Let's have a thread for this masterpiece. Kingdom Hearts 2 Final Mix is literally the answer to everyone's problems with DMC and other action games. You bitch about lack of enemy interplay? 2 solves it with peak enemy and humanoid boss design. Combos with little purpose beyond looking flashy (DMC)? 2FM has real combo optimization like fighting games where you find a balance between damage, Revenge Value efficiency, resource consumption, enemy specific mechanics, and more. Difficulty? Lv. 1 Crit is far and away more difficult than any difficulty mode in DMC and better designed on top of it. If you think 2 doesn't gel with you then you just haven't played it properly and don't understand the complexity behind revenge values, magic, summons, and abilities. That's why it's considered one of the greatest action game ever made by veterans like SBK91 and donguri990.
>level 62 >Proud >full of your 2fm dicksucking ilk Go back to your general, fag
Chase Cruz
kh2fm combat is just cheese invul frames except lingering will which is just a long drawn out pattern fight
Joseph Rivera
>Thinking it's acceptable no matter the difficulty (Proud is the 2nd "hardest" by the way) for you to be able to beat the final boss by doing nothing Coping
most of the nobody enemies are particularity based on an individual member, excluding the basic husks However it is interesting and I didnt ever notice that the same animation for the sorcerer was the full combo for xemnas good way to save on animation resources I suppose the nobody mobs being similar to the members is a nice touch and like others have said give the game soul
This doesn't cover all of the mechanics but it should give you a decent overview, Ill update it with more at some point
>2 negative combos >i.e, from leveling Doesn't work on level 1. You never played 2FM LV.1 Crit, KH3babby. You're a baby casual. You're fucked if Marluxia manages to touch you with his scythe at all in level 1, let alone LW.. fucking casual DMCuck faggot.
3's combat is fucked regardless. Unless fixing the difficulty means changing the entire combat system, it won't compare to 2FM. So many of your strongest abilities are triggered for free, with absolutely no resource cost, and more shit is just random or otherwise obfuscated from the player. You can't choose limits anymore, Donald, Goofy, or situational party members have to just decide to let you do them. Situation Command build up is presented to the player in the absolute least useful way imaginable, making the only surefire way of getting the command you want just spamming the thing you know triggers it at the expense of other options (such as totally neglecting magic when trying to initiate a formchange, or vice versa). If your keyblade has the ability to trigger grand magic innately, I'm pretty sure that even if you're just hitting enemies, it's completely random whether the situation command you're given is formchange or grand magic, so eat shit if you want to do anything specific with that keyblade. It's impressive how little of value shotlock actually adds to the combat. It's just an AoE/nuke that costs focus, but nothing else uses focus, so it's pretty much just free damage on a cooldown. The step move that teleports you to enemies using the shotlock mechanics doesn't even use the meter, it's free. Dumb.
>I'm dead if a boss attacks me if I'm level 1 What a revolutionary advancement in gaming. What's next, I press a button and perform a function? Oh man, I can't wait to see how this game pushes the gaming medium forward.
Carter Allen
Fuck 2FMfags. They suck the dick of a game that can't compare to good Action games or RPGs.
Dylan Morales
>attacking is free shit game desu
Ayden Hill
KH3 lacked play testing.
Gabriel Barnes
KH2FM is arguably better than DMC3 but it's very different. The goal isn't really to try and be flashy, although you can, but more just to be very aware of the length of, and attacks in your combos and how/when the enemy will retaliate in order to manage revenge values and HP gates. It's about being as aggressive as you can but not being too aggressive when you don't know how how to handle what the AI is going to do. The individual physical strings are influenced by pre-equipped abilities or character placement, modifiers, your drive, and some other factors. However, the defensive abilities and movement abilities are many, unique, and fleshed out, and you have to learn them if you want to play well. It's not a usual system for action games, but mechanically it's a well designed, well thought out action game, and some of the bosses are genuinely amazing (shoutout to Data Larxene). This is my webm from years ago, I know Dodge Slash and Ultima suck now, it's interesting to see how much the game is still evolving.
What is it with KH2FMfags and constantly spewing out speedrunner word salads? Said words either being completely made-up shit or stuff that's taken for granted in other games. Maybe it's all the same guy.
