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

I’m still wondering about this “Dream Cancel” or whatever thing I saw done with Iori… like the move he canceled into didn’t even properly connect, wondering what they are gonna do with this. I don’t want to see something like KOF99 where you have Super Cancels but they don’t actually connect.

So, what all did we learn from these new vids? I think we learned a lot more about the gameplay systems.

  • It was probably there before, but I notice a Blue Glow (over the orange) when characters use EX moves.
  • Some EXs have combo extension properties.
    — Robert can hit you into the air for move juggles with his EX Tatsu.
    — King Get’s Ground Bounce out of her EX Tornado Kick.
    Ground bounce is pretty new to KoF, right? I don’t recall it in other games. Just Counter Wire…
  • There are new hit state animations, such as:
    — The Previously mentioned bounce.
    — In one of the vids, Kula uses her slide, and it makes the opponent double over forward. It might be part of her auto-combo, but it’s still a new
    hit state that should guarantee her 2 hit DP has the enemy close enough for both hits.
  • Moves that were shown here, that were not on vids previously:
    ---- King’s Surprise Rose DM, full version. EX Double Strike.
    ---- Robert’s CDM, variation of EX and Normal Haou Shoukouken, start of EX Ranbu.
    ---- Anything we saw of Billy was basically new.
    ---- Leona now has the follow up to her Grand Saber back! It looks different than the old motion.
    ---- Iori has the triple DP for his EX DP.

If you have more to add to this list, feel free! Lets try to compile all the info we saw, no matter how tiny and trivial.

@Virtua_Leon - I do wonder this. But I hope it’s the fact that Raw DMs have been giving more properties on varied button presses (such as Quicker on B version, Invinvible on D).

@“Running Wild” - “Advanced Cancel”, eh? Yeah, for Iori, I hope they just mean they’ve given him 2 branches to end Maiden Masher with; 1 for damage, one for setups on wakeup.

While we are on the subject of KoF gal’s “assets”. I just want to say that King’s butt is op. Praise the whooty

I think that era is over if you look at all the UM games everything works as it should, there was no stupid cancels whiffing or not working
or as queried earlier DP’s hitting the first hit and whiffing the second, those kinda of mistakes do not happen anymore, so i dont think you have to worry about that sort of thing

To add to that list, fireballs or at least kings when hitting airborn foes then puts them in a juggle state, i will have to watch the video to see if it was a counter hit, i dont think it was, i’ll try to find it and confirm

After checking in that video you linked in your post SAB CA, in your post “we finally have a video” page 87
If you check at 1:02 you see king juggle off her normal fireball with no counterhit, you could not do this is 98, i think you could in 13, well you could as somebody confirmed below

That’s not new to KOF, you could do it in XIII as well.

Kensou could easily juggle with his flying dash kick for example if someone landed on his fireball. No counter hit needed.

What!!!

Don’t act surprised.

@Tomma16 - It last for like half a second, and afterwards, she quickly speeds back under water, with only the top of her head peering about, trying to figure out how to get out of this situation, ha. You could probably play the game for ages, and never see this actually happen.

To me, this property because more useful once XIII added in EX moves. Since there were so many fast moving attacks that could reach screen length and set up juggles, fishing for those unique hit opportunities was fun.

I hope for the same thing here in XIII; King being able to cross the screen after someone lands on a fireball with an EX Tornado Kick -> Ground Bounce -> Trap Shot should be excellent.

Yes indeed, the ass was phat.

http://i.imgur.com/ICWsfVn.jpg

This proves that we are into a real fighting game forum, I think.

https://www.youtube.com/watch?v=jKGKrjLop8Q

0:39 Kula’s rush combo.
2:25 Iori’s rush combo

Kula got an upgrade too, as seen in that classic Laban moment.

I dont think that’s his forward lp that might be a replacement for his DF+HP he got in 13
I swear i saw a new leona combo or new normal or some shit, i’ll have to go through them and have a look

I suppose roberts qcb+k not knocking down is a pretty big change

2:25= Iori’s Rush combo. 6a hasn’t changed

That was on purpose. The move is a trap more than anything. I mentioned it last page. He did it to continue his pressure after the Yaotome.

https://youtube.com/watch?v=P5oIitkTcHI

Not sure if it was always the case, but in this video (1:26), JD can still be done even if you fail to perform a JD in the same string.

You see at 1:32 how bad dm damage is in this game

In gatorays demo vid 6 at 1:19 you see ioris EX dp+k ground bounce, but also has some sort of invulnerability on start up as it passes clean through a projectile

That was like 20%. That’s not bad at all, especially since we don’t know how the scaling in this game works. It could very well be classic style KoF and it might NOT have damage scaling at all, in which case tacking on an extra 20% onto a confirm is totally legit, especially when meter builds really fast in this game and is given to you every time you lose a character.

My guess is either the person got the qcfx2 super and it cancels (and not the qcfx4) or it really is meant more for spacing like Jhun’s max2 for example.

The damage output is going to be different in XIV, and higher in general, just because of the cost of max mode activation.

Why do a regular Kyo bnb into up kicks and juggle into a super when you can for the same amount of meter (1 bar) do:

normals >max mode> normals >ex move or two> super

This is a good example of how much faster the game is when the players aren’t complete noobs.