KOF XIV Game-play System.
- Vicio
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Pure speculation right now. What will we get to keep/lose? The jump system is a major hurdle for people to "jump in" to KOF, or so I am told. Thoughts, comments?
- Yuki Yagami
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Re: KOF XIV Game-play System.
I just only hope it's not a KOF '98 with NeoMAXes, gameplay wise...
I hope they implement a system that both fans and newcomers can get along.
Although I welcome back MAX Mode SDMs (ala KOF '98), Also I prefer '98's MAX Mode over 2002 or XIII.
Perhaps Q MAX (even though it's in EX, but can also be implemented in '98 style ADV gauge) from '98 UM, Q Evade from '98 UM and possibly Q SDMs (except it only uses 2 stocks instead of 3 in '98 UM)
/Neutral/ + - Evasive Roll
- Knockback Attack
- MAX Mode Activation (as opposed to ABC in '98)
/Neutral + (during guard) - GC Roll (1 stock)
+ (during guard) - GC Forward Roll (1 stock)
(during guard) - GC Knockback Attack (1 stock)
/Neutral + (during fall) - Recovery Roll
+ (during fall) - Forward Recovery Roll (from KOF XI)
(during fall) - Air Recovery (from Last Blade 2)
/Neutral/ + (during attack)- Quick Evasive Roll (1 stock) (from KOF '98 UM ADV)
(during attack) - Quick MAX Activation (from KOF '98 UM EX)
(during guard) - GC MAX Activation (new, The attacking enemy at close range gets disrupted for a while and is pushed away in throw escape state.)
(input) + or - Quick SDM (2 stocks instead of 3 in '98 UM)
(input) + or - NeoMAX (3 stocks, 2 stocks during MAX)
But please, no more HD Modes...
Should EX Moves from XIII can be kept?
I wonder what SNKP has in store for XIV's gameplay?
I hope they implement a system that both fans and newcomers can get along.
Although I welcome back MAX Mode SDMs (ala KOF '98), Also I prefer '98's MAX Mode over 2002 or XIII.
Perhaps Q MAX (even though it's in EX, but can also be implemented in '98 style ADV gauge) from '98 UM, Q Evade from '98 UM and possibly Q SDMs (except it only uses 2 stocks instead of 3 in '98 UM)
/Neutral/ + - Evasive Roll
- Knockback Attack
- MAX Mode Activation (as opposed to ABC in '98)
/Neutral + (during guard) - GC Roll (1 stock)
+ (during guard) - GC Forward Roll (1 stock)
(during guard) - GC Knockback Attack (1 stock)
/Neutral + (during fall) - Recovery Roll
+ (during fall) - Forward Recovery Roll (from KOF XI)
(during fall) - Air Recovery (from Last Blade 2)
/Neutral/ + (during attack)- Quick Evasive Roll (1 stock) (from KOF '98 UM ADV)
(during attack) - Quick MAX Activation (from KOF '98 UM EX)
(during guard) - GC MAX Activation (new, The attacking enemy at close range gets disrupted for a while and is pushed away in throw escape state.)
(input) + or - Quick SDM (2 stocks instead of 3 in '98 UM)
(input) + or - NeoMAX (3 stocks, 2 stocks during MAX)
But please, no more HD Modes...
Should EX Moves from XIII can be kept?
I wonder what SNKP has in store for XIV's gameplay?
Last edited by Yuki Yagami on Fri Oct 16, 2015 02:06, edited 3 times in total.
- Dark_Chaotix
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Re: KOF XIV Game-play System.
I dont mind anything tbh, as long as its a system that sustains the feel of the kof series and allows it to have a long playing life. In saying that, I wouldnt mind having a GG type system where you can cancel out of a move (roman cancel) and continue a combo with an attack. Not like Neowave where its a cancel into another special move.
I think having EX moves has elevated meta game of kof and I think it should stay.
I think having EX moves has elevated meta game of kof and I think it should stay.
- Vicio
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Re: KOF XIV Game-play System.
Yes, I can see the redundancy in HD mode. However, I think getting rid of it all together would be the wrong way to go. Maybe shortening the time for it so that you can cancel special moves about 4 times and also limiting the amount of times you can do HDs/match, like 3 times/match only. Each of your characters gets only 1 HD combo activation.
I really liked the KOF XII Mechanic that you could dissolve fireballs with a special move clash. And YES bring back normal attack clashes please!
I really liked the KOF XII Mechanic that you could dissolve fireballs with a special move clash. And YES bring back normal attack clashes please!
- Yuki Yagami
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Re: KOF XIV Game-play System.
GC MAX (proposed mechanic) in the nutshell.
Works like GC Roll/GC CD. It also behaves like a GC Roll/GC CD when blocking projectiles.
- Yuki Yagami
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Re: KOF XIV Game-play System.
At least the gameplay is not Maximum Impact levels. They say it's on par with the older KOFs.
F the graphics...
F the graphics...
- Dark_Chaotix
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Re: KOF XIV Game-play System.
Still nothing about the actually system itself, besides that it looks like it plays like old kof which is sooooooo good.