Based on what I am hearing on twitter, the game "feels" like KOFXIII... but there are some pretty major twists. First of all, it seems like normals actually "matter" again (to be more clear, they seem to "hurt" a lot more. I'm not entirely sure about the general meta-game as I've only seem bits and pieces of the game play earlier today... thanks to you guys, of course) EX moves make a return but they can only utilized if Max mode is put on (which is implied to be a lot more closer to 02UM in mind). There is a likely chance that I will like XIV quite a bit better than XIII as far as game play is concerned.
Or even a lot better. It remains to be seen, but it seems that 3d was worth it.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
Post by Great Dark Hero on Dec 6, 2015 3:11:37 GMT -5
Rumors on the mechanics.... New system - Just Defend - Wall Bounce neutral C+D
- Forward ground recovery roll (KOFXI style, can be hit) - Rush Autocombo : mash LP close to opponent - You get one super meter when you lose a character (like KOFXI)
Maxmode : - Uses 1 meter - Ex moves (depletting time) and Ex DM - 1/2 time if activated during a normal
KOF player who also plays many other fighting games. See ya'll on KOF98, KOF98UMFE, KOF02UM, KOFXIV, Tekken 7, DOA5LR, Skullgirls, and SFV Steam ID: GDHTP PSN: Dark_Ice_Saiko twitter.com/Great_Dark_Hero
Rumors on the mechanics.... New system - Just Defend - Wall Bounce neutral C+D
- Forward ground recovery roll (KOFXI style, can be hit) - Rush Autocombo : mash LP close to opponent - You get one super meter when you lose a character (like KOFXI)
Maxmode : - Uses 1 meter - Ex moves (depletting time) and Ex DM - 1/2 time if activated during a normal
Is the wall bounce on a counterhit?
I find it interesting that the roll can be punished.
I hope maxmode doesn't make the game Marvel-lite this time around.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
- The Game's development is about 70% complete. - Aside from supers, there's also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you're in MAX mode. - Producer Oda: "Climax supers are like the NeoMax supers from KOF13 but since not all the characters had it in the game, we'd decided to add it to everyone for KOF14" (Note: Everyone actually had it in KOF13. The producer probably didn't play the game that much) - There's no Drive meter this time around, only a power meter. The devs decided to simplify things. - That also means there's no drive cancel system and KOF14 isn't a combo game like its previous iteration. The devs know that there's players that like combos and also those who hate combos, so they decided to take a step somewhere inbetween the two. - Because a lot of people play at home on console nowadays and there's a wide range of players, the devs want to keep the controls simple but the game to have depth as you play along and make new discoveries. - The CD attack/thrust system now makes the opponent hit the wall and crumple for followup attacks. - The devs don't want to add in too many new systems because KOF has enough as it is. They want to keep tuning/tweaking stuff though.
KOF player who also plays many other fighting games. See ya'll on KOF98, KOF98UMFE, KOF02UM, KOFXIV, Tekken 7, DOA5LR, Skullgirls, and SFV Steam ID: GDHTP PSN: Dark_Ice_Saiko twitter.com/Great_Dark_Hero
- The Game's development is about 70% complete. - Aside from supers, there's also MAX supers and Climax supers. Supers will automatically turn into MAX supers when you're in MAX mode. - Producer Oda: "Climax supers are like the NeoMax supers from KOF13 but since not all the characters had it in the game, we'd decided to add it to everyone for KOF14" (Note: Everyone actually had it in KOF13. The producer probably didn't play the game that much) - There's no Drive meter this time around, only a power meter. The devs decided to simplify things. - That also means there's no drive cancel system and KOF14 isn't a combo game like its previous iteration. The devs know that there's players that like combos and also those who hate combos, so they decided to take a step somewhere inbetween the two. - Because a lot of people play at home on console nowadays and there's a wide range of players, the devs want to keep the controls simple but the game to have depth as you play along and make new discoveries. - The CD attack/thrust system now makes the opponent hit the wall and crumple for followup attacks. - The devs don't want to add in too many new systems because KOF has enough as it is. They want to keep tuning/tweaking stuff though.
