AM »

- 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.


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Dandy J

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1011 on: May 22, 2012, 02:33:31 AM »
bring critical counter back

marchefelix

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1012 on: May 22, 2012, 02:33:43 AM »
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

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1013 on: May 22, 2012, 05:50:20 AM »

- 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!

bring critical counter back
No. Just no.
« Last Edit: May 22, 2012, 05:52:49 AM by Ky0 »

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LazieFreddy

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1014 on: May 22, 2012, 06:28:29 AM »
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.

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1015 on: May 22, 2012, 07:21:19 AM »
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.

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1016 on: May 22, 2012, 07:31:31 AM »

- 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!

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

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Proto Cloud

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1017 on: May 22, 2012, 08:24:41 AM »
bring critical counter back

Oh you. XD

Tyrant292

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1018 on: May 22, 2012, 08:45:07 AM »


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.

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1019 on: May 22, 2012, 09:12:45 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.