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

There are some rivalities for sure since always.

Japan Team - Yagami Team
K’ Team - Ikari Team
Fatal Fury - Art of Fifghting (friendly rivalry), South Town (enemies)
Art of Fighting - Fatal Fury (friendly rivalry), South Town (enemies)
Kim Team - Villain Team

And some that are not obvious but they can be intuited.
Women Fighters Team - Another World Team (AW Team is clearly a second Women Fighters Team which competes with original one. And Mai and Nakoruru are two SNK very iconic kunoichis.)
Mexico Team - South America Team (somehow, I can see some rivality here)
Psycho Soldiers- Official team (I see a clear rivalry between Athena and Sylvie. And probably between Kensou and Kukri)
China Team - Official Team (we know that Demon boy is the new hero and Official Team look like the new bad guys).

Nakoruru is a kunoichi? Wat.

Personally, I don’t mind the idea of confirming into combos out of lights with Autodash, especially with EX’s hidden behind the BC mode. Though I wouldn’t entirely mind if Lights were for DM / SDM cancelling, and heavies were for MAX / BC cancelling. Giving each ability level more purpose is best for the overall game. HD felt much better spread between character for use in XIII than anything I’ve seen or done in 2k2UM, where it seems to favor a much smaller amount of the cast. While I still felt like it was lacking on some characters, the addition of Drive Cancels gave another way to use the same bar, that could lead to comparable damage in the earlier days.

I don’t feel “autoplay” happen due to a built in dash at all. It just makes it so that one less cumbersome motion is removed that could potentially screw with input butters. The combos are still on you to do, and there’s so many ways to STILL screw up, that you barely ever see HDs that don’t have some kind of improvisation tailor made to the moment / spacing / amount of life left taken into consideration.

A lot of characters are losing quick access to reversals, grabs, or the “best” version of some of their moves from XIII, by not having EX’s usable on demand. Even some of the better juggles / conversion from counter hits will be a lot harder to get off in the heat of battle, without some planning. Whether you make a normal hit stronger by itself, or easier to combo out of a normal into multiple moves that still take some degree of execution to land, for similar damage to a buffed normal, shouldn’t matter too much in the end. It just makes the game more interesting to watch for a wider ranger of players.

Could some character be made specifically to work better with MAX mode, normal DMs, and SDMS, potentially? Could this shift the overall meter meta? Character like King and Robert basically come alive with MAX mode, but will this work out the same for Chang?

And as for anywhere juggles, I don’t mind them being there. They just need a limiter. Much as KI has a KV meter that puts value on juggle options, making tools that open up for more damage gain more value, KoF should do the same, even if it’s just in the background. Such as only on of Ground Bounce, Anywhere Juggle, or Wall-bounce per combo. They’ve already made bounce follow-ups very limited as seen in the NEMO footage, so hopefully this is a good sign.

I think KoF’s various unique juggle and hit states give it it’s unique identity. I dont’ want to see them removed, but I do want to see them reeled in. It’s not their existence that makes things ridiculous; It’s the fact that they’re often too loosely curated.

Lol that MuiMui artwork, it’s the same pose as Xiaoyu’s artwork, idk why he picked one with such an odd angle tho, the buns look off coz they’re not in line with the head -__-

Well, not a silent assassin in the shadows, but for how she fights, wears her sword and how she holds it, yeah, she can be defined as kunoichi.

Nope. She’s a priestess. Force of nature, spirits of the forest, bird and dog and all that stuff. There’s no ninja tricks in her combat style, like Hanzo and Galford.

I agree, the thing that really sullies XIII is being able to confirm a jab into a near-TOD combo. Poor design and it looks as if XIV in it’s current state has that similar nuance, though fortunately not with the same level of ridiculousness.

I was also thinking about ways to make autodash less of a problem and those appear to be good ideas. Some kind of startup off MAX cancel would easily eliminate far.A/B > MAX cancel > cl.C > jackpot scenarios. Maybe making the autodash cover less distance would help greatly in respect to far.C/far.D. Having it cover less ground would at least minimize high damage confirms off of those. Taking MAX meter away from canceling out of uncancelable normals like in 2002 may also help, theoretically it’d eliminate one EX move usage. I’d like to see autodash disappear entirely but at least nerfing what it can do so that its presence doesn’t dominate seems to be a viable alternative, unless there’s something I’m overlooking. Having half-MAX meter is nice but sure doesn’t seem to be enough.

As for normals, I think the damage is alright considering the cancel system around it, but I’d like to see lights and standing hard pokes get some kind of buff, while weakening MAX mode damage output overall.

I read many complaints (on the web) about the high damage, so I made a quick comparison with KOFXIII.

