Compared to later KOF games though, AA’ing with grounded normals in 98 is way more effective than compared to games like XIII, and some characters were just walls of normals that were super hard to jump in on, some that could severely blow you up for it more than your run of the mill SF character could.
I mean I don’t mind the more ground game minded style of KOF that '95 was, but it would be silly to go back to that style of KOF when it was the 96/97/98 style of fast paced high mobility offense oriented gameplay where KOF broke the mold and became it’s own identity.
It would be good for people who don’t play KoF. It would be bad for people who do play KoF. It would also be a bad KoF game. That’s also not the audience they’re going for, and if you saw the Xiaohai vs Dakou match that was already not the case with the old jumps. The jumps are clearly better than they used to be and they were already strong, I think people get weird ideas about the jumps because of low level play, but honestly if you’re looking for an SF game you’re gonna be upset.
not trying to be rude but why does it always seem like whenever you bring up '98 you seem like you want something changed because you think it would give you a better chance? maybe i shouldn’t talk since im not great either but it just sounds like you’re really not used to how it plays and get frustrated easily
Because he sucks. He wants to pick up and play and be good right away instead of practicing and getting better. It would be easier for him if they just made KOF like SF, then he doesn’t have to learn anything new.
No, Geese is straight up alive in KoF. He is the reason for every single Billy entry since 97. Terry taking care of Rock is what is unclear, but can basically be chalked up to “THANKS EOLITH YOU HACKS.”
Let’s be honest here, modern SF games don’t play like SF games. I mean sure in principle they do and they might try to incorporate the same base fundamental style but the execution is aweful. From what I can tell through the gameplay vids shown so far the normals and block stun all remind me of OG fighting games. This game could be a more true “SF” game then the recent SF games. Also if the game did return to KOF95 gameplay I wouldn’t mind and in fact I would prefer it.
Yeah the problem is KoF hasn’t played like 95 since '95 and literally every game in the series after that was trying to get away from that formula. Pure and simple, that’s not what KoF is anymore. You’re arguing that a game with a unique identity should drop that and be a clone of something else because that’s what you prefer when the real solution is you should go play something else.
I’d be hella pissed if KoF dropped its core gameplay in favor of a style more akin to ST or any other SF games. I play KoF because I not only love the series, but also the way it’s been able to differentiate itself from other fighting games throughout the yrs. Hopefully they’ll *never *consider revamping the system like that. KoF is great as it is and doesn’t need any outside influence.
I would love for a feature were we could lock away people from certain threads, every shit that Reo posts here is distilled stupidity.
Is like Windsagio was posting stupid shit saying that he would play GG if it played more like SF. What is the point of wanting to play a game but only if it plays like other game that is completely different from its core elements?
There’s a reason no one has tried to reinvent the wheel. Do you guys know why KOF98 is the best in the series, it’s because it plays like a more advanced ST. There is a winning formula here people so don’t act like playing like a SF game would be the worst thing ever. KOF at its core is still built like a SF game just with better mobility. Honestly why do you people hate KOF95 so much and what’s your problem with some change. What’s the big deal if KOFXIV plays like ST except with more gameplay mechanics.
KOF95 is pretty much a slightly altered Fatal Fury game. 96 set the new precedent and was refined by 98. After that, every game afterwards was based of an altered version of KOF98 by stacking subsystems on top of KOF98’s foundation.
How I look at it is that KOF94-95 is like (and this analogy is more in parallels of series, rather than gameplay analogy) SF1, KOF96-98 is SFII, KOF99-2001 is SFAlpha, KOF2003-XI is SFIII. Other games like Neowave, KOF2002, etc. are more based off the KOF96-98 with some funky things added to them. KOFMI series I guess is analogous to SFEX series.
What KOF99-2001 sets apart from KOF96-98 is how they integrated the Striker system in the game and it’s similar to Marvel vs. Capcom 1 in that application of assists. It also committed using the Advanced system introduced in KOF97 and tweaked it based on the implementation of the Striker system.
For KOF2003-XI, the sub-mechanic innovation that puts that series in its own calling is with the tag system. Still, the game is based on what was ventured from KOF96-98, but changed the Advanced mode like meter system to fit the new tag mechanic that replaces the Striker mechanic.
When it comes to games like 2002, XIII, the UM series, and such, those games are still very rooted in the foundation of KOF96-98’s mechanics (most particularly 98). The thing is they dropped Extra mode and stuck with the Advanced mode as the basis.
actually its good they revealed KOFXIV when they did and gradually showing the improvements over time and new events and trailers show more updated versions. when it’s all said and done, the majority won’t care how it looked in 2015, they will care how it looks right before launch. and anyone that still brings up the older KOFXIV footage, are setting themselves up to look like idiots with outdated media, they would fact contribute further to the fact that the launch build looks significantly better than before.
SNKP is doing well with KOF XIV promotions, and this momentum will only get stronger as it gets closer to release. and it also has ps4 exclusivity, so it has a lot of advantages that can finally make KOF more mainstream and a household name in more regions with the largest and best gaming platform and international playstation market embracing it.
they just have to make sure, no matter if they plan to later make a port to PC, to not make any announcements of another version until after it launches internationally. it might be 100% exclusive, but some like Neptunia V II stupidly jumped the shark when their dumb publisher announced a PC version, before it could secure optimal PS4 community support. you know there are gamers that won’t even buy a game unless it’s 100% exclusive. some are fanatical that way. just focus on the ps4 version first. and dedicate KOF XV and KOF XVI to PS4 as well.
Wallbounce CD’s were a big part of it. They did tons of damage and was a free super for basically everyone in the game. Saisyu is top tier almost exclusively based on his godly CD and Orochinagi damage. Also the game has a pushback problem that makes the game feel like shit. What I mean by this, is that hitstop does not stop pushback, so if you don’t do frame perfect chains, the pushback will push you out of range and your combo will drop. I kinda feel like hitstop doesn’t exist in that game in general. It just feels really bad to play.
The game still looks eh. I would legit take 13 with a balance update and nothing else than pay 60 dollars for what I’m seeing. But I’ll give the game the benefit of the doubt and wait for it to develop.