Noah Rodriguez
>bro just play the game on level 1 where you don't get all the cool abilities Fuck off kh2fm is best on crit with leveling up. It's part RPG for god sakes.
Nolan Wilson
Git gud DMCnigger. You wouldn't last 5 seconds with Lv. 1 crit.
youtube.com/watch?v=hnh9ICdn1gM I use Rumbling Rose keyblade for two Magnet Burst finishers. One Magnet Burst finisher to sweep up the Dancers in grab mode (which one shots you) and another Burst to get the remaining that creep up. I also need to strategically use my limits or drive forms in which i destroy using Final Form, which has a nice finisher that that closes in on targets, a better reflect for safety, and high DPS moves.
You couldn't handle this crazy shit, you inbreds just want to juggle sandbags.
>Maybe it's all the same guy. By jove, I think he's got it.
David Walker
KH2 fanboys want you to pretend that 90% of the game doesn't exist. Not just all the RPG elements but also all the non-postgame content.
Oliver Nguyen
people learn the term revenge value and think it makes kh2 the most deep game of all time
Alexander Diaz
>where you don't get all the cool abilities Abilities are tied to story progression and Drive growth abilities you lying sack of shit. The main difference is that you lose the crutches Second Chance, Once More, Leaf Bracer etc that are just there for casuals who can't avoid damage. You retain your important options since they come from story progression and not levelling . >It's part RPG Which is still present at Lv. 1 through ability setups, keyblade choice, accessories, armor, etc. But it's primarily an action game. You can play the game the whole way through at level one and it never become tedious or unfair. No damage sponges. No RNG. Just a fun fast paced action rpg with a shitload of tools at your disposal and hours upon hours of content and bonus content.
What, you don't like finny fun? Or hanging with Pooh? Or retarded mandatory Gummi ship? Or a myriad of shitty minigames in tandem with pointless disney world visits?
Carson Jenkins
It took me more time to beat Data Roxas than Lingering Will at LV1 Crit, fuck those lasers
Christian Watson
Revenge Value is probably the worst thing to happen in this series. It's no longer a matter of reacting on the fly to enemy attacks, but just counting hits and looping boss AI. KH2fags don't want challenge, they want help even with every single self-inflicted restriction you can think of.
Aaron Hill
Explain Blizzaga's unique revenge mechanic and how top players use it for combo optimization, since you clearly understand the game. If you can't then you concede that KH2 is too deep for you and you're a brainlet lashing out at masterpiece he can't git gud at.
I respect kh2fm players who try to do cool shit instead of just loop bosses.
Elijah Miller
combo optimization is a problem not a feature. speedrunners stunlock enemies over and over how cool. dmc combo MAD lads use their brain and create combos on the fly and forge new paths for humanity. DMC4 Vergil has infinite combos.
>using blizzard >when you can just reflect, Stitch, Peter Pan, trinity, Comet, horizontal slash, Fenrir, Limit/Final Form spam What with the dicksuckers for this game obsession with needlessly complicating shit for "challenge"? Makes even less sense when you fucks whine about not doing enough damage to endgame enemies at level fucking 1 in an RPG.
Kevin Harris
Are we going to pretend all action games aren't full of time wasters?
Remember going underwater in DMC1? Remember the random shmup segment? Remember the minigames in Bayonetta? Remember dice puzzles in DMC4? Remember the space harrier shit in Wonderful 101?
I'm not claiming the game has no excess, every game in the genre does. We're discussing its top tier mechanics, enemies, bosses, and systems. Retard samefagging.
You're literally clueless. DMC has neither hitstun decay like actual fighting games nor Revenge like KH nor delimbing like NG, there is no functional depth to those flashy "infinite combos". If you Nothing in your ebic combo vids is optimal whether for killing the enemy or filling the style gauge, most of the move set is irrelevant when so much more is dedicated to limp useless combo filler. Fun comes from genuine functional depth and DMC has very little of that.
