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File: 1781025096499331.mp4 (1.52 MB, 1920x1080)
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Why is the combat in the newer Kingdom Hearts game so floaty?
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Flowmotion
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I think they did this cause as the environments got bigger and less linear they would need Sora to be able to move and snap to enemies easier
Its fine when exploring but I hate it for combat, it just turns it into half airstep and shotlock spam
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Unreal Engine. Kingdom Hearts now feels like a gay shooter with optional melee.
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>>741535342
all the god level gameplay programmers from japan got assassinated or something, and to be fair they were far too powerful
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>>741535342
Sora spends so little time in the air it feels so natural. Osaka team games have you spend a lifetime in the year before gravity kicks in and you touch the ground. it doesn't matter if Re:Mind increased the speed of attacks, the air time is the biggest issue.
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>>741539494
in the air*
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File: makima brap.gif (1.59 MB, 480x640)
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>>741535532
More like FLOATMOTION
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>>741539603
Delete this
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>>741535342
Because in the golden timeline twewy eclipses kingdom sharts and square is saved.
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>>741539494
>the air time is the biggest issue
KH3 puts greater emphasis on air combat as it gives Sora a lot more options while in the air. You may as well neuter aerial combat at that point.
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>>741539725
kh2's aerial combat feels better than 3's
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>>741539725
Air combat is the issue with a lot of shitty combat systems. DMC and its consequences were a disaster for game design. The best way to handle air combat if it must be included is eliminate the concept of air comboing. You do this by making aerial attacks have high knockback so they can't chain and are a space creating tool rather than an incentivized damage strategy.
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>>741535342
>floaty
I fucking hate that retards keep using this buzzword to describe animation lock because of some youtuber
kh1 and kh2 are inherently "floaty" games compared to other action rpgs. Sora's floatiness is intrinsic enough to his gameplay that he was given it in smash bros ffs.
kh3 being "floaty" was never a problem when you were given more aerial options, like being able to air guard
The main problem with the combat in osaka team games is every move is designed as its own attack with no sense of uniformity across your whole moveset. kh3 had half of your moveset as useless garbage, and damn near every osaka game had enemies not get affected by stagger, to the point that the meta strats were to abuse earlygame commands like sliding dash and low-commitment spells like mines or balloon.



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