Micky Kusanagi 97th Post
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Occasional Customer
| "Re(3):SNK Stuff Thread 17- Spring 2016 Editio" , posted Fri 18 Mar 22:09:
quote: Oh on another note, any notice if she had a guitar or not? I only say a blow horn.
I don't remember seeing her holding a guitar in the teaser, but I hope she does in some way. It would make for a good winpose.
I read Professor's translation -thanks!!- and I'm happy to read in English the first official bit of the plot. SNKP is stepping up as for the kind and amount of reveals, and I love it. By the way, the article reminded me how the leaks say the hooded man should be one the Harukeshi, so maybe the new chapter could take place after Ash's erasure, despite the supposed lack of previously playable Ash saga characters...
Seeing the screens, Sylvie looks quite the psycho when doing the lightning shield move. I'm confident that SNKP is making her interesting in any possible way, from her fighting style to her personality.
Some tidbits about the teaser I had forgot to write down yesterday: 1) Kyo's MAX 182 Shiki looks so brutal, and his "kore de owari da!!"...WOW. Just WOW. His face could be that of a botox addict, but he still looks and sounds like a fierce fighter. 2) I just love the BGM in the first half of the teaser -already featured in the KoD teaser-, so energetic and dramatic. It could have made for a great arcade version opening if the game was slated for the arcades as well, with the "WOOWOOWOO" song as the consumer opening. 3) I really hope Kim will have his "aku wa yurusan...ha!!" special intro along the standard one, he wouldn't be himself anymore without pointing his finger at evil opponents. Funny -but also an absolute no-brainer- how Chang and Choi are the guys he beats the crap out of in the teaser and the screens respectively. I can't wait to see him interact with the so-called Villain team. Some of his arm muscles look so weird compared to his overall build though, so I guess he's kinda unpolished. 4) A voice clip from the female announcer at last, aaand...doesn't Sylvie "pi pi piii, pi pi piiiii!!!" sound like some TV news fanfare?
Poor Athena...look carefully in the middle of the line xDDDDD
In the beginning of the article, the mandatory idol butt attack
The Hong Kong PS blog says info on Sylvie's teammates will be released in the near future...I can't wait.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 18 Mar 22:29] |
Mosquiton 2137th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):SNK Stuff Thread 17- Spring 2016 Editio" , posted Sat 19 Mar 07:50:
I'm picking up the Vice discussion from the prior thread, because to quote Alucard "I'm interested in this."
quote:
Micky said:
Vice has Deicide, but the picture is intentionally ambiguous so we don't know if it's old school style or XIII style.
It's always possible they haven't decided yet, but since Deicide doesn't cause a hit spark in KOF XIII, the visible impact in that screenshot makes me think it's the strike-and-toss version from older KOFs.
quote:
Loona said:
Loving how Vice's brutality shines through with the extra camera work, and the new outfit is a nice compromise between her previous designs - it could do without the cleavage, but my focus tends to gravitate to her hands anyway.
I think the cinematic super looks really good. She's got the bloodlust, certainly.
As for the costume, Vice has been rocking the cleavage for years now. I'm not averse to it. It does feel a little gratuitous, but I don't feel like they've gotten too carried away and reduced the character to a pair of boobs (see Ivy in Soul Calibur IV).
/ / /
[this message was edited by Mosquiton on Sat 19 Mar 07:51] |
kofoguz 1223th Post
Red Carpet Executive Member
| "Re(9):SNK Stuff Thread 17- Spring 2016 Editio" , posted Sun 20 Mar 17:08
quote: I like the fact that Sylvie is related to NESTS, I can accept her horrible design/outfit, but they forgot a detail: she wears the wrong gloves.
Ah nice notice there. :)
I'm really confusing the KOF14 story is, can someone tell me whether vice and mature are really dead in 96 (but appeared in 13?)
I like Tung and Chin in the lineup .. but if they offer Jubei will be a great Team Grandpa
In KoF 2003 Mukai and Botan by using Maki, Chizuru's twin sister, organized the tournament to broke the seal of Orochi and they succeeded. The plan was stealing three sacred treasures, which belongs to respectively Chizuru, Iori, Kyo. Throughout the Saga they succeeded stealing all. With all three sacred treasures stolen Saiki's plan was to finally wake Orochi and while he was in his weakest condition, steal his energy and kill him, too. First they stole Chizuru's yata mirror which helped them break the seal but didnt wake orochi at all. But in the ending since the seal is broken that meant all the hakkeshu was free since theyre linked to Orochi. SNK used this opportunity to bring fan favourites Mature and Vice as spirits. Why not CYS? Not sure the real reason but they hit the deadline first with KoF 12 and its not hard to believe even if they wanted to add them there wasn't enough time to finish the sprites in 13. No new characters except the boss in the story-heaviest, saga-ending "climax" chapter indicates that they hit the deadline for the second time to finish what they planned for.
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Professor 4816th Post
MMCafe Owner
| "Re(2):Re(10):SNK Stuff Thread 17- Spring 2016" , posted Sun 20 Mar 23:53:
quote: No new characters except the boss in the story-heaviest, saga-ending "climax" chapter indicates that they hit the deadline for the second time to finish what they planned for.
Don't forget that the two bosses that were created for KOF13 consisted of a silhouette obscured by visual FX and a palette swap of an existing character. And that the other members of the villains' group were written out in a cutscene.
The rushed nature of KOF13, particularly on the heels of the unfinished 12, has always made me wonder if the climax of 13 was even the previously intended end of the Ash arc, or was it simply cobbled together from the bits that they'd already completed and the time that they had left? For example, did Saiki even exist as an idea before 13, or was he created as an excuse to use a palette swap as a boss?
