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>> No.4760821 [View]
File: 139 KB, 752x224, kof96-stage-heroteam.gif [View same] [iqdb] [saucenao] [google]
4760821

>>4760236
It really felt rushed in the mechanics department.

A lot of this was fixed in '97, but to name a few:
>AB dodge was way the fuck too short
>command normals removed from 95
>CD knockdowns were fucking FAST and exploitable af (coughMaturecough)
>everything did way too much damage (matches wouldn't last more than 1 minute all in all)
>input detection was ULTRA fucking strict

Like CrapCombabs complain about XIII's input recognition being "too strict"?

Nigga from '97 and on, the buffer time for specials and supers were 1hr long each lol.

In '96, the input buffer was almost non-existent, if you fucked up ANYTHING and didn't do it FAST enough, w e w, you DROP that shit.

'96 is the only KOF in which I am liable to mess up Kyo's Dokugami rekka (QCF+C, HCB+C, F+C)

Which is weird, because '96 is also the installment that had DM shortcuts: Say for example, the Orochinagi input QCB,HCF+A/C ; you didn't have to do the entire, fluid motion, you could just tap Down, Back, Forward+A/C and you'd get your Orochinagi

Which is also how you can get those multi-hitting strikes that wouldn't otherwise be multi-hitting (such as Kyo's standing close C, or Ryo's )

With that in mind, '96 was still a pretty good installment. I felt, mechanic-wise, it was a great combination of Street Fighter-like footsies/poking and the SNK-defining offensive pressure game.

Most matches felt more like a back-and-forth slugfest of individual pokes and strikes, with peppered 3-hitter combos (a 5 hitter would usually mean 70% of your life was gone, FROM full health)

>> No.2426830 [View]
File: 139 KB, 752x224, 1Ccd5n0.gif [View same] [iqdb] [saucenao] [google]
2426830

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