It's depth when in Ninja Gaiden and KH2 you have a ton of moves and they all serve a purpose in X situation against X enemy. Air juggling sandbags to death for 30 seconds when you could have killed them in 2 seconds isn't depth dumbfuck. I'll stick to the game where enemies actually fight back and with a combo system focused on optimization instead of juggling helpless sandbags.
So you concede that you're too dumb to understand the system. I mercifully accept your concession and will explain.
Fire normal hit is Base Sora's most Revenge efficient attack, while the Blizzard finisher beats boss counters (if they're hit by one, they have to suck up the rest, even if it goes over their Revenge), and you can follow the last Blizzard finisher with a normal Thunder. This makes Blizzard great for optimizing combos. Fire juggling->Blizzard finishers->Thunder is one of the best ways to damage bosses as Base Sora. It's how apulapul2000 optimizes his last combo here for optimal damage: youtube.com/watch?v=sW5KSBxei-c
All of the mechanics you listed are also useful, by the way. That's what good balance is.
Just so that I'm clear, this is the same game where people can just press triangle to be completely invulnerable to the strongest boss's desperation attack?
Speedrunner parrot(s) running away to here due to being ignored on their dedicated general
Dominic Lopez
Meme tier "criticism". For the sake of argument, let's go over some Nobodies and Org bosses "press triangle to win" meme from vanilla KH2 only. -Gambler/Samurai: Easy to trigger but require skill to complete successfully with a penalty if you fail. These two are absolutely not the easiest paths to victory in a fight. Gambler doesn't help at all - just gives a chance for money. -Berserker/Sniper/Dragoon: Require specific action to trigger (finisher / get very close to bullet / block). You will do some of these naturally but if you know what you are doing and can trigger them intentionally it will help. For example, it is almost always smart to go after a Berserker early in a fight due to its RC, but you really don't want it to ever recover after going after it. -Xemnas I: Requires excellent timing to best counter during the skyscraper move. -Xemnas II: Bind - trigger by dodging near him to get him to attack and still have time to RC for a free combo. We shall go together - requires you to NOT respond at the end to return to the ground in a safer position. -Xaldin: Requires guard or being near an attack without being hit. -Xigbar (Warp Snipe): downright unsafe to use, it's better to ignore it. -Saix: Requires dodging an attack, getting to a claymore, then getting to him in a small amount of time. Pretty much every single one of these RCs contributes to a richer and more interesting game. A few just add little flourishes while others are pretty integral to the gameplay and require setups. youtube.com/watch?v=aNFWBWcZHIQ
What point are you trying to make? That's an entire MP bar. It also doesn't last the duration of DMs like Data Vexen's. Making it another tactical option. 2FM is designed with a fair amount of commitment to all melee attacks, no free cancels like DMCshit. If you mess up you can potentially cover with a limit but being stuck in MP Charge unprepared is fatal in fights where you want access to Reflect, crowd control, or any other utility MP grants.
Summons and Drives, which contain some of your strongest options, also restrict access to Limits, so what you're describing (a casual mashing auto-limit) isn't going to accomplish anything above baby difficulties. The only real use for it off the top of my head is covering Terra's punch attack at the start of the fight.
Is the same faggot who used to shitpost the DMC threads to death with NG?
Jordan Reed
>What are Ethers and Elixirs?
Gavin Ramirez
KH2FM is absolutely a deep game. An incredibly deep one, at that. Mechanically, you have dozens of options at your disposal, but what matters isn't the sheer number of options available, it's the fact that all of those options are roughly equally viable and all potentially optimal depending on the situation, and that many of them require a certain level of technicality, precision, and strategy in order to actually implement. Beyond just the mechanics is the challenge the game presents, and how the player is tasked to use those mechanics in the actual gameplay. To that extent, KH2 has over 120 different enemies, with about half of those being normal enemies with specific patterns and anywhere from 2-5 unique moves each (and some of those "moves" are entire strings of attacks) and the other half being bosses, all of whom have unique patterns and strategies that have to be learned and applied. To compare, DMC3 has about twenty different normal enemies (and that's being very generous as to what counts as an "enemy"), the vast majority of which only have 1 or 2 attacks each.
Tyler Cruz
no, not really, it's just that you DMC mongoloids are absolutely insufferable and nobody likes you. Glad the OP is absolutely destroying you and your shit soi gay game.
