- Joined
- Sep 27, 2004
- Messages
- 86
- Awards
- 4
https://www.youtube.com/watch?v=VUZteAoN3ew
This video by Bizkit047 (one of the best, if not the best, KH players in the world) perfectly illustrates why I'm glad we are returning to the Command Menu.
It's also a reason why I'm slightly worried that Team Osaka is helming KH3. However, I'd like to point out that the E3 trailer showed:
1. An aerial Fire finisher - much more KH2 than BBS/DDD
2. Enemies being staggered on each hit (though we didn't see long enough combat to determine if they had proper revenge counters)
Hopefully, these two examples indicate that Team Osaka are following the mould of KH2FM's successful combat while adding in balanced new options.
What do you think? Do you agree with the video?
TL;DW of the Video:
1. Higher leveled commands have enormous startup times and potential cooldown times that lead to vulnerability due to the lack of invincibility frames. This makes them fairly useless in fights, and thus diminishes the actual variety of moves in a fight.
2. KH2FM progresses magic throughout the game, making it so you're not overpowered during the early game. For example, Reflect shatters in one attack, but Reflega absorbs all enemy attacks.
3. BBS/DDD lack a 'revenge counter' system that punishes players predictably for trying to infinite combo an enemy. This leads to fights like Vanitas where you have no idea if you'll get attacked or not, and also diminishes the variety of moves you'll use in a fight. This makes you more likely to stick to moves that are single hit, with lots of i-frames and you can pull off quickly.
4. DDD in particular has a horrible staggering system that's almost random. This means pulling off a full combo is a matter of chance rather than skill.
5. BBS dodging is severely broken. Aqua and Ven's dodges have no startup or end time, meaning you can roll forever and never take damage. KH2FM rewards players for successful timing, and punishes those who make a mistake.
6. BBS' mobility is severely lacking in fluidity and utility. DDD's flowmotion was a great idea that was somewhat hampered by it's implementation.
7. BBS/DDD essentially make the physical combo useless.
This video by Bizkit047 (one of the best, if not the best, KH players in the world) perfectly illustrates why I'm glad we are returning to the Command Menu.
It's also a reason why I'm slightly worried that Team Osaka is helming KH3. However, I'd like to point out that the E3 trailer showed:
1. An aerial Fire finisher - much more KH2 than BBS/DDD
2. Enemies being staggered on each hit (though we didn't see long enough combat to determine if they had proper revenge counters)
Hopefully, these two examples indicate that Team Osaka are following the mould of KH2FM's successful combat while adding in balanced new options.
What do you think? Do you agree with the video?
TL;DW of the Video:
1. Higher leveled commands have enormous startup times and potential cooldown times that lead to vulnerability due to the lack of invincibility frames. This makes them fairly useless in fights, and thus diminishes the actual variety of moves in a fight.
2. KH2FM progresses magic throughout the game, making it so you're not overpowered during the early game. For example, Reflect shatters in one attack, but Reflega absorbs all enemy attacks.
3. BBS/DDD lack a 'revenge counter' system that punishes players predictably for trying to infinite combo an enemy. This leads to fights like Vanitas where you have no idea if you'll get attacked or not, and also diminishes the variety of moves you'll use in a fight. This makes you more likely to stick to moves that are single hit, with lots of i-frames and you can pull off quickly.
4. DDD in particular has a horrible staggering system that's almost random. This means pulling off a full combo is a matter of chance rather than skill.
5. BBS dodging is severely broken. Aqua and Ven's dodges have no startup or end time, meaning you can roll forever and never take damage. KH2FM rewards players for successful timing, and punishes those who make a mistake.
6. BBS' mobility is severely lacking in fluidity and utility. DDD's flowmotion was a great idea that was somewhat hampered by it's implementation.
7. BBS/DDD essentially make the physical combo useless.