King looking real sparse, unfortunately. Robert looks like he might be 98 Robert, that would be sick. Have to wait for footage though.
Yea I noticed that, seems like she lost air fireball? So only ground fireball, tornadoe kick, and DP.
Thatâs a pretty sad movelist for King if thatâs all she is gonna have. I would of liked to see her at least get her proxmity unblockable back.
We donât even know if proximity unblockables exist in this engine. Probably not because theyâre not very modern/casual friendly. They all get converted into command throws.
Oh yeah thatâs what they did with Robertâs in XIII right?
Yeah, probably others, but I donât remember what all is in XIII and what used to be a proxy unblock.
The jumps look very weird
Backdashes seem hella fast
Are there no quickrises? Knockdowns shouldnât take this long
A system mechanic change has been made it seems, the Max mode activation no longer freezes the screen.
There are, these players just really suck.
So at a minute and 20 seconds or so Robert whiffs his command throw, so we know itâs not a proximity unblockable.
Yea Iâm kinda glad those are gone.
The person who uploaded the HK vids posted on MMCafe, he said the following:
Does every super get an sdm in this gane like 98 or does it do the 2k2 thing where only certain ones get sdm
Kinda gutted about king, she looks kinda boring if you are going on moves list alone, but lets be honest in the past sheâs had A LOT of really useless moves, but i will miss surprise rose as a move into tornado kick the upward version
I wanted King to be like her 00/02UM version. That version of King is fun as hell. My team is already completed. That being Kâ/Iori/Kyo. I just hope Terry does damage this time around. He was a lot of fun in XIII but simply not worth the effort because he lacked damage.
Yeah, they said they wanted the DMs to be consistent this time around.
They also probably did that to facilitate the new Advanced Cancel mechanic.
Itâs possible the approach this time around with the character movesets is quality over quantity. I would prefer characters to be designed around whatâs usefully and effective as opposed to just throwing in every move possible for fan service. Also I noticed people have been complaining about the jumps but the funny thing is that the jumps have the same arc and speed as those we see in SF4/SFV and those games have no problem being played competitively.

Itâs possible the approach this time around with the character movesets is quality over quantity. I would prefer characters to be designed around whatâs usefully and effective as opposed to just throwing in every move possible for fan service. Also I noticed people have been complaining about the jumps but the funny thing is that the jumps have the same arc and speed as those we see in SF4/SFV and those games have no problem being played competitively.
They look faster than SF4/V to me, but the problem isnât that the game wouldnât be competitive, itâs that SF4 jumps would be bad in KoF. Jumping normals are a very strong element for not just pressure, but also space control. A lot of characters have jumping attacks that are almost exclusively used as pokes, such as Iori j.B, Kyo j.D, etc. The slower the jump the easier it is to react to these pokes with a DP or some other move, and that sucks. It would make KoF a much more grounded game and would make some of these jumping pokes much less useful. Some people might like that, as a Street Fighter player Iâm sure you wouldnât have an issue with jumps being bad, but thatâs a very un-KoF design. Of course you have to strike a balance, jumps canât be so good that they outclass grounded normals for space control, but these things have to work together in harmony for the KoF ground game to work correctly.
Alright I might be bias here but I donât mind this change at all. In fact if it were up to me I would remove the rolls and small jumps and just make this game play like a spiritual successor to ST. On a tehnical level it seems like SNK might want to be improving the ground game and forcing you to rely more on neutrel. I mean it isnât like jumps are useless in SF, they are mainly there to punish whiffed projectiles/normals and to establish offense when you make a good read. The issue I had when I played KOF98 is that I would get people jumping at me all day and I was too scared to AA cause 1 whiffed AA is like a 30-50% combo punish. I realize the footage isnât showing the best players either but what if KOFXIV plays like a "SF"style KOF game. That wouldnât be such a bad thing and in fact would be perfect for guys like me cause now I can finally win.