From the FG thread:
Originally Posted by vulva
couple kof tidbits that might be old news:
when a char is on wakeup there's a 9f throw invul period, this is to focus more on neutral game as the driving factor. This is also the reason that the game is less aerial based and characters like King don't have their same air specials to the extent of other games.
links still use the hold system from previous kofs and anime like blazblue.
Game is trying to be more accessible on a gameplay level, IE not as long of combos, removal of loops etc.
Supposedly (again, not 100% sure) if there are future dlc characters, they'll be free. Cosmetic DLC will still cost money but characters won't (if there even are any that are coming).
That's about it from what I've picked up here and there from talking with people at the show.
For those who didn't catch the interview with KOFXIV's producer at WNF:
On the netcode:
- He has been looking at the complaints against XIII's console netcode from day one and keeping all of them in mind
- The reception for XIII's Steam version netcode has been positive in general so they are building on top of what they learned there
- They are putting a lot of effort into making the netcode solid day 1 and are prepared to act quickly to fix any issues post launch.
- The 3v3 online party battle mode will have 12 player lobbies.
On DLC (characters, stages, music, costumes etc.):
- They aren't holding anything back for the initial release, we are getting the full game day 1.
- They haven't even started thinking about DLC yet. If they do decide to do some then we will have to wait a while since they will be creating it from scratch.
On Just Defending:
- They spent a lot of time balancing it in such a way that it doesn't disrupt the normal flow of gameplay
- In its initial implementation it had too much impact so they toned it down
- They took both offline competitive play and online play into consideration when balancing it