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Re(10):Infinity (Puncher) and beyond!
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In response to Chaz-- the Fatal Fury devs probably don't know much about game balancing and are most likely not involved because they're art staff. The devs in charge of tweaking the gameplay and balance is 1/a guy who used to work in the mobile sector and 2/the former director of Capcom's SFIII3rdStrike, and he routinely checks out 2ch. Anyways, I don't have internet access right now so I haven't played matches but I was able to update to ver2.0 thanks to a good comrade. Here's my quick take on the new version of KOF14. First and formost, as Toxico mentioned, they did something odd with the KO sequences and the response from various players haven't been too good. It's been a long time tradition for KOF to go into slow-mo when you KO'ed the opponent, giving you a feel that the battle is over. It's been like that since the very first KOF94. But for some reason the developers decided to take that out in favor of a very odd split-second freezeframe where your character is zoomed in with a slight camera tilt, then everything turns back to normal speed. It's really weird and kills the dramaticness of the battle; Dimps' Rumble Fish had a similar issue. I do hope they revert it. So KOF14's HD activation has been adjusted and everyone runs quite fast now. What this basically means is that characters that couldn't use it too well because of crawling run speed (mostly low tier characters) now have an additional tool for offense. What's more, some previous top tier characters lost their ability to do damaging combos from a far poke due to changes/fixes in the collision detection and X-axis. Robert is a fine example and we'll probably be seeing a lot less of him. On the other hand, characters with a good far C / D will probably continue to hold their ranks in the game. The new DLC characters look interesting but I can't comment too much since I haven't had matches yet. Whip- I can't find anything that looks really good for her aside from a new move that lets her do a double-jump in the air. Vanessa- She has short reach but her overhead is really fast. I haven't really tried her much. Rock- Very good. As Toxico somewhat implied, thus far he doesn't seem like a character that's broken but he seems to have answers for any situation and can do around half life of damage from them. You can certainly feel the developer's love. Yamazaki- His bulkyness and insane high damage reminds me of Fatal Fury 3. He runs quite fast but doesn't seem to have the tools to keep offense going. However his raw damage output, overhead and far D with long reach will probably cover for it.
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