KOF XIV Game-play System.

For the diehards! :)
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KOF XIV Game-play System.

Post by Vicio » Tue Oct 13, 2015 06:57

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? takuma1

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Re: KOF XIV Game-play System.

Post by Yuki Yagami » Tue Oct 13, 2015 11:33

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)

bk /Neutral/ fwd + .A .B - Evasive Roll
.C .D - Knockback Attack
.B .C - MAX Mode Activation (as opposed to ABC in '98)
bk /Neutral + .A .B (during guard) - GC Roll (1 stock)
fwd + .A .B (during guard) - GC Forward Roll (1 stock)
.C .D (during guard) - GC Knockback Attack (1 stock)
bk /Neutral + .A .B (during fall) - Recovery Roll
fwd + .A .B (during fall) - Forward Recovery Roll (from KOF XI)
.C .D (during fall) - Air Recovery (from Last Blade 2)
bk /Neutral/ fwd + .A .B (during attack)- Quick Evasive Roll (1 stock) (from KOF '98 UM ADV)
.B .C (during attack) - Quick MAX Activation (from KOF '98 UM EX)
.B .C (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) + .A .C or .B .D - Quick SDM (2 stocks instead of 3 in '98 UM)
(input) + .A .C or .B .D - 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.

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Re: KOF XIV Game-play System.

Post by Dark_Chaotix » Wed Oct 14, 2015 09:43

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.

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Re: KOF XIV Game-play System.

Post by Vicio » Fri Oct 16, 2015 23:54

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! wow

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Re: KOF XIV Game-play System.

Post by Yuki Yagami » Sat Oct 17, 2015 08:36

Image

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.

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Re: KOF XIV Game-play System.

Post by Yuki Yagami » Wed Nov 04, 2015 06:21

At least the gameplay is not Maximum Impact levels. They say it's on par with the older KOFs.

F the graphics...

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Re: KOF XIV Game-play System.

Post by Dark_Chaotix » Wed Nov 04, 2015 11:17

Still nothing about the actually system itself, besides that it looks like it plays like old kof which is sooooooo good.

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