KOF XIV General Discussion - King of Fighters XIV Arcade Ver. Burn 2 Fight cabinets from Taito!

Time to find a new favorite character. KoF is a 3v3 game anyways, it’s not like you were picking solo Shen. If you can’t find a team in a roster with 50 characters something might actually be wrong with you.

My 13 team was andy ryo shen

Imma miss those shen 100%s :frowning:

Ralf looks cool but he looks less swole in 3d. Maybe for 15 they can do something like Xrd and put a filter on the characters to make em look more spritely

I liked rugal in cvs2 as well

In your comment I found two things people hate in 13.

those people r dum tbh

those people r dum tbh
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Not something you should be saying right now bro. You come off as a bit…new imo.

I love Mitchiko

Yaas the new prisoner should be someone like her

Not something you should be saying right now bro. You come off as a bit…new imo.
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you joined 2 months ago

Liking Shen 100% combos are symptoms of something worse, but I won’t judge.

And yes, if KOFXIII was your first KOF, you are new.

im new af to KOF i admit, no shame there

shen was dope and i liked swole af ralf and clark

Xlll was responsible for getting KOF in the semi mainstream. So for that I am grateful to it.

Shen is a cool guy, but I do hate those 100%s. I always felt he had more of a main character vibe then Ash ever did.

100% combos are fine if they cost a lot (yes for Shen) and are relatively hard to pull off, but XIII HD combo length and emphasis in general is p dumb.

I’m really happy with the changes they’ve made for XIV’s max mode & the greater emphasis on utility w EX moves…etc.

I’m really interested to see how the final game plays and to see how they distribute ex moves to characters like angel. Balancing a big roster is by no means easy, so exited to play the game!

I think KOFXIV will deliver a gameplay experience that combines the best aspects of 98/2002/13. I mean that’s kind of what they are going for based off the developer interviews. Does anyone else get the feeling that KOFXIV might the SF4 of the series in that is sparks interest and gives it a new focus. If all goes well this could be what reignites SNK once more.

It’s probably not going to be much help considering most of her specials are command move motions with individual buttons but who knows. Maybe they could have two buttons do a unique max only attack.

I’m quite interested to see how EX’s turn out. XIII to me was a game that handled EX abilities better than any other game I’ve played. They were like whole new moves much of the time, and gave characters tools they never had in other ways, or basically additional mini DMs, via EX. I rarely ever feel that with other games.

I wonder if the MAX mode will be used for special changes for certain characters. Such as maybe turning Tung big, or unleashing the Demon side of “Demon Child”, or even putting the sleepy one into an extra-drunk mode. Shen, Duo, and Ash once all had power-up modes… it’d be thematically similar to that.

Kinda like a v trigger activation huh, interesting!

The only person I kinda messed around with in Max Mode was Andy, but that was for his EX Fireball for zoning. I hope more EX moves are like that and are used for additional utility at neutral game rather than something like EX Hangetsuzan in XIII where it was “just do it” and go into random damage into hard knockdown. Kyo’s hcb+K as EX gets turned into a command throw was neat. I just didn’t mess around too much with EXs at the PSX build to really have an overall impression of the system. It’s part of my to do list the next time I get my hands on it along with testing the existence of alternate guard (I hope it’s in the game) and guard cancel rolls/CDs. If I remember, there wasn’t that crazy amount of freeze frame for Guard Cancels like there was in KOFXIII which made guard cancel rolls much weaker since it ate the opponent’s next input (if timed the GC Roll too “early”) and turned a good read into wasted meter since the opponent “luckily” didn’t commit to a bad cancel during a block string.

I was happy with all the attempts shown from PSX. It’s the later showings that have been disappointing; it’s surprising we’ve had King and Billy playable in the wild, yet earned no real information from that showing beyond their move list.

We have a lot to learn from seeing what type of EX’s these designers give; the decisions could dictate the entire flow of the game, or each character. The Iori EX fireball / FIrecracker ability could hint towards the idea of giving characters traps and space control options in exchange for meter, which would be quite interesting.

I also hope they are careful about moves that are “Only Good as EXs”, or something similar. I’d much have a small movelist of useful moves, than a large one where half the tools serve no real purpose.

Not as much freeze frames on GC’s… that’s interesting to know.

Hey do characters in KOF games have different stamina or do they all take damage the same.