Simple 2000 Series Vol. 81- The King of Fighters XV

Nico stream was very enlightening. All the characters demoed so far look pretty good. Chang has some iffy stuff like his new crouching C(?). Reaches high and knockdown on hit (?) is nice, but man that startup looks PAINFULLY slow. Maybe he can cancel to specials on whiff to protect it somewhat? Or cancel it to ball cancel on block in case it gets safe jumped?

Regardless, he may be able to carry himself on the strength of his other tools, which all look pretty decent. jC/jCD (the core of his zoning) look decent as usual. His far D appears to be much faster than before, giving him a safer far poke, perhaps? His new far C (? the big ball “lariat” move) could be a good hard-read anti-air; it has a huge whiff profile, but looks like it reaches very high and is significantly faster than his other ground ball normals. So the biggest question for Chang’s ultimate strength will probably be “how well do his other tools complement jC/jCD?” He also wins on funniest Climax Art so far. Batter up!

Looks like most of Leona’s instant overhead normals require fuzzy guard setups now (assuming fuzzy guard is still in KOF 14). Maybe it was that way in 13, too, and I just wasn’t paying attention. But it looks like she has plenty of neutral tools to create knockdowns where she can set up meaty instant overheads to compensate. The core of her neutral game (crouch B, Moon Slasher, crouch D, jump normals) appears to be just as strong as ever. I don’t think they confirmed on stream if she still salutes Chang?

Kyo looks like no end of fun in this game. He can still combo into A rekka series from light attacks, regained his close C > df+D (1 hit) > special combo route from 13 “fireball/uppercut” Kyo, and in MAX mode EX hcb+K is a command grab. His new low route in the A rekka series is probably ultimately going to be a gimmick, but there’s enough of Kyo’s historically great '98 self in there to be a strong character right out the gate.

Aside from losing her air Venom Strike, King looks basically no weaker. She still has raw slide > Venom Strike to poke with, all her normals look as good as in 13, the midscreen reset from B Tornado Kick might be more consistent, and she gets bonkers corner damage in MAX mode. She looks like she’s gonna repeat her performance from 2k2UM.

Iori is Iori, effectively the same as ever. Kinda floaty jump but makes up for it with insanely fast (for a “Shoto”) ground movement, forward and back. Most notable new thing he has is that “fireworks” DM that puts out a multi-hit short-range fireball, but given that guard cancel rolls are still invulnerable start-to-finish to all forms of attack, its usefulness as an okizeme tool will depend mostly on the opponent being deprived of bar.

Robert looks fun, hopefully he’ll do better in this game than he did in 13. Nice to see the return of his f+A from older games; if it’s still plus on block and an overhead that jumps over lows, he might really have something going here.

Kula looks about the same, except it looks like they buffed the hell out of the travel speed on her reflected projectile from qcb+A. I don’t remember it travelling nearly that fast in older games; looks like it travels as fast as Yamazaki’s reflected fireballs now! The rest of her looks pretty standard, although I’m not sure if Ray Spin > f+K has short enough recovery to do stupid loops like in KOF XI. Wonder what the reset potential is like from her EX ice breath “Focus” crumple?

1 Like

This is a level of detail that I can’t begin to work with. Basically knowing the moves and understanding in theory how to use them is about as deep as I am capable of going.

I always thought thr CvS sprites were about as good as SNK’s characters could look, but next to XII/III they look almost stilted. The way he moves his fingers, even…

We’ve seen a few characters with decent secondary animation, like Geese and Choi. Then you have poor Andy with no hair animation, wonder how things gonna work out.

KOF is actually not that hard to learn compared to many fighting games. It tends to have higher dexterity requirements because of narrow cancellable windows and (sometimes) more complex move motions, but basic neutral and resource management has not actually changed a lot since the days of '98. 90% of the stuff in Dandy J’s excellent 98 tutorial still applies in later KOF titles.

If anything, KOF 14 looks like an even better opportunity for players to learn the depths of game mechanics than in KOF 13. 13 had some fairly easy basic stuff, but going really deep on characters required a fairly curly mustache because of combo length and how the subsystems (juggle properties, certain EX moves, Drive/regular meter build) fed into that. This also had the effect of propelling characters who were the best at (re)building meter and extending combo length high above many other characters in the game (Kim, Benimaru, Hwa, Chin, Vice, Yuri, Takuma, Kyo, Mr. Karate), with few exceptions (Shen, EX Iori, EX Kyo, who had relatively short combos but great neutral and/or nutso damage with shorter combos).

