Latest Posts

vineri, 16 martie 2012

Eiji Vision



- Tenba Kyaku could also have an Ex version in which, if successful, the final kick will knock down the opponent.
- We see Ryuugejin and Kasumi Kiru as versions of the same special move. The Ex version of Ryuugejin will act as a shield, reflecting back any kind of projectiles.
- Kotsu Hazaki Kiri and Kikou Hau should remain as they are.
- Kagenui could use an Ex version with three ninja knifes launched in different directions.
- Since Eiji doesn’t have a real anti air move we think that an attack like Andy’s Shouryuu Dan (KOF 00 version) would help a lot.

 

- Zantetsu Nami is ideal as it is.
- Zantetsu Ibamushiriken should have two versions. The second one will naturally consume two Power Gauges.
- Finally Iami Kari should become his Neo Max DM.
read more...

vineri, 9 martie 2012

Jhun Vision

As we mentioned before, in future KOF games, Jhun and other characters, such as Chin, should not have stances as special moves.

 

Command moves:
Ryuurou Shuu, Shuuko Geki and Hiko Geki.
- Shuuko Geki should have a smaller range since it will be just a command move.
- With a greater range Hiko Geki could became a special move.

Special moves:
- Shuusou Kyaku performed directly without going in to a stance. The move will have a weak version (horizontal hit) and a strong version (vertical hit).
- Sanren Geki a 3 hit combo similar to Iori’s 127 Shiki Aoibana. The third kick will knockdown the opponent.
- Hangetsuzan a classic move from previous KOF games.
- Ko Ressou his anti air special move. It will have a bigger range similar to Robert’s Flip Kick RyuuZanShou.


- Kusajin a useful special move during combos and in same occasions good as an anti air attack.

DM’s from which one should be chosen as the new Neo Max:
- Tsume Hiten Kyaku a DM with the same effect as Kim's Houou Hiten Kyaku. In Jhun’s case (as we also suggested for Kim) the attack will have two hits.

- Hou'ou Ressou Kyaku is his classic DM from KOF ’99.

- A new DM (similar to Kim's Houou Kyaku). It will consist of a chain of normal and special moves as most of the KOF fighters has (Robert, Ryo, Takuma etc).
read more...

miercuri, 7 martie 2012

Sie Vision



Note: Sie’s Ryuu Touda and same of Kyo’s combos should have a more sensitive imput, similar to Iori’s 127 Shiki Aoibana. Part of the problem is that you have to repeat the imput three times and also change the action button, while in Iori’s case you stick to the same one. We realize that this could act different on other type of controllers but it should be easy for everybody regardless of the controller they are using.

Note 2: Sie’s Shinryuu Seioushou DM is a mess and it should be taken care of! First of all, as mentioned in Rule no. 9, the lighting effect is covering the entire move! Remove it or make it smaller, the same goes for his special move. Secondly in order to hit your opponent you have to be glued to him. If you are only one step away from him you will not succeed! If changing the entire DM is too much, we urge you to fix its problems!
read more...

Kula Vision



Kula needs one special move.
Special move suggested: Critical Ice

read more...

Elisabeth Vision

Elisabeth needs two special moves.
We suggest one combo similar to Iori’s 127 Shiki Aoibana and one energy projectile from the distance.
read more...

duminică, 4 martie 2012

Goro Vision

Goro needs another DM. Considering his judo style a counter DM would be useful.
read more...

Ash Vision



Ash needs his 5th special move.
Special Move suggested: Vendemiaire

read more...

Raiden Vision



Note: Raiden appears as a solid fighter and he should remain in the future game. The only observation is related to what we have said in Rule no. 6: Raiden’s Super Drop Kick has the same animation as his knockdown attack from the air, therefore it has to be changed.
read more...

Yuri Vision



It is fair to say that Yuri has everything that she needs! She should remain as she is! :)
read more...

Chin Vision



Note: Chin is ok but the stances are not a good idea in a 2d fighting game. When you are moving from one stance to another you are losing time and your adversary is gaining the advantage. A simple imput is always the best solution. The same thing goes for Jhun, in the future he should not have any stances, just 5 special moves.
read more...