Your opinion on hops in KOF on high level play

Started by rgveda99, May 14, 2013, 07:40:05 PM

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rgveda99

Do you consider it cheap when a character like Kyo spams it in the corner with C+D?
Quote from: sailormoongalaxyI had read on Wikimoon, and I found it grotesque it was so wrong.

MAO11


Thedge

hops + A or B are more difficult to fight against.
A good basic anti air, like pre 02 Kim's D, or Kyo's crouching C, are good against what you mention.
That's when I thought, "good grief"
Just ain't my belief
Until I saw the holes
Inside his hand

Bastard Mami

Quote from: rgveda99 on May 14, 2013, 07:40:05 PM
Do you consider it cheap when a character like Kyo spams it in the corner with C+D?
it's normal, I suposse he is slipping a few crouch Bs in there to force you to guard, otherwise why are you not stand A him ?

S.D.

Quote from: rgveda99 on May 14, 2013, 07:40:05 PM
Do you consider it cheap when a character like Kyo spams it in the corner with C+D?
It's not even that good, so I don't get what's your complain.
You should be more worried about his jump d+C

Keku

Complaining about Kyo's hop CD? Really?
...really?

There's nothing "spammy" about a pressure game that doesn't even work properly. Were it Shen's CD though, that's hella viable. Excellent for fishing that knockdown but it's not unstoppable either.

S.D.

Or it could be even worse, like Vice's jumping CD (Doesn't it have minimal start up?) into EX snake arm into a full HD combo.

Keku

Wait, j.CD into EX reel works?
Holy shit man I did not know that and I used to main her.

BRB GOING BACK TO XIII
(and yeah her j.CD comes out superfast it's nasty as fuck)

Bastard Mami

kyo's jump CD was great in 2k1 and ... that's about it, then again everybody was buffed as hell in that game.

rgveda99

As a gameplay mechanic, would you guys think its a good idea to add super hops in most games like Guilty Gear X 2, Melty Blood or Arcana Heart?

Do you think its best to have advance guard/push block to balance things out?
Quote from: sailormoongalaxyI had read on Wikimoon, and I found it grotesque it was so wrong.

S.D.

Quote from: Nega-Dad on May 15, 2013, 07:03:18 PM
Wait, j.CD into EX reel works?
Holy shit man I did not know that and I used to main her.
It doesn't even have to be an aerial counterhit blowback, EX snake arm is a friggin' anywhere juggle.
I believe she has a double HD combo using that (Or was it a double stun combo?)
Quote from: rgveda99 on May 15, 2013, 10:36:02 PM
As a gameplay mechanic, would you guys think its a good idea to add super hops in most games like Guilty Gear X 2, Melty Blood or Arcana Heart?

Do you think its best to have advance guard/push block to balance things out?


No.

No.

Sinnesloschen

Quote from: S.D. on May 16, 2013, 02:26:40 AM
I believe she has a double HD combo using that (Or was it a double stun combo?)
It's a double HD combo.
Quote from: Alpaca-San on December 27, 2014, 08:50:31 AM
Is finding MUGEN to be more enjoyable to play when you're not wearing clothes an underrated opinion?

Noside


Duos.act

Hops are like part of what makes KOF what it is. 

rgveda99

Quote from: sailormoongalaxyI had read on Wikimoon, and I found it grotesque it was so wrong.

Keku

We already have IAD's and there's a reason IAD height has been adjusted for GGXX. There is such a thing as being too safe while applying pressure, and that's what made GGX unbearably broken in part. Well, that and FD cancels. lol

S.D.

Quote from: rgveda99 on May 16, 2013, 03:42:26 AM
Can you give your reasons why?




I'd rather hear your reasons as to why homogenizing every fighting game is a good idea.

Pushblocks in every game? Why? That would break the flow of most games.
And I don't know what do you mean by "super hops", because the movement in MB, and GG (instant Air dashes) is waaay different to the one in AH (slower air dashes, faster homing)
Quote from: Cankonoe on May 16, 2013, 02:29:28 AM
It's a double HD combo.

Right, Joe, Hwa Jai and Benimaru are the ones with double stun combos.

Bastard Mami

Quote from: rgveda99 on May 16, 2013, 03:42:26 AM
Can you give your reasons why?

push block would completely break kof gameplay, just try playing one of those kof2k2 magic versions to see something similar in action.

hops completely break characters with chain combos, by giving them several infinites and guard loops.

rgveda99

Quote from: S.D. on May 16, 2013, 03:55:53 AMI'd rather hear your reasons as to why homogenizing every fighting game is a good idea.

I actually have my own game I'm programming(currently studying) using 2d Fighter Maker.  Just want to know everyone's opinion since people play differently.  Some people like to win using every cheap trick they can use while others prefer to have a challenge or play defensively/strategically.  I'd like to able to design a game that's a hybrid between GG and KOF and have average noob players and advance players who can enjoy both.

Quote from: S.D. on May 16, 2013, 03:55:53 AMPushblocks in every game? Why? That would break the flow of most games.

I liked how its implemented in Arcana Heart 1 and 2 with the wind arcana which spends a cancel dash meter.

Quote from: S.D. on May 16, 2013, 03:55:53 AMAnd I don't know what do you mean by "super hops", because the movement in MB, and GG (instant Air dashes) is waaay different to the one in AH (slower air dashes, faster homing)

A faster hop implemented in KOF.  Its like doing a super jump but with a hop.  That's how my opponent spammed me with Kyo in KOF '99 14 years ago.

Quote from: Nega-Dad on May 16, 2013, 03:54:08 AM
We already have IAD's and there's a reason IAD height has been adjusted for GGXX. There is such a thing as being too safe while applying pressure, and that's what made GGX unbearably broken in part. Well, that and FD cancels. lol

Forgot about the fortress defense.  What I like about pushblocks in MVC/SFvX is that it has its own animation.  Its very expensive to use  in GG but very useful against Venom's super.

Quote from: maximilianjenus on May 16, 2013, 04:23:17 AM

hops completely break characters with chain combos, by giving them several infinites and guard loops.

I see.  Didn't foresee that.  Thanks.
Quote from: sailormoongalaxyI had read on Wikimoon, and I found it grotesque it was so wrong.

Jmorphman

Quote from: S.D. on May 16, 2013, 02:26:40 AM
I believe she has a double HD combo using that (Or was it a double stun combo?)
I need to see this combo.