A limited resource that's used in real time and creates a wider variety of potential strategies; in other words, an option that adds more depth to the game. KH2FM's defensive options are numerous and if you want to accomplish little damage while hiding behind Comet and eventually dying, feel free.
Guess what game has items that AREN'T used in real time, literally pause the game, make you invincible, and can kill enemies by itself? DMC.
Liam King
>counting reskins, recolors, and incredibly slight variations in an enemy count 2FMfags, everyone. They're always obsessed with numbers.
Christopher Phillips
>defensive options are numerous >can't even defend in the air I'll stick to my superior air guarding, thank you while you faggots go through hoops to not die while fumbling airborne.
I don't give a shit about your stupid action game wars, just wanted to say CoM is the best KH.
Ryder Hernandez
Based
Joshua Hughes
Same obsession with numbers, how many more options there are and viability. Also how much harder it is than DMC. But then it might just be garden variety autism.
There are a total of maybe 7 recolors in the entire game and they're all confined to one area where they have unique properties from their normal variant (i.e Hot Rods gaining resistance to Magnet's immobilizing effect), significantly altering how you approach fighting them. Reduce them from the count and 2FM still boasts 5x more enemies, minimum, each with more breadth and depth (especially the bosses) than what DMC has to offer.
In DMC, Dante has a useless side roll and a jump coated in i-framesp lus style-specific actions such as Trickster's dash, air trick, Just Guard/Just Release, Quicksilver, and can parry a few attacks with his melee.
In KH2FM, Sora has Dodge Roll, Quick Run, Aerial Dodge, Glide, Guard, and Reflect as his dedicated defensive options, enhanced versions of Dodge Roll, Guard, Quick Run, Aerial Dodge, and Glide depending on the form he's in, can parry a huge number of attacks with his own melee attacks and Final's auto-keys, has i-frames on certain moves, can call Stitch who can block attacks, and can use some meter on a a Drive transformation to i-frame through attacks, and all of these options are important/relevant parts of his moveset. Even better, whereas Bayo and DMC divide their options up through Styles and accessories, KH2 makes all of its options available at all times. Combine that with KH2 having substantially more enemy variety, and generally more variety within individual enemy movesets, and it's easy to see which game has a more robust set of mechanics. Want to keep going, DMCuck? What other topic do you need to get annihilated on?
Benjamin Miller
You should try not to associate with OP's autism.
Hunter Gonzalez
The final Nobody battle is relentless >how about some Dragoons >and some Dancers >and some Sorcerers >and more Dragoons >and more Dancers >and more Sorcerers >and more Dragoons and Dancers >and more Sorcerers >and more Sorcerers >AND MORE FUCKING SORCERERS
That guy is traumatized from getting BTFO, calling everyone samefag, pay him no mind
Christian Hughes
>thinking I was talking about DMC when referring to air guarding What, can't acknowledge the more succesful successor? Or does its existence offends you autism?
>appreciation thread >one autist justifying BS with nonsensical paragraphs
Kevin Ramirez
>badly shaved HD armpits ouchie ouch
John Perry
So did you find it?
Wyatt King
Started a lvl1 critical savefile recently. Will the Absent Silhouettes that appeared in the first part of the game go away after the battle of a thousand heartless? I really want to clear em but at this point of the game I'm kinda lost on how to dodge Larxene's DM.
Josiah Wilson
I'm with you on loving the fuck out of KH2FM and its combat (hell, it's probably my fav game ever), and it being way above any other RPG has cooked up, but it's still no match to proper action games like DMC 3 onwards, Bayonetta, etc.
The main decision making bit in KH is how to go from the combo chain into a finisher - offensive (standard or magic finishers) or defensive (reflect). Stuff like drives, summons, etc. are just toppings for that formula.
Also all the combos are canned and can only be adjusted in what order the moves come out by going into the menu, whereas in DMC you have freedom over every move you have and it's up to the player to determine how to best chain them based on their numerous properties. KH doesn't have that.
All in all, the main KH2's strength is the humanoid bosses' design and how snappy and stylish the combat is. But it's still no match for proper action games.
