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JohnGrimm

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Everything posted by JohnGrimm

  1. Bro, what? Angel is like undeniable top 3 in vanilla 02, hands down one of the strongest characters in the game, she was such a problem that in 02UM they had to take her down several pegs. I don't remember how she was in 01 but 01 in general is not a popular game and absolutely no one cares about Neowave regardless so I'm not sure where this comment is coming from. The game people know her from she was a monster. Also, depending on if they kept Ramon's run cancel the same, he could be very scary in this game. No doubt (if it is the same) he'll get extended MAX confirms with cl.C df.B xx run feint cr.C df.B MAX and that will easily set up DP+K for the sobat into body splash into OTG, which looks incredibly good in this game since they appear to have made it a new special move. f.A headbutt into OTG, a new Tiger Road air throw into OTG, he's going to have a lot of opportunities to get damage which will be very beneficial in this game.
  2. Don't be ridiculous, XDZW characters look like god damn aliens. Oda specifically said that after XIII people got the idea that KoF was anime when that isn't really the case. In this interview they said they tried to do a very realistic look but the characters came out weird. The art style very much fits in line with 94 Shinkiro artwork, which is how Oda has always envisioned the KoF series and is what they're going for. Shinkiro's style is very distinct in that there is a lot of realism to what he draws but there are also very obvious anime/eastern influences. It's not realistic, it's not anime, it's somewhere inbetween, and that is what they are going for. If you ask me they did a pretty decent job at it. It looks and feels like KoF, it's very distinct and that's what it should be. A lot of people say that they wanted the game to look like Xrd but in my opinion that would suck because it would be obvious that they are just imitating Xrd, which would mean this game would have less of its own identity. I don't want KoF to look like other games, I want KoF to look like KoF, just like it always has.
  3. That's not what spanish guitar sounds like. Also, Robert isn't spanish so I don't know why spanish guitar would sound like he is leading the team regardless. It's pretty blatantly an homage to 98's AoF theme. Replace the slapping bassline with slapping acoustic guitar and it's a spot on borderline remake. A lot of themes in XIV are like that, Japan Team is yet another take on Esaka?, K` Theme is another driving pumping electronic song, SNK is trying to play things as safely as they can for many things.
  4. I don't know of a single XIII tier list that takes team order into account.
  5. KoF tiers don't work that way.
  6. Here's the difference, people have put hands on XIV and say the game is good, despite the visuals. XII got a lot of oohs and ahs because it was so pretty, but the core game itself was heavily flawed and barebones. Also, those Neo Geo sprites were only cheap because, as you said, they kept reusing them. It's really easy to make tons of games when you have to make next to no new assets. Making a game like that today from scratch would be a chore to say the least. And even though XIV is a new game, it's clearly using the old games as blueprints on how to design this one. As Laban as said in his breakdown over at SRK, the game is taking the best elements from the entire series and putting them together, and it's doing a good job of it right now. Not to say the game is or will be perfect, but by all accounts of people who have played the game so far, they're doing a good job. As for how the game can have the size of roster it does, clearly the game has been in development for a lot longer than anyone knew about. That of course brings up the question "if it's been in development for so long, why does it look so bad?" Part of that is that the trailers we are seeing are, to be expected, very outdated. We know of 9 characters at the moment, I wouldn't be surprised if there are about 20 or more characters in the current dev build. Additionally, SNK was never known for their 3D graphics. In fact, they're notorious for having terrible 3D graphics. And as much as people like to joke, XIV is actually turning out to be one of their better if not their best looking 3D title. People will argue that Maximum Impact looks better, but I would argue that Maximum Impact really just has a more appealing general art style and better skin textures. As far as the texturework in other areas and general modelling is concerned, XIV looks WAY better. For instance, the ice effects on Kula's attacks and in particular her supers actually look fantastic, the stages all look very nice as well, and clothes have some very nice detailed textures. What's making XIV look so bad right now is the skin textures, the hair, and the lighting, which still looks unfinished as of the most recent trailer and screenshots. Basically, after people have played the game and given their thoughts on it, I really don't have any doubts in my mind that they can pull it off. I think as far as the gameplay is concerned there's nothing to be worried about. Maybe the graphics will still be bad by the time the game wraps up, and maybe that's a deal breaker for a lot of people, but if they deliver on the mechanics like they so far have, it's a slam dunk in my book.
  7. Both 98UM and 02UM have like 60 character rosters and they're balanced as fuck. And sure they weren't new games that launched with a roster that size, but that doesn't really matter. No game is ever going to be balanced out the gate, the size of the roster doesn't mean all that much in that regard. Getting that many characters in at the start is huge because you can fix problems later.
  8. I got what you meant, I'm just saying it was only a matter of time before they started releasing Japan only PS2 classics. Just because they never did it before doesn't mean they'll never do it ever.
  9. http://www.animenewsnetwork.com/news/2014-11-17/charges-filed-against-16-in-square-enix-hi-score-girl-manga-case/.81120 In regards to the Squeenix case. "Square Enix needed rights from 20 companies; only obtained 3" They have powerful lawyears, but I don't know how it would be possible to get out of this court case. Their defense is basically "Yes, we used character likenesses, names, and IP's without permission, but we didn't actually violate anyone's copyright." Fuck money, fuck attorneys, SE isn't walking away from this one unscathed.