From what I understand, the storyline and its demos were originally intended to be in KOF12 but the devs didn't have time to implement and threw it into 13. There's some supposed in-development footage floating around Youtube, come to think.
[edit]There they are-- https://www.youtube.com/watch?v=EyBzSKigwv8 https://www.youtube.com/watch?v=KtoZffGIJho
Regarding King's cloth-ripping, it's certainly understandable when knowing about the issues in the west and the game's origins as well as culture in Japan. However, even the cloth-ripping looks semi-developed. Maybe they made it that way to milden its content, but that's sort of missing one point while trying to withhold another.
As for the gameplay itself, I mained with King in KOF13 so I can make some analysis from the new footage. But overall it feels like the developers decided to more or less just port the character's movements from 13 except for her air-projectile which probably would've been too stong in this slower-paced game.
[this message was edited by Professor on Mon 21 Mar 00:24] |
Micky Kusanagi 102th Post
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Regular Customer
| "Re(3):Re(10):SNK Stuff Thread 17- Spring 2016" , posted Mon 21 Mar 00:57
So, King's EX Venom is her Double. I like it!! And I'm liking the general "EX moves in MAX mode only" concept more and more -I immediately welcomed it, but I'm getting happier and happier about it demo after demo-, especially after reading SNKP is gracing them with some cool properties like ground bounce.
I still don't get what an Advanced Cancel is...I admit maybe I didn't pay enough attention to the videos, but it looks like a good ol' Super Cancel to me. Iori's "fairy dust" super -the only super I've seen being Advanced Canceled into, please correct me if there are other ACs in Gato Ray's videos- looks quite annoying, I definitely wanna learn to use it well.
I love Orla...ehmmm, Robert's Climax super, I actually like it more than his XIII Neomax. No energy/light effects, yet still acrobatic and flashy.
As for King's clothes tearing, I'm not desperate to see it, but if they wanna add it to KOF XIV, I hope they step it up from the current perfectly V-shaped cut cleavage to a "realistic" cloth ripping, otherwise they can remove it altogether an I'd be fine with it.
The only thing I'm expecting from this game is quality gameplay, and this demo -I watched all of Gato Ray's videos in one sitting- looked fun enough to me to make me think "SNKP please hire me as a beta tester now!!", which I had already thought while watching the 8th teaser. Just one thing, jumps still look a bit moon gravity?
Ore no...kachi da!!
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Professor 4817th Post
MMCafe Owner
| "Re(4):Re(10):SNK Stuff Thread 17- Spring 2016" , posted Mon 21 Mar 07:32:
quote: Regarding King's cloth-ripping, it's certainly understandable when knowing about the issues in the west and the game's origins as well as culture in Japan. However, even the cloth-ripping looks semi-developed. Maybe they made it that way to milden its content, but that's sort of missing one point while trying to withhold another Professor maybe they can take a step further and destroy the shorts of Robert and Ryo, too? I remember in AOF, male shirts were also explosive, no?
Personally, I was always fond of the additional details like the facial bruises and cloth ripping in the AOF series so yes, it would've been great if the devs added the male costumes exploding too. Dimps' Rumblefish series was great in that sense.
In the case of robert his ponytail would go free and he went long-haired. I recall how older fans of SNK were complaining of a similar issue with Yuri in KOF13 because her pigtails didn't get loosened when it happened.
Looking again at the KOF14 videos, I realize now that it's not really much of a cloth ripping but buttons coming off. Similarly to the SNES version of AOF1 that was released in the US.
[this message was edited by Professor on Mon 21 Mar 07:32] |
chazumaru 1655th Post
Tailored Carpet V.I.P- Platinum Member
| "The Yada-Yada of King" , posted Mon 21 Mar 16:27:
Just look at how popular Joe's cheeky taunt was in KOF. Of course it would be popular. I am sure there would be an audience for DOA Xtreme Boys, too, given what I've read online. They would just need to add a hairy chest option for Iggy.
quote: I used to like the clothes tearing as a way to show the "ki" powers of AoF, and classically the only reason King's breasts ever flopped out of her tux was because she actually did pass pretty well for a pretty-boy male, so a non-titilating reason did exist.
I am glad someone brought this up. The original concept of King is that she disguises as a guy because she lives in a Tough Man's World. The entire cast of AOF calls back to VHS-era martial arts movies, or manga characters that copied those tropes, and she is quite obviously an heritage of Cynthia Rothrock's body (of work), who was arguably the most popular female action hero next to Michelle Yeoh in the early 90s (and I mean quite literally next to Michelle Yeoh, in the movie that put both of them on the map).
While I love the spritework in KOF13, I have always felt this kind of design is more insulting for King, compared to the argument whether it's fine that they keep the clothing malfunction or not. I have the same issue with her KOF14 design. There is no way you mistake this character as a guy. This is a super hot girl with giant boobs. Contrast with her original artwork for KOF11. Look at her sprite in CVS. Those examples do a great job of updating the original idea with a fresher design.
Come back to early Nineties with me. I was in a Parisian video game shop the day Art of Fighting arrived in the store, together with middle class kids who were completely fascinated by the Neo Geo at the time; the staff made us pay 5 Francs to play fights against them or play the story mode, as if they were operating an arcade. Nobody knew about King, and everyone's jaw dropped when we saw the reveal once you beat her. I am not even talking about the shirt rip, just the post-fight reveal that "he" was a girl. Of course, we were also horny, but that's because we were 12. The point is, there was an element of genuine surprise.