Dominic Cox
if they're nonsensical you obviously havent played the game before and this thread is not for you
Justin Morgan
They remain in the game even after you beat them, and then the more difficult version of all the Org. Members will be in a post-game dungeon.
Dodging abilities are available by leveling up Forms Kill Heartless using Wisdom form and do the special attacks (in shortcuts) using Limit form to open quick run and dodge roll
Brayden Clark
bb's gf is ugly
Wyatt Rodriguez
You can beat all of the Absent Silhouettes literally as early as possible, though Zexion is really specific. As far as Lrxene goes, there's a lot of variance in the second phase, but if you can get her to phase 3 it's basically over, as long as you know how to handle her spinny laughy DM. You don't need any growth abilities either. REALLY fun fight for testing your tech skill and understanding of the game.
don't try to argue with dmcucks, they are beyond helping
Nathan Carter
What's important is overall variety, which KH gets from its combo elements (the normal and finisher variations of magic, contextual normal hits, special finishers, and square inputs, entire moveset modifiers), summons, drives, limits, etc. The fact there aren't predetermined strings lets KH be really nutty in how it goes about designing them, where nothing is forced into an archetype (like most Forward melee inputs in DMC being lunges, for example) and you can link most attacks into most other ones with the exceptions of finishers (so you can use the third strike in a string without having to use the first inferior two. This isn't possible in NG or DMC, and requires dodge offset in Bayonetta). Understanding how to manipulate HP gates and the revenge value of enemies through proper string usage to control how they respond and counter them is a huge component to playing the game at a high level.
Jack Cox
Yeah I can get her pretty reliably to the DM, but I saw no way out of it without dodge rolls. Looks like a full reflect combo is enough though, I'll try that out. >REALLY fun fight for testing your tech skill and understanding of the game. It's true! Took me some time to figure out the AI patterns, how to trigger the RC, where are the safe opening for combos, the revenge value... It's really enjoyable when all of this finally clicks and I have reliable answers for everything the boss throw.
>They remain in the game even after you beat them Thanks, that's a relief. I'll keep the form leveling stuff in mind too, I don't think I'm using them enough.
Christopher Sanchez
>Got so good at Xemnas 1 that I could probably do it fucking blindfolded >Xemnas 2 would fucking destroy me infinitely even if I could just skip to it Fuck that. I still can't believe I fucking beat it. The only boss I couldn't beat was lingering will but I cheesed it for the plat because I was spending hours every fucking day failing to beat him and I needed to move on.
Carson Hernandez
You can avoid the first 2-3 lightning strikes of her DM by simply running, then use 3-4 Reflects from there, and guard the last part. For her clones' attack in the last phase, 2x guard -> reflect works best.
Andrew White
>The fact there aren't predetermined strings lets KH be really nutty in how it goes about designing them, where nothing is forced into an archetype And DMC, for example, is no different, as you can cancel practically every move and attack chain into another designing your own strings based on all the moves and inputs you have. Thing is, it's not predetermined by the ability menu, but you're crafting it itself. E.g. doing Nero's Combo B, Cancelling into a Shuffle move, which can be Jump Cancelled mid-way and into the air Calibur, which can then further be jc'd off the enemy for further combos. It's one of the most satisfying things to be pulled off in any vidya ever, and KH doesn't allow for anything like that - your best bet is Driveform cancels, but it's nowhere near as seamless still.
>where nothing is forced into an archetype The normal and finisher attacks are already an architype.
>Understanding how to manipulate HP gates and the revenge value of enemies through proper string usage to control how they respond and counter them is a huge component to playing the game at a high level.
That is true, but the game doesn't have any visual clues normally as to what those gates are. Sure, most revenge value breakaway moves can be reacted to and dodged properly, but some of them aren't, and you just have to guess where those values are the first time you play (but in most cases on the first playthrough no one will be thinking about it in the first place, so it's a game element for nerds who will attempt going for Crit lv1 run where it's relevant).
Jaxson Walker
>reflect >stitch how is this balanced?
Adrian Wilson
>Combos with little purpose beyond looking flashy (DMC)? 2FM has real combo optimization like fighting games where you find a balance between damage, Revenge Value efficiency, resource consumption, enemy specific mechanics, and more.
