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

Ha oops I meant KOF95.

I don’t have steam but I did hear the motions are suppose to be smoother.

Ralf Kick would be welcome… It’s pretty much just a beefier version of his jumping CD, so sure! I… never liked the tackle. Always seemed like a gimmicky move to me, though I think it fits him. Please no S.A.B. Clark has a DM of that, it should be his only! But Ralf can get a command throw back. Guard Point on Burning Hammer works so much better with his punchy style exhibited in almost every one of his moves + CD, I think it’s a great addition. Definitely can agree on the Gattling, Ralf + Punch Power just works so well together.

On Maxima, I’d take the Suplex, though the fact that his dash grab has a pure command throw variation on weak makes it redundant. Since the EX version will be harder to use freely, I hope the Strong version gets some adjustments. I’d totally take Maxima REVENGA over Bunker Buster, since I REALLY miss the thread of a DM throw, but Buster’s AA presence was made up for by the improvements to his AA throw.

Maybe he’ll get more branches off the Dash throw?

This really makes me think how odd it’s gonna be to have EX’s locked behind MAX mode for him. Surprise / punish EX’s were a bit part of his game for me.

Was it stated each character would have a Max 2 DMs (and an EX for each) somewhere before? We’ve seen some in the trailers, but that leaves another up in the air…

Pretty sure it’s been stated that every Dm will have an EX to keep Advanced Cancel consistent. Also, I think that the XIII climax will not be in the game. In the 4th or 5th trailer, Ralf can be seen walking through flames. It’s probably gonna be a super-powered bakudan punch.

Sylvie reminds me a lot of Platinum The Trinity, they both have that “sweet on the outside, rotten on the inside” feel to them.

http://img2.wikia.nocookie.net/_cb20121211155612/blazblue/images/4/47/Platinum_the_Trinity(Chronophantasma,_Character_Select_Artwork).png

@4:50
https://www.youtube.com/watch?v=NjOcmU8Z45g&nohtml5=False

With the exception of saying every curse word in the book, I see Sylvie being KOF’s counterpart to Platinum.

I’m just trying to think if we’ve seen characters with more than 2 DMs. I remember the EX part clearly, however.

I like that walk through flames part, aye. But if characters really only have 2 DMs at most, we already know Ralf has the PHANTOM and Bareback Vulcan, so yeah, makes Gomu^2 no Gatling less likely (unless it’s just part of another DM.)

@ReoGeoSRK
You free to play SF5 today?

Think they could of cut back on the cinematics a lil, maybe only have the cinematics on climax moves. I’m going to miss the red flash on ex supers

Yeah I should be ill be done work around 5pm my time so when I’m off I’ll post here.

You added me on CFN right.

I like the cinematic close ups with the max dms and Climax dms. It gives the game some nice, much needed flare. Though I’m glad there won’t be cinematics for the intros. Cinematic intros seen in most fighting games are nice to look at in all, but it prevents the possibility of special intros. But as far as dms go, King and Chang are great examples of a simple attack made spectacular simply by changing camera angle. And Kyo’s Climax dm would be beyond boring if not for the camera work. It just adds some visual flare that this game needs

So am I the only one who doesn’t like this trend of games getting their own Cinematic Supers?

It doesn’t affect anything so who cares. As long as they don’t take 16 seconds I’m fine with it, and the Climax supers are pretty much on par with most classic supers anyways. It’s just one of those things that they are capable of doing now that the game is 3D. A lot of the complaints against them in my opinion seem kinda silly since even back in the sprite days they were trying to make supers look as flashy as possible. Maybe I’m the only one but I really get the feeling that supers would have been animated this way since the beginning if it were possible.

There are two characters from Skullgirls who’s gameplay profile sounded pretty similar to the final boss.

Venus
*The lady is only the central part of a much larger creature. If the rest of her is visible, the observer has already been engulfed. There is no safe place when fighting her as the very fabric of the universe unravels into mouths, claws, and locusts devouring her prey’s flesh from every angle.

Venus’s own body tantalizingly distorts to reveal monstrous elements. Body parts bloom from seemingly nowhere, sometimes releasing swarms of locusts to assault opponents from every angle. She can open holes in space, move and teleport in unexpected ways, or even distort the playfield itself. Even her own attacks may be displaced and modified.

Reality bites.*

Aeon
*Aeon’s attack themes may be similar to Double’s in that she wields hypothetical versions of characters to attack, conjured from the distorted reflections on her hourglass. She may use figures from the past, characters that have not been seen yet, and alternate versions of the cast including ones where they have become the next Skullgirl. Her own attacks would be themed after sand, glass, and Khronos’s serpentine incarnation with animations that don’t always flow forward. Playing off of her shut-in otaku tendencies, some of her moves may bring in her accumulated merchandise.

In contrast to Isaac who can only travel through time, Aeon is a divine being with the ability to manipulate time itself, including alternate timelines. She may be able to capture moments on the battlefield to unleash later, like a bubble in time containing all attacks executed within its bounds. Then there is the usual slew of abilities to consider like rewinding time, slowing it down, and stopping it*

Perhaps the final boss will be something like these two

Really, the cinematics are crazy short for the game. Non-cinematic for DM, Intro Cinematic For SDM, full cinematic for Climax.

They do a good job of selling the power of the move, and show the characters personality in detail. And as far as missing a red flash, that could still come back. They seem to have changed and modified the colors, and style of energy gathering as time goes on, so we’ll have to see how all the details end up.

Cinematic intros for Special R1, truncated, smaller ones for the following rounds would be good. There’s no law that says it’s all one style or nothing.

Man I cant wait to see more of the advance cancel mechanic and how it turns out to be.

what dat?

The basically Dream Cancel mechanic of this game that lets you cancel one super into another super as long as the super ascends levels. Theoretically it might be possible to do DM > SDM > Climax.

Shouldn’t be, you only have a max of five meters.

The act of Advance Cancelling reduces the meter cost of the next super by 1, so DM is 1 bar, SDM is another 1 bar, and Climax becomes 2 bar for a total of 4 bars.

Oh in didn’t know SDM became 1 bar.

Wait, that doesn’t sound right. So Cancelling a DM into an SDM is 2 bars total cost?