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

She basically has a teleport that is invincible and cancellable at any point into any special or super. She has parries that are also cancellable. High priority dp, invincible anti-air super, very good high/low game (low hit confirms into high damage, low hitting slides, multiple overheads), long range pokes, wallbouncing abusable stand CD on counterhit and more. Only thing I don’t like about her is her wonky hitboxes on jump attacks.

played some clark and ralf on 13

clark clicked with me more. hope he gets back on the juice before launch, those juicy delts make me hard

https://scontent-ord1-1.xx.fbcdn.net/hphotos-xtf1/v/t34.0-12/524859_197151127340128_7097732243384886428_n.jpg?oh=50f9adfacc9e879ee1c48b70e8d89854&oe=56F3F71D

You gotta play the Ikari Boys in 97 or 98 to really appreciate them, or maybe even 2002 or the UM’s. I feel like XIII wasn’t a game that shows what Ralf and Clark are really all about.

@“Running Wild” - I can agree to that with Clark. He’s so much deeper in everything else. His XIII self never quite gets there, and the other Grapplers (that aren’t Vice) all seem more complete than him.

With Ralf however… my brother has pretty consistently played Ralf over the years, and he and I both agree he feels much more like a unique character in XIII. Watching Ralf go for Super Argentines as if they’re more of his moveset than explosive punches… it always kinda weird. His charging ram was always great, but I always found it kinda gimmicky myself.

But that (armored) EX Gutpunch, the EX version of Gattling attack being a mini DM, , and the presence of almost all his mainstay moves except Ralf Kick (which really didn’t support the super puncher idea anyway) just did a good job of making him seem like the BLATANTLY POWERFUL HUMAN WEAPON he claims to be. With Shen being out the game for now, I hope Galactica Phantom become Super-ridiculous now, too.

I do hope he gets a new move here or there in XIV. I’d love to see him get something back to replace his old S.A.B.B, just… that makes sense with his design and abilities, not that’s just a nerfed version of Clarks. Imagine if he got a branching Gattling attack tree or something…

Idk, I love their approach with Ralf in XIII and how he finally got specials that are actually useful. If his normals didn’t have stupid deadzones he would’ve been so fuckin beast.

Just wish he kept his command grab in the moveset transition.

Also I just realized how a lot of characters are gonna be reversal-less again after XIII, in that game pretty much everyone had some sort of reversal either meterless or an EX move for 1 bar, some even had multiple options with the EXs making their wakeup an annoying guessing game (Vice ex shoulder/ex dunk/ex grab, Ex Iori ex grab or dp etc).
There was also how most of them lead to full combos which was irritating so I’m glad that’s gone.

I will miss the drive cancel system however, cancelling a special into another special was such an awesome mechanic and opened up so much room for combos and extensions I never thought would be possible.

Not every character should have a reversal. Not every character should have a 2 frame reversal that is invincible for 20 frames. As far as I’m concerned that’s a good thing. Characters getting better reversal options in MAX mode might be a thing, but that would require previous activation instead of just shitting out a move whenever you want, which I’m more okay with. It even further incentivizes raw activations and also gives the opponent a way to play around it. You’re talking about a game with a universal guard cancel knockback attack, you don’t need a DP on every character.

Also, Drive Cancel looks cool but I’m totally glad it’s gone because it was stupid. I would have liked it more if it had applications outside of combos like how you could super cancel on block to make unsafe moves safer, but the current implementation is purely a combo mechanic and KoF should not be a combo game. The more of that type of shit you add the worse the game gets.

… I’m quite glad Drive Cancel didn’t have an FADC tree. I’d rather see defensive systems like breaking or free-cancels on block left to be character-specific tools. I do like the addition of Just Defense in XIV as a new guard wrinkle.

As far as everyone having a reversal for 1 bar… so basically, Invincible-on-start-up DM. No real issue with that. If they take free EX space-making moves away (beyong GCCD, which just stands to profit via higher use), I hope they spread things like Invul. on A. Ranbu, non-invul but faster and full screen on C. Ranbu.

It already kinda does have an FADC tree though, because you can still super cancel on block. Kim is never not safe because he can ALWAYS super cancel into Phoenix Kick if he wants to, which is PLUS on block. Also XIV Just Defend is not a defensive mechanic. As of the PS Arena build it gives you meter, so it’s a bonus for timing your block as late as possible.

