1 bar max combo = 50% or more damage
Two 1 bar combos might basically be a KO.
This damage output seems broken tbh, no other character comes close to do this kind of damage for 1 bar.
Actually, the damage output for the most part seems kind of uniform between characters, aside from Ryo.
Yeah, I wonder how much it will all change. I also kinda get the feeling people have found Ryo's "Golden Path" a bit earlier, and all characters might be more comparable if you know what order to use their EX's in off solid hits.
Well for one thing max mode usage was evolving quite a bit, you could see it especially in the set between Frionel and Xiao Hai.
It seems that it might be more useful to use it for situational combo activations and set ups rather than just regular combo extensions. Tbh I'm kind of feeling that the damage output with BnB (non max mode) combos isn't that far off from combos using max mode, might be due to how damage scaling works in XIV. There also seems to be less in the way of unscaled damage in DMs.
Thanks for the rundown, first of all. Everyone kept asking "Why use anything but MAX if the damage is so different?!?", but I am feeling like it's more situational and not THAT big a difference, as well. Hopefully, in the end, different characters benefit in different ways, so it's not just ALL a MAX fest.
Taking that into account it may be better to use max mode for activations via lights, overheads, activations on block for mixups etc. This aspect of it is looking kind of nuts now that activation costs just one bar. Landing great damage from overheads etc. is happening really often (Kim is laughing all the way to the bank).
I love how similar Kim and Luong's Overheads feel, heh. Gives them a bit more of a connection. I do wonder if the constant MAX is something we'll see in developed play, or if saving meter for other situations will make the bursting less frequent...
Furthermore, what people were doing more of rather just activating after a hit confirm is activating into set ups after causing air resets and on block and then proceeding into set ups. The cost of doing this is cheap since if your set up gets blocked then you are usually safe and still have access to a couple of EX moves.
Also, they were doing 'option select' style activations by inputing BC during whiffed normals, Street Fighter footsie style.
It's an interesting thing to have to go through some setups to get into a mode that's basically like every other fighter's neutral stage. I do think this emphasizes how important meter management is in KoF, which is an aspect I rather enjoy about it.
Some random stuff:
- Terry's EX shoulder charge move has guard point
POWAH GUARD! Can deal with this.
- Athena is looking really strong, her zoning game seems really freaking annoying and effective. Her fireball super can shoot at an upwards angle and she can do it while her regular fireball is still out on screen.
Surprised she can even do it in the air. Her DMs can both be done anywhere on screen, pretty nice Athena. Still kinda miss the Phoenix Arrow DM, heh heh.
- A commentator mentioned that Leona's EX Grand Saber is now fully invincible? Seems they are pretty impressed with how strong she is and said that her damage output is really good.
I notice she seems to hop rather than run for the EX version. That's pretty nice, like her low-profile-under-projectile dashes in older games. She REALLY seems to hurt, and I'm loving that so far.
I can take a slightly worse V-Slasher if it means all her other tools are more solid and useful.
- There was a good Tung player. Tung's EX fireball causes a counter wire-like wall bounce.
Everyone loves his Sho'ha projectile, it kinda surprises me. It was always the dash punches that I liked ending combos with more...
Need to find all the Tung play, I haven't gotten a bead on his full play yet, everyone seems to be using the wrong jump-ins and stuff, much like the Clark Play. He doesn't have his Real Bout / NGBC style energy on normals, so I wonder how they compensate in the end...
- Was wondering why Bandeiras' smoke ground pound super does low damage, turns out it's a launcher. He can juggle after it for further damage.
This is one of the things I saw when I came back, too. Looks very nice, good to see someone other than Kim that has a DM that can be used for extensions.
- No one seems to be able to get anything going with Clark yet.
They don't even know to use the different enders to his Running Grab. ARGH. I really wanna see how the ROLLLLLLLLLLING looks, it was always my favorite part about that. I'd assume he can Super Cancel the followup to his Flashing Elbow too, but never saw anyone try. If he can, that'll help him a lot.
- People seem to be loving Luong. They kept requesting players to pick her. The commentator asked Frionel to pick her and he said "I just did a moment ago!" and the commentator was like "they want more!".
I really am kinda surprised. People still talk about how limited King's moveset is, I figured they'd treat Luong the same. It doesn't seem to even come up. Sexy playful mature woman just WORKS I guess, and I'm happy for her, hah.
- K' can combo into his knee from lights, and into the spike kick from there. Does really nice damage.
I love how Kula and K' both have a special double-forward state to their slides now, to make the DP followups work more solidly. Chara's are getting a lot of solid command normals off lights here. Really makes me want to see how Maxima turns out!
- A lot of moves seem to have lost invincibility (Kula's light DP, Kim EX air Hangetsuzan, Leona's V-Slasher, K's EX DM etc.).
Yeah, it's freaky, but seems like a nice conscious decision to balance out proper use of the expanded normals and stronger pressure tools.
Athena really looks like she'd work very well in any position in a team.
This is good, as I always wanted to see her get more use in XIII. She seemed to have a great mix of tools, but much like Robert, it didn't matter all that much. And then she became the ButtloopGoddess, and *shrug*
Yeah you have to block low first then go back to neutral/forward/back for your cancel, but it's not like you can't actually use guard cancel against lows at all.
Yeah, understood. I still think it presents a bit more risk against gattling'd lows, and might suck a bit for someone like Leona, who will have to lose part of her charge
his fireball seems like garbage in neutral now, though. And with his stubby range, maybe they're upping his damage to make him more Takuma-esque.
From the other day, many were actually saying his Fireball seemed like it stayed out very long, and that the travel time on the C version looked better than normal. He makes pretty nice conversions off his parry too.
Of course, he's been around a long time and is probably Japan's favorite KOF character, maybe they just like him and want him up there in Iori-tier, lol
Stealthy way to raise hypre for AoF 4, you see! He and Terry both seem to have pretty nice tools. Maybe they are trying to make them both a bit more beloved in the KoF-verse, where they both often seem to fade into the mix a bit.
Chang's old standing C seems to be replaced with the move where Chang swings the ball in a upward diagonal motion, complete with seemingly super long recovery. I'm guessing the developers didn't want him to have a shanding normal that occupies more than half the screen, so they made it like a very situational command normal. Also his close.C is a big overhead smash with the iron ball that knocks down? Also weird. It seems like lights are still his main combo starters.
I think we've seen him cancel most of the worse start normals into things now. I like that he seems to be a character designed to fool people into running into wrecking ball abuse. People in stream were also impressed with his Spinning Chip damage.
He seems to have been changed to compensate for the new system of this game, and that makes me really curious. Does he still play the same as he did? Or will his changes make him a bigger threat in ways he never used to be? Even if he turns out to be bad, it won't be a dealbreaker for me. It's a long wait until August.
You're always patient and positive with these things, which I find pleasant to see in fighting game discussion, lol. ("F* this game!" style commentary can get so tiring, lol. And you see so much of it whenever a character is changed in ANY way, lol.)
It's really freaky to me how we've had DAYS of streaming now, and we're still in the dark about a lot. And this build is still missing over half the cast. Feels so, so good.