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

You’re still posting the small version, dude.

https://pbs.twimg.com/media/CfuuFEvUYAApkwy.jpg:orig

I don’t know how to delete comments here :expressionless:

Ah I see, you have to put ‘orig’ at the end instead of large, thanks for pointing that out.

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Nah, that would be Vanessa. Rick Strowd got some work done over the weekend and became a housewife.

That’s just a mockup someone made from the pictures given by SNK whenever characters have gotten revealed. Take a look at the logo in Tung’s portrait.

Mui Mui by Ronny Maia:

ew, her body says snk character art, her face says says she isn’t a cutesy character, but her hair says mickey mouse. in fact the hair looks like 2d circles… there’s no depth. also that squiggly hairline on the side of her head=wtf?

Kinda disappointed. Didn’t come out too well

I thought the same thing when I saw it, Ronny needs to fix it.

speaking of which, does anyone else take issue with these types of character design progression mockups?

the problem I have is… look at his kof 12 version with the huge shells…it looks very funky on the model, but mostly because he only changes the clothes as they have progressed, but obviously the character design is not just the clothes but EVERYTHING, from the artstyle, to the actual sprite style, to the proportions, face, etc. It is unrealistic representations of character design progression. But at least it is cool if you only look at the clothes

“Adapt these outfits to Shinkiro’s Style of the characters”. That’s the point of their art. He’s not trying to change proportions or turn Clark into a Goro-size body or anything like that. It’s to give a representation of what Shinkiro art would look like with the modern clothes designs.

I’d also say that part of it is showing the change over the years but doing it in a way that makes the change relatable. Keeping it in one art style makes it so you get a direct reference to what is different. Changing art style would make discerning finer details much harder to do.

I didn’t know Mickey Mouse was Chinese.

I like autodashes, because I dislike annoying execution barriers. I wonder whether there’s some other option to alleviate the problem. For example: Only put autodashes if you cancel heavy normals, instead of light normals, would I think already help a lot.

If they would fix knockback on light normals (which was really not far enough in XIII) that might already alleviate some of the problems too. On top of that, they made light hitstun 3 frames longer than ‘normal’ KOF, which also made it easier to make those autodash confirms work.

Another option, which would be less ‘random’ in that it would affect some normals and not others, is by putting in the autodash, but giving the MAX activation actual startup before the character starts running.

e.g. cl.C f+A MAX (strikes a pose for 11 frames) > dashes forward > since heavies are 19f of hitstun, still 8 frames for the dash and close C follow up.
but: cr.B MAX (strike a posse for 11 frames) > dahses forward > sincce lights are 11f of hitstun, no frames for a cl.C followup.

Also making the autodash an actual DASH, that takes some time to actually cross the distance, just like KOF2002, would help a lot. This solution would massively advantage characters that cr.BA f+A MAX-cancel; but if you wouldn’t instantly magnetically stick to your opponent, but would actually have to counter the knockback by running closer, as in 2002/UM, those moves would be pretty rough to consistently confirm off, even with an autodash.

Just some thoughts… I just wish I could count on the fact that SNK actually read this thread and took advice from it. Because as much as I like XIV’s less elaborate combos, the CONFIRM EVERYWHERE ANYTIME shit is the real problem.

Speaking of dumb random confirms: I haven’t seen any anywhere juggles yet. Is that right? I think that would be a good thing.

No anywhere juggles yet, probably won’t be, all around good decision if true.

It’s hard to say what the best course of action would be. I mean sure getting rid of execution barriers is great and I’m all for it as long as the game does not suffer for it, but would removing the auto dashes actually enforce an execution barrier or would it simply just mean that those are things you can’t or shouldn’t do? I’m just not really huge into the autodash in general, it’s a small thing but it feels like when you activate the game starts to play itself for you and to me that’s a big no no. I would much rather it be like an RC system or something similar where you are just reset to neutral and any sort of conversion is on you to pull off. Regardless of how it’s done however I would greatly like to avoid the easy to pull off extremely high damage conversions off of any stray random hit.

Hey quick question, is there some input issue with Fightcade. I thought the execution problem was only specific to SNK games but tonight I was botching my execution in A2 and 3s.

You could be running into general poor emulation issues such as frame skipping or online rollbacks. As of now Fightcade runs on a build of Final Burn Alpha from 2010, the last updated GGPO build, so tons of things are not supported very well and it doesn’t run super great in general. They have been announcing a ton of new games being supported in an upcoming update which leads some people to believe they are finally updating the emulator for the first time in 6 years, but we don’t know for sure.

Do you know which games are going to be added.

There’s a massive list, pretty much every fighting game supported in recent FBA builds. Mortal Kombat, Jackie Chan, etc.