The EX moves of XIII were great, I loved how many of them were Mini DMs, or throwbacks to old "move bloat" specials that seemed redundant on their own. The doubled the characters move list effectively, and in a meaningful way.
I haven't seen enough of the new EX's to say if I like their design of them in this game yet. I saw Andy throw a different looking projectile, but it didn't contact. Leona did her EX Baltic launcher, but... it didn't have a different start-up motion or a different looking projectile.
I'd love to see Leona's Earring Bakudan turn into her old Heart attack Attack grapple for an EX, for example. Meaningful EX moves are a part of moveset design that gets easily glossed over in character discussion.
Don't worry I'll fix this. I got negative things to say.
Really unhappy about the Rush mode combos. I am more concerned about them starting from a jab than anything else. I really hope this doesn't end up a game where people just mash jab hoping to catch you with it and get a full conversion. Really seems out of place in KOF.
I am all for accessibility but it's not unreasonable to just expect the player to learn short bnbs now that the combos are shorter overall.
Besides this the game looks dope. Can't wait to see Geese :-D
Eh, almost every modern fighter (especially from companies like ASW and French Bread) has auto combos on a button now. They... never seem to change high level play much. If anything, at times, they seem to act like a new special move, especially if they're made of normal or modified specials that can't be accessed / used in those specific ways.
It's always too much to ask the players to learn the bare minimum before playing, lol. KoF XIII might be a "combo game', but a lot of that comes out of min / maxing. Use of the great EX moves also allowed for easy extensions and openings for just doing 1 move with 2 buttons rather than 1, and the variety of ways to spend meter allowed similar results for varying levels of complexity. But most will just talk about HD-Cancel combos, as if they were the only branch, because they saw advanced players do it.
I hope the graphic talk dies before the OT is made, or there might as well not be one.
It's going to be a constant at this point. If the graphics change or get updated, that'll shift conversation, but not much will change for the game's lifetime, if they purely stay as they look now.
I'm wondering if that rush combo thing is also going to do less damage, like a 30-40% damage reduction due to not doing it. Something like that to make sure people don't use it if they know what they're doing.
I dunno if they care in that same way. Depending on how they're done, and what they entail (such as having new normal snuck into them), the only reason to not use them might be because they have very specific hit ranges / force you to waste meter when you might not want to. I know I saw a few unusual normal moves (Leona had a turned around jab after a first, Kyo did 2 close range roundhouse kicks before canceling into a super, etc), and if those are Auto-Only moves, they might be trying to expand the normal variety through these combos, not just presenting them as a pure stopgap learning crutch.
Just thought if the auto combo is a button press how will they work in character moves like joe's rapid punch?
He could have the move turned into a qcf motion (which has happened quite a lot for mashes lately, from Hwa's version in XIII, to Chun Li's legs in SFV.) Of his auto-combo could even turned into a continuation after his Bakuretsuken, making the weak version a combo starter now.