J]-[UN wrote:I don't mind the hops actually...its the obscenely huge stun frames light attacks have thats the problem : /
In previous KOFs very low hop C/Ds would tend to whiff since the characters land before the hitbox activates but in XI, heavy attack hitboxes come out practically instantaneously....I say keep the low hops, but fix the stun duration / hitbox activation.
A pretty balanced character in XI taking the above into account is Elizabeth.
Her air C/D work somewhat like Yashiro's in 2k2 , and her hopBs need to be quite precise since the stun duration is (relative to most of the cast) short.
speaking of Eliz, I hope they include more command moves (Fwd B/Fwd A/Df B/C/D) for each chars, and make them link properly. Eliz combo ending with Dp A doesn't always link. I am not sure if there's a good or bad thing, but if they are to be linkable, apply a heavy damage scaling on combos, just like Guilty Gear. Another char is Shen's Stand C, Fwd B, Fwd C which you cant do anything after that.
Another thing, I've noticed a trend for most fighting games which is the BnB combos for each char. In kof, each char has a set of combos which does the most damage 1) without DM, 2)with DM and 3)LDM, Some DM/LDM does more damage if done alone or with minimal combo starters. Perhaps what they could do to provide more depth into gameplay would be to have a look at the command move, the length of the chain, the number of stocks used, etc and classify them into the following:
basic combos (DM) that:
1) Do the most damage, but very little stun and stores little power gauge.
2) Store power gauge fast, does low-mid range damage, low stun
3) high stun, decent damage, but very very little power gauge.
just like how they do the damage scaling, power gauge, stun damage, hit damage points could be reduced base on length chain and the above.
DM comboes that:
basically make a super duper long (though not neccessary) chain that does absolutely no hitstun, little damage, storing average gauge, but give the DM/LDM a significant damage boost when executed with this chain. And maybe provide the char with another chain that does decent stun damage, hp damage, and normal damage for DM, but give the DM a stun damage bonus
That way, each player would have his own defined fighting style and gameplay.
Other stuff I would like to see are New heroes that can:
1) drain opponent's stock/skill gauge. This was done once with Kula (I think it was 2001) where she spends 2Stock to deplete the opponents stock. I cant remember if she depleted all the stock or just 1. sorry about that.
2) disable someone's move for like a few secs, and a DM does does it longer. Or simply a DM does makes the opponent take more damage (block damage), or stun damage. Or maybe just disable the opponents DM/LDM, or projectiles.. lots of stuff can be explored in this area.
3) makes the opponent have reversal directional controls as seen in Seth's HSDM in '02
4) slows the char down, or making him jump either super low or super high, or disable jump for a few secs...
5) a char that can minic someone's move, dm/ldm similar to XMen's Rouge.
Pardon my typos, I am at work, and this just got me so excited I had to post it now.. he hee. So what do you guys think of my suggestions?