Terry A burn knuckle can be dp out of in a block string. cl. C (2 hits) into qcb+A has a gap where the opponent with invincible move can just let it ripped. Also, he will always be grabbed on recovery since grabs are no longer techable on special move recovery.
Gap or Punishable by regular grab in Route/ Block Strings:
1. cl. C (1 hit), df+C, [gap] qcb+A
2. [Midscreen] cl. C (2 hits), [gap] qcb+A
3. [Corner] cl. C (2 hits), qcb+A [punishable by regular grab]
4. [Midscreen] cr. C, [gap] qcb+A
5. [Corner] cr. C, qcb+A [punishable by regular grab]
Dang, Diving Tackle's unsafe on block? No one ever punishes it in the videos I've seen so I just assumed it was plus.
Does she rely on hops a lot as part of her gameplan? Even after all this time I still can't do them with 100% consistently during pressure (I can pull 'em off fine in neutral though) so it'd be nice if I were able to focus more on the ground game.
Yup just tried again in Training mode to be sure, Diving Tackle's unsafe on block, both light and strong version. The EX version is safe tho' if you do it close enough from the ground (I'd say around 0/-1)
Regarding the hops, her j.D is a great crossup tool, and it's really easy to c.b 2/3 times and hop jump crossup D. But i feel like you can't really abuse your hop jump in KOFXIV, i don't feel the need to do it with her to be honest.
Also, there are gaps between Terry's heavy normals and his ground fireball, which can be beaten out of with an invincible move. For example, Kyo can just hcb+K through the gap to punish Terry. Terry seems to have slight slow start up on all his moves except qcb+B, qcb+BD, hcf+BD, qcb+AC and super moves.
Also, there are gaps between Terry's heavy normals and his ground fireball, which can be beaten out of with an invincible move. For example, Kyo can just hcb+K through the gap to punish Terry. Terry seems to have slight slow start up on all his moves except qcb+B, qcb+BD, hcf+BD, qcb+AC and super moves.
I feel like this will happen a lot in this game; moves are Safe(ish) on hit, but your few fully / acutely Invincible moves can punish the gaps.
Considering you can max cancel directly into EX invincible moves out of block strings (Love doing this with Shun'Ei's EX DP), I just see this as a smart way to make all this meter and combo potential give one more strength to the attentive players, and add more depth to the game.
Even the "Braindead" stuff takes some thought, because it can be turned on you as soon as you go too deeply into auto-pilot. Really liking this aspect of it so far, because it feels like the game, as "simple" as it might be with it's "slow" hops and stuff, will have a lot of very nice specifics that can make things very interesting.
I love that the "Useless" command semi-throw seems to have a LOT of purpose now. Her juggles look so good! She's getting beyond-average damage off a single MAX meter with no DMs, too. VERY interesting.
I love that the "Useless" command semi-throw seems to have a LOT of purpose now. Her juggles look so good! She's getting beyond-average damage off a single MAX meter with no DMs, too. VERY interesting.
They seem to be having a long discussion about Fuzzy, sounded like Kindevu said that he wouldn't mind if they left it in and then Neo_G goes in detail on the subject.
They also seem to have asked stuff about Ogura designing characters and netcode.
Hopefully Professor summarizes what they were talking about in this stream.
EDIT: Watching the archive and Nemo made Andy look really solid, they were all laughing at how strong he felt. Even asked Neo_G about it later lol.
Both ikari warriors and kyokugen teams' endings had put me off playing thru arcade mode to unlock stuff
3rd time's the charm so i may as well see team mexico's ending
Both ikari warriors and kyokugen teams' endings had put me off playing thru arcade mode to unlock stuff
3rd time's the charm so i may as well see team mexico's ending
It's the latter. Prob. The most disappointed aspect. I recommend for the next t playthrouvh to use japan/china/offical/another world so that u can get a unique cgi cuts end before the final boss.
Watching Leona in Tourney felt way too familiar, lol. Especially when Rosa punished her for throwing an earring. All the stuff Visio was going for had a lot stricter timing than comboing people off standing normals into grounded confirms and damage. Also not much use of her instant overheads, or hopping A -> V-Slasher -> Slash Saber DM. Was very nice to see Slash Saber DM punish a projectile throw cleanly, though.
Watching Robert land full MAX combos off Light confirm chains looked great too. Bet Max cancelling into EX HienShippuKyaku would work there as well.
The Kyokugen BBQ shop is funny but when they started talking about business plans, all my interest and impression of the ending dwindled away. Not even the Ryo and Butt getting fired up could save it because it came out after a minute or 2 of stuff that was borderline uninteresting.
The Ikari Warriors' team ending
reminded me of their 97 or 96 ending. The cameos were nice but they couldn't save an ending that...just hardly tells anything or shows the usual KoF fan what they don't already know
OT goes up on Tuesday 12 AM my time.
Which is like 24 hours from :V
AoF Team's got boring really fast.
The Kyokugen BBQ shop is funny but when they started talking about business plans, all my interest and impression of the ending dwindled away. Not even the Ryo and Butt getting fired up could save it because it came out after a minute or 2 of stuff that was borderline uninteresting.
The Ikari Warriors' team ending
reminded me of their 97 or 96 ending. The cameos were nice but they couldn't save an ending that...just hardly tells anything or shows the usual KoF fan what they don't already know
Dull is synonyms with boring.
You'll know what I mean when you see the endings. Those two were as bad as SF4 series' endings @_@ I shudder to think what the other endings would be like at this rate.
Having seen quite a bit from leaks, the team China one raises a very interesting prospect in its final seconds, Team Mexico's is freaking adorable and Official Invitation's only makes me like Antonov more.
Professor with some quick translations from today's SNK/Famitsu stream:
Quick note- a few things about game balance that was discussed in the stream.
1/ Mai has been nerfed. To what degree is uncertain but her fans are easier to jump over now, and her ground CD is negative on block.
2/ Dinosaur runs faster
3/ Talking about Andy looking strong in the game, Neo-G commented that overall, characters in the game have been balanced to be strong and he wants to see people playing them for a while before thinking about additional balance patches. However it seems that the devs will take out glitches if they see them to be problems, like the F-Shiki/Fuzzy Guard.
4/ Regarding the fuzzy guard, Neo-G said that he and Hayato Watanabe (the other game designer) had a discussion whether it should be taken out or kept in as a technique, but considering it didn't really seem to match with KOF they decided to take it out. They're taking their time to review the reason and it seems that they might also fix a few other potential issues that may be happening because of it (no details on what that means).
KOF champion El Rosa is going though a 10 man kumite in KOF XIV. Whomever beats El Rosa gets the cash pot, if El Rosa gets though the entire kumite, he gets it.
It ends when El Rosa is defeated or he beats all challengers.
Dull is synonyms with boring.
You'll know what I mean when you see the endings. Those two were as bad as SF4 series' endings @_@ I shudder to think what the other endings would be like at this rate.
Conflicted if I should start with this game. Didn't really like the feel of KOF13 but I enjoyed the demo for 14 a bit. SFV is my only fighting game, and i've got the PSN credit... should I bite the bullet?