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Crazy how you'd somehow manage to notice me for something that I don't do lmfao. And I never claimed the combat was flawless. The combat has never been flawless in a single entry in this franchise, and I think you'll also find that combat overhaul mods are very popular for pretty much every entry in the series, not just this one.
Bruiser
1. They messed up the combo speed, even though Kaito's light combo is 1-2 frames quicker than Kiryu's. Base speed of finish heavy, ex heavy is much slower than Kiryu's. The beautiful XXY combo in 0 and k1 becomes absolutely useless in KF
2. The new XY and XXXYY combos are designed poorly. No flow.
3. Each ex heavy except the final one gives knock down, Whoever designed this has no idea how og LJ combat stands out from the rest of yakuza games. After the first heavy landed, each heavy follow up can be easily dodged by enemies no matter goons or bosses. Remember Yagami's ex heavy combos? Crane, tiger, boxer, all of them are op as they supposed to and enjoyable with lots of style. Ex guard doesn't have any knockback skill and reguard skill
4. It's hard to give status to enemies. Stun can only be given by resolute counter. Pain can only be given by Tank running attack (seriously wth?) But the bosses in LJ can generally dodge running attacks.
Tank
1. Again pain status is always useful in yakuza games. Yet they put this on running heavy. Goons ez dodge.
2. The gap between second light and cross strike is crazy long especially when you fight against bosses. Bosses can easily dodge that. Even when hit, it can only break the guard. Because they put the guard breaking effect on the second strike. For Yagami's tiger, you can just do a XXYY combo which already has guard breaking effect, when you hold Y you can even knock down bosses, now this.
3. Grabbing is fked just like Gaiden, no need to say more.
Just sharing some thoughts hope u don't mind.
Regarding Kaito Files mechanics, I think you massively misunderstand how to play Kaito. Parrying attacks increases his combo speed and fixes many of your issues regarding attack speed. His bruiser XY combo is incredibly powerful, after a parry this guarantees you a grab in either style which allows you to set-up pretty much anything you want. Kaito's general gameplan is to parry an enemy and afterwards hit them with bruiser XY after which you can do pretty much whatever you want (and will have buffed attack speed due to the parry). The most common and useful thing is to then grab them while in tank style. If you then throw them forward you can get a guaranteed running heavy to inflict the agony status effect which allows you to do a lot more as you already know. For bosses you can also throw them into nearby walls. The wall bounce and recovery animation is perfectly timed so you can do cross strike to hit them exactly as they recover for a -guaranteed- juggle starter on bosses. There are setups for every boss that allows you to use cross strike for guaranteed combo starts and not just guard breaking. For Bruiser's XXXYY combo, yes it is incredibly slow but that is deliberate and that is exactly why it is useful. You can end juggle combos with this string, in the gap between the attacks the opponent will fall out of the combo and recover after which they will be hit by the knee attack and relaunched for another combo. It's a combo reset essentially, and against most bosses this can create an infinite combo loop. If anything that move is way too strong and incredibly overpowered.
tl:dr I just don't think you understand how to play Kaito. The moves you complain about are generally some of his most useful, grabbing is extremely powerful and leads to guaranteed juggle combo setups and you can inflict the agony status effect very easily
Still waiting on that proof of how they messed up the games Nagoshi was the lead for (which isn't even really true) because you're providing stuff i didn't even ask for.
Also coming up with ideas for a system in a game =/= having actually had a hand in creating it for the game. You ever notice how every game in the series has a credit for Battle Design Lead and Battle Program Lead and how neither of them give even slight credit to Nagoshi, Yokoyama, or Sakamoto?
Probably because they didn't actually help design and create the battle systems and just had final say on what got in the systems, you know, like how directors and producers do.
dragon engine combat has been better than the old style for as long as it has existed. i'm saying this as a someone who's been playing these games since 2006.