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

What do you think about the red life?
new mechanics not shown yet or is for the Advanced Cancel ? (currently not implemented on the demo build)

Very often ninjas use dogs and eagles and some other animals in videogames/movies/anime/etc and very often too they live in a small villages hidden in the forest. Nakoruru is a very arquetypical kind of kunoichi character, but they used other references to give her a unique design, like she looks like an Ainu and she is a kind of nature defender spirit/priest. I dind’t meant she is a ninja as her job or like she is a member of a ninja clan. I know she isn’t, but still she looks very kunoichi.

Awesome video, seems like 13 combos do Lil more damage after all, however they use more resources since in 14 u can use multiple ex moves with only one bar. That Robert combo with 3 bars did slightly more damage in 13 while only using 1 bar in 14.

I think the red life disappears from the health bar a little too fast, it doesn’t add up the way it does in SFV when doing a big combo, especially those involving a super

Don’t take the damage values as they’re shown here as completely concrete, many of the comboes in the video could have increased scaling due to lower health and as we’ve seen everything is definitely still subject to change.
As it is right now I don’t have any issues with the damage at it’s current state. Low resource comboes are still going to be very damaging but due to HD being removed along with other factors comboes are much shorter in KOF XIV so you have to burn a lot of meter to get the stupid damage stuff.

Even after watching the video it still seems like 14 still doing more damage than 13 lol, could be the HUD perhaps? Or prob it’s because of the red life on 14 just gives that illusion. I’m not a fan of the red life just dissappearing like that half way thought the combo.

KOF doesn’t have increased scaling due to lower health.

for red life (well, orange XD) i mean the last 30% of the life bar (like 02)

That’s forcing the character’s look, style or motivations. No ninja history, no ninja motivations, no master… And yes: She’s ainu. You’re free to see her your way, but… I don’t think that’s very accurate. Without a proper “kunoichi”, the character that’s closest to that concept is Shiki.
And I don’t need the black pajamas to get a ninja. IMO, the character in all snk games that looks more like a real ninja (someone who can dissapear on a multitude, get closer without raising suspicions and get the job done) is Zantetsu, from Last Blade

Some thoughts about EX moves;

considering how EX moves don’t cost a bar and are also locked behind MAX mode I think they’re mainly combo extenders and imo that sucks.
not having them at your disposal unless you spend a bar for max mode( which doesn’t really seem efficient outside of combos) limits their use/potential in neutral. Be it as anti-airs/reversals, or moves with frame advantage on block, quick moves like Kim’s EX hangetsuzan, or counter fireball moves be it a move like Vice’s EX dunk or a quick EX fireball.
Having the EX moves locked behind MAX means you don’t have to worry about the ex moves properties at all unless they pop MAX mode in neutral, which so far might not be worth it outside of maybe end of the match kind of timing.
You’re both on the last character with 20 seconds or so on the clock and have a bar or 2, pop MAX mode to get access to ex moves to help you control neutral, get an opening or apply pressure or even limit your opponent’s options and approaches.
I can see it being useful there but I think having access to EX moves at all times is better while having them cost less meter or no meter during MAX mode. They might change it in later builds so we’ll see.

As for the auto-dash discussion, I think them removing the dash if you cancel from lights should fix the problem. Either that or have the dash not be cancellable for a certain amount of frames so that comboing off the lights> BC> heavies doesn’t work.
Beefing up normals and regular special damage should also help equalize damage so that playing the neutral and poking/anti-airing is worth the risk. Using your pokes and spacing should be rewarding enough to be a legit playstyle coz it really wasnt in XIII as one mistake can cost you the round. Not every character is a combo monster and they shouldn’t be. However give them better damage/normals to compensate the fewer combo options.

I think is fair to say that “EX moves” concept doesn’t come from KOF. It never had such thing after SFIV used, as well as other fighting games, like MK, and then it was implemented in KOF XIII. Removing now EX moves from “normal” gameplay and limit them only in MAX mode means that core gamplay returns to KOF roots.
No offense, but I think you think in KOF in the same way you think in SF and maybe that’s why you don’t like this new system. From my point of view, understanding Ex moves like something that happen only in MAX mode and understanding MAX mode as a mode that allows you to do a larger and harmful combo, not like a mode for EX moves spamm, is a good thing. Maybe, if we compare KOFXIV to SFV, we should see MAX mode as V-Trigger for certain characters like Cammy, who uses T-trigger to do some combos she can’t do in neutral due to her moves properties only aviable in V-trigger.

Wow, I’m shocked at that damage comparison. Having seen the KOFXIV stream and the highlights of the stream, I surely thought that KOFXIV had higher damage. KOFXIV is in development and it could always change, but still shocked.

Also, side note, huge props to you @AT_Ryo_Sakazaki for all these KOFXIV related videos you’ve done. Fantastic stuff for the community and for newer fans interested in KOFXIV.

I’m thinking about buying a Fightstick(the Hori Rap4) even though I’ve used pad for my entire. Before I do so I’m just curious what are your preference between Pad and Stick for KoF.

And yes I am aware that using a specific controller type won’t make me any better, and it’s all a matter of preference.