With this in mind, I embrace the tasteless tradition of the shirt rip after a Super finish if it contributes to maintain a sense of "reveal", as if it was the first time someone figured out "holy shit this guy was a girl" (such as the newcomers / new characters who never faced her before). Or if everyone who already knows her pretended they forgot she was a girl, the same way I am OK with Mr Karate believing each time he appears that no one has figured out he is Takuma yet.
Ultimately, I am fine with her changing her dressing style and feeling more comfortable to show off her curves. But in that case, there is no need and more importantly no excuse to expose her breasts as a finish animation. Not because the times have changed and we should pay closer attention to how we portray female characters, but because there is nothing to "reveal" anymore. ______________ ║░║ - And this offends you as a Jewish person? And this offends you as a man who respects women? - No! It offends me as a comedian! No, it offends me as a man who respects the Settei!
Même Narumi est épatée !
[this message was edited by chazumaru on Mon 21 Mar 16:30] |
Spoon 3289th Post
Platinum Carpet V.I.P- Board Master
| "Re(1):The Yada-Yada of King" , posted Mon 21 Mar 16:50
Haha, this was exactly what I thought of when I saw King's KOF13 sprite: "with a bosom like that, how on earth did she ever conceal them from Ryo and Robert?"
The CvS sprite is certainly my favourite one, even though it's probably one of the crappiest versions of her in terms of being able to compete with the rest of the cast.
But we should keep in mind that the history of "blowing the clothes off the women with a super" wound up being misused in your sense by AOF itself as the series went on. It was brilliant in its application to King, but by AOF3 it was applied to the characters for which there was no doubt whatsoever that they were women. Now, if the reveals got increasingly demented, I would be totally happy with this: this person is actually a robot underneath, this woman is actually a man underneath, this person is actually a husk filled with spiders, this man is actually a woman underneath because the male exterior is literally a combat suit- oh what, Guilty Gear has already got that going on. Like, just imagine if you had a game where all of the SF characters would take clothing damage when finished with a super, and Q is in that game, but when Q is finished with the super, his mask shatters but he covers his face with his hand as the mask shatters so that you STILL don't get to see what's underneath it.
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neo0r0chiaku 143th Post
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Regular Customer
| "Re(5):Re(10):SNK Stuff Thread 17- Spring 2016" , posted Mon 21 Mar 21:05
quote: I'm amazed that the Garou series still has such a large hardcore fanbase. I wonder why compared to other titles in the series like FFSpecial.
The key for that is more than the game, is the attitutde the community takes and if that community gets imitated in other parts.
For MoW, the community is huge in I think that first they started out big in kansai, with the main people being pretty active and always moving the game via tournaments and big events such as ranbats and whatnot, and thanks to that usual rivalry between west and east; kantou eventually started acting in the same scope.
For GDS, the community is not that big due and due to the main names being a little bit less outgoing, they haven't spread their types of event to be that requent and imitated; they are nethertheless still a very faitful community with plenty of fun stuff and they have survived active like 20 years.
After watching the Seika Kyouen Tournament on Twitch, it makes me wonder if Eiji will ever get back into KOF with Zantetsu to create a team of their own. I wonder, and ask, who would be the ideal third member of the team that consist of Zantetsu and Eiji?
Long Live!
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neo0r0chiaku 146th Post
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Regular Customer
| "Re(1):KOFXIV technical observances" , posted Wed 23 Mar 20:59:
quote: Here's two technical observances from the new videos:
1/ Are the frame data for KOF14 imported from KOF13? If the data are basically imported leave aside some tweaks, that's certainly a smart way of cutting corners on development time for about half the game's roster.
For example, there's a good number of people saying that King's recovery on weak venom strike is very fast in KOF14, but it's actually the same as KOF13, take or leave a frame given that the videos are in 30fps. Some other easily noticable examples would be her far C and slide which are also the same speed as KOF13, plus or minus one frame.
2/ The hit detection on attacks seem to be based on hitboxes and not 3D model collisions, which is a good thing. Close B's hitbox seems to have shorter range than its graphics just like back in KOF13.
That was my initial thought as we saw more and more trailers throughout the month. I think I brought it up before initially thinking it was easier for them to make them since they were 3-D models to begin with. It looks like it based on the animation of the characters in XIV.
On another note, I wonder if some of these new characters will be just a head swap, or more like, have move sets from previous SNK characters. Take for instance pillow child and demon boy. What if they had the exact same moves plus more from the Jin brothers. If that is the case, as well as other characters, would fans become upset with this kind of decision?
Long Live!
[this message was edited by neo0r0chiaku on Wed 23 Mar 21:01] |
sibarraz 573th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a
New Red Carpet Member
| "Re(2):KOFXIV technical observances" , posted Thu 24 Mar 06:10
quote: Here's two technical observances from the new videos:
1/ Are the frame data for KOF14 imported from KOF13? If the data are basically imported leave aside some tweaks, that's certainly a smart way of cutting corners on development time for about half the game's roster.
For example, there's a good number of people saying that King's recovery on weak venom strike is very fast in KOF14, but it's actually the same as KOF13, take or leave a frame given that the videos are in 30fps. Some other easily noticable examples would be her far C and slide which are also the same speed as KOF13, plus or minus one frame.
2/ The hit detection on attacks seem to be based on hitboxes and not 3D model collisions, which is a good thing. Close B's hitbox seems to have shorter range than its graphics just like back in KOF13. That was my initial thought as we saw more and more trailers throughout the month. I think I brought it up before initially thinking it was easier for them to make them since they were 3-D models to begin with. It looks like it based on the animation of the characters in XIV.
