SNK Heroines
Posted: Thu Oct 25, 2018 8:28 pm
Writing this after doing vids for all chars but Shermie (not enough cool-stuff) and the DLC. DLC chars may get their vids on the future.
I wanted to write something about the combo system from the begining, and here it is. Many things below are just opinions, so put IMO here and there.
As with many (almost all of them?) SNK games, the combo system is well thought. You may like it or not, but it´s well constructed. It offers room for creativity, and that is what I look for when exploring combo engines.
Almost all normal attacks can hit only once to an airborne opponent and offer juggle opportunities later. The trick is that they usually can only hit once, so you have to look for ways to hit all normals in one combo. Only "normal" that can hit/juggle more than once by default is the dash attack, causing wall-bounce to a grounded opponent and wall-crumple to an airborne one.
Specials usually can also hit once too, or only a limited amount of times, losing hits or not hitting at all if used again. Many of them offer juggle options after.
The "special" bar is shared for specials and supers, so you can use them a limited amount of times, but the bar charges automatically by itself. Managing the bar is a key factor in and outside combos.
You can quick-tag if you´re grounded, and it spends some bar for the entering character. Only one quick-tag per combo, but there are ways to tag mid combo (see vids).
Supers don´t allow juggles after.
There are a few OTGs, some wall bounces (that may change to wall-crumple) and some ground bounces too.
There are air dashes, instant air dashes (useful for combos) and even a weird back-roll mid air (usefull for combos too).
There´s the usual SNK damage scaling too, but you know I don´t care too much about damage in combos.
Then there are items. Using them opens a new world... somehow. I´ve not spend too much time with them, but many of them reset the juggle properties of everything, so you can repeat everything you have done again (assuming you have enough bar). So, yes, you can do longer/more damaging combos, but not many really new things. You can use the item hit-stun to hard tag too or use them to juggle after supers.
There are a few other items that offer a few other posibilities, like Chang´s giant ball and the one that allows for EX special moves. EX special moves are usually what you´d expect from them, adding hits, damage, and or bounce/crumple properties.
So, items may make the life of the game (from a combo-maker point a view) a bit longer, but I´m not really interested in them.
I liked exploring the combo engine, but I think it´s over.
Find below link for the playlist. All vids use no itmes and, as usual, focus on variety. I feel like the very first vids may get improved (all of them, of course, but more the first ones), but I don´t feel like doing it.
All vids are done with both chars in the team being the same character. Using different characters may open a few combo posibilities, but almost all of them would be just adding a fireball here and there.
By the way, Leona´s combo posibilities are over all other chars, but the other ones have cool things too in different degrees. I can try to extend with more detaill about it if someone is interested.
https://www.youtube.com/playlist?list=P ... XzONDLNwmI
As usual, any opinions, comments, etc. are wellcomed and I´ll try to answer any question that may arise.
I wanted to write something about the combo system from the begining, and here it is. Many things below are just opinions, so put IMO here and there.
As with many (almost all of them?) SNK games, the combo system is well thought. You may like it or not, but it´s well constructed. It offers room for creativity, and that is what I look for when exploring combo engines.
Almost all normal attacks can hit only once to an airborne opponent and offer juggle opportunities later. The trick is that they usually can only hit once, so you have to look for ways to hit all normals in one combo. Only "normal" that can hit/juggle more than once by default is the dash attack, causing wall-bounce to a grounded opponent and wall-crumple to an airborne one.
Specials usually can also hit once too, or only a limited amount of times, losing hits or not hitting at all if used again. Many of them offer juggle options after.
The "special" bar is shared for specials and supers, so you can use them a limited amount of times, but the bar charges automatically by itself. Managing the bar is a key factor in and outside combos.
You can quick-tag if you´re grounded, and it spends some bar for the entering character. Only one quick-tag per combo, but there are ways to tag mid combo (see vids).
Supers don´t allow juggles after.
There are a few OTGs, some wall bounces (that may change to wall-crumple) and some ground bounces too.
There are air dashes, instant air dashes (useful for combos) and even a weird back-roll mid air (usefull for combos too).
There´s the usual SNK damage scaling too, but you know I don´t care too much about damage in combos.
Then there are items. Using them opens a new world... somehow. I´ve not spend too much time with them, but many of them reset the juggle properties of everything, so you can repeat everything you have done again (assuming you have enough bar). So, yes, you can do longer/more damaging combos, but not many really new things. You can use the item hit-stun to hard tag too or use them to juggle after supers.
There are a few other items that offer a few other posibilities, like Chang´s giant ball and the one that allows for EX special moves. EX special moves are usually what you´d expect from them, adding hits, damage, and or bounce/crumple properties.
So, items may make the life of the game (from a combo-maker point a view) a bit longer, but I´m not really interested in them.
I liked exploring the combo engine, but I think it´s over.
Find below link for the playlist. All vids use no itmes and, as usual, focus on variety. I feel like the very first vids may get improved (all of them, of course, but more the first ones), but I don´t feel like doing it.
All vids are done with both chars in the team being the same character. Using different characters may open a few combo posibilities, but almost all of them would be just adding a fireball here and there.
By the way, Leona´s combo posibilities are over all other chars, but the other ones have cool things too in different degrees. I can try to extend with more detaill about it if someone is interested.
https://www.youtube.com/playlist?list=P ... XzONDLNwmI
As usual, any opinions, comments, etc. are wellcomed and I´ll try to answer any question that may arise.