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

I like his new look, but it’s too close to his NESTS saga look. I think the headband coming back would be kinda tacky and it fits most with his high school outfit. I really liked XIV Kyo’s alternate color #4 where his jacket was a deep red, and I think they should have gone with that one as the default color/outfit for him. That’s just me though. It’s the same with Leona’s yellow top, I think her alternate color #2 with the white top and blue pants or color #4 with the dark green top with dark red pants would have been better default colors, in my opinion. I like Iori’s default color, but I like with color #4 much more if they made the green-ness of his shirt more green than gray. Then again, I have a bias for green and purple. To clarify, I don’t do the herb.

It kinda feels like the default colors are sticking to certain themes with the characters’ history. Like Kyo only ever wears black or white traditionally as a default, his last canon outfit was black, so this one is white. Kinda dull and it would be neat to see them step outside of their comfort zone. Leona typically wears green, so giving her a yellow tank is sort of in line with that, especially to complement the green camo pants. Iori is always red and purple, nothing changed there. I guess this is how SNK keeps character styles in tact, even though they change the clothes, the colors stay the same.

Until you get hit by the one of many infinites:

I love the game but I know it’s hot garbage. But I love rolling around in hot garbage. It’s the precursor to Guilty Gear though so respect to that too in that sense.

Hey now, when you ban all the infinites and the glitches that break the game, LB2 is amazing! But I main Lee so I don’t understand the struggle.

In spite of its competitive shortcomings, last blade 2 is by far the best looking SNK game ever. The sprite work is some of the best in the industry and its really unfortunate we would never see that level of polish and detail from them again.

Going back to KOF XIV, while I’m loving everything I’m seeing so far (yes even the graphics) there a few things I’d love to see make their way into the game. If terry is in the game I would like him to be in his garou outfit with his garou moveset. If Mai and geese are in the game I would like mai to have her real bout fighting stance and geese to have his real bout outfit. I also want ryo to appear as mr karate like he did in NGBC. I also want roberto to play like he does in NGBC and move away from playing like a shoto. Also could Athena play more like she does in 2002, that was the ssrioulsy the best version of her IMO.

I’m not personally a big fan of Mr. Karate II, but mostly because Mr. Karate II is just Ryo. He doesn’t evolve or change at all, he doesn’t play more like Takuma or something, he’s just Ryo with a new name. That kinda bothers me. Like, Mr. Karate is Takuma when he releases his in inhibitors, he’s the demon of karateka, a true master. Maybe it’s just me, but I always kinda got the impression that Ryo had not yet mastered Kyokugenryu and still had a ways to go, but then he dons the Mr. Karate moniker but nothing changes.

Are there any fighters before internet age that is awesome and perfect? Alpha 3’s v-ism and the vs games are completely fucked up. Soul Calibur 3 was like yeah. I remember South Americans dug up tons of crazy stuff with all the KOF games too.

It’s not about the game not being perfect. You really don’t quite understand the level to which LB2 is fucked. The infinites and bugs aren’t just practical, in most cases they’re easy.

That’s a fair point. I just always liked the idea of ryo becoming mr karate and his look was badass. This could be a good time to finally give him the upgrade he deserves. He could have a long distance fireball again and they can give him back his air fireball. They could try merging his early KOF moveset with modern stuff and creating a hybrid that merges all the best elements of himself into 1.

KOFXIII felt a little different from other KOFs though. Hitstun, especially for light attacks is much longer, which is especially noticable with how much easier it is to hit jump-ins. Before XIII the universal hitstun was one of the many standard returning things in KOF, and what made KOF KOFy: Light attacks: 11frames hitstun, 9 frames blockstun; Heavy attacks/specials: 19 frames hitstun, 17 frames blockstun; CD attacks: 21 frames blockstun.

KOFXIII threw that out of the window, and switched to Light: 15/13 (or something?) and heavy: 21/19; CD: 23 (or 24)… I don’t quite remember the numbers, but it’s an overall increase. Making all moves feel a little bit slower (especially the lights). I’d be very happy to see KOFXIV return to the old school KOF hitstun values… but I have no idea why I’m so attached to them.

Except one obvious reason: Because all jump-in attacks do light hitstun (even if they do heavy blockstun), in older KOFs if you wanted to do a jump-in that you wanted to combo from, rather than have it serve some kind of neutral game ‘space checker’, you had to commit to really late jump-ins rather than just throw them out. in KOFXIII all of a sudden you could do a move intended to check air/horizontal space, hit it and combo from it. That would’ve been less silly if the hitstun on jump-ins wasn’t so much higher than it used to be.

You know, I haven’t really seen much talk about this but…

Does anyone here know anyone who has commented on the music, specifically the music during the fights? Is it any good? I really liked most of XIII and 02UM’s ost, so I want to know how good it is so far.

