These things will not happen.
Just like a graphic update patch didn't happen to KoF XIV, eh?
Honestly, I agree that it's less likely, but I don't think it's impossible. MK already showed us that a fully released game can have a full network rework. SNK wants to sell characters and season passes for this game for at least a year or 2 more, if not longer. And any network partnerships they make during THIS game could easily be used towards KoF XV too, so it's not like it'd be a dead-end investment.
It's the biggest elephant still left in the room. We got patches and additions to XIV that many other games would have charged a re-release or a new disk pressing for.
Me: I like using Darli but feels limited, hammer feels gimmicky
Me with Ukyo Vs Darli: Eats a bunch of max range overheads, learn regular hammer hit is overhead, learn that you can't tell if she's charging C Hammer or the regular one at full screen, dash and get hit by half charge
Damn, I need to push more buttons. Characters feel simple but the abusable cheap stuff is different between them all.
I really feel like SamSho helps shows that part of the "simplification" that fighters can go through, is not just based on auto-combos and motion changed. It also comes down to making what a character has actually USEFUL. I love how much complexity goes into the decision to press a single button / situation in this game.
- If the Blade is reflected, how punishable am I?
- They wanna punish my heavy blocked stike, so I'll just toss in my Reflect!
- If I use a dash attack, I risk getting disarmed! But I might not hit if I don't risk it!?
- The crouching and standing have similar ranges, but one is cancellable.
- Is My overhead a knockdown, poke, or just my longest range non-repel weapon strikes?
- Is this a situation where my unarmed overhead might be better to use?
- The best response might not be a clean hit, but maybe a trade that'll let me juggle!
- Is it worth bursting this throw combo, and losing my WFT for 2 more rounds?
This seems like the modern release fighter that brings such considerations to the forefront. All fighters have these aspects, but there's so much other junk in the way of reaching them, that you'll rarely be able to reach such a thing with certain opponents, because first you have to wade through so many other obstructions, many of which don't really add much to the experience.
*salt outburst incoming*
I would love to know what the fuck they were thinking when they were balancing Genjuro. I mean, if you are going to give a character literally every fucking tool you can't make all those tools excellent as well. What the fuck!
Shave off 40% of his health bar and make him a glass canon. Make him like SF4 Vanilla Seth.
They were thinking "This is the 7th game in the series, he's had even BETTER versions of these tools in old games. Aren't you glad this game has a nice variety of defensive options, too?!"
Genjuro is a character that has so much power at his fingertips, that you need to find the holes in his game, and THEN ruin him. In a way, I'd say that most of the strong members of the cast are like that. His tools feel like they're super powerful, for any skill level. So it's much more of a "Figure out the player" game, rather than one of beating the character himself.
I still enjoy fighting him more than Akuma or such in SFV. I don't feel like my options are as limited if I'm not playing Capcom's current season's favorite, so I definitely feel like more of the blame is one me. Which I'm fine with!
Definitely no to that SF style Glass Cannon junk. I mean, it works in SF, where characters have very lopsided specials, and have worse universal options. Here, I don't think he deserves to have Mina-Worthy low HP because he has a command throw, and a quick-recovering DP. Does he LOOK frail to you? Manage his Rage usage, and the tools used to deal with him, if needed. Like I wonder if they'll strengthen dodge, or make it so we can get an attack out of it, KoF style? I could see that mitigating some of the Derpy oppression the "higher tier" characters have, while still fitting in with the hard-reads style of this game.
I really think Genjuro's Rekka's are cheap.
Welcome to the 90s, lol. For a more modern take, It's like Saberwulf's ground dash Cross-up Dash, or the Pass-through Berserker Slash if Wolvie from Marvel 3, but... way older, and not leading to free supers or EX moves. Proximity throws would help deal with him a bit more (since you could toss him as he tries to pass through), but it is a strong skill for how simple it is. I like neutral jumping those who get too predictable with it, though I wish I could get my character to turn and hit his new position on the way back down.