The reason it's a punch is because Kim's so Korean his punches are kicks. :P
But seriously, it's probably because his Neri Chagi (f+B) has seniority, so it couldn't be changed. SNK seems to avoid using C and D as command normals, perhaps to avoid overlap with throws? Anyway, A was the only button left.
Aye. I think the flying kick was done with f,f D in XII though, so I was kinda supised they changed it. (Standing CD, Flying kick, DM worked nicely). I can appreciate the lack of confusion with Neri Chagi command; for that, it's completly understandable. I like my command normals on weak attacks, too. It suprises me they gave Iori a new com.norm on a strong attack button for that reason (though it's cool they gave him one!)
Off-topic perhaps, but that sort of thing bothers me too. Kim's NeoMax, for example, is a flurry of kicks. Yet it's input with A+C. Lots of characters have NeoMax inputs like this, in order to avoid overlap with their other moves. I think they should have made all NeoMax inputs be C+D to avoid even MORE overlap and make them all easier to remember.
I appreciate the fact that they tried to keep the neomax motions similiar to that of their greatest / most familiar DMs. Universal C+D woulda been nice too, given that the system exist alongside EX moves.
Systems come and go in KOF but I seriously hope that SNK keeps EX moves and Drive Canceling permanently in the series from now on.
I share that feeling that KOF XIII has a great gameplay mechanic. I have no complex in to affirm that is the best gameplay mechanic in KOF ever (it's my opinion, I know some will argue that KOF2002UM or XI gameplays are better).
I agree, I'd love to see these systems stick around. I feel more like this implementation of Drive and EX's is closer to a series staple (like being able to combo into throws, having command normals combo with normals), than things like tagging, "Extra / Advanced", or 2001's ratio systems.
Mostly because it fits every character so well, now. I was really annoyed with how poorly BC mode seemed to work for some of the cast in 2k2UM. You'd see Nameless and Kyo exploit it to no end, but then you'l look at Blue Mary or Xiangfei, and wonder how you'd ever get that much worth out of it.
But in XIII, cancel-loops seem to have been prioritized when thinking about the character special / EX creation. They gave pretty much everyone a move that causes the float or carry needed to strong together awesome combos. Even people with smaller movesets like King or Mai don't come away empty handed, and grapplers like Clark or Goro even get some play out of it.
Add that on top of the return of super-canceling out of projectiles, and EX moves, and you have a great marriage of ideas that just WORK.
But back then, there was also the issue of hardware restrictions. I remember their blog translation about wanting to add Joe's NeoMax, for example, for the longest time but couldn't do it because of said restrictions.
I really like the fact that they got to add so much stuff they've been dreaming of, they mentioned something similiar about Terry's Trinity Geyser.
We heard so much about people leaving the company, but I wonder how many long-time employees are still with them, hoping to try out new ideas with old favorite characters and stuff? These are the kinda guys our hopes for console extras and stuff rest with, and the kinda people who make sure new content is consistent with the games style.