Streamlining is fine as long as it's in a way that doesn't add BS. If they take the Marvel stuff out of it, then the game will be fine.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
Videos of King of Fighters 14 matches from the PlayStation Experience have been uploaded to YouTube. While these matches are not at a major tournament, these matches feature some of the highest level of play that we've seen of King of Fighters 14 so far.
Some of the players that are playing in these videos include Xiao Hai and Dakou. During the matches, they show off some effective combos and solid set ups.
One feature that we get a glimpse of is that it is possible to wall bounce the opponent with certain attacks which then causes them to go into a crumpled state. It looks like it may be possible to continue the combo after successfully pulling off the wall bounce.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
More information regarding King of Fighters 14 has been revealed on SNK's website. This information also comes with some high resolution images as well.
Details about the new Party Mode that was previously mentioned in the last King of Fighters 14 trailer have emerged. We now know that this is a mode in which up to six players can play online together in teams of three.
The New Chapter will continue the storyline of the King of Fighter series beyond the OROCHI, NESTS and ASH story arcs. The next story arc is simply titled the "KOF XIV" arc.
Check out some of the images that have been taken from the website.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
Thanks to King of Fighters XIV making its playable debut at PlayStation Experience this past weekend, we’ve already learned a lot about changes to the game’s battle system. That said, some of you may be wondering how exactly all these changes come together when in the hands of a veteran player.
Luckily for us, long time King of Fighters competitor Laban was at the event to try the game out, and recently wrote up an extensive post with his impressions. These details cover much of the same ground regarding mechanics like MAX Mode, Just Defend, Blowback Attacks, and the new Rush auto-combo system.
More importantly, he talks about how the game feels to him in terms of being a King of Fighters title, especially with the switch to 3D graphics. He states that he’s surprised at how the game successfully recreates the feel of a 2D fighter in a 3D engine, going so far as to say SNK Playmore did a better job in transitioning to the style than Capcom did with Street Fighter IV.
In comparison to its immediate predecessor, Laban explains that King of Fighters XIV’s normals are generally better. Examples of situations he tested include whether Kyo can hyper hop over Andy’s projectile (he can’t) and the effectiveness of anti-air normals.
Laban even touches on what may be the game’s most controversial aspect: its graphics. His opinion is that, in person, it’s easier to see how the graphics have progressed since its initial reveal, with some aspects showing more polish than others.
The meat of Laban’s impressions, however, are the breakdowns he provides for each of the PlayStation Experience build’s six playable characters: Kyo Kusanagi, Chang Koehan, Andy Bogard, Kula Diamond, Leona Heidern, and Iori Yagami. With his permission, we’ve reprinted these notes below, but we encourage players to read his entire post in its original form for a better picture of how King of Fighters XIV stands as of this recent showing.
Also, please keep in mind that this game is a work in progress, and Laban’s impressions, though born of experience, are still shaped by his personal opinions.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
4gamer recently conducted a lengthy interview with King of Fighters battle designer Yasuyuki Oda. Though the piece was entirely written in Japanese, EventHubs' own MajinTenshinhan was able to translate in English.
In the interview, we learn the science behind King of Fighters 14's 50-character roster. According to Oda, we will be seeing 16 3-person teams and 2 single entry characters.
As far as the game's current state of development goes, it looks like the SNK Playmore team is past the halfway mark.
"Speaking of the game as a whole, I'd say we're around 70% complete," Oda says. "As for the balance within the game itself, that's something we're beginning to focus on right now."
You can check out the first part of the English translation after the jump. 4Gamer: Nice to meet you today. First off, Mr. Oda, we'd like to hear about your history. We've heard that you've been involved in fighting games before this, is that correct?
Oda: At SNK, I've worked on both Fatal Fury and Art of Fighting. The first fighting game I had a hand in was Fatal Fury Special. My last game I worked on before I left SNK was Garou: Mark of the Wolves, and after working on some fighting games for other companies, I returned to SNK Playmore last year.
