
Now you get punished for trying to proceed with a combo on the ground. Got a hit off jC or jD? Guess what hit stun is lower than block stun. You get an opening? Guess what? Not good enough. I really want to love KoFXV but after 50 hours labbing and roughly 100 rank matches I got mad RSI from 2B chaining into nothing because most situations don't lead into anything. The truth is, that this game will die quicker than Capcom can release a new character for SFV. You can be all euphemistic about it and try to cover the game's flaws in concept and game design. But if I got like 50 hours in KoFXV and I am certain it won't lead anywhere the next 50, 100 or even 500 hours in terms of fun and many people share my sentiment, then there is clearly some valid and substantiated complaint with the game's design. I had more than 5k hours across all platforms with SFIV alone and every hour from the start was a blast. What do 600 hours in a fighting game even mean? Nothing. With all the accessibility this game brought to the genre people will still say to this day that it has some of the hardest combos and even offline many pros dropped their plinked 2-frame links. The whole journey is fun and rewarding.Īgain, take something like SFIV. The thing with Blazblue, Tekken, even Xrd is, that you can reach a skill floor fairly quickly which makes it enjoyable from the start. I'm not asking for a "baby" level of input like in Smash, but KOF needed a middle ground, sure KOF15 is probably easier than KOF 98 or others KOF, but it's still miles away from what people expect.Ībout KOF fans, don't get mad at me, think about the player base in ~3 months. Understand SNK that i'm a Versus Fighting player "Veteran"! So imagine the GATE that this kind of elaborate combos are for a casual player or for just a new comer?Īuto-combo aren't a solution either, it takes away the sucess/achievemnt feeling I'm sorry but i'm done with that, and except the very niche core fanbase NOBODY will lab a character for hours trying to constanly land a small combo. Here in KOF15, combo must be perfectly made, without any slight execution errors, the timing also must be perfect, cancel windows are very small and since the game is faster you just can't react on screen, you MUST LEARN the combo perfectly like a machine.Īlso most of characters combo aren't intuitive, quarter circle in one direction, then a half one in the other direction, then two in another direction etc, IT'S A MESS, we are not on Arcade booth anymore FFS. SFV understood it very well, they lowered the execution skill cap and made combo/buffer easier and less restricted, the result was fun and combo smooth. I don't have time to lab 3 characters for hours to finally have some fun.