NGBC Mr.Karate II is pretty much just Ryo with a much better Koho Shippuken, 2k2 Takuma Hienshippukyaku, Kyokugen Koho super taken from Butt/Marco, and a Moko Raijin Setsu that can hit OTG. His forms in games like Fatal Fury Wild Ambition and KOF Maximum Impact 2 were much more different than the standard KOF Ryo. Wild Ambition Mr.Karate brought back the air fireball, he gained a chargeable ground fireball, he also could do a Haohshokouken in mid-air and has a bunch of unique chain combos. Meanwhile Mr.Karate II in KOFMI2 was alot more like 98 Takuma+SvC Chaos Mr.Karate with 2k2 Takuma’s HSDM along wit his own “Stylish” combo moves that aren’t all that different from those in Fatal Fury.

Really tho Mr.Karate II is just all about that fresh black gi and facial hair.

Yeah, you know I’m not a numbers guy so I just describe things very qualitatively. That said, all I can say it feels good. One of the things I skimped out on remembering to test is to see if there is push back for the attacker on block. It’s like how in XIII, a cornered opponent blocking a j.CD doesn’t push the attacker out since the push back seems to only apply to the defender. So I slipped up to see if that was like normal or like XIII.

For me, I’d rather have Athena play like XIII with 2002 st.CD, j.CD, f.B, Psychoball hitboxes, and air throw. Having a strong DP, having a cl.D that hits vertically like Kyo’s cr.C or Iori’s cl.C/D is huge for her spacing game on top of retaining her old air to airs and getting a real DP. I guess the difference is that XIII has a more easily safe jump-able Shining Crystal Bit, but I think that’s a good trade off for everything else she got. Only thing I’m not fond off in XIII is her new grounded f.B, slowness on st.CD, and the fact that characters can easily hop over her projectiles.

If KOFXIV fixed Andy’s projectile, I can imagine them fixing Athena’s projectile and generally keeping her XIII moveset. Although I wouldn’t be happy with the slower st.CD, XIII f.B, and no air throw, Athena having an un-hop-able Psychoball, cl.D, and a good/invulnerable DP will make her top notch in space control on top of solid air to airs and Shining Crystal Bit AA. And she’ll still have command throw into safe jump or fireball meaty pressure.

When Mai gets in the game, I generally like her XIII move set but I’d want SNKP to give her back the dp+K she had from KOF98 as well as the hit boxes she had for her qcb+P in KOF98. I’m happy her df.B is gone so I can do run up cr.B pressure in her XIII move set.

Geese, I’m fine if he just played like O. Geese in 98umFE with a mix of N. Geese.

Ryo, I’d like to see a mix of 98 and XI Ryo in terms of move set and 98 styled hit boxes and Far B speed. I’d be happy if he retained XIII’s st.D in which he didn’t have a far D though and his XIII sweep distance. Aesthetically, he could look however, although Mr. Karate II would be neat. I’d like to see Robert in NGBC style outfit but maybe a KOF2003 or 98 move set. He’s most probably going to play like KOFXIII if Andy plays like it’s KOFXIII.

Well, this isn’t entirely true. There is pushback on the attacker, however it seems to have some really weird timer on it based on when the attack connects. If you do a jump in REALLY low to the ground you will get tons of pushback, but if you do your jump in really high up you will see almost if not actually none of it. That’s sort of a problem caused by the additional hitstun on jumping normals in XIII, if you couldn’t do the attack so high up and still confirm off of it or in the case of CD’s do them early and still keep the opponent in blockstun, that wouldn’t really be a valid strategy and you would feel the pushback a lot more. As is though, experiencing pushback is almost an error on the attacker’s part.

It’s fun to see people describing KOF13’s jump attack hitstun as “so high”.

Already this is more high level discussion than SFV has gotten about the intricacies of it as a game.

#KoFHypeTram

SFV General Thread kinda killed my motivation to continue posting there, but then again there isn’t much to talk about until the game finally comes out. SFV and KOFXIV will be my main tournament focus while Xrd Revelator will take the back seat a bit. I’ll still enter Xrd tournies, but my blood and sweat would go to KOFXIV and SFV. Since I’m projecting KOFXIV will be coming out after EVO, I’m mainly gonna go in on SFV while occasionally playing KOF98 to keep me fresh.

E-sports baybeeeeee. Also I’m setting up a new Youtube channel and gonna start doing more stuff on Twitch for fighting games once my new computer comes in around January. Gonna do much more content creation and finally get in there instead of being inhibited by a single, somewhat dated laptop.

hey laban i noticed you mentioned that andys fireball was really good and kyo couldn’t hyper hop over them. was kyo the only character that couldnt do it? i saw a video of leona hyper hoping andys fireball.

@SoleChris All I really tested was Kyo (in a “sit down and really try it out” manner.) I can imagine Leona hopping over it if she profiles over it with her j.D. Could you link up that video with the time stamp so I can observe it, please?

You can see it in this video around the 3:25 min Mark
https://youtu.be/zJqRw9oYmMQ