  10. There's been plenty of JP only PS1 classics though, so it was only a matter of time before they started doing it for PS2 games. Additionally, they're all confirmed to be PS2 classics besides XI, which is probably still going to be a PS2 classic.
  11. Holy crap no wonder Freed is my favorite character in BF. I never drew the voice before.
  12. Krauser was a clear top tier but it's not like he's the only top tier in the game. And the rest of the cast can still compete, because the tiers are condensed. The top tier is the top tier, but everyone else is fine. Besides, most people play vanilla 98 anyways. I don't think anyone would argue that 98UM should replace vanilla. Additionally, one game having problems doesn't excuse another game from having WORSE problems. Krauser is an oppressive top tier, but 98UM doesn't have nearly as many problems that XI has. At least Krauser can't tag out in the middle of a super to another character to continue a combo and get a stun into 80%+ damage off of a standard BnB. At least Kim doesn't become a stronger character when you're on the player 2 side. At least 98UM will do a DP when you input a DP even if you end the input in forward. That's not even getting into physics and jumps and rolls, which to be fair is preference and opinion, but XI is a god damn mess.
  13. And then it ended up being horribly broken anyways.
  14. You have to understand, I'm in a way a KoF purist. I don't think XI is a bad game, I just don't like it and don't understand why it's as popular as it is with people who don't play the series much. The game has a lot of flaws and things that aren't designed well or were coded poorly (Duck King), and yet it's somehow a go to game for a lot of people. It's baffling. Your list is also pretty baffling to me but I don't feel like getting into it.
  15. The movesets and physics are nothing close to what the 2D games are. Literally nothing is close to 2D KoF. The movesets are replaced with lists of chains you have to memorize and you can't even use normals like you did in 2D KoF with normals chaining into command normals and the like. The only 2D game with movesets like this is Mortal Kombat. Almost everything else did just about everything completely differently. Also the juggling was closer to Tekken than it was any 2D fighter ever. The only difference is that a Tekken juggle keeps someone in the air where as a MI juggle keeps them on the ground (unless you're playing Ash), but you're still juggling them all the same. The OTG rules in MI are fucking ridiculous. And yes actually, Tekken does have a parry. It's called down/forward. It's a universal mechanic. Some characters even have additional parry commands. Also if you think XI had smooth inputs I doubt you played the game for very long. The 03 input interpreter is strict as a mother fucker with very short cancel windows and very strict command buffers. It's easily one of the least smooth input interpreters to ever exist in a KoF game. Additionally, XI wasn't the first game to have tagging or a more active team based gameplay. Hell, you could say 98 had similar shit when your team would jump in and help you out. When they moved from 98 to Strikers it wasn't a huge departure from existing mechanics, and when they went from Strikers to tagging, that wasn't a huge departure either. I also have to question your knowledge of the KoF series if you think XI is "the best" when it's one of the least balanced, most broken, notoriously poorly designed games in the series. Confirm into tag stun 100% isn't fun, especially when you get shit like Oswald unblockable incoming on your next character into the same shit again. I've often noticed that people who say their favorite KoF is XI started playing KoF at XI or didn't play much of the other games. XI succeeds at being a better version of 03, but that's not saying much.
  16. The hate MI gets is definitely not unwarranted. It gets a lot of hate because it doesn't play like a KoF game. Like, at all. It might as well not even be called KoF. And you can say that it's a spinoff or whatever, but it's still a fighting game and it's still called King of Fighters. If 12 can't get a pass for being an Art of Fighting game, MI can't get a pass for being a bad version of Tekken that replaced the focus on juggles and replaced it with OTG's.
  17. Mauve has already said he doesn't want to make a caster for the game, don't bother him about it. Frankly I've gotten used to being the only dude who plays the game.
  18. Some interesting ideas in this game, really don't even understand half of what is going on, dang is it ugly, and boy do I have a hard time caring.
  19. I'm a stickler for optimization
  20. That Tae 3 bar corner combo is butt. If you're using 3 meter you should get 4k. 5A > 4A > 6A > 5C > 6B > 6C > 214+C > 236236+A > j.B > j.C > j.2C > 236+D > (air grounded) 5B > 5C > 6C > 214+C > (ground) 66 > 5B > 2C > j.A > j.B > JC > j.A > j.B > j.6C (air throw) 4111 damage on Main, don't know if characters have different defense modifiers.
  21. 6C is for when you put someone in a molotov.
  22. IP based? Looks like no random matchmaking for me.
  23. It also shows startup and active frames somewhere. I found that on accident trying to figure out how to make life regenerate.
  24. Burst points maybe? I wouldn't think this would be a game that limits when you can burst, but I'm not sure what else it could be.
  25. Okay, so how the hell does online work. I can't figure it out. Also, Tae the best. Air run is the dumbest shenanigans ever and it's awesome. http://www.youtube.com/watch?v=0qM1_c2vx2I
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