Se afișează postările cu eticheta Golden Rules. Afișați toate postările
Se afișează postările cu eticheta Golden Rules. Afișați toate postările

joi, 23 februarie 2012

Golden Rule no. 9

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marți, 21 februarie 2012

Golden Rule no. 8

Use caution when dealing with lighting effects! They should not cover the special move! Let us enjoy every hit. Example: Sie’s Ryuu bokko. Also Ralf’s fire effect should not appear on every special move!
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Golden Rule no. 7

Every character must have one or two command moves. They will be helpful if you want to increase the number of your combos.
The idea of one throw for every character is good since the second throw was generally not very inspired. However since some characters had (in past versions) an original second throw those moves can be reintroduced as a special move executed with near hcf + punch or kick near the opponent. Also the characters that have a throw from mid-air should keep it.
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Golden Rule no. 6

The command and special moves of a character must be, in same cases, more individualized. For example: Clark has the same animation for his knockdown attack (C+D buttons) regardless of the fact that he is executing it on the ground or in the air. Raiden’s Super drop Kick has the same animation as his knockdown attack from the air.
The same special move should have a different animation when it can also be executed in the air. A good example is Kim’s Hangetsuzan which is almost a different move in the air.
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Golden Rule no. 5

The idea of using two power gauges to execute a longer/stronger version of a desperation move it’s better than the one when you can execute such actions only when your life flashes red. It should remain part of the gameplay system!
The idea of EX special moves which use one power gauge is also good. In most cases really makes a difference, even if we can find same exceptions. There is no need to have an EX move for every special move, just for those that could use a stronger version. Also, since it consumes one power gauge the EX special move should be more efficient than the other attacks.
The Neo Max desperation moves are by far the best innovation in KOF XIII. The fact that to execute them you need 3 power gauges is also fair. Finally the damage made by the Neo Max should remain considerably high and the same for every character.
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Golden Rule no. 4

Our thanks go to the SNK staff for improving the cancel system on such a high level! But in order to make another steep forward and satisfying more fans you should bring back the tag system, so well implemented in KOF 2003. It is a great alternative to the cancel system, presuming that you are using it in a limitative number of cases, which leads to new combos and finally it brings more variety in the gameplay.
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Golden Rule no. 3

MOTTO: In the constant struggle of the battler you need quick and easy moves to emerge victorious! So, in the KOF games we need simple commands for the characters special and desperation moves.
Here are some examples: Qcb, qcf, hcb, hcf, dp. Try to remove from the game system inputs like:
-Down charge up (it brakes the rhythm of fighting and can give the adversary an idea about what are you trying to do). It should always be replaced with dp. This command is already well known among the fans and it is also easy to perform (forward dawn down-forward).
-rapidly tapping a button. The best example here is Hwa Ja’s and Joe’s Bakuretsu. While it is almost impossible to succeed with Jo, because of the tapping, there is no problem in performing Ja’s qcf move. Also Ralf’s/Clark’s Vulcan Punch would be easily performed with qcf or qcb.
Every desperation move must be executed as simple as possible. The easiest inputs are 2 x qcf, qcf hcb, qcb hcf.
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Golden Rule no. 2

The ideal number of special moves per character is 5. Special moves than don’t hurt the opponent should not be included among the 5! Examples: K’s Blackout, Iori’s Kuzukaze. Considering both punch and kick attacks the 5 special moves can be performed just with: Qcb, qcf, hcb, hcf, dp. Every character must have the 5 special moves as stand alone so that you can perform them independently and not only in the context of combos realized using the cancel gauge.
Every character should have two desperation moves, redesigned from past K.O.F.’s, and one Neo Max desperation move.
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Golden Rule no. 1

Avoid, at all cost, introducing two versions of the same character! Nobody wants to see the special moves of a character divided in two! As great fans we have seen this many times along the years, in past KOFs and in Samurai Spirits episodes. Ex. Iori with and without purple flames, Takuma and Mr. Karate, Kyo and his N.E.S.T.S. version. You should simply merge the special moves or keep the best 5 of them for that character. The NEST’s version of Kyo is the perfect example, the only move that he needs from the classic version is 108 Shiki Yamibarai. The result will be marvelous and everybody will be happy!
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