On another note, I wonder if some of these new characters will be just a head swap, or more like, have move sets from previous SNK characters. Take for instance pillow child and demon boy. What if they had the exact same moves plus more from the Jin brothers. If that is the case, as well as other characters, would f
-- Message too long, Autoquote has been Snipped --
I don't know, nobody was mad when they put rick strowd as a red haired woman in KOF 2000
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Loona 1034th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Red Carpet Premium Member
| "Re(5):KOFXIV technical observances" , posted Thu 24 Mar 22:25
quote: As for your question about the demon boy and pillow child's fighting style, I wouldn't be mad if they had some Jin techniques, I think they fit into the Hakkyokuseiken mastery of chi, if they really are disciples of Tung.
The two living characters that already experienced training under Tung, Geese and Cheng Sinzan, fight almost nothing like him (Geese has more of an excuse for it, as he learned from at least one more teacher, Tatsumi Suo IIRC), although they may apply some principles like energy manipulation (and in Cheng's size, some partial body expansion).
The Jins's style was somewhat define before either of them was assocaited with Tung or Kim, so I wouldn't expect them to be the template for the new chinese characters...
...!!
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Micky Kusanagi 110th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a
Regular Customer
| "Re(6):KOFXIV technical observances" , posted Thu 24 Mar 23:37
quote: The two living characters that already experienced training under Tung, Geese and Cheng Sinzan, fight almost nothing like him (Geese has more of an excuse for it, as he learned from at least one more teacher, Tatsumi Suo IIRC), although they may apply some principles like energy manipulation (and in Cheng's size, some partial body expansion).
The Jins's style was somewhat define before either of them was assocaited with Tung or Kim, so I wouldn't expect them to be the template for the new chinese characters...
I know it, I just meant I wouldn't be mad if SNK "forced" the Jin's techniques on the new characters as ne0r0 was wondering, because SNK would have an excuse of sorts. Besides, the spirits that took possession of the Jins' bodies before Garou Densetsu 3 no longer inhabit them, so they could have gotten into the two newcomers.
I'd be happier if their styles were completely original though :D
As for the demo...at long last!! I wonder if it will reflect the development stage KOFXIV will be in at the time or KVO, but the number of playable characters alone is already an big leap.
Ore no...kachi da!!
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Micky Kusanagi 112th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a
Regular Customer
| "Re(1):Athena and two newcomers" , posted Fri 25 Mar 03:21:
ATHENA!!! KOF has a shit-ton characters I can't play to save my life, but I deeply care for, and Athena is one of them. I mean, who doesn't love a beautiful idol with a kickass, timeless hit song?
So, seeing her in the thumbnail made me insanely happy. And she looks as a Sailor Senshi more than ever now, she reminded me of Sailor Venus in particular because of her color scheme. Athena, on suteji!!
Luong is quite the sultry woman, SNK clearly wanted an exact counterpart to Juri and they were as shameless as it gets in getting the Juri references. LOL at dem panty shots xD I was trying to remember what Asian country has names/last names like that...that's right Gekiganger, Vietnam ^^; Did the designers ditch the white lock in her hair? Too bad, I liked it a lot.
As for Nelson, he has a cyborg arm indeed...and suffers from vitiligo? Maybe that's what the leak refer to as "handicap", besides the artificial arm. And I'm so happy to see a character from the supposed South America team. His style kinda reminded me of Vanessa, but I can't be sure because Vanessa is in the same category as Athena (see above) to me...
I know it's obvious, but hey, more leak stuff confirmed. It's getting scarier and scarier xD
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 25 Mar 04:57] |
neo0r0chiaku 151th Post
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Regular Customer
| "Re(2):Athena and two newcomers" , posted Fri 25 Mar 03:30:
quote: ATHENA!!! KOF has a shit-ton characters I can't play to save my life, but I deeply care for, and Athena is one of them. I mean, who doesn't love a beautiful idol with a kickass, timeless hit song?
So, seeing her in the thumbnail made me insanely happy. Athena, on suteji!!
Luong is quite the sultry woman, SNK clearly wanted an exact counterpart to Juri and they were as shameless as it gets in designing her. LOL at dem panty shots xD I was trying to remember what Asian country has names/last names like that...that's right Gekiganger, Vietnam ^^;
Nelson...so the leaker called him "handicap boxer" because of the scar on his face? ^^; I was expecting a cyborg arm, but still, I'm so happy to see a character from the supposed South America team. His style kinda reminded me of Vanessa, but I can't be sure because Vanessa is in the same category as Athena (see above) to me...
I know it's obvious, but hey, more leak stuff confirmed. It's scary xD
Athena has a DBZ style spirit bomb. I know she has done it before but this one is huge. She gather all her fans spirit energy lol.
Luong has moves from different characters. Like Shermie, May lee, Jhun hoon, and Angel maybe?
For Nelson, I was hoping for a more clear cut Hispanic name but cant go wrong since his name is the same as one of the strikers from my national team! Cant wait to hear where him and the toucan girl is from. So glad they expanded characters in Hispanic countries. Would be the icing on the cake if they have someone from Central America now!
Long Live!
