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

As someone who loves JoJo and Allstar battle, That game does not play well. It runs at like 30 Fps and because of the way damage scaling work in the game there is little reason to do any combos besides the auto combo( unless you are talking about 2 meter Karz combos). I only enjoyed the game because it was JJBA

What, this game is actually good? I really wanted to make fun of SNK Suckmore some more…

Ah well, I’ve been playing NGBC again lately, hopefully XIV is at least as fun as that.

https://twitter.com/KingsofCO/status/673588930382458880
Here’s me being a thirsty lecher.

Laban oppressing the next gen of female gamers. You should respect Dat Ass’s indepedence to be Dat Ass. Dat Ass is not there for you to sexualize it, it is there solely because Dat Ass feels good being Dat Ass as it expresses some sort of sexuality nobody else is supposed to acknowledge in a similar sexual manner for some reason.

Dat Ass.

#DatAss

Spoiler

You have a cool beard [details=Spoiler]Dat Ass though[/details]

Good…good…

I really hope we get a beta/demo before release. The more info I get on this game, the more excited I am to get my hands on it.

Thanks for the informative write-up, Laban. It seems like they’re addressing a lot the issues players had with KOF XIII.

I can’t stop editing the damn thing cuz of typos or something I forgot. I need to go to sleep for work in like 7 hours.

WHOA OH OH OHOOOOOOOOOOOOOOOOOOOO

Thanks for the write up. Did you test if alt guarding against throws work at all?

I’m fucking ready for this game. give me a beta and I’m in for a pre-order even lol

I’m just happy KoF is back! Bring it on! Here’s hoping Blue Mary is in this.

Thanks for the great post Laban, I wanted to ask not only to you but anybody that played XIV at Playstation Experience over the weekend if there has been any changes in terms of execution leniency? KOF’s strict inputs (even in 13) is one of the primary things that has prevented me from taking the game as seriously as I would like…

The movelists were posted a page or two back. Motions haven’t changed, if XIII was too much for you, this will be too unless your problem with XIII was long combos.

I think they’re talking about input shortcuts and input buffering like Street Fighter has.

Didn’t go to PSX but don’t worry, KOF XIV is not heavily depend on long combos as in KOF XIII so you will be fine.

Besides things like DP shortcuts, XIII has a WAYYYYY longer buffer than SF4 does and probably more shortcuts on top of it.

Kula’s climax move didn’t have enough cute.

Thanks for the in-depth post, Laban.

I really want to play now.

…Need smoother animations.
But then again, they’re basically just doing straight-up KoF like the usual, but with 3D models.
Speed surprised me, and the game is gradually looking better each time we see it.
Good hopes for this.

@HiyaMaya I totally forgot to test for alt guard, haha. Woops

@RedVega So the combos aren’t that long, and I predict that even with MAX mode combos that the execution barrier shouldn’t be as crazy as doing KOF2002/UM or KOFXIII BC combos.

In terms of input shortcuts and buffers, it didn’t feel like KOFXIII. I played it like KOF98/2002UM and I did just fine. In KOFXIII, especially if I haven’t played in a while, I’d try to run forward and try to fireball and get DP a bunch because I forgot about shortcuts and that I have to tiger knee the fireball to kill the DP shortcut and get my fireball at any time. I didn’t have to do that when I played KOFXIV. Chain timing feels like an in between of KOF98 and KOFXIII, so it’s faster than 98 but slightly slower than XIII. The timing is rhythmic as always so once you find the timing once, it’s easy to do it the next time. But yeah, the game felt good and the input mechanics didn’t feel like it threw me off my game or surprise me with something that I thought I didn’t input for.

EDIT: also forgot to mention BC activation during combos and added a few more observations about Kyo that I forgot to put down. I’ll repost the paragraph I just added about BC activation here as well:

ā€œWhen canceling your normal attacks into MAX mode like in KOFXIII, the player’s character automatically dashes towards the opponent’s character. This is easier than having to manually run up to the other player’s character in games such as KOF2002 and KOF2002UM. When doing the MAX mode activation cancel, the screen won’t freeze like how manually activating MAX mode does during the neutral game. I can picture larger combos starting from a hit confirm into BC activate/MAX mode activation cancel into another BnB into an EX move that could be canceled into a Desperation Move. We weren’t able to really test out if there are ways to cancel Desperation Moves into Climax attacks yet. When using this activation cancel, it consumes 1 stock of meter, which is different than KOF2002 in which it usually consumes 2 stocks. Don’t be alarmed; MAX mode’s drainage meter is about half the size it would have been if it had been manually activated. Usually players are only able to do two EX moves before the meter runs out, which is limited compared to manually activating MAX mode and having access to about three to four uses of EX moves. Much more needs to be explored with the MAX mode combo system.ā€