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Anyone else not like how the damage for everything seems to be reduce in half? Supers really dont have that damage feeling as it did in original 98

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Posted

If Damage was reduced it would be noticeable. Quite Easily. Hell Ralf's SDM GP does 95% damage in ADV mode. Then I tried Ult mode. 95% damage. Then I tried standard combos like Andy's Standard Stuff. Still did the same damage regardless of mode. I think The only buffs that ADV and Extra have over Ultimate is the Extra Stock that ADV gets and the earlier Super spam for Extra.

Posted

nevermind. I tried it with omega rugal. I just wanted really noticeable damage that I knew how to do. I did: j.C 5D 63214C 2363214C it did about 95% on Yuri in all three, with the setup I described before (ultimate had run, dodge, and adv meter). edit: it's worth noting that I honestly have no idea WHAT combo I used to test it before, but i'm pretty sure it was leona.

Posted

Anyone else not like how the damage for everything seems to be reduce in half? Supers really dont have that damage feeling as it did in original 98

I know what you mean. Like Kyo's super does WAY LESS damage, like WAY LESS. No longer is crouching low kick > crouching low punch > super as damaging as before.

But, to tell the truth... I prefer the supers damage reduction this way. Specially since it's so easy to gain bar in EX mode now, and with Q-Max... :psyduck:

Posted

Kyo's qcfqcf+P super doing less damage is one of the changes. It was one of Kyo's Big nerfs.

Posted

I was exaggerating a bit about the damage... but yeah its noticeable to me. It could also be because of my characters.. Kyos super isnt even worth doing now imo. Rather play the original 98 than the Ult version. Guess im crazy. Anyone else think SNK not fixing the unblockable projectiles retarded?

Posted

Anyone else think SNK not fixing the unblockable projectiles retarded?

They just decided that it's a feature.

Which is fine by me, since Lucky now has a command grab super.

Posted

unblockable projectiles were a nice little gimmick that was never imballanced. I think it's nice it's in the game. they could have fixed other bugs though... o.yashiro doing headgrab on geese, who wakes up & does reversal deadly rave -> o.yashiro freezes after 1st hit and cannot move until geese shows some mercy and hits him.

Posted

unblockable projectiles were a nice little gimmick that was never imballanced. I think it's nice it's in the game. they could have fixed other bugs though...

A gimmick thats retarded on many levels... :psyduck: I agree though.. they should of fixed and balanced some other parts.

Owells I'll just fuck around with Athena. It was pretty fun to do in the past. command grab in corner, back up bit, psycho ball, k teleport, C, f.K, super or psycho sword. Funny shit to do.

Posted

nah, is technicaly the same and the same time no, that will depend of the opinion, for me is a naaaaaaaaaah, still i buyed it :kitty:

Posted

making good progress on the frame data. complicated explanation on some details: we found out that my data differs by 4 frames from the data for kof 98 classic you can find elsewhere on the internet. this has to do (that is my theory, and i'm convinced it holds true) with a move not activating for 4f after the button press. sounds absolutely ridiculous, but its true. Have you ever noticed in kof that when you push HP, hcb or hcf, very often a throw comes out? the frame window where a normal can be turned into something else is much bigger in kof than in other games. another example would be a c.lp, let go of "down" in less than 3 frames - standing lp comes out. Also, I think that this rule does not apply to specials - first of all, you cannot trigger this behaviour after the button press that activates a special move, and secondly, i found specials that are quicker than 5 frames, namely ryo's lp dragonpunch (3 frames startup). Since 3 frames minus the 4 frames that i'm off would be minus 1 frames, this is impossible. Therefore, the 4 frame rule does not apply to specials.

Posted

making good progress on the frame data.

complicated explanation on some details:

we found out that my data differs by 4 frames from the data for kof 98 classic you can find elsewhere on the internet.

this has to do (that is my theory, and i'm convinced it holds true) with a move not activating for 4f after the button press. sounds absolutely ridiculous, but its true. Have you ever noticed in kof that when you push HP, hcb or hcf, very often a throw comes out? the frame window where a normal can be turned into something else is much bigger in kof than in other games. another example would be a c.lp, let go of "down" in less than 3 frames - standing lp comes out.

Also, I think that this rule does not apply to specials - first of all, you cannot trigger this behaviour after the button press that activates a special move, and secondly, i found specials that are quicker than 5 frames, namely ryo's lp dragonpunch (3 frames startup). Since 3 frames minus the 4 frames that i'm off would be minus 1 frames, this is impossible. Therefore, the 4 frame rule does not apply to specials.

That's interesting.

I've read things (mostly hearsay) about very slight input delay in 98UM, an input delay that is supposed to exist across all Taito Type-X games due to some hardware/software reason. Of course, I've yet to see a rigorous verification of this, but I wonder if the PS2 port, they are attempting to emulate this element of the Type-X version.

Posted

So is this game better then the previous King of Fighters '98?

I actually find it a lot better and a lot more fun than 98. Part of the reason is because Kasumi is in it though.

Anyway, any of you know a place where I can gather more match videos?

Posted

That's interesting.

I've read things (mostly hearsay) about very slight input delay in 98UM, an input delay that is supposed to exist across all Taito Type-X games due to some hardware/software reason. Of course, I've yet to see a rigorous verification of this, but I wonder if the PS2 port, they are attempting to emulate this element of the Type-X version.

the input delay i'm talking about though can also be found in kof 98 classic =) it's the one thing i hate the most about kof. every 2 hit combo feels like a link, not a cancel :(

Posted

Hey, is 98UM different from any other KoF game? I heard that the original 98 was supposedly one of the best in the series, just wondering if thats because of the playable roster of it its different gameplay wise.

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