KOF 14 appears to have dramatically curtailed combo length across the board, making it easier to get good damage with shorter, simpler combos. That leaves more time to focus on getting better at neutral/defense/resource management rather than trying to squeeze more juice out of an already hard bread-and-butter.

If you would like to learn how to go deeper on KOF’s mechanics, I honestly feel like 98 and 98UM are the best places to start learning, followed later by 13 since it mimics the “flow” of 14 more closely. 98 and 98UM have the least game-specific stuff in order to win, and generally tend to have the least reliance on long combos to get good with most of the cast. Your victories in 98/98UM wil be built far less on having a curly mustache than on just getting good at playing neutral with your normals, smart defense (when/when not to use alternate guard, or guard cancels), and punishment (making the other player pay as much as possible for that blocked Iori DP).

Saying that you could never go that deep on these games is IMO to sell your potential short. You don’t have to even win that much to get something out of the experience. You may just learn a bit about why some people love the mechanics of a character you don’t care for aesthetically, or vice versa. Or you may get some insight into why a design feature that looks irrational has been made an institution of the game.

Yeah. Like, combos? I’m kind of lost at that point. I’ll learn a character’s moves. Then if I happen to string a few moves together, hooray. Whee. That was nice. Actually planning this stuff in advance and reacting to the opponent with frame-specific timing? Ur. Uh. Not a world for me.

I can do things like, oh, the character is jumping at me? Let’s do a rising tackle! And then I feel all clever. Very broad responses, that don’t require especially fast reflexes or quick information recall.

This is a reason I like Leona. I can just crouch there and watch the opponent, then quickly respond as appropriate. No need to get complicated.

(Mind you, I’ve been playing KoF for ~17 years now.)

1 Like

The higher resolution makes a big difference!

That said, I think the CVS sprites for Athena, Nakoruru, and the other SNK ladies are top tier cute. They’re really stylized and the motion is super nice. Capcom were really the king of 2d sprites back then.

I wonder if KOF 14 will have alt outfits? That means they’ll have to animate a whole other set of secondary animations, unless it’s something simpler like short hair for longer hair characters.

XII sprites were done by a process of 2D sprite concept base --> 3D model and animations --> 2D sprites ‘traced’ from those, yeah? It’s obviously great but ever so slightly distracts when viewed seperately like this - the movement of Iori’s shoulder especially gives an odd sensation, like when you see a split-seconf frame with rougher coloring/detail work or spot a blank/missing texture on a 3D model.

Then again, I get the same feeling looking at the CvS fireball move from character animation to projectile. Why the uneven application of coloring? Is it a stylistic choice, something to do with tradition?

What other dot-art fighters worked with 3D models in development?

I think that technique was pretty standard in the last decade, though I’m not coming up with specific examples.

Arcsys used the same technique for their 2d games (blazblue and persona 4 anyway) and Xrd is basically that style taken to its logical endpoint: real-time 3d graphics that are perceivably identical to hand-drawn 2D animation frames

The press release also confirms that KOF 99-13 are not as good as 98: http://gematsu.com/2016/04/atlus-publish-king-fighters-xiv-americas

Atlus, huh? Sucks for European KOF fans.

Feh. '99 is clearly the best.

I also really like 2001, but I realize I’m close to alone in that.

Beyond character roster, what is there to like about 2001?

Good to see that special intros are confirmed.

The dialogue intros in XII are ok, with some neat exchanges, but they can’t beat the amazing display of character and plot relationships you get in those few seconds of animation before a match. Plus, it makes sense for a fighting game to focus more on the physicality and not be so talky.

stuff.

http://www.aderack.com/journal/2016/02/corrosion-and-sparks/

Have you seen the size of the script to that game??

No, but with 36 characters, not counting bosses, and at the very least two bits of dialogue (often more) between what I’m assuming is every possible matchup amond them (including mirror matches?) I guess the amount of text is be pretty impressive!

It probably outshines many role-playing games. Or Lucasarts adventures.

Sega published XI in arcades.

The two companies have always been pretty cozy, really…