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

Not sure any of those seven are Yamazaki, but I just realized none are Blue Mary, Duck King or Richard Meyer - the other FF characters we’ve seen in MOTW revisions (thanks to the “Memories of Stray Wolves” DVD). Curious.

Looks more like a capoeira girl than a muay thai girl to me.

There aren’t any KOF characters from Spain either. For obvious reasons it was never a very popular country to draw from for martial artist characters, but we’ve got a few pretty good spanish characters in fighting games recently, with Mila in DOA and Miguel in Tekken. It’s cool that the designers are finally getting rid of the “matador” stereotype

They could always bring back Laurence Blood, even if he is the matador stereotype.

This is very interesting to see, wonder if the middle character is some sort of ‘corporate’ Rock - iirc in his ending he accepts Kain proposal, whatever that was

The ‘Yamazaki’ certainly has a similar presence but it strikes me as african american, he could be Rob Python but he has no tattoo. Wonder how ‘final’ these were?

I’d rather have a new design, really.
Matadores are the laziest, most cliched archetype a foreigners can possibly think of wrt Spain. Let’s leave it in the 80’s.

To me he looks like Duke, from Max Impact.

Played this game today at CEO. Absolutely thrilling to play. I intend to spend the weekend playing it until my eyes bleed.

Figures they’d change the Raging Storm motion to make it easier when I finally learned to do it semi-consistently in 98UM, lol. But I welcome it nonetheless. Def wanna try Geese when the game proper comes out.

What did you think of the new characters? Do the ones you’ve tried feel good to play?

Still haven’t tried some of them but most seem damn fun and decent.

Mui Mui: Only tried her once, haven’t quite got a feel for her but she’s very popular, very fun and looks pretty easy to pick up and play. Rekkas have a Karin-style sway back you can do 2nd or 3rd in the chain, probably punishable by fast supers but probably safe from punishment without using meter. Has few anti-air normals right above her head but makes up for it by having good aerials, great air/ground mobility, and a stand C that extends and retracts like 10 fuckin’ feet from where she stands. Has the most awesome/hilarious j. CD in the game. Go headbutt!

Hein: Haven’t played him yet, looks decent. Shield super for anti-air, several good high kick normals to anti-air in front of his face. Looks like his combos are fairly easy, divekick helps mix up his air-to-air zoning/offense a bit. I don’t see him being explosively good but I’m sure he’ll be decent and mildly popular.

Kukri: Seems like the new Duo Lon. KOF 13 Duo Lon, not KOF2k3 Duo Lon, let’s not get too excited here, heh. Tricky, kind of evasive, probably in deep trouble if you can knock him down and stay on top of him, but seems like he’d be a good battery character to fight people before they get tons of bar to melt face with. His EX teleport on wakeup can lead to some cute shenanigans. I haven’t tried him yet, just been watching other people mess with him.

King of Dinosaurs: …sigh. I want to love him, but he really kinda sucks. His jump is shockingly floaty for a big heavy grappler and he can’t get by just marrying the floor because he moves too friggin’ slow. The armor on his crouch C is really good but it’s hard as hell to control the space where he can win 100% anti-airing with it. Stand C is less useful than I thought because it whiffs crouching; far higher-risk armor move to throw out than, say, a Maxima autoguard normal. Overall it takes genius-level neutral play to stay in his effective range; if you’re not married to being the King of Dinosaurs then Daimon is probably an easier version of the same kind of character (a tanky grappler who holds his space with nasty anti-air).

Nakoruru: See NerdJosh on CEO stream archives for proof of concept. IDK if she will make top tier but she’s a good candidate for week 1 monster. her crouch C can be special-cancelled surprisingly late in the active frames; you can anti-air with it at max height and still go into flight mode. Abusing c.C anti-air xx Annu Musube is surprisingly hard to punish (for now). Her bird comes out even if she gets kicked in the face while calling him, and her bird super is a really nice, fast whiff punish/combo ender. Her DP is probably OK too but you hardly need it since her c.C is so good. She is definitely a character to watch.

Shun’ei: Has a very weird far s.C (weird little elbow whiff move) but is otherwise a straightforward, pick-up-and-play kinda character. Many good kick normals, easy-ish combo routes. Not many air normals can be cancelled into air dash, though; I think only his j.A can be cancelled into them. But the extra air mobility is still nice to throw off characters with strong anti-air and/or air-to-air.

Of those sequels mentioned, World Heroes is the most exciting. I want to see more gloriously idiosyncratic stereotypes and bizarre takes on historical figures.

I like how Neo_G is focused on developing new games, and not necessarily fighting games, rather than just building off existing franchises.

The only complaint I must raise with sequel/crossover team talk is this:

How the hell could you possibly have a Team Data East without Karnov? He’s their mascot, for crying out loud! Plus, imagine how nuts he’d be in KOF XIV! FIRE FIRE BALLOOOOOOOON

Garou 2…as dusty as that well is, I wouldn’t mind seeing what it could offer. I was always kinda ambivalent on Garou, though, because I couldn’t do feint combos to save my life (no, not even Terry’s). Hopefully those would be made easier or removed for a sequel. For the children, you see.

I would be all about a new World Heroes. Bring back Rasputin and C.Kidd!

In depth summary of the interview: http://www.mmcafe.com/news/posts/10196.html

Edit: Apparently a chunk of stuff from the second half of the interview wasn’t summarized and will come later.

[quote]

  • The jump speed is loose on purpose. Previous KOFs were designed
    for the arcades, but 14 will be mainly played online and the game was
    specifically designed to accommodate that. Speaking in detail, the game
    was designed so that with 2-4 frames of lag it’ll feel very much like 02
    or 13.[/quote]
    (ノ°Д°)ノ︵ ┻━┻

selectbutton.net
more “bitter” and suitable for old men who like costume drama

4 Likes

http://www.mmcafe.com/news/posts/10198.html

The other chunk of the interview, this time directly translated. It’s about Neo_G’s philosophies on game design.

2 Likes

Neo_G: "Yeah. Of course at the end we take our time balancing the game until we’re confident about it, but the most important things are the game system and character concept. And to keep in mind, ‘Game Balance’ and ‘Competitive aspect’ are two different things. ‘Game Balance’ is a broad term that has to do with the overall enjoyment of the videogame, whereas the ‘Competitive aspect’ is about the fun that two players can have by building strategies around it. In that sense, developing a game for the sake of its competitive aspect is probably not a happy thing for us, the developers.

Right on, my friend.

4Gamer: “That’s true. In that sense, the long-term commitment for tweaking balance in fighting games is more like running a management or operation rather than game development.”

Xanadu:

 MODE OF COMBAT: None
BIRTHDAY: Unknown
HEIGHT: 198cm
WEIGHT: 108kg
BLOOD TYPE: Unknown
BIRTHPLACE: Unknown
HOBBY: Fusion
PERSONAL TREASURES: Vortexes
FAVORITE FOOD: Proteins
DISLIKES: Big Rip
FORTE IN SPORTS: Air Olympics (intracerebral sports tournament)
2 Likes

Haha! So, Foxy was dead, and then SNK decided she wasn’t. Maybe this is because in retrospect Nameless quietly takes the place of K9999 in the NESTS saga, and he wouldn’t have killed her the way that K9999 did. I dunno. But, she was put back into 2002 in Ultimate Match, as she should have been… and – here’s the “haha” – they gave her a new super, called Schrodinger’s Cat.

Evidently someone has a sense of humor about the series’ continuity.