Absolutely - stray pokes VS. stray specials.
Yeah from my experience the breaker system also is in favor of certain characters who can do a move right after Galcius can do his standing back medium punch, Jago can do medium wind kick, Rash can do his ram head move and Riptor can do her run into either grab or her flame breath it is so annoying because some characters canāt do anything after Kan-Ra and Omen canāt do much off break because of their floaty jumps so by the time I land the opponent is already on attack again they need to really change that.
This also is an issue with flip out I asked Keits and he said based on the persons jump is how fast or slow they land I hate it because I have to time my flip out set ups differently for each character everyone should fall at the same time in flip out and combo breakers.
Thats fixed in the tomorrows patch, good.
Iāve noticed a few things in KI that arenāt as present in KI then it is in SF. For example, in SF I see DPās being mashed alot more during things like blockstrings, which in KI i rarely see. In KI I usually see DPās mashed more after safe but negative pressure (-1 to -4) alot more then I do in SF.
I find DPās not as troublsome in KI compared to SF probably everyone can actually punish them with 50% damage combos. Where as in SF everyoneās damage varies.
Just little things like that. Now as far as unforgiving goesā¦KI is much less forgiving but more forgiving at the same time.
Easiest example is the combo system. In SF you get trapped in a combo? Too bad youāre taking it all unless the opponent drops it unwillingly. In KI you have usually one chance to break a deadly combo. But if you get locked out? Say goodbye to a large chunk of your health everytime.
Which is what I love about KI. You can do something about it and keep on going.
I donāt mind it in SF. Mainly because outside some combos a majority do at best 20-30% each time, whereas here a CB combo can easily deal 40-60% easily without meter.
Every character in KI is easily capable of dishing out stupid amounts of damage. Not so much the case in SF.
Wait, wait. Do people actually thinking the neutral game and footsies only apply to grounded normals? I may be terribly mistaken, but Iām pretty sure solid spacing, timing and judgment is just as important for scouting openings on the ground with normals as it is with specials and in the air. I have trouble with the mentality that footsies only exist in one form.
Late to this party.
I donāt know if anyone had mentioned it as the thread is so long, but despite the FGCās impression of KI, SFV did not do very well in overall sales. At least it didnāt do well enough to keep a struggling company such as Capcom afloat. So despite the vaunted āfundamentalsā of the Street Fighter series, being such an A-list franchise doesnāt save you from having an incomplete game.
What that means for KI in the future is anyoneās guess. Sony will likely keep Capcom going since SFV is still a PS4/PC exclusive. However, if KI can get more attention at fighting game events, that will likely help its profile. And if it can get more attention, hopefully spectators and potential players can learn that it isnāt a game that relies on being YOLO.
Sadly combos like that is why I stopped playing Marvel vs Capcom 3 (thanks Tronn Bonn)
Marvel is too anime for me. Iām not a fan of anime fighters.