[KOFXV] Iori overhead cancel

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  • Опубликовано: 15 дек 2024

Комментарии • 12

  • @KusanaG11
    @KusanaG11 3 года назад +10

    Seems like Max Mode costing 2 bars is indirectly making these simple 1-meter punishes viable.

  • @arsonne
    @arsonne 3 года назад +1

    Do some people have alpha builds of the game now?

  • @eccelias
    @eccelias 3 года назад +5

    How'd you get this footage? Is there an open beta or something similar?

    • @Electr0Jesus
      @Electr0Jesus 3 года назад +4

      There was a demo playable at Tokyo Game Show. However, it's likely there will be a publicly released demo sooner or later based on what the devs said at the TGS showcase

    • @eccelias
      @eccelias 3 года назад

      @@Electr0Jesus Ah, thanks mate.

  • @mariocraft3067
    @mariocraft3067 3 года назад +1

    Does shatter strike only have overhead/mid guard point, or can it also guard point lows?

  • @kge7204
    @kge7204 3 года назад

    Comment on peut donner un cancel pareil à Yagami ?? 🤦🏾‍♂️

  • @Shinobimaru
    @Shinobimaru 3 года назад +2

    This can be done in XIV, nothing new.

    • @damonte985
      @damonte985 3 года назад +8

      It cost to meters now to go into dm. Which he explains in the description. So that's something new.

    • @frionel26
      @frionel26  3 года назад +13

      Yes, but it wasn't really usefull outside of maxmode because it was better to cancel into maxmode in XIV.
      Now that maxmode costs two meters, it's becoming relevant and I tought it was interesting to check if it's still there.

    • @FortuneKOF
      @FortuneKOF 3 года назад

      @@frionel26 good riddance of 1 bar max mode. i remember him having this in XIII. tokido would always do sneaky shit like this lol

    • @Shinobimaru
      @Shinobimaru 3 года назад

      @@frionel26 Would you mind doing a short in depth summary or review for XV since you were able to try it?
      How does it feel when comparing to XIII or XIV, the games speed, mechanic, etc?