- Joined
- Jul 24, 2001
- Posts
- 19,993
I've been playing MI since about two weeks now and it's starting to grow on me... for the last two days I had lots of 2P comp., and the game falls off a little in that perspective, there's something in those super-easy string+command move+DM combos that makes them cheap as hell.
My biggest gripe so far is the focus on the strings. IMO, the balance between string and normal combos is a bit off, at least for some charas. Take Mai for example, she has a Tekken-like button-mashing "string" on strong kick that does big damage as a counter and is very quick, so it's hard to dodge/counter with a slower chara. My friend Stefan abused it a lot and beat the living daylights out of my entire team... only good ol' Ralf could stop him.
I made the mistake to jump into the game without taking a look at the finer points of its gameplay... timing of standard 3-in-1 combos (like jD -> sC -> special) is different to the post-2k KoFs, it feels more like CvS2. I simply ignored all those strings an mindlessly started pulling off the usual stuff that works in almost any 2D KoF, but it didn't quite work in MI. If you want to play it right, you simply have to do string combos.
High/low games are different to the old KoFs as well. I really miss those endless crouching pokes with A or B... this is a consquence of the 3D nature of the game because in a "real" 3D environment with sidestepping, there obviously is no need for the usual turtling+counter thing anymore, at least that's my impression. Even K's or Terry's crouching A's are damn slow, so I had to rework major parts of my usual strats to get it right.
In short, KoF: MI may have charas who (more or less) look like their counterparts of the 2D KoFs, there are specials, DMs, counters, tech rolls and whatnot, but it plays quite differently and needs a bit of training, even for seasoned KoF'ers.
What I don't like are the pursuit attacks against downed opps, you can link up to 10 (!) cheapo low kicks before the CPU lets the chara do a side-roll, this goes for a human opp. as well if you don't do an evade roll (press/mash B while down)... bit weird.
While playing around in practice mode, I found some basic combo patterns that always seem to work:
sA,sA,sA -> sC -> (f+A or special) -> DM
sB -> sD -> sA -> sC (or skip the final sC in favour of a command move/special + DM)
I'm still working on incorporating the 3D sidesteps into my strats, but I have a hard time with them... one dimension too much, eh.
So, what are your impressions? Any gameplay tips you want to share? Post them here!
My biggest gripe so far is the focus on the strings. IMO, the balance between string and normal combos is a bit off, at least for some charas. Take Mai for example, she has a Tekken-like button-mashing "string" on strong kick that does big damage as a counter and is very quick, so it's hard to dodge/counter with a slower chara. My friend Stefan abused it a lot and beat the living daylights out of my entire team... only good ol' Ralf could stop him.
I made the mistake to jump into the game without taking a look at the finer points of its gameplay... timing of standard 3-in-1 combos (like jD -> sC -> special) is different to the post-2k KoFs, it feels more like CvS2. I simply ignored all those strings an mindlessly started pulling off the usual stuff that works in almost any 2D KoF, but it didn't quite work in MI. If you want to play it right, you simply have to do string combos.
High/low games are different to the old KoFs as well. I really miss those endless crouching pokes with A or B... this is a consquence of the 3D nature of the game because in a "real" 3D environment with sidestepping, there obviously is no need for the usual turtling+counter thing anymore, at least that's my impression. Even K's or Terry's crouching A's are damn slow, so I had to rework major parts of my usual strats to get it right.
In short, KoF: MI may have charas who (more or less) look like their counterparts of the 2D KoFs, there are specials, DMs, counters, tech rolls and whatnot, but it plays quite differently and needs a bit of training, even for seasoned KoF'ers.
What I don't like are the pursuit attacks against downed opps, you can link up to 10 (!) cheapo low kicks before the CPU lets the chara do a side-roll, this goes for a human opp. as well if you don't do an evade roll (press/mash B while down)... bit weird.
While playing around in practice mode, I found some basic combo patterns that always seem to work:
sA,sA,sA -> sC -> (f+A or special) -> DM
sB -> sD -> sA -> sC (or skip the final sC in favour of a command move/special + DM)
I'm still working on incorporating the 3D sidesteps into my strats, but I have a hard time with them... one dimension too much, eh.
So, what are your impressions? Any gameplay tips you want to share? Post them here!