I don’t think I’ve ever played it. I tried Mugen out was maybe back in circa 2005-2007, usually with weird random characters people made. And a really good mecha game somebody made on it. But even then, I mean for SNK sake, and as a possible source of income for them, to release something with all the old sprites, possibly on android/ios, with ads or something, to make the revenue needed to help fund the KOF XIV and future KOF games. Since mobile companies make something like 20k to 250k daily on ads and iap. KOF might as well spread awareness of their franchise, while simultaneously raking in the dough needed.
Anyway, does anybody else think the K vs K9999 rivalry was as good as Kyo vs Iori rivalry?
Yeah, I’m aware of the reasons for his removal, but maybe they could just remove his intestine hand super and any references to psychic power, replace those moves with fire based stuff, alter some dialogue, but keep his attitude and blue haired form. {the white haired version being too much like Tetsuo, speaking of which, does anybody know if K9999’s white hair form was his stronger or weaker form?}
It was a bad@$$ rivalry. I couldn’t find any high level play of K vs K9999 from 2001/2002, so instead here is a vid showing why their rivalry worked so well. https://youtu.be/ZBqB3uWttnY?t=7s
And about the Kyo vs Iori rivalry, I think their 2001 intro was awesome, in other years, they just talk or show fire in their hands, but this is the only year where they actually show off before the fight lol. https://youtu.be/kEXZ0hR-csQ?t=6s
Most KOF entries do not deserve the intense criticism from fans. I do agree some entries are not as strong and sure…they do have some bad aspects, but as good as 98 and 2002 were, each title went through multiple revisions and balance changes. Now they actually have definitive versions! Other entries never received that kinda love. That being said…it’s not hard to nit pick and break down as to why the other KOF titles fall short (XIII excluded). However, XI is a great entry with the most diverse cast ever in a KOF game. It plays well, has great music and some impressive backgrounds. Overall it’s one of the best SNK (Playmore) fighting games.
Now here is where I piggy back off your unpopular opinion about XII. Leading up to the release of the game, I feverishly followed XII’s development notes and updates. Apart from the heyday of great looking FG’s, I had not seen anything of that quality since 3rd Strike. I was blown away. SFIV had just dropped and not only was it ugly, it seemed like a facsimile of the old SF titles (not until super edition did it capture my attention). So when XII dropped, I played it almost exclusively. It had a small cast but it was well rounded and balanced, had some very good tracks, fantastic stages and easy to get into. The streamlined aspects never bothered me as much and the removal of certain moves didn’t make the characters feel all that limited. The combos were cool and the large style AOF style sprites were welcomed. Even players like Reynald and his crew played it and would post videos all their time featuring some matches in the arcade.
XII had lots of room for growth and I guess that growth was XIII. But people flat out calling it crap was unwarranted and still is. For a new style KOF it served its purpose and at its core and IMHO was better and more fun than the vanilla version of SFIV. XIII fixed a lot of lackluster elements in XII but worked at changing the foundation of the game to better suit 98/2002 fans. KOFXII is a fine entry (apart from being a bit limited) but I still to this day defend that game and try to convince its detractors that it wasn’t the bastard child everyone claims it is. It’s one of the better entries in the series and much more put together than most of SNKs KOF efforts. Say what you will at least XII had notable and distinct art direction…which at this point cannot be said for XIV, sadly.
I would also like to mention that SFV is very streamlined (they fucking removed close normals for Pete’s sake!) and pretty low on content and nobody seems to give a shit! XII had this high standard to live up to and when it didn’t for most fans abandoned it and left it in the dust. We were lucky to see XIII and frankly I’m surprised we are even getting a XIV.
For SFV the proximity normals got turned into command normals. I’ve never liked proximity normals so I like that change. Compared to XII, SFV isn’t light on content. From the data mining we know it will have survival and story mode. That already puts it above XII in terms of content.
I really hate when people drop this word, obviously only having played SFIV. For the most part, all SFV is doing is dumping all the unnecessary shit that was added in SFIV. I mean, then respected old timers are saying that the game (USFIV) doesn’t feel like Street Fighter, then you know you’re in need of a massive overhaul. As it stands now, the game actually feels somewhat like some of the older titles, and borrows heavily from games like 3rd Strike.
