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

Considering how they fixed XIII from how much of a clusterfuck its initial release was, they may not get it right the first time but they’ll do a really good job with it.

People got so used to the patched version they forgot about all them dropkicks. I wanted to do all them dropkicks. :frowning:

Summarize version of Famitsu interview to KOF14 producer oda

  • All 50 characters will be playable at launch/release. Roster is already solid.
  • Additional characters/dlc is undecided
  • All voices have already been recorded.
  • Online will feature a 3on3 mode where 6 players each control a character when it’s their turn. Same characters will be allowed (at current planning stage)
  • Development went full throttle in spring 2014.
  • Project started out after company CEO (Kawasaki?) suddenly said in 2013, “We’re gonna be #1 in [fighting] games again!”.
  • Oda comes from the former SNK R&D Division 1, aka the “Fatal Fury/AOF dev team”.
  • A bunch of other staff from R&D Division 1 have also returned to work on the game; the dev team is a mix of seasoned and new staff
  • All the returning staff have been active in the front line, meaning no washed out staff.
  • Game is returning to its roots in terms of graphics with “sharp looks on the characters”
  • Attention is being given to game balance and controls
  • Fighting game aspect for both offline and online are priority, but single player/story mode experience will also be given focus
  • Whether game will be updated by versions (ala SF4) or go by sequels (KOF15,16) is still undecided, but it’ll be the begenning of another new saga in terms of storyline.

Credits to Professor at mmcafe.

Source:

Got a link to where he posted?

EDIT: Never mind, found it.

http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13571.shtml#72069

There’s the full thing for people interested. A really inspiring interview, between the hands on impressions and this, I’m really looking forward to XIV. It almost seems like it’ll be a slam dunk.

In the most recent years (2008 and onwards), I’d say 98um to 98umFE was great, 02 to 02um was great, and arcade XIII to console/climax XIII was huge leap better. Yeah the first game is funky, but they make very sensible balancing decisions whereas sometimes Arcsys or Capcom just go bonkers at times just changing certain things for no reason.

So in my opinion based on current SNKP, they’re good with rebalancing after a first attempt. The KOFXIV build at PSX was really well balanced.

I like how the KOF games have a clear set of “this stuff is best” but “not best by way too much”. Doesn’t prevent the playerbase from making King of Wolves’ 2k2UM tournament look worse than Marvel 2 :'D

One thing about SNK that has always made me really happy is that you can really tell that SNK plays their own games and are very serious about it, so when something is wrong with the game they know what it is. They are very in tune with the players because of this. I don’t think I’ll ever forget when XIII was coming to consoles and SNK put out those combo videos and tech tutorials going over things like throw OS, the Athena buttloop, the anywhere juggle Neo Max Cancel glitch, or the technical breakdowns.

I remember the drop kicks. That shit was insane. My only gripe with the nerf Raiden got was that he had nothing to fall back on and basically ceased to exist. No one played him anymore. I remember when my boy K’ was THE KING.

Somebody always gets the short stick. Thats not as much of a legitimate gripe to have (I play Slayer in XRD where, after a bunch of buffs, he went from ass to not so ass so i know). But the situation we are presented with is one where there seems to be a bigger commitment to the game than XIII had. Which means we can sort of reliably count on one patch.

If it sells well maybe we get two before the next game. There is definitely more evidence to be hopeful for this version of the game than the last.

When you have a big roster, some characters are going to fall by the wayside. It’s why I don’t understand some people who have to have a huge roster.

I have to say @d3v is doing great job by updating news about KOF XIV in front page of SRK as soon as they are available. Thanks man.

In team games its sort of okay. Marvel-like games bigger rosters do lead to different strategies and shit. In the case of KoF I’m not quite sure since it just means more match ups. For SF4, that was just a clusterfuck. In all honesty, a fighting game where you only use one character during the fight shouldn’t have more than 20~30. SF4 just went full retard; they had some valid reasons but it is seriously a chore after that many characters.

KoF tends to have a more compressed tier list than Marvel games because the characters are built to fit the system rather than to break it, but you do end up with characters that simply don’t do anything as well as other characters as opposed to the Marvel “does one thing really freaking well but might still suck because that one thing isn’t very useful.”

The thing is that competitive play always balance itself into a smaller pool of characters with time. Just look at previous entries of KOF or CvS2 for example.
We need to remember that FG’s are not only meant for competitive players, but also the casual fans.

whoever can convince SNK to add Oswald, Gato and Shen Woo as dlc characters gets a shrine in his/her name.

Uh, You can do EX/MAX DMs (level 2 supers) outside of MAX Mode, and the same for Climax DMs. If you pop MAX Mode, doing the DM with a single button automatically turned it into a level 2. Outside of MAX, you just have to press two buttons (EX/MAX Orochinagi is qcb,hcf+PP) to do it. Climax as well, you can do it outside of MAX and it consumes 3 bars. I just don’t know if Climaxes consumes less if already in MAX mode like how already being in HD mode in XIII used 2 stocks instead of 3 just to Neomax.

People were reporting that it did.

I will say that in terms of balance I found XIII more forgiving than USF4 sure there are some crazy characters awe and broken ones too but I felt that low tier characters were still a viable option. So Im hoping 14 will be similar (or better) pretty hype after reading the interview translation.

@CaptainGinyu His info that I saw on EH is about spot on after glancing it. I have a different sentiment regarding full jumps though. Full jumps may be slightly floatier with Kyo, but I like where everyone’s full jumps in KOFXIV are right now and wouldn’t mind retaining them like this in future builds. Seems like everyone disagrees with me though. But then again, why y’all forward jumping? Also it makes neutral jump against projectiles much easier. (lol no one plays Street Fighter II) I didn’t see Romance there for long, I only really saw him around the beginning of Saturday and that was it. I was late to the KOFXIV booth by about 30 minutes to an hour because the show room floors were split among two floors and I was on the top floor trying to find KOFXIV only to find Dark Souls III, Project Morpheus VR games, and other stuff. I only had the bright idea to go downstairs after a while of searching.

On Sunday I didn’t see him at all and I got there around 30 minutes after the gates opened. So I don’t think he had much time to gather a fuller impression, test out more things, or gather the amount of intel in comparison to what I have gathered.

@JohnGrimm I’d understand if they’re wrong because of early reports (reports made on Twitter directly from the floor.) Even misinformation about Just Defense was spread and I was told wrong info. I was glad I had no data on my phone to be able to use Twitter or I would have put out wrong info before I really was able to confirm stuff. But yeah, those that did report that you need MAX mode to do level 2 DMs were mistaken.

What I meant to expound was that people were reporting that activating MAX made Climax supers only cost 2, so 3 total after MAX activation.