And for the most part, Ranbus already worked that way, except with A being the fast one and C being the invincible one. There are some character specific instances of that not being the case like Ryo and Robert where both versions are pretty much the same thing, but for the most part that’s how they have designed supers.

Regarding FADC part: Still pretty character specific though. Much more unique than a universal save-me-from-committal mechanic, which I’m thankful for.

Gaining meter from Just Defense should still help make the defensive side of the game more engrossing, I hope. Newer players never really want to hear that learning to block is fundamental, but adding a bit of meta-game like late blocking to get meter should make learning defense more enticing. Being able to perfect-block moves in order to inch closer to a GCCD sounds like a nice flow to me.

I know most Ranbu’s (and a few other DMs) worked that way, but it’s the inconsistencies that really annoyed me, such as with Robert and his lack of an invulnerable Ranbu. Why did I really have 2 strengths for things like Leona’s Grand Saber DM, current Galactica Phantom, or most grapple throws? I loved how Hwa Jai got a leaping command throw and a normal close up instant one out of his Dragon Backbreaker DM. I hope to see that kind of design spread over every DM, and not just a few chosen ones. For example, with a Drinking DM like Hwa’s that gave a buff, make one version have a storng, shorter-lasting buff, and the other one longer, but weaker.

oh? any footage of this?

Oh god, anybody but Momoko. ANYBODY

An example of just how much damage SNK is doing by their low quality highly compressed youtube trailers.

http://i.imgur.com/mZja4nd.jpg

such a big difference, it’s like night and day

Yeah, I think I mentioned before that the game looks much better in person than it did in the trailers; but, that was during PSX vs. the trailers out by PSX (which I think was trailers 1-4.) I can’t wait to try a demo at EVO or something if it’s there!

Hopefully they will have a new build ready for the KVO tournament next month.

The Korean build is the same as the HK build from January, so pretty dated at this point. And it would be nice to have more than 9 characters for the tournament players to choose from.

I was way wrong about JD in this game. I’m too spoil on game providing me mechancis for my defensive situation. I just need to make sure I know my options. Their is GC attack and roll but never understood how to use them properly.

*I got to disagree with you Grimm, KoF never had a Roman cancel type system where you could freely get out of moves. Sure there was a few safe on block supers a few characters could take advantage of but it wasn’t a “get out if jail free card” system. Likewise “fuck it I’ll just delay a super if this shit gets blocked” has been an option in most fighting games since the 90’s. Which again, isn’t a free/Roman cancel system. With that being said I’m alright with most of the cast having some form of escape or reversal option if it fits their overall balance and play design. What I’am against is a homogenized design philosophy where most characters have a no meter DP, teleport or super they can use if they’re getting their shit pushed in/rushed down.

I actually really liked the drive system since it allowed for better variety of combo options. Yes, it also contributed to 13 being a rushdown orientated game but I wouldn’t pin the blame on the drive system. Normals not doing as much damage, nor having as good of hitboxes, fireballs not being as strong, and HD mode contributed far more than drive cancels themselves. The drive system could easily be reiterated to where it takes a bar to use, or if you can only use drive out of ex moves. In other words if you’re worried about it making a game too combo centric then put more restrictions in what you can cancel out of or cancek into. Additionally you could increase the cost of using a drive so that it uses up more resources.

No idea what you’re talking about with the roman cancel stuff, I never said anything about that. No idea where that came from at all. If you want to talk about roman cancel systems though, HD mode. Literally cancel normals into nothing, free pressure, do what you want. Same with 02 MAX mode. You can’t cancel ANYTHING, but it is a cancel.

Also in regards to drives, I didn’t say that the problem with 13 was that it was a rushdown game, I said it was a combo game, because it is. Drives do not exist for any purpose other than combos, and those types of mechanics do not need to exist in KoF. I don’t care about variety of combos, that is an unimportant part of the game, combos are a means to an end, to either get screen positioning or damage or knockdowns, etc. Focusing on the combo portion of the game is a bad idea. It doesn’t matter what limitations you put on the system, if it only exists for combos take it out. You know what a good system is? What XIV is currently doing. There are combo applications as well as utility applications. They are streamlining the game for a reason.