[this message was edited by neo0r0chiaku on Fri 25 Mar 03:31] |
Professor 4821th Post
MMCafe Owner
| "Re(4):Athena and two newcomers" , posted Fri 25 Mar 05:11:
[edit] added in butler (thx yuki.y)
Quick recap of characters expected to be announced (22 remaining)-
[Returning characters: 9] Daimon, Mature, Joe, Kensou, Ryo, Yuri, Mai, Ramon, Geese
[New SNK characters: 4] Alice, Nakoruru, Muimui, LoveHeart
[Original characters 9] Kim's master, Blue Rasputin, Butler, Demon youth, Pillow boy, Sichuan Opera mask girl, hooded man, Brazilian Ninja, slightly tanned girl
+ 2 bosses
[this message was edited by Professor on Fri 25 Mar 18:43] |
Micky Kusanagi 114th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a
Regular Customer
| "Re(6):Athena and two newcomers" , posted Fri 25 Mar 18:14
Sadly, Shadow Hearts is a series I've never played as of now. Frank's outfit looks like the earliest possible rejected concept for Yoshimitsu to me, but from a quick read at his Shadow Hearts wiki page he sounds like a cool, skilled warrior. I'll try and get some info about this history Brazil has with ninjas, in all honesty I'd have never known if it wasn't for KOF ^^; By the way, I imagine the KOF newcomer in a black leather suit akin to Ryu Hayabusa's modern outfit, but without a scarf.
Nelson's backstory sounds cheesy to me -especially the tire signs on his gloves ^^;-, yet I do find it interesting. Can't wait to hear more about him. And I'd like to spend a word on him that I'm (ab)using quite a bit when speaking of some KOF characters: his boxing looks FIERCE. From the intensity of his punches, I'd dare to say he's gonna be a lot of fun to play as. Ashita wa motto tsuyoku nare!!
Lastly, could anybody please translate Choi and Luong's end quotes from their respective trailers? (Luong's voice sounds like Mature to me BTW)
Ore no...kachi da!!
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Professor 4822th Post
MMCafe Owner
| "Re(8):Athena and two newcomers" , posted Fri 25 Mar 18:53:
quote: Ok, how about some Nelson speculations? What I saw in his picture is he has a ring as necklace. So I thought it would be impractical for a boxer to carry a ring on the upper chest, he must be really in love with someone to carry it. And since new characters such as Sylvie Paula Paula has real life inspirations that made me think "What if SNK really catch the modern times and Nelson is based on Orlando Cruz?"
Very keen observation. SNKP's original Japanese text says that his fiancee is in a coma.
MickeyKusanagi:
Choi His endquote roughly translates like "The poor have no time, just time for some Hitsumabushi!" Binbou hima-nashi, Hitsumabushi de yansu!. It's just wordplay since the two words that start with an H sound very similar. (And no, Hitsumabushi is actually not cheap, it's about 30 US dollars per head) Hitsumabushi: http://www.nagoya-info.jp/en/eat/hitsumabushi/
Luong Her endquote roughly translates as "I hope you can satisfy me with excitement" (Zonbun ni shibire sasete kurerun desho?)
She seems like a flirty seducing character, certainly not a bad-girl type like Juri despite of her looks. It's a bit hard to hear in the trailer but the tone of her voice is relatively soft, it's not vulgar at all. She's saying stuff like "I'll fondle around with you", "Don't look at anyone but me", "just kidding", "You need to be disciplined".
[this message was edited by Professor on Fri 25 Mar 19:31] |
Orochi Yamazaki 1th Post
New Customer
| "Re(8):Athena and two newcomers" , posted Sat 26 Mar 14:58
quote: Ok, how about some Nelson speculations? What I saw in his picture is he has a ring as necklace. So I thought it would be impractical for a boxer to carry a ring on the upper chest, he must be really in love with someone to carry it. And since new characters such as Sylvie Paula Paula has real life inspirations that made me think "What if SNK really catch the modern times and Nelson is based on Orlando Cruz?" It's just pure guess and speculation on my side but there is two rather weak leads. First he is Puerto Rican, second on his story on Sony HK blog and they chose the word partner over the word wife/girlfriend for the significant other. It might be word choice of Asian blog so this isn't a strong lead either. I know these clues don't hold any water yet, but how awesome it would be if SNK got a real life inspiration from a South American gay boxer?
Similar to Micky Kusanagi's research, I read an interesting theory on the nationalities of the South American team: here
I think the new characters are a good fit to the KOF universe and I like what I've seen so far, but I kind of feel there's some other influence in their designs (like a shareholder or partner). Like how Tekken 6BR's characters (Lars, Alisa) were a little more zanier and pop culturish than Tekken's other new characters. Maybe its my sort of weird gut feeling / bias perhaps? Or maybe I'm getting old?
Somewhat related: similarities between new KOF characters and the Chinese game, Xuan Dou Zhi Wang. Thought this was interesting and while not all necessarily true, it'd make for some interesting conversation, eh? I'd say that Nelson and the boxer tend to have similar strikes because boxers (and most martial arts?) tend to have posture and stances that need to be followed to accurately depict the martial art to the general audience easiest. Vanessa, Dudley and Steve all have similar crouching trip attacks with their hands for example.
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Baines 484th Post
Gold Customer
| "Re(10):Athena and two newcomers" , posted Sat 26 Mar 22:36:
quote: It may sound weird from me, but...those flowers in the right corner. They look so bad I'd rather remove them altogether. But the idea of including such props in the restaurant of a grand luxury hotel is good. Plants in the Iguazu stage aren't stellar as well, yet still more tolerable IMO...
I'm not using the best monitor at the moment, but it looks like that plant is in the lowest poly style, where you just make some flat textures overlap.
The biggest problem is that style looks bad on large objects close to the camera. At that point, it looks like exactly what it is, which is a plant composed of some flat images. You don't want to draw attention to one such object, but that is exactly what this stage does, having a single plant as a major lone decoration. The stage even has a couple of lights pointed at it.