I've never really worked more than a little bit on a King of Fighters game before, and this is my first time being part of a King of Fighters game from the very beginning of its development.
4Gamer: You've been working with fighting games for a long time, and even though you've only worked on KoF a little bit, you have worked on it before. So please, tell us a little bit about KoF14. This time, you're using 3D graphics. Why is that?
Oda: There are two reasons. The first is that when we decided to move forward with this game, the plan was to aim it at high-end machines, and for that purpose we felt 3D graphics would be the best. The second is that SNK have taken a bit of a break from consumer-oriented games, and we felt that we needed to use this project to learn 3D development properly.
4Gamer: I see. So then, if KoF14 does well, could that mean we'll see revivals of Fatal Fury, Art of Fighting, or perhaps even Samurai Showdown?
Oda: Yes. If that's what the people want, then we could very well move in that direction.
4Gamer: I very much hope so. Moving back to KoF, you had sort of a side-game series called King of Fighters: Maximum Impact that used 3D graphics, but this is the first time you're doing so in a numbered title. Has it been difficult working on KoF in 3D?
Oda: This isn't my first time making a 2D fighter with 3D graphics, so I don't think it's been very difficult at its core. However, the character design in King of Fighters is so unique, so it's been a real struggle every day to try and convert that atmosphere into 3D graphics.
4Gamer: It feels like the second trailer you released had slightly different graphics from the first one. Are you adjusting the graphics of the game as you go along?
Oda: That's right. The raw parts are pretty much the same, but we do things like increasing the lighting, and other small adjustments here and there. We want to keep improving the quality as much as we can, and deliver the best possible product to all of you.
4Gamer: Your 4th trailer, which was shown at the Playstation Expo, noted that the game will have 50 characters all-together, but does that mean 50 characters available at release?
Oda: The game will start off with 16 3-person teams and 2 single entry characters, making up a total of 50 characters. Please make sure that your readers know this is not a case of characters trickling in later, but will all be available at once, haha.
4Gamer: Haha, understood. At the Playstation Expo, you had six characters playable for visitors, but how far along in development are you right about now?
Oda: Speaking of the game as a whole, I'd say we're around 70% complete. As for the balance within the game itself, that's something we're beginning to focus on right now. We'll have the remainder of the interview translated into English soon. For now, be sure to hit the link below to check out the full Japanese piece from 4gamer.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
4gamer recently conducted a lengthy interview with King of Fighters 14 battle designer Yasuyuki Oda. Though the piece was entirely written in Japanese, EventHubs' own MajinTenshinhan was able to translate in English.
Last time, we learned that King of Fighters 14 is roughly 70% complete with development. This time, Oda discusses the game's fighting system and how it's changed from previous games in the series.
"Our concept is an easier-to-play King of Fighters than ever before," Oda says. "Among our fans, King of Fighters '98, 2002 and 13 seem to be the most highly praised, so we're placing extra care into making sure that players of those three titles will not feel out of place when they play 14."
Though KOF 14 will cater to newcomers in several ways, it seems that the developers are definitely designing aspects that will make veterans feel right at home. For example, players can perform more complex combos -- like those found in King of Fighters 13 -- when they activate MAX mode and use meter.
You can check out the second half of the English translation after the jump.
"4Gamer: So, please share some more about the game's system. Up until now in the King of Fighters series, as the number on the game changes, it also brings big system changes with it. What kind of fighting game are you attempting to make, exactly?
Oda: Our concept is "An easier-to-play King of Fighters than ever before". Among our fans, King of Fighters '98, 2002 and 13 seem to be the most highly praised, so we're placing extra care into making sure that players of those three titles will not feel out of place when they play 14.
