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KOFE Character Balance (Read 13526 times)

Started by swipergod, August 08, 2011, 11:40:56 pm
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KOFE Character Balance
#1  August 08, 2011, 11:40:56 pm
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Just to keep track of all these character specific requests, I've decided to create a topic.  If you find anything wrong with a character, the way they play, their movesets or whatever, just post it here and I'll review it and consider the requests during my playtests.

So far, Iori and Shermie have been flagged by users

Yashiro has been flagged by me
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Re: KOFE Character Balance
#2  August 08, 2011, 11:42:10 pm
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Swipergod wrote:

Shermie is strong.  She's not intended for aggressive play, but defensive pos control.  She punishes people who come in close with throws and her lightning DM hits people off the ground for huge damage.  I see no need to rebalance her.  Goro and Iori as well.  Iori isn't as strong as he was in KOF because he could be ridiculously cheap.

I'll play through again, but right now Yashiro feels far weaker.


kkhohoho wrote:

Yes, that is what she should be, but as she is now, she isn't the best she could be at it. For one, you took away her Air-Lightning-Kick special, (which would be nice,) and added in a throw. The problem with this is because the rest of her moves aren't designed for aggressive close-up play, so you'll hardly be use this move, if ever. It doesn't fit. (Seriously, the rest of her moves support a defensive play-style that has some distance, which a grab has none of.) If anything, you've made her weaker. Besides, there are other moves from Normal Shermie that you could have added in instead that would fit better, such as her counter, which could be used to punish those who get in close, or her running grab, which at least is a move that would let Shermie start from a distance, like the rest of her moves, and the move itself would position the foe to a more desirable place. Heck, just about any Normal Shermie move would better to add in then her grabs. Do you see what I'm trying to say here?
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Re: KOFE Character Balance
#3  August 08, 2011, 11:42:51 pm
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Shivy wrote:

@Swipergod
You're right, I misjudged Shermie and Goro since they're all about pos control. But not Iori.

I could talk here about how come the playable bosses are not "cheap", or that he is not comparable to Kyo, K' and not to even mention Ash.

I will just say that I won't be last one whinning about Iori. With all the respect you deserve, please reconsider this.
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Re: KOFE Character Balance
#4  August 12, 2011, 08:39:40 pm
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compared to K? K didnt even seem that strong to me. I guess Im playing him wrong

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Re: KOFE Character Balance
#5  March 31, 2012, 07:37:35 pm
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perhapes u can change Shermie's grab DM into a *Run and grab* DM where she would rush against the enemie and if it connects she does the grab , cuz i think she is a bit weak too ..
Re: KOFE Character Balance
#6  April 01, 2012, 02:25:11 pm
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I don't think that is necessary.  Seriously, just do a reg throw and then lightning DM off the ground for a instant 390 damage.  Shermie is a very dangerous character.  She is just one that requires patience.  If you like to run in and pound opponents, then Ryo is a character more suited for that.  Shermie is defense and position control.  I find her to be very well balanced.
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Re: KOFE Character Balance
#7  March 07, 2013, 04:12:29 am
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I'm gonna admit this, I'm kinda of a crapy player, it is really hard for me to defeat any char, so I was going to suggest maybe scalable AI, or to change with the difficulty set in the game, you know, more like MUGEN 1.0, I'm sure i'm not the only one.

Re: KOFE Character Balance
#8  March 08, 2013, 12:47:52 am
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That's the same thing. Scaled AI changes its difficulty via the options menu(or through separate triggering methods for some characters). Its on his to-do list, but its not really a character balance thing.

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