It might honestly have looked better if all the polys were mostly parallel to each other and the screen. While the illusion would still be spoiled with enough change to the camera angle, it would at least look better in stills and within little movement. As is, there is one poly that sticks out like a sore thumb for being 90 degrees to the rest. It it even lit to make it more obvious that it is approaching edge-on to the screen.
Making matters worse is that the different textures are displayed at visibly different qualities. One of the flower textures is badly stretched and blurred compared to both the texture in front of it and the textures behind hit.
[this message was edited by Baines on Sat 26 Mar 22:37] |
Micky Kusanagi 125th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a
Regular Customer
| "Re(2):PREDICTABO!" , posted Fri 1 Apr 02:27:
quote: Not just the sound at the end, but the start of the video referencing Geese's FFS stage opening, but the systematic Geesing of every revealed South Town character until only Ryo the puts up a challenge, which works not only as a nod to him being in FFS being a stepping stone to KoF existing, but also to the Howard-Sakazaki conflict being a driving force across the South Town games, since both characters' presences are felt all the way from AoF1 to Garou in one way or another. <3
I really wish they'd gone with Ryo's FFWA look, but you can't have everything.
Heh, I wanted to make my post as short as possible and just focus on a couple tidbits :D The whole thing is a homage of KOF's origins, and it's astonishing.
Given how many characters were given new/slightly different outfits, I wanted to see Mr. Karate II as well, but I lost any hope when the hand drawn portraits were leaked ^^;
As for revealing new or old characters, I wanted to see the supposed hero, one from the South American Team and one from the Official Invitation Team because the 8th trailer had one new character and the 9th had two, so it would be 3 newcomers in a trailer. But hey, the trailer we got went way beyond my expectations, it really screams SNK style. That's why I tried to post the news as soon as I could.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 1 Apr 02:44] |
Micky Kusanagi 126th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a
Regular Customer
| "Re(4):Re(10):PREDICTABO!" , posted Sat 2 Apr 16:44
quote: Mr. Howard trained along Jeff Bogard (Terry's dad) under the tutelage of Tung Fu Rue.
God I miss the old school Fatal Fury games so much...
And Tung wanted Jeff only as his successor. That's exactly what I meant as Geese's grudge against Tung ^^
quote: Different atemi produces different dialog, as usual. No need to call Sherlock
Sure, but I thought that, like the Joe bit could be a nod to Joe's "joke/light hearted character" nature, and since the trailer is a collection of homages to characters and events from the Garou Densetsu and Ryuuko No Ken games, a nod to Geese's hate of Tung could be implied in Geese's high counter vs. Tung.
So, it's April. That means we're just 3 weeks or so away from the KOFXIV event in Akihabara. Definitely looking forward to it!! And on a personal note, I'll attend a con the day before, and I'll come back home in the middle of the night. So, the net will most likely be flooded by stuff from the event already by the time I get up :D (unless heavy restrictions take place)
Ore no...kachi da!!
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Micky Kusanagi 138th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: n/a
Regular Customer
| "Re(3):Re(10):Mui Mui and Kukri" , posted Sat 9 Apr 16:51
quote: KOF XIV really does get better and better with each teaser, huh?
Also, is it just me, or does Terry sound like he's now voiced by Yuuichi Nakamura (Hazama's Japanese voice actor)?
Hi Mikel ^^ (you saw me in other communities using similar nicknames) It surely is improving, but sadly it's not enough.
Spoiler (Highlight to view) - I mean, there are people who go all the way admitting gameplay is solid but still won't buy it -or will only buy it on sale- because of the graphics. How fucking retarded is it? Don't get me wrong, I'm all for buying games on sale, that's what I do for every game which isn't KOF or SF, but it's just because of my budget, not because I find the other games less appealing visually -I waited for GGXrd -SIGN- to be on sale before buying it and my PS4, mind you.
Truth is, I get so mad at this because it looks like the future of SNK is largely up to KOFXIV sales, but if the majority of PS4 users keeps demanding FPS visuals from a doujin-tier fighting game, KOFXIV is doomed before launch and will even sell less than XIII, which was a disaster commercially if I remember well. They want SNK to die again? It'd be a loss for everyone, the gaming community needs SNK as much as it needs all the other long time Japanese developers which somehow manage to stay alive.
End of Spoiler
Voices? There are so many questions I'd like to ask about voice acting in KOFXIV -I asked one in a previous post-, can't wait to get official statements from SNK about the seiyuu in this game :D
Just a couple thoughts about the BGMs: the new Arashi is jaw dropping -Iori's theme is always my favorite theme in a KOF, and Cool Jam is my favorite video game track ever. I love all the other BGMs heard in the stream, except I think the Garou Densetsu team music reminds of Esaka? a bit too much, but I'm just trying not to be too biased.
I don't have the expertise needed to analyze gameplay, but it looks like you'll have a blast playing this game. I want a free demo on PSN now so bad...
Ore no...kachi da!!
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Micky Kusanagi 140th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: n/a
Regular Customer
| "Re(5):Re(10):Mui Mui and Kukri" , posted Sat 9 Apr 21:42:
NINLIA: obviously it's not your case, nor of anyone here at the Cafe, my gripe is with those singlehandedly considering graphics a deal breaker just for the sake of bashing a game that isn't on par with American game studios standards. Those posting comments on popular sites, like you said. I don't read them on purpose, but sometimes I stumble upon them, and their (lack of) reasoning is nothing like what you can read in this forum -here I find each post interesting in the two topics I currently follow, doesn't matter if I agree or disagree; I can't say the same about those comments you refer to instead...