4Gamer: I only touched the display version at PlayStation Expo lightly, but my impression was that the play feel is very close to King of Fighters '98. The MAX activation (pressing Triangle and X at once when you have more than 1 power gauge) system felt a lot like King of Fighters 2002. But the King of Fighters 13 feel, namely the refreshing feel of it being a combo-oriented game, where exactly is that?
Oda: Just as you were saying, the charm of King of Fighters 13 is the refreshing feeling of pulling off a really good combo using the HD gauge. That was really important in battles, but a lot of people couldn't get used to it and weren't able to learn the game because of it. So this time, we've reworked the MAX activation and super gauge systems, and made them much simpler than before. I suppose you could say that the KoF13-ness of the game only comes out when you go into MAX activation mode.
4Gamer: Could you explain that a bit more intricately?
Oda: First, EX special moves can now only be done while in MAX activation mode. Also, we've made it so that for each character, they have two supers, one MAX super and one ultimate Climax super, which means there are three different levels of power. There are slight differences between characters, EX special moves are easy to use in combos, and can be canceled into different supers, so if you do your research you should be able to grind out some very KoF13-esque combos.
4Gamer: Basically, the more super gauge you have, the bigger combos you can do.
Oda: That's right. Also, your full power gauge and MAX mode time will get longer with the 2nd character, and even longer with the 3rd...
4Gamer: Aah, so by putting characters that are easy to combo with at the very end, you increase your chances of making a comeback, then?
Oda: Indeed. I think that will be a lot of fun for people to experiment around with. That said, though, for beginners it's not going to be so easy to just start mastering all of these cancels, so we've inserted a simplified combo called "RUSH" as well. If you mash Square while close to your opponent, anyone can unleash a combo using meter, so we'd like players to first use this to get the hang of it.
4Gamer: Understood. By the way, wasn't there something similar to Just Defense as well... ?
Oda: Oh, you noticed? We're still testing that out right now, so please stay tuned for details, haha.
4Gamer: There's one more thing that caught my eye. In the trailer, I saw they keywords "Party Battle". What exactly is that?
Oda: King of Fighters 14 is being developed as a consumer game, so we believe increasing the quality of online play to be very important. With this in mind, we felt like we don't just want to have serious fights as online, but a more fun-oriented party-esque mode as well. This is Party Battle, where 6 players join up online, and divide into 2 teams, a mode where you can cheer for your friends. We wanted to simulate the feeling of being in an arcade, surrounded by your friends while you're playing.
4Gamer: I'm looking forward to that. Finally, could you give us a message to the King of Fighters fans of Japan?
Oda: I'm sure a lot of people are feeling "This is a Japanese game, why is it playable to the public in America first?!", which is why we made it a point to announce a lot of characters in the trailer. At some point in the future, we feel like we have to make it available for Japanese players to try out the game, as well. We're definitely going to make it worthwhile, so please stay hopeful.
4Gamer: I'm looking forward to it. Thank you for today."
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
UPDATE – The full trailer, which also confirms the return of both Robert Garcia and K’, can be found below. Our original article has been amended to reflect these new details.
A brand new trailer from developer SNK Playmore has revealed Robert Garcia, Benimaru Nikaido, and K’ as the latest playable characters in King of Fighters XIV. The announcement was first made during a closed press conference at Taipei Game Show, and reported on by Famitsu.
These series veterans joins the likes of Kyo Kusanagi, Iori Yagami, Leona Heidern, Kula Diamond, and more in the upcoming title.
Taipei Game Show opens to the public starting January 28, and the event’s official Twitch stream has a King of Fighters showing scheduled for the next day, so stay tuned for more information.
King of Fighters XIV is scheduled to launch on PlayStation 4 sometime this year.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
As you may already be aware, King of Fighters XIV made an appearance at Taipei Game Show this past weekend. In fact, we’ve already written about what producer Yasuyuki Oda had to say during a special press conference. However, there were also multiple instances of gameplay being shown off that you may have missed.
The first is this footage from Taiwanese gaming channel Bahamut Game Crazy, where one of their staff members tries their hand at the upcoming game.
