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Fro Boy11 1208th Post

 
Red Carpet Executive Member
  
    
    
   
| "Re(1):2K2 characters losing super moves" , posted Thu 19 Dec 16:53
quote: Have you noticed how so many characters in KOF 2K2 have seen the number of their super moves decrease by 1, 2 or 3 moves? Take Yuri, Ryo, Clark for example. Now, I was wondering if that may not be the sign that the forthcoming SNK vs Capcom will try to balance the number of super moves of the KOF charas with the ones Cacpom charas have (much fewer in general, see Guile...) I am not totally complaining about losses of moves, because in a sense it helps make characters unique and personalised. Just imagine them all with a dragon punch move and you'll see what I mean. In that respect, I think taking away Takuma's fireball is a sensible decision, which makes the character feel more consistent.
Well, I didn't like how one of Robert's moves got taken away, and now he doesn't have a quick way across the screen. He's still not a bad character though. I haven't noticed any other moves being taken though. I'll have to try later.
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OYashiroForever 92th Post

 
Occasional Customer
 
| "Re(1):2K2 characters losing super moves" , posted Thu 19 Dec 22:43
quote: Have you noticed how so many characters in KOF 2K2 have seen the number of their super moves decrease by 1, 2 or 3 moves? Take Yuri, Ryo, Clark for example. Now, I was wondering if that may not be the sign that the forthcoming SNK vs Capcom will try to balance the number of super moves of the KOF charas with the ones Cacpom charas have (much fewer in general, see Guile...) I am not totally complaining about losses of moves, because in a sense it helps make characters unique and personalised. Just imagine them all with a dragon punch move and you'll see what I mean. In that respect, I think taking away Takuma's fireball is a sensible decision, which makes the character feel more consistent.
Welcome to the world of fighting games (especially KoF). As for your examples, Ryo and Clark didn't lose any supers from 2k1 to 2k2 (Clark actually gained one if you count his "new" HSDM).
Changes are made every year: some times for balance (several moves appear to have been removed because they would've been severely abusable in MAX mode, some times for story/character (Kensou losing projectile in '99-2k). That's life.
On the other hand, look at how many characters GAINED supers or moves this year. Even apart from the HSDMs, Yamazaki, Kula, Ramon, and Maxima all got new supers and Iori and Kensou regained old ones. That, of course, pales in comparison to characters who got new normals (Beni, Kim, Clark, Robert, Takuma, Andy, Chin, Chang, Yuri, May Lee, Billy, Shermie, Chris, Vanessa, Ramon, K9999, and Angel)
You win some, you lose some... all in a year's work.
"I haven't slept for 10 days because that would be too long."
"Your denial is beneath you and thanks to the use of hallucinogenic drugs I see through you."
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Toxico 2694th Post

 
Platinum Carpet V.I.P- Board Master
    
    
    
    
    
| "Re(5):2K2 characters losing super moves" , posted Fri 20 Dec 09:16
quote: For me, the switch between KoF98 and 99 is still the biggest downgrade in abilities that I've seen. I don't know how KoF fanatics can complain about CvS1 and 2 after playing Kim or Terry in KoF99.
For me the biggest change was from 96' to 97'; different speed of the game; different priorities; "command chain" system incorpareted... I remember hearing people that KoF was going through changes every 2 years... Those ignorants deserve a blade on the neck, by one way that's not true and by the other way you can't make a chronology standard of 2 years with only 4 years to study...
Haggh, enough of the useless rant. ¬_¬
For the character lost move; I think that Iori Qcb + A/C cancels are gone, I'm not sure though I can't care for that character. I haven't checked if Maxima's normal moves have regained their autoguard; but if they still don't have it that's heresy; but such is life.
Also, the "add on" propierty that some moves had are already one; the only one that I know that still has it is K49 SDM. Same for the critical wire, counter wire & super cancel properties.
I still don't "publish" my research on add ons, but add ons are moves that hit always the enemy, no matter on what condition they are; for exmaple K' can do in 2001' Qcf + C; fwd + D; JP C; Qcb + D and the whoe thing will work because the last attack is an add on, it will hit always...
I doubt anyone cares for this useless research, monkey told you that.
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iggy 1088th Post

 
Red Carpet Premium Member

    
    
   
| "Re(6):2K2 characters losing super moves" , posted Sat 21 Dec 06:42
quote: But I don't mind particularly, for Clark 98 didn't have it anyway. And that's when I first laid my hand on Clark (Mmmmh, sexy!)
Since you seem to have began Clark (and KOF itself?) in 98, I have a little question : we were (and are, and surely always be) Shermie supporters here, and the few times I played Clark (in 98, and barely after that), I had the feeling that Clark and Shermie were nearly the same character (except the normal mooves, and of course, the general appearance). the both gained their pursuit moove in 98, for example (the moove after any special throw). Was it just an impression or are they the Ryu/Ken of KOF (sort of)? And, Question 2, if yes, what in 2002?
 おおむね大好評よ!
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Kikkoken 224th Post

 
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| "Re(7):2K2 characters losing super moves" , posted Sat 21 Dec 09:32
Since you seem to have began Clark (and KOF itself?) in 98, I have a little question : we were (and are, and surely always be) Shermie supporters here, and the few times I played Clark (in 98, and barely after that), I had the feeling that Clark and Shermie were nearly the same character (except the normal mooves, and of course, the general appearance). the both gained their pursuit moove in 98, for example (the moove after any special throw). Was it just an impression or are they the Ryu/Ken of KOF (sort of)? And, Question 2, if yes, what in 2002?
Funny you should mention that, Iggy, for I have been saying exactly the same to myself for some time. It seems that Shermie is slower than Clark, though. Her moves are more ample. They are slower, but hit for a longer time. In KOF2002, Clark and Shermie play more or less like they did in '98, which is not a bad thing to me. If you mix Clark and Shermie, you will have an idea of my real personality he he he!
Christmas wa watashi no suki na yôbi desu.
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iggy 1097th Post

 
Red Carpet Premium Member

    
    
   
| "Re(3):Re(10):2K2 characters losing super move" , posted Mon 23 Dec 12:28:
thanks, and merry chrismas to you too!quote: Actually, I didn't know about the colour contest. Was it just in Japan or what?
Actually, the best colors were used as an alternate color in KOF 2000 (select with CD). There were only 10 winners (and 10 characters), most of them were really ugly imo. And yes, it was only in Japan, since I'm not sure the PS1 version of 99 was released anywhere else.quote: Sure I would have loved to 'alter' my dear Clark's sprite colours. Clark in pink and Shermie in camouflage green!
....you have weird fantasies. really.quote: I never use Chin. To me he's like Choi and Bao: a nuisance. In fact I dislike half sized fighters.
Chin is taller than Bao and Choi... He has the disavantages of the small characters (short range) and no avantages (most of the combo work on him, when they wouldn't hit Bao or Choi). He was really strange and fun to play back in the old days of 98. And I agree, I played a very skilled Choi user lately, and he's a real pain in the ass. But the same day, I played a very good Whip user, and I think she's 10 times harder to fight than any Bao or Choi...
 おおむね大好評よ!
[this message was edited by iggy on Mon 23 Dec 12:30] |
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