You have already explained you aren't interested in current fighting games in general another day, and it's a point I understand. I also understand those of you criticizing the graphics and art direction because, for example, KOFXIV won't make screenshots like this one possible. I dare anyone who has never played RBFF to tell whether it's in-game stuff or a cutscene. Maybe it's just because I'm a mindless SNK fanboy, but I'd have a hard time guessing it if I hadn't played the game.
Professor: Just checked a daily screenshot which is a closeup of King, and her bowtie looks like a piece of hard plastic indeed, nothing that could remind you of the softness of a high class fabric. Not to mention the treatment Kyo's face is getting...ugh. Poor my favorite character.
Could you point to me what characters you find more versatile? The live streaming turned into a disconnection fest for a non-premium member like me and I still haven't seen the actual matches from Gato's recording.
Totally unrelated, but adding fields for Steam and CFN IDs is a nice idea ^^
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sat 9 Apr 21:44] |
Professor 4840th Post
MMCafe Owner
| "Re(6):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 01:22:
quote: Professor: Just checked a daily screenshot which is a closeup of King, and her bowtie looks like a piece of hard plastic indeed, nothing that could remind you of the softness of a high class fabric. Not to mention the treatment Kyo's face is getting...ugh. Poor my favorite Could you point to me what characters you find more versatile? The live streaming turned into a disconnection fest for a non-premium member like me and I still haven't seen the actual matches from Gato's recording.
Ok, so there'll be some hardcore talk here--
Needless to say the standard characters like Kyo, Iori and Robert have versatility over other characters, whereas more distinct characters like Chang and King need to fight their own distinct ways. The biggest issue back with KOF13 was that a chunk of the versatile characters also had moves that simply went well with the game's system, which ended up with them being top tiers. It's way too early to make judgement at the current time on KOF14, but from what limited gameplay was shown during the Famitsu show, it almost seems plausible that the game might end up being similar.
KOF14's max mode system is sort of like a mini-HD mode from KOF13. But instead of canceling special attacks into one another, you use EX attacks since many of them bounces the opponent and allows for additional comboing. So for example in the case of Robert, with 2 bars he was seen doing
cl.C> f.B> Maxmode> cl.C> Ex.Hien-Shippukyaku (opponent bounces)> Ex.Gen-ei-kyaku (opponent bounces)> DP> Super
Which didn't seem optimized but nevertheless still did around 40% damage.
I'm not sure that some other characters like Chang or King can do as good combos given how limited their movesets seem. King in particular had combo problems back with the HD mode in KOF13 since her specials were so limited.
Of course the game balancing staff at SNKPlaymore are probably good enough that they've realized that a long time ago for KOF14. Which on the other hand might bring about a different kind of issue: it's also quite possible that the developers of KOF14 might end up carelessly giving unnatural attributes to EX moves for characters with limited movesets just to allow them to do combos, which might end up making some of them oddly broken.
Another thing, KOF14's game system seems to allow followups from special moves, which will probably give more advantage to some characters over others. For example King can follow up on the opponent afterwards when they accidently jump into her venom and hop in the air. Robert in particular was seen doing cl.B>f.D(?)>air hien>DP as a meterless bnb for about 25% damage.
Of course, that's not to say that Robert will be strong in KOF14. He certainly seemed versatile during the Famitsu stream, but the players weren't that experienced (even Nemo), and I'm sure the more hardcore players remember how mediocre Robert was back in KOF13. He had all the moves, but they were all so half-baked that it ended up making him a step below other characters.
The things written above are just a few of the issues that come around in balancing the game, and to do so with 50 characters just seems unrealistic. I think at least during first 6 months to an year, the game might end up playing like a crazy fun that's great for parties.
[this message was edited by Professor on Sun 10 Apr 01:39] |
neo0r0chiaku 158th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: n/a CFN: n/a
Regular Customer
| "Re(7):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 03:02
quote: Professor: Just checked a daily screenshot which is a closeup of King, and her bowtie looks like a piece of hard plastic indeed, nothing that could remind you of the softness of a high class fabric. Not to mention the treatment Kyo's face is getting...ugh. Poor my favorite Could you point to me what characters you find more versatile? The live streaming turned into a disconnection fest for a non-premium member like me and I still haven't seen the actual matches from Gato's recording.
Ok, so there'll be some hardcore talk here--
Needless to say the standard characters like Kyo, Iori and Robert have versatility over other characters, whereas more distinct characters like Chang and King need to fight their own distinct ways. The biggest issue back with KOF13 was that a chunk of the versatile characters also had moves that simply went well with the game's system, which ended up with them being top tiers. It's way too early to make judgement at the current time on KOF14, but from what limited gameplay was shown during the Famitsu show, it almost seems plausible that the game might end up being similar.
KOF14's max mode system is sort of like a mini-HD mode from KOF13. But instead of canceling special attacks into one another, you use EX attacks since many of them bounces the opponent and allows for additional comboing. So for example in the case of Robert, with 2 bars he was seen doing
cl.C> f.B> Maxmode> cl.C> Ex.Hien-Shippukyaku (opponent
-- Message too long, Autoquote has been Snipped --
I concur and had a feeling that maybe they should release the game during holiday season time at the end of the year. Hopefully, they can delay the release if that is the case. Also makes me wonder if SNK fans have thought at one point since the announcement that donating to SNK in order to make sure the netcode is at its finest lol! I sure as hell would donate!
Long Live!
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neo0r0chiaku 160th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Regular Customer
| "Re(8):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 03:32:
quote: Professor:
Ok, so there'll be some hardcore talk here--
It's way, way too early to talk of balance. All the characters looked very solid tbh.