While the game still features the same characters from PlayStation Experience, it’s supposedly a newer build with a few changes and possibly some updated mechanics.
"Never satisfied, never full, they eat and destroy with grubby hands until nothing is left but piss, but now the judgement of all humans has begun."
Post by Nyu Nozomi Hyuga on Feb 2, 2016 18:29:14 GMT -5
Here some KOF information from Eventhubs & shoryuken:
King of Fighters XIV’s Advanced Cancel Makes Appearance During Recent Demo
Veterans of the King of Fighters series are most likely familiar with Dream Cancels in King of Fighters XI. These allowed super moves to be canceled into more powerful versions called Super Special Leader Moves at some cost.
During the King of Fighters XIV presentation by Twitch’s GamerBee and Razer’s RB at Taipei Game Show, one of the players performed what the game called an Advanced Cancel. This technique worked suspiciously like a Dream Cancel, canceling Iori’s Desperation Move into his Super Desperation Move.
To further emphasize how similar the two techniques are, ATRyoSakazaki has made the following video, juxtaposing a Dream Cancel from King of Fighters XI with slowed down footage of the match from Taipei Game Show, showing that not only are the animations similar, but the meter requirements are as well.
'I believe that by release, everyone will be happy with how [KoF14] looks' - SNK also notes that future games won't necessarily be 3D in new interview
Note: The interview portions of this article were translated into English from Japanese by Nicholas 'MajinTenshinhan' Taylor, the author of this piece.
Yasuyuki Oda, the battle designer for King of Fighters 14, recently did an interview with Japanese site GAME Watch, and in the interview they touch upon a lot of subjects, but the focus of this particular piece will be on the discussion of the game's graphics.
Ever since it was first unveiled, King of Fighters 14 has received a lot of criticism for its graphics, which have shifted from 2D to 3D, and according to a lot of consumers don't have the same level of quality as the 2D games used to have. Below, you can see Oda's response as to what their general approach to this feedback has been, internally.
GAME Watch: With this being the first numbered King of Fighters in 3D, what has the user feedback been like?
Oda: We've seen a lot of people rejecting the new look, so we're constantly working on brushing up the graphics. I believe that by release, everyone will be happy with how the game looks.
Hit the jump to see more of what Oda had to say regarding the graphical direction of King of Fighters 14.
Mr. Oda was also asked why they decided to make the game in 3D to begin with, and how they've approached keeping the spirit of King of Fighters intact with such a radical departure in terms of visual direction.
GAME Watch: This is the first numbered King of Fighters title to be made in 3D graphics. Why is this?
Oda: After the release of King of Fighters 13, SNK took a bit of a break from developing games. Eventually, we all came back to making games, and the reason we're using 3D graphics this time is to start over with a completely new feeling.
We wanted to do a change of attitude, and accept the challenge of developing for the PS4 as best we could.
GAME Watch: Up until now, the King of Fighters series has been firmly 2D, how have you gone about maintaining the feeling from the older games?
Oda: We believe it's important that as soon as you sit down and play the game, you think "This is KOF", so we've been paying a lot of attention to the controls and movement in the game.
Just because it's 3D now, that doesn't mean that players have to learn an entirely new type of game, and we've been trying hard to preserve that.
Finally, the interviewer from GAME Watch asked what the future may hold not just for the King of Fighters series, but for SNK in general in terms of graphics, to which Oda gave a somewhat ambiguous response, as you can see below.
GAME Watch: Does King of Fighters 14 being in 3D mean that future SNK titles will all be in 3D as well?
Oda: Not necessarily. It just means that in the future, other SNK titles might potentially be developed with 3D graphics as well.
What are your hopes for the future of King of Fighters, and SNK as a whole? Do you hope to see a return to 2D, or do you believe that their increased work in 3D development is a better way to go?
King of Fighters XIV Producer Hints at Future Character Reveals
When you have a universe as varied as SNK Playmore, you’re always going to be inundated with questions as to who will be playable in King of Fighters. Originally conceived as a dream match of sorts between their various properties, the franchise has always garnered a ton of attention, and King of Fighters XIV is no different.
