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

Sounds good I’ll be home after 5pm on Sunday. I haven’t touched KOF98 in awhile so I’ll probably play it like I am SFV right now which will be very awkward. Can you pick daimon when we play I wanna see how to beat him.

When I play Kyo, I beat most Daimon’s by tipping hop j.D right outside of hitting him. If he presses any button, he runs into it. Playing a zoner like Mai/Athena/Kensou/Takuma could work if you’re on point. It’s not that bad, but it will be if you don’t know the match up with any of your characters. With Benimaru, you better be on point with anti-airs so you force the game into straight ground-to-ground footsies like SF. That said, you have to be good enough in space control to force that, a slip up means done.

It’s funny, jumps in KOF XI were obviously nerfed I hated it how everyone feels like has concrete on their feet and yet the game is a jumpfest probably because of how bad anti-airing is?!..

The only good thing KOF XI has going for it, it’s the presentation and the fact it was the first KOF that came in new hardware(neo wave doesn’t count), it was the most complete KOF game in years after snk went bankrupt, also it was a huge improvement over KOF 2003 in everyway.

This post kind of reminds me of a corporate middle manager, like how the team really needs to synergize on this project in order to dynamically leverage best practices in order to go beyond traditional paradigms.

The words have meanings, but when put together in certain ways by certain people, they become meaningless.

I started with kof xi, It was my first non gameboy KOF i bought,and i still think its an amazing game,
there is no BAD kof in my opinion, i like them all!!, and to me KOF 2002 UM is the best kof out there.

So is the general consensus that KOF 2001, KOF XI and KOF Maximum Impact are the worst of the series?

(I really need to educate myself on KOF in general, at least gameplay-wise…)

All this KoF XI talk makes me wonder if they’ll try to have any characters that mimic character-shifts within their movesets.

REIGNBOW Mika has Nadeshiko in SFV. Character like Sonico in Nitroplus Heroines and Maori in Arcana heart have “summon” characters built into their base movesets. Chang and Choi were a combo-unit in CVS. Even Kula has had Candy, Foxy and Diana show up before for throws and La Cachola

And then we have Ferra Tor, and most recently Triborg in MKX. Will KoF jump onto this trend of fighters with extras helping them mid-gameplay? Surely it’d be appropriate for the Soulnado-ish boss to do such a thing, too.

considering KoF had strikers i wouldn’t say “Jump on a trend” since they kinda had that going for them lol

But that’s in a team context, what he’s talking about is a character with a built in striker mechannic.

ah okay, then more like this.

http://vignette1.wikia.nocookie.net/jjba/images/a/ad/JotaroWStarPlatinum.png/revision/latest?cb=20140404183317

lol

There are different worst KOFs for different reasons.

KOF2003 just feels really, really bad. It’s like wadding through mud, but you never get used to it. The game in itself while watching old footage isn’t too bad. People cry of Duo Lon being imbalanced, and don’t get me wrong he is really strong, but I think it’s overblown to think he’s ST Akuma levels of overpowered-ness. A key thing to note is how ridiculously fast and good the 1 stock option for your character to attack before tagging out is. It usually wins and punishes things in many situations and leads into a full bnb from your next character. At worst, it seems to trade with things and still leads into some damage like early SFIV DP trades. Even anti-air hits with the thing leads into tag out and air reset with the next character, which could lead to a mix up. Is this a bad thing? It doesn’t seem to be, but I can see it making it not fun for other people So with the bad game feel, a Duo Lon on almost every team, and the prevalence of that kind of tag mechanic may make the game not fun. For me, the game feel is just so bad, I didn’t really test if normals or zoning or anything were good. All the mud. Then there are bugs like Jhun doing an air attack and doing an attack cancel roll so he gets stuck in the air and can do infinites on people because of it.

KOF2001 is one of the worst because of how buggy it is. I like the actual game feel since it’s based off of 2000, but things like easy Kula infinite, how crazy Angel and May Lee could be, and making the Guile character (Heidern) have qcf and dp motions without actually changing the frame data to compensate was pretty nuts. Eolith decided to not turn on their brain while developing this game. For some reason Benimaru’s j.C was an anywhere juggle; so, if you happened to land an air-to-air just right with it, it turned into an infinite into itself. There’s a bunch of garbage in the game, but plenty of it is also bad coding that makes the game buggy.

I guess the MI series is bad, but there’s a set of people that really like Maximum Impact Regulation A, so I won’t really judge it as such. Maybe MI2 I’ll call bad because of Armored Ralf. Oh Armored Ralf.