Here's a highlight video of King from that stream: https://www.youtube.com/watch?v=2PG_X7e6GCM
She's no slouch with her combos. Her EX tornado has a ground bounce property and works any where on the screen. Doing a combo with EX tornado> EX Venom Strike> cr.HP did something like 40% if not more. Throw in supers into the mix and she will be more than fine.
Robert's basic meterless bnb in XIII did 25% damage and his optimized meterless bnb did about 33% damage, both worked anywhere on the screen. That didn't help his tier placing much, just like it didn't help Andy.
Iori, Kyo and Andy are all looking strong in XIV as well. The only issue was Chang since they couldn't quickly figure out how to combo with him but that's probably more on them than the character considering how much time they were given.
So yeah, way too early to speak of balance and character strength, especially since the players have barely spent any time with the game.
I forgot to bring up, if SNK is going back to its roots in releasing a KOF every year like they used to, then balancing would not be their priority knowing that they can fix it with the next release the following year. Would that be the ideal way to go about with KOF? No DLC and updates, just another new game the next year and so on. That is probably the reason why they release 50 characters of the bat!
Long Live I AM!
[this message was edited by neo0r0chiaku on Sun 10 Apr 03:34] |
Spoon 3309th Post
Platinum Carpet V.I.P- Board Master
| "Re(9):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 03:57
I feel like in the post-98 world, the combo-oriented game systems in KOF have gotten a little extreme to the detriment of KOF. It's not like Capcom hadn't had this problem, either, what with the entire Custom Combo system ruling the game at any level past casual in SFA2/SFA3.
There absolutely was an arms race in the arcades for awhile, but I'm not sure how much better it made the games for casual players. KOF2k2's custom combo system is probably one of the less egregiously broken ones, but it still lets O.Chris do a very practical ~80% combo. In the more recent KOFs, KOF13's corner juggle game is the strongest that's ever been in a numbered KOF outside of Striker abuse, with practical meterless options that do huge damage and metered ones that are 100%. Add to that the special-special cancelling system that was added that's mostly used for combos, since it can only be invoked when an attack hits (cannot be invoked on blocked hits)! The Drive cancel system doesn't dramatically alter the neutral game in the way of more freeform cancels like FRC in Guilty Gear or Focus Cancel in SF4.
KOF98's practical combo options seem very limited compared to more contemporary games, but I don't think it's bad.
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Professor 4841th Post
MMCafe Owner
| "Re(8):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 10:21:
quote: It's way, way too early to talk of balance. All the characters looked very solid tbh.
Here's a highlight video of King from that stream: https://www.youtube.com/watch?v=2PG_X7e6GCM
She's no slouch with her combos. Her EX tornado has a ground bounce property and works any where on the screen. Doing a combo with EX tornado> EX Venom Strike> cr.HP did something like 40% if not more. Throw in supers into the mix and she will be more than fine.
Robert's basic meterless bnb in XIII did 25% damage and his optimized meterless bnb did about 33% damage, both worked anywhere on the screen. That didn't help his tier placing much, just like it didn't help Andy.
Iori, Kyo and Andy are all looking strong in XIV as well. The only issue was Chang since they couldn't quickly figure out how to combo with him but that's probably more on them than the character considering how much time they were given.
So yeah, way too early to speak of balance and character strength, especially since the players have barely spent any time with the game.
I agree-- it's too early to talk about game balance. Another thing, none of the players on the Famitsu stream played KOF13, so multiple things they were thinking of as new implementations weren't actually new.
That said, being the first of a new release with 50 characters, it's probably better off to think that the developers will end up needing to fix the game's balance post-release. With vanilla KOF13, it was KMR since day 1 and that never changed during the game's lifetime (K', Mature, Raiden). Its secondary release fared a lot better.
Thanks for the video, that's a nice compilation!
[this message was edited by Professor on Sun 10 Apr 10:22] |
Iggy 10200th Post
Platinum Carpet V.I.P - IGGY ARI !
| "Re(2):Re(10):Re(10):Mui Mui and Kukri" , posted Sun 10 Apr 18:29:
quote: Of course the game balancing staff at SNKPlaymore are probably good enough
Notsureifserious.gif Maybe this company does carry the DNA of SNK, the SNK of SSS Ukio, various Ioris and Choi and Foxy and 02 Billy and a serving of Exam's SS0 Yoshitora for good measure. Or maybe, as I was saying ealier, this a new company with entirely different people that just happens to work on the same IP as the ones we used to love, so they shouldn't be judged with the same standards, high or low, as the previous games...? Regardless, SNK routinely released games with broken balance that featured a third of the characters of KOF14, so if the Prof's fear end up realized in the final product, I wouldn't hold it against the game - it will be just like old times.
quote: The result of that is the more combo-oriented games became a huge turn-off because you simply were no match against anyone capable of doing a 'rudimentary' chain (or rather, you were if you were better at playing mind games up to the point they realized you couldn't go 'that far' in punishing them).
My experience is similar: you could become better at mind games by being mindful, but you needed hours of practice to deal a damaging combo, which meant you needed to create 5 openings to do as much damage as the opponent did in 1 opening. This is not limited to combo games: Capcom's unhealthy fascination with 1-frame links in SF4 and SFxT was a big part of what made the games suck. Laura being able to do effortless 40% damage punishers if you can find the opening is what makes me love SF5 so much.
quote: On the other hand as an observer watching someone do said chains can often be exciting, perhaps more so on the point that most of the viewers are incapable of pulling off the same. Part of the reason to even play the fighting