Cringe and bluepilled. Kh2fm is a great game but it has exactly one attack button and one combo
Owen Lee
To add to this, I should mention that I fucking Mcgoo'd my way through most of the data fights. >Desperately try to re-enact the speedrun strat for Larxene 50 times in a row before giving up and trying to scrub through it >Accidentally catch three clones in the corner and fucking mulch her in three hits
>Don't know how Larxaeus works >Still don't >Hit the X button REALLY hard until I won, somehow
>Completely fuck up the speedrun strat for Demyx but still beat him in one try because of reasons
>Get demolished by Zexion before pushing that little nerd's fucking shit in before he can even put me in the fucking book more than once
>Somehow permanently stunning Vexen into his guard break animation while I just mash the button like a tard again
Seriously fuck the fights where I had to learn the actual mechanics, I got fucking destroyed by all of them.
Jace Nelson
Who fucking cares you tard?
Logan Nelson
You do.
Anthony Lopez
>lv1 run >everything oneshots you >Not unfair
Connor Morgan
Dying in one hit is never true difficulty
Jayden Allen
>Let's have a thread for this masterpiece. Kingdom Hearts 2 Final Mix is literally the answer to everyone's problems
now lets talk about KH3 op
Thomas Martin
Action games in general use a mixture of strings, and on demand inputs for handling scenarios. DMC is no different. Dante's Rebellion "combo A" (the basic attack button) will always be the same. You can't use any function of the mechanics to skip ahead to the most useful parts of his strings. The same is not true of KH. If I want to abuse Master Form's long combo string to reach the high damage finishers (further boosted by Combo Boost), I utilize faster and more revenge efficient magic to get there. Or combining Reflects with well-timed Slapshots to get multiple sprays off. Magnet lets Sora skip straight to the finishers, which is one of your strongest crowd control options. This type of "string utility" isn't possible in DMC because the mechanics don't function that way. Using Stinger after the second hit of a string won't combo into its third hit. Both have an abundance of attacks that aren't part of strings, but KH does a better job of balancing and encouraging their use. >KH doesn't allow for anything like that KH is about efficiently killing enemies, not making flashy combo videos. If it's tight inputs you're looking for, there are plenty. Horizontal Slash stunlocks are a window of a few frames, measured and proven: youtube.com/watch?v=ncHgP4tn280 Genie Cancelling follows the same principle: youtube.com/watch?v=_bblqweA32Y Avoiding Data Vexen's DM without limits. Certain Magnet strats (like this one): youtube.com/watch?v=T8TTl4Ib5co Everything shown in here: youtu.be/lYdfFDuTn-A Literally all of the Data Org speedrun strats.
If you can recreate all of those I'd be willing to believe this "KH has nothing like that" spiel, but let's be real, neither of us are at that level. >The normal and finisher attacks are already an architype Finishing Leap, Explosion, Magnet Spiral, Flash Step, Horizontal Slash, Aerial Dive. All completely different attacks that are part of Sora's physical strings.
Cameron Hernandez
You actually cant get one shot on lvl 1 runs though. They auto give you second chance. Comboes on the other hand...
That's only true in KH1 and maybe some other games in the series. KH2's level 1 has no hidden properties like that, it only turns off your exp gain. You still won't get one-shotted by everything, especially if you keep up on your armor, but it can happen.
bad damage scaling, but aside from issues with the camera, lock on, an some poorly designed forced mobs it does have a solid base
Evan Ross
If you can't handle it play on baby difficulties, that's what they're there for. Nothing in the game is impossible to avoid, and you have a shit ton of defensive options. Not that your "one-shot" mantra is even accurate to begin with, since there are plenty of attacks that don't (there are also plenty that do, mind you). youtube.com/watch?v=TxoFE3PfePM This is a superboss at level 1. He's taking damage.
You also have Peter Pan as an option for most fights.
That's 100% false. There is literally no way of acquiring SC/OM at Lv.1 in KH2Fm.
