Author Topic: KOFXIV Announced for 2016  (Read 342089 times)

The Good Loser

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Re: KOFXIV Announced for 2016
« Reply #705 on: March 20, 2016, 07:04:10 AM »
Playstation Arena Stream

https://www.twitch.tv/scek

not sure if Kof will get shown, but the event 2 at which Gatoray will be is in 3 hours

The Good Loser

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Re: KOFXIV Announced for 2016
« Reply #706 on: March 20, 2016, 07:09:02 AM »

ottomatic

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Re: KOFXIV Announced for 2016
« Reply #707 on: March 20, 2016, 08:44:44 AM »
Thanks for the pics and the stream link. I forgot this was today. Any word from Gatoray?

lfrd

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Re: KOFXIV Announced for 2016
« Reply #708 on: March 20, 2016, 01:43:40 PM »

Custle

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Re: KOFXIV Announced for 2016
« Reply #709 on: March 20, 2016, 01:50:46 PM »
https://www.youtube.com/watch?v=51aJuwY0glA

So King can do Double Strike in MAX mode... Intresting. Looking good :)
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lfrd

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Re: KOFXIV Announced for 2016
« Reply #710 on: March 20, 2016, 02:31:12 PM »
What I'm worried about the game is that the jumps are somehow floaty. As shown on the video, King's j.C connected after Kula was hit by the former's Venom Strike in the air. This may lead to easier juggle combos.

shinefist

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Re: KOFXIV Announced for 2016
« Reply #711 on: March 20, 2016, 02:45:19 PM »
https://youtu.be/NbVYR4dvbXs

OMG gatoray has uploaded alot of matches from PlayStation arena. Enjoy

Gatoray we are very thankful for your great contributions.

Custle

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Re: KOFXIV Announced for 2016
« Reply #712 on: March 20, 2016, 03:51:45 PM »
Thanks Gatoray!

Hotel Marine Paradise looks nice stage. Were those mugshots next to the life bar added in this version? King's shirt rips off, what nice touch :) Chang's running animation is pure gold, I could watch it whole day.
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Diavle

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Re: KOFXIV Announced for 2016
« Reply #713 on: March 20, 2016, 04:03:15 PM »
We knew that there were wall bounce combos but it seems ground bounce combos might be a thing as well.

shinefist

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Re: KOFXIV Announced for 2016
« Reply #714 on: March 20, 2016, 04:05:05 PM »
A few observations

Kings EX tornado kick has a final hit which hits them to the ground which pops them up for a ground bounce maybe.

Roberts EX hcb+k fly's high and last hit knocks them for a juggle.

Can use B+C cancel from an attack for just 1 stock!

Kyo qcf+C is a super cancel

Andy can do dB sB kuuhadan and it combos.

Iori new DM slowly travels towards them

Are big combos going to require less skill in this version?
« Last Edit: March 20, 2016, 06:33:59 PM by shinefist »

The Good Loser

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Re: KOFXIV Announced for 2016
« Reply #715 on: March 20, 2016, 07:30:45 PM »
Are big combos going to require less skill in this version?
I'd argue that 2k2um is harder to combo than 13. And from the recource given it's more akin to 2k2um.

ottomatic

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Re: KOFXIV Announced for 2016
« Reply #716 on: March 20, 2016, 07:39:27 PM »
A few observations

Kings EX tornado kick has a final hit which hits them to the ground which pops them up for a ground bounce maybe.

Roberts EX hcb+k fly's high and last hit knocks them for a juggle.

Can use B+C cancel from an attack for just 1 stock!

Kyo qcf+C is a super cancel

Andy can do dB sB kuuhadan and it combos.

Iori new DM slowly travels towards them

Are big combos going to require less skill in this version?

Max mode activation has been 1 stock regardless if you do it raw or cancel a normal into it, the trade off in this game has been when canceled into there is less time after activation (draining meter starts at around half). Aside from that good observations. I've been operating under the assumption that super cancelability is like XIII, all specials except grabs can and even those have exceptions (Goro's dp + K, Clark's EX backbreaker, Yuri's slaps, etc).

Lastly about your question about combo difficulty (or rather ease), not necessarily ... any thing outside of Max mode will pretty much be the same as 02um except super cancels being cheaper and (I'm assuming) XIII's property of all specials can cancel but grabs. When entering Max mode EXs have varying properties like bounces (wall or ground) that allow for juggles. But we have no special to special cancels making some moves end combos where previously they could be extended. I don't think less skill is required of timing juggles from your bounces and launchers vs canceling moves to moves for extensions just different timings.

TLDR version: I believe big combos are probably around the same difficulty as before.
« Last Edit: March 20, 2016, 09:33:48 PM by ottomatic »

The Good Loser

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Re: KOFXIV Announced for 2016
« Reply #717 on: March 21, 2016, 04:40:16 AM »
What I'm worried about the game is that the jumps are somehow floaty. As shown on the video, King's j.C connected after Kula was hit by the former's Venom Strike in the air. This may lead to easier juggle combos.

The jumps have been modified, thats not why she got hit by king's j.C. Most Ex moves now have a juggle / bounce property and her fireball caught Kula in air, enabling King to follow up.

Here (in this case,  even Kings normal Venom strike)

https://twitter.com/frionel26/status/711611325575766016
« Last Edit: March 21, 2016, 04:42:00 AM by The Good Loser »

ottomatic

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Re: KOFXIV Announced for 2016
« Reply #718 on: March 21, 2016, 11:28:52 AM »
https://twitter.com/skullokei/status/711513031381913600

Sweet, Robert has his super from 99 as as his Climax.

shinefist

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Re: KOFXIV Announced for 2016
« Reply #719 on: March 21, 2016, 02:34:13 PM »
@ottomatic Ok thanks for your input about the combo difficulty. So lets speculate a little here. So we have max mode activation during combos. So what will combos look like without special to special cancels.

Will it be like 02 without maxmode. Such as kim might have sC, qcb+B, (SC) qcf,qcf+K, qcb,hcf+B assuming kim has his hiten hou'ou kyakyu (qcf,qcf+K)... Kyo would have sC, qcf+D, K, hcb+K, (SC) qcb,hcf+P

This seems standard to me, I'm sure SNK has some game system that they haven't mentioned to us to extend combos abit more. Maybe the key is within the EX moves. But still, Using maxmode's EX's to combo from EX to EX to EX to special (SC) to DM. It sounds like there wont be much variety in big combos to express yourself.

I know they are doing this to keep the cast viable and maybe they will change the system in kof XV.

I mean the game looks sweet to me. As long as SNK create it so you can explore lots of different combos per character, then I'm a happy bunny.

cool find on Roberts climax.