Then I guess KOFXII would make this list. Incomplete, buggy, and infinites. Garbage netcode, guard point GCCD is kinda bad. Throws suck, even command throws. There’s things I like about the game like the general feel of chaining light attacks, which was transferred to KOFXIII, and the counter hit system (not Critical Counter.)

I’d say in terms of the most competitive ready KOF games, the top would be KOF98 series, KOF2002 series, KOFXI, KOFXIII, and kinda KOF95 and KOF2000.

Mentioned in another post, almost each saga of KOF represents its own kind of game and each yearly update is just a refinement to that system. It’s similar to SFII going through its editions or Alpha 2 going to Alpha 2 Gold or SFIIING to 2i to 3s. So KOF95 is the best we’re going to get of the 94 formula, even with its craziness and Kyo up kick infinites and canceling normals into command throws without whiff animations for crazy pressure. 98 is the best of 96 started. Since 2001 was a fuck up, 2000 takes the reigns as the representative NESTS saga Strikers game. Similar for XI, it of the two takes the representative position of tag games. KOF2002 is different enough from 98 and solid enough to be its own competitive entity, and is certainly much more refined in 2002UM. KOFXIII in itself is a solid game, it was more garbage in the original arcade version, much better in the console/climax version, and it could be on the level of KOF98/98FE/02um if it had one more major overhaul to the balance. Even if XIII never gets another update or UM version, the game has its niche and is solid enough to stand on its own. Honorable mention, there are some guys who really like Neowave and doing unblockable CDs or being a cool Choi/Saisyu/Young Geese. I guess another honorable mention is how China just really loves KOF97, which is a higher damaging KOF98, neutral hop normals are the same as neutral jump normals, Max mode is like 98 but the draining meter doesn’t get used up when doing supers, so damage output is even more nuts in that game. Also, Terry has an infinite.

So, I’d say the worst KOF games generally are the worst for either their bugginess to the point it’s an inherent impediment to competitive play, or games that just feel really bad without regarding actual balance (which of course is very subjective). For me, the king and queen of worst KOF games are 2001 and 2003 featuring KOFXII.

But, it’s different from just being simply a KOF game that deemphasizes fundamentals and makes you a worse fighting game player overall, which are games like KOFXI and KOFXIII. Although KOF2000 may have 100% combos and being able to call Strikers to cover your whiffed DP, the actual buttons in the game are solid and emphasize the traditional neutral game of old KOF games, at least until you fight Armor Mode Chang after he was battery-ed hard by Choi and Blue Mary with Seth Striker whom has an unblockable punch which launches as long as his initial dive attack whiffs. Also backward rolls in the game are about as long as the distance of running forward roll which almost doubles a typical roll forward distance. So rolling backwards and battery-ing with Choi and Blue Mary were strong. At the basis there is a makings of a good KOF game, just encompassed by all these other subsystems that turn it into a kusoge, a fun kusoge at least. At least the 100% combos are much, much faster than KOFXI infinites with Vanessa or Duo Lon.

If i remember rightly throws did super low damage in 2001, meaning it was very hard to to open people up, especially if they were sitting on a life remember seeing a lot of time outs in the game
Couldn’t you cancel ioris rekkas into fireball to? lol the game was so shitty had tons of really weird shit

If I remember correctly, if I do, I think Iori had a rekka infinite where somehow his second rekka wouldn’t launch on hit and you can link rekka 1, 2 back into itself. Don’t know if I’m remembering correctly, and if I do, I don’t know how to do that in game.

KOF2001 looks like a very well balanced game.

http://youtu.be/9_GClkB_di8

Play the thing first before you make that call. Gawd, the music for that game reminds me of windows 95 and DOS game music.

HAHA yes you’re right i remember it now, blimey i was trying to remember which game benimaru could repeat his jumping hp, but regards to iori’s infinite i could never replicate it, by that time i think i’d kinda lost interest in kof due to lack of other people with my area still playing it, so practicing such things to give yourself an edge was kinda pointless, i’m sure somebody on here will know how and why it works it was super strange though

@Laban have you ever thought of writing a guide or making a giant KOF educational video series? That shit would be so helpful, especially since we have KOF14 hyped up and coming (hopefully) this year

True story though it is probably one of SNK’s most accessible series game play wise. Miss SNK KOFs

dandy j still has that video on how to play basic kof on youtube but something new wouldn’t be a bad idea

KoF XI reminds me way too much of MUGEN, just something about the aesthetic and gameplay… Fun game, though.