I don't see any shitposting going on here, just some H A R S H T R U T H S
Jacob Walker
>muh lvl1 has bad damage scaling eat food stack strength why do people still not understand this
Jackson Campbell
And yes I realize damage scaling isn't an issue in that particular web due to hidden potential, but I'm just talking in general.
Jaxson King
>You can't use any function of the mechanics to skip ahead to the most useful parts of his strings You're implying here that some parts of those combos are less useful than others, whereas this is almost never true. Why would you need to skip the 2nd attack of that combo to the last? Because of the knock back properties? Use stinger. Because of the wider area of effect? Use combo B instead with the slight pause after the first move. No need to undermine the design elements where it's not really needed, m8.
>KH is about efficiently killing enemies, not making flashy combo videos Here I disagree with you entirely. If that was the case, all those videos you show (btw, no need to, as I said, I love this game and seen almost all of them) would be Final Form firaga spam, which is the most efficient option in most situation. >but let's be real, neither of us are at that level I don't mean to brag or anything, but being a huge action fan, I've experimented with lots of the games' mechanics, including DMC and KH2. Heck, I entered a DMC4SE style tournament for shit and giggles and won a signed by Itsuno retail PS4 copy by making it to the finals. KH strats are impressive in the way that they were found out in the first place. Executing them is not complex imo. >All completely different attacks that are part of Sora's physical string Sure, but they do the same thing - finish a combo (or chain into other finisher(s) that does that) or lead to an air combo. There's really not that much variety in the options you have. But some setups you can do are cool while also being effective.
All in all, to not turn it into a 500 replies discussion, if you prefer KH2's combat to DMC/Bayo/whatever - it's cool, it's just no reason to shit on those games' design elements when they're pretty cool as is
>You're implying here that some parts of those combos are less useful than others There are. You just posted an example and admitted the first hit is always required beforehand. >Because of the wider area of effect? Use combo B instead with the slight pause after the first move. End of discussion. KH has a unique design advantage over DMC when it comes to how combo strings are designed. If you can't concede that then you've made clear what agenda you came to this thread with. >If that was the case, all those videos you show (btw, no need to, as I said, I love this game and seen almost all of them) would be Final Form firaga spam Prefacing obvious bullshit with "I love this game" doesn't make it less untrue. HS+BC+Duckflare beats Final Firaga for Data Xaldin and Xigbar, Wisdom is better for Data Demyx, Comet+Reflect is better for Data Larxene. That's just a few examples from endgame boss fights alone, without going into mobs (where spamming a single target attack against crowds will get you absolutely nowhere). And with this I'm convinced you're full of shit and don't actually know 2FM. >I entered a DMC4SE style tournament And nothing you perform in those types of tournaments is optimal in-game. For both killing and filling the style gauge, there are far better options. See for an example. >KH strats are impressive in the way that they were found out in the first place. Executing them is not complex I'd love to see you back this up. As you claim you love the game you should have a Data Org save file on hand, record yourself successfully doing the BC+HS+Duck Flare strat on Xigbar/Xaldin and post it.
Kevin Richardson
>Sure, but they do the same thing Flash Step is a gap closer with i-frames. Explosion is a high-revenge finisher that keeps enemies stunlocked through the entire animation (making it good for revenge efficiency) and can be used as a follow-up to Magnet. Finishing Leap is a launcher that also launches Sora himself, giving it practical use as a Magnet follow-up, transitioning into air combos, etc. Magnet Spiral is god-tier resource free crowd control that can be combined with Combo Master for spammability. Aerial Dive is a relatively high damage aerial combo starter that can only be used if you start on the ground. Horizontal Slash is the highest damage spammable normal hit in the game. >There's really not that much variety And he goes full shitposting after proving himself to know nothing about the game. This is why DMCucks are generally seen as idiots, flailing combo videos with no actual useful tech around while spouting nonsense about other games in the genre.
Andrew Moore
If we got the mods to delete XV-kun's posts as usual, how little of this thread would be left? We're sitting at 125 right now
Hudson Baker
A lot of the mobs lack the tight direction of kh2, and the camera and lock on system combine to be terrible. Also, your damage should not be halved in critical mode and situation commands should not take longer to get.
Andrew Ortiz
I honestly was ready to actually record something for you, but after ad hominem like that, it's not worth my time.