During a recent interview with GAME Watch, producer Yasuyuki Oda provided some clues on parts of the roster that have yet to be revealed. “I can’t reveal the number,” he explained, according to translations by MM Cafe, “but there’s quite a few of them when you include the new characters and SNK characters.” Those of you who read Shoryuken on a regular basis likely understand what that last statement might mean.
Back in November, we reported on a rumored cast list. Among the regulars, newcomers, and surprises, the rumor stated that the roster might include an Alternate World Team comprised of Samurai Shodown’s Nakoruru, Sky Love’s Love Heart, and Dragon Gal’s Mui Mui. Oda’s mention of “SNK characters” may be a small confirmation that these guest characters are the real deal, or perhaps that more fan favorites are moving up to the big leagues.
Later on, Oda was asked a question concerning King of Fighters’ popularity in China and whether or not the developers are taking steps to make sure the region is represented in the final cast. While no specifics were mentioned, the producer did reveal that King of Fighters XIV will feature Chinese characters as well as a stage set in the East Asian country.
Back to the possible roster leak! In this case, Oda may be referencing either the Chinese team comprised of Fatal Fury’s Tung Fu Rue and his two new associates, or perhaps the Psycho Soldier squad (pictured above) comprised of Athena Asamiya, Sie Kensou, and Chin Gentsai, who in games past have taken up the mantle themselves.
In any case, these details should give King of Fighters fans a lot to think on while waiting for the title to drop on PlayStation 4 this year.
Post by Nyu Nozomi Hyuga on Feb 18, 2016 22:24:47 GMT -5
Here are graphical comparisons from Eventhubs:
King of Fighters 14 has gone through some significant graphical changes - check out this comparison between all six trailers
ATRyoSakazaki returns to bring us another stellar King of Fighters 14 comparison video.
In this compilation of footage, we get a closer look at how the visuals have changed between all six of the currently released trailers. Below are just a few examples of how character models and overall look have improved.
To see the evolution of the game's graphics so far, be sure to check out ATRyoSakazaki's video.
Post by Nyu Nozomi Hyuga on Feb 23, 2016 11:55:43 GMT -5
Here are some footage from siliconera:
Footage Of King Of Fighters XIV Demo Captured From C3 Hong Kong
YouTube user Penpen35 captured handheld footage of a King of Fighters XIV demo booth that was playable at C3 Hong Kong. The videos showcase fights involving Robert, King, Leona, Chang, Kula, Billy, Kyo, and more. (Thanks DreamCancel!)
The Big Daddy C-Master: How old are you turning now? Happy early Birthday!
Mar 26, 2018 4:45:38 GMT -5
The Big Daddy C-Master: I had someone mention something about push style notifications. I added this forum to the directory of Tapatalk and once it's into the system you should be able to get push style notifications.
Apr 9, 2018 6:20:33 GMT -5
The Big Daddy C-Master: Haven't heard from Nyu in a while. Hope he's ok.
Oct 22, 2018 0:41:53 GMT -5
The Big Daddy C-Master: So Capcom reduces lag on SFV. It's sparking a lot of interest all around.
Oct 24, 2018 0:15:21 GMT -5
The Big Daddy C-Master: Tried Soul Calibur 6. It was choppy and laggy for me. I returned it.
Oct 25, 2018 6:26:09 GMT -5
The Big Daddy C-Master: I hope you guys are enjoying your holidays!
Nov 23, 2018 18:09:22 GMT -5
The Big Daddy C-Master: What do you guys have planned for Christmas?
Dec 24, 2018 6:08:18 GMT -5
The Big Daddy C-Master: So hey guys I noticed it needed to be spiced up over here. What topics would you guys like to talk about?
Dec 29, 2018 12:29:11 GMT -5
JACK-2: Happy New Year everyone
Jan 1, 2019 0:21:29 GMT -5