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 moreā¦
Ah well, Iāve been playing NGBC again lately, hopefully XIV is at least as fun as that.
Laban oppressing the next gen of female gamers. You should respect Dat Assās 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]

Leona
[list]
[] Cr.C actually works very well as an anti-air now like KOF98 and KOF2002, but it still links from cr.B like KOFXIII.
[] Far A has further range than KOFXIII, KOF98, and KOF2002. It also hits all crouching characters in the build. Really great anti-hop check.
[] Leona now has a Far B, it works as a good horizontal poke and ground-to-ground check much like Kyoās Far B. It was super cancelable but I did tested it on block so donāt know if the super would even connected. Canāt cancel into forward B.
[] Leona has to do a single cr.B to get close B then go into forward B into knockdown air special or Desperation Move. If she does 2 cr.Bs, sheās pushed out and does Far B on standing instead of close B.
[] D Grand Saber goes through all projectiles at all ranges, even Ioriās projectile. She runs through fire. B version runs a much shorter distance and does not go through any projectile.
[] Leonaās instant overhead neutral full jump D into A version of X-Calibur is still present. Her high low game on wake up is risky but strong.
[] Leonaās j.C is back to being an instant overhead, but it still retains cross up properties. The point of contact to make j.C cross up is making sure her abs hit the opponent characterās shoulders. It looks like a body splash like Zangiefās, but Zangiefās pelvis and legs have hit boxes to make contact and cross up unlike Leona. Leonaās cross up requires more minute spacing comparatively
[] C version of X-Calibur (the dive one) does cross up if spaced properly. It can also be comboād from cr.B, cl.B, f.B at mid screen. In return, within the corner the only juggle I could get afterwards was a standing A for a hit reset. I could not juggle Moon Slasher.
[] Leonaās Slash Saber Desperation Move also goes through all projectiles like D Grand Saber.
[] V-Slasher still goes through almost everything as usual.
[] It used to be speculation, but you can clearly hear Leona say āApple Juiceā while doing her forward throw.
[] Standing CD doesnāt have her slide forward like in KOFXIII, but she reaches and stretches further with her arm and it ends up having the same range as her XIII Standing CD. Otherwise, it mostly visually lookes the same.
[] I asked Yasuyuki Oda to give Leona her air throw back. Iām crossing my fingers.
[] On pad, it was easy for me to do hop back instant overhead j.A and hit confirm (while buffering) V-Slasher. Itās like previous games, but getting the spacing on instant overhead is much easier and very consistent.
[/list]
Goodā¦goodā¦
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 theyāre addressing a lot the issues players had with KOF XIII.
I canāt 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?
Iām fucking ready for this game. give me a beta and Iām in for a pre-order even lol
Iām just happy KoF is back! Bring it on! Hereās 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? KOFās strict inputs (even in 13) is one of the primary things that has prevented me from taking the game as seriously as I would likeā¦

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? KOFās strict inputs (even in 13) is one of the primary things that has prevented me from taking the game as seriously as I would likeā¦
The movelists were posted a page or two back. Motions havenāt changed, if XIII was too much for you, this will be too unless your problem with XIII was long combos.
I think theyāre talking about input shortcuts and input buffering like Street Fighter has.

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? KOFās strict inputs (even in 13) is one of the primary things that has prevented me from taking the game as seriously as I would likeā¦
Didnāt go to PSX but donāt worry, KOF XIV is not heavily depend on long combos as in KOF XIII so you will be fine.

I think theyāre talking about input shortcuts and input buffering like Street Fighter has.
Besides things like DP shortcuts, XIII has a WAYYYYY longer buffer than SF4 does and probably more shortcuts on top of it.
Kulaās climax move didnāt have enough cute.
Thanks for the in-depth post, Laban.
I really want to play now.
ā¦Need smoother animations.
But then again, theyāre 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.

Thanks for the write up. Did you test if alt guarding against throws work at all?
@HiyaMaya I totally forgot to test for alt guard, haha. Woops

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? KOFās strict inputs (even in 13) is one of the primary things that has prevented me from taking the game as seriously as I would likeā¦
@RedVega So the combos arenāt that long, and I predict that even with MAX mode combos that the execution barrier shouldnāt be as crazy as doing KOF2002/UM or KOFXIII BC combos.
In terms of input shortcuts and buffers, it didnāt feel like KOFXIII. I played it like KOF98/2002UM and I did just fine. In KOFXIII, especially if I havenāt played in a while, Iād 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 didnāt have to do that when I played KOFXIV. Chain timing feels like an in between of KOF98 and KOFXIII, so itās faster than 98 but slightly slower than XIII. The timing is rhythmic as always so once you find the timing once, itās easy to do it the next time. But yeah, the game felt good and the input mechanics didnāt feel like it threw me off my game or surprise me with something that I thought I didnāt 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. Iāll repost the paragraph I just added about BC activation here as well:
āWhen canceling your normal attacks into MAX mode like in KOFXIII, the playerās character automatically dashes towards the opponentās character. This is easier than having to manually run up to the other playerās character in games such as KOF2002 and KOF2002UM. When doing the MAX mode activation cancel, the screen wonāt 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 werenāt 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. Donāt be alarmed; MAX modeās 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