Now while XIII isn’t exactly in the same boat, it’s arguably more KoF than SFIV was Street Fighter (if that makes any sense), I still hope they’re following SFV’s example and looking at what was added since '98 and 2k2 and taking out whatever it is that the players didn’t like.
And the only thing people really cried out about, other than those special snowflakes who wanted uber hard KOF to return, was that normals weren’t as effective as they have been in 98 or 02 where you could get by games with the Chun strategy aka all normals all day. And to a sense I understand it. I never felt particularly setback by eating an AA normal, or a blowback or anything compared to like 98 where you’ll feel every boot you take to the face…or two boots in Chris’ case. A huge amount of damage in XIII definitely comes from meter spending whereas before meter was strictly for confirms into super if you had those or your Guard Cancels.
Of course at the same time that could be an offshoot of the fact that EX moves essentially took the place of moves that most characters lost so they could maintain diversity while being able to conserve on sprite work. They wanted people to use Supers, use EXs, use HD Gauge, best way to do that is to put real damage into it or in a sense take away real damage from other points.
Another mild gripe is combo length. KOF combos for the most part were snappy, outside of 02 and even then 02 BC combos were about half the length of XIII HD combos. XIII has a lot of emphasis on taking people for a ride off every confirm, especially in HD mode. God forbid if someone has Yuri HD loops down, you’ll be there all night. Compare that to a game of 98 or 02 where combos happen quick, if they bother happening at all, and interactivity is at a high. The action is constantly moving.
Again though, most of those things are minor when we’re talking gameplay wise. I don’t see HD mode making a return again so that should in theory solve the issue of absurd combo length automatically. Just have to give normals a bit more oomph.
I assume you are implying that because I stated that SFV is ‘streamlined’ that I fall into that category of players that only uses SFIV as a frame of reference? When truth be told I am one of those old timers you speak of (not that I care about DEV brownie points or anything) and I am very familiar with the old titles as they are and always have been my bread and butter. My opinion of SFV being streamlined extends beyond the removal of mechanics from SFIV (in fact I could care less about that title and it’s general impact on V). Sure, on its surface it has similar aspects to the older titles and I’d bet you would be happy to list them all!.. but if my multiple experiences with the V beta say anything…it feels closer to SFIV than most people realize or care to give credit for. However, I am well aware and well versed enough in the original games to actually have a firm grasp on what SFV is borrowing from older titles to set it self apart from SFIV. Similar mechanics to the old only account for some of the nicer changes I’ve seen in SFV. For all it borrows it still feels like it’s missing a lot.
Sorry, I should have been more direct about the specifics of said content. I really just meant # of characters, stages, music, moves etc. on initial release. Not modes that no one plays beyond trophy unlocks and lack of internet connection! I meant real player vs. player interactions and their breakdown of available content in versus.
For SFV, some close normals were changed into command normals…keyword some. Most command normals are just that and dependent on the char could serve as long and close range. But to say we got a slew of command normals that act like close normals is wrong. That’s why the previous titles had both close and long range normals and command normals to boot. Simply put there is simply less to work with. How you interpret that could be perceived as bad or good.
It’s basically the ST of KoF. One of the most simple games in the series, strong normals, high damage, no bullshit, a very balanced game, even though 97 technically did it first it’s the start of what people think of in terms of what modern KoF is with the hops, rolls, and command normal chains, all play styles are viable, it’s just a great game.
That does sound great and balanced. I’m down with that. The part of all play styles being viable is something a FG should strive for. Really sucks in fighting games when a tier filled with 5 or less characters out of a roster of 20 to 30+ rules the game.
Yeah so like of the god 4 in 98 you have Kyo who is mainly a midrange poking space control character who dominates with fast long range normals and his rekka, Iori who is the rush down mixup character with the best crossup in the game and a command throw, Daimon the grappler who is one of the strongest grapplers in the history of fighting games, and Chizuru the “fireball” zoning character who uses astral projections of herself to create long range lockdown that is VERY hard to deal with. Even the god 4 is diverse and varied, but then when you get into the lower tiers who are still plenty strong and viable you get TONS of characters with unique playstyles that all bring something to the table and can really do work.
Just make sure that you get good connections with Central America.
And be prepared to spend a LOT of time in training mode depending on your character. My Rekka execution was already suspect and then I played 98 Kyo and wept.