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

Normal CD did that anyways, the forced wall slam seems like an unusual addition.

Kula :heart:.:heart:

I’m sold~

YOOOOOOOOOOOOOOOOOOOOO

Man I have to say though, this footage is super sick and makes the gameplay look awesome, but it’s really apparent when skilled players are playing that the damage is way too low. Nothing hurts in this game except for spending tons of meter.

Most of us assumed that as soon as hints of the 50 character roster were found.

Looks like they’re going overboard with the minimalist trend we’re seeing with HUDs. Heck, even SFV’s has more 3S-ish garnish in its HUD.

I think the damage could be beefed up some more on normals/specials.

I also really hate the announcer saying counter. That’s gonna get annoying.

I really like the sound of that…

Minimalist HUD is good but it needs to be cleaned up a bit still. Has plenty of time for that though. Lifebars should be bigger.

Problem is that even if the normals are really strong, if they don’t do any damage it’s not going to deter people from jumping around still. On top of that, AAs being good may have to do with how floaty jumps seem. Risk/Reward is still skewed towards the big landing or punish and there’s very little punishment for running into a wall of normals.

So, any impressions on how Rush works?

Does it end up in a special? Does it go all the way to super if you have the meter for it (like P4, UNIEL).

You had me at Kula and 98/2002 style gameplay. Really wish they got out of PS2 Bloody Roar territory, but with this kind of gameplay and the planned roster it’s a little more forgivable :3

Game is looking muccchhhhhhh better than that disastrous reveal. I mean, it still looks like a PS3 game, but at least it’s starting to look like a pretty PS3 game and not a fugly one. And there were some freakin’ gorgeous PS3 games.

Don’t forget to factor lifebar scaling at 30%.

Also, it doesn’t look like there’s an auto-dash after activating Max Mode via canceling a normal, unlike XIII.

Is it still possible to cancel a special into a super?

Unless you know something about this game that I don’t, I really doubt that’s in the game since it has not been in any other KoF game literally ever.

Been asking around about Rush combos on Twitter.
http://twitter.com/ThePhantomnaut/status/673431091580026880
http://twitter.com/ThePhantomnaut/status/673431313106382848

Maybe it’s because the lifebars are so thin it’s hard to see shit or because they’re low quality cam videos, but from the ones I’ve seen so far here (even the last one you posted), it does look like characters take less damage when their lifebar turn orange.

I’d need to see a direct side by side, because I haven’t noticed that at all and looking for it I don’t see it still.

as Much as this game is still ugly as sin, the gameplay looks and feels like kof. This Gets me excited. Seems like the vid John grimm posted that wallsplat cd attacks even on non counterhit, which is a little unusual. Not sure if I like that.

I like the idea of ex moves only being available in max mode. But damage sure could use a buff.

Angel and kulas models look like their characters. Kyo still looks bad and his animations are clumsy. Iori still looks bad but is recognisable as iori, so that’s a good start.

After seeing this stuff im mildly excited.

Bit annoyed by the addition of rushcombos, but whatever.

If the reports are correct that they whiff on crouchers and don’t auto-special are correct, then they shouldn’t be as big as auto-combos are in P4A or UNIEL.

Okay, seems like the KOF gameplay is intact. The low damage outside of big combos could be a problem, but otherwise I’m actually optimistic now. This might end up being good after all.

Auto combos are the worse thing ever added to fighting games. Well, besides Ash.

They can edit R.Mika. They can ban DOAX3. But no one would dare to touch Angel!