You're seriously just a douche and make actual fans of KH2 look bad.
Josiah Williams
Can you explain what the random weapon switching is about? What advantage do you gain from that? And why he's not using Ultima when it deals the highest damage by far? Also in the first clip, why is he isolating a single enemy instead of using cfrowd control?
Austin Young
I'm not that guy but despite his massive autism he presents a better case for the depth and viability of KH2's techniques than you do for DMC
I also feel compelled to call you a faggot for taking the time to say it's not worth your time, which can't be construed as anything but trying to get the last word when the better man would have just left without actually wasting his time
Jonathan Young
Imagine crying ad-hom after claiming Final Firaga is the only useful option in 2FM when there are LITERAL VIDEOS IN THE OP proving otherwise. DMCucks continue to outdo themselves in sheer stupidity. Now go back to circlejerking the latest epic sandbag juggle truestyle video with the rest of your brethren, since figuring out which mechanics are actually useful for killing enemies seems to be beyond your grasp.
KH3 game play improvement manifesto: *Improved camera/visibility/transparency when Sora is very close to objects and walls *Switch to a KH2 style lock-on or just something that's better than what it currently is. *Restore situation command charging to normal levels in critical mode. *Slight changes to enemy/mob ai/actions (less annoying attack patterns and more tells). Heartless wave and the Org fights some major examples of fights that need some adjustments. I could go into a crazy mount of detail here but I will give only one example for brevity. For example, In the Thebes area of Olympus there is an instance where you turn a corner and Bizarre archers are firing immediately without a tell, you can literally turn the corner and walk into the arrows and be one shot on critical mode. *Proper damage scaling (or at least 1.25 mutliplier to regular damage values for crit), so lvl 1 plays better without demanding food use. *Increase the range on Sora's far normal combo starters, yes I know you can use air step but Sora's range on far normal combo starters, particularly the ground one, are pitiful. *Adjust some of the slower keyblade transformations combos so enemies don't literally recover from them before you finish them. *Make Triple Rush more useful somehow and add more cancellability into guard/roll/etc. for triple rush and speed slash.
Stored forms.
Nathaniel Sanchez
There's a difference between "viability" and "superiority". Besides, I never actually shat on KH2 as an action game, even stating that it's my fav. game ever. It doesn't necesate being a complete autist about things he can't even replicate (which he admitted to) and shit on another franchise for no reason.
Michael Flores
>Says all this shit >Spams firaga final form >Spams reflega >Spams magnega and thunder Speedrunners and their aspie followers should be killed on sight
Brayden Turner
EAT FOOD AND UPGRADE YOUR FUCKING KEYBLADES FOR FUCKS SAKE IT'S AN ACTION RPG!!!
>Ah yes I love the Revenge value mechanic! Learning the right combo and take advantage of an AI is really an accurate recreation of a struggle between me and a strong foe! Retaliation moves were definitely a good idea to punish anyone for trying a non optimal string and thank god we encourage strategy's that absolutely stop the boss from doing anything or have anything unpredictable happen. Devil May Cry fans sure must dislike having the boss back out of a combo when hitting a similar value to revenge or telegraphing their retaliation instead of insta killing them based on a vague counting game!
this game needed turbo so god damn badly. I can live without Inertia and Reversals; just go back to DMC4. But fuck man, game just looks and feels so slow.
Julian Morgan
I really hope the devs saying no DLC just means were gonna get a special edition or some shit. Turbo is the only thing I really want, Inertia and Reversals would be nice but the game has enough to it where its not needed and I played over 200 hours of DMC4 and never used either to their full effect if at all. I feel weird using a mod to use Turbo
Cameron Ortiz
It could have handled Kairi's character better, and had good level design. But other than that it's still the best in the franchise.
>KHfags have to pick on other action titles all the time to feel relevant. Not only does it make you look like sour grapes, but I'll let you on on a controversial secret: Only the first KH was a good game, the rest have been trying to recreate that spark and failed time and time again. KH2 goes nowhere, it's full of backtracking and pointless filler that goes nowhere untill the ending areas. The first was a much more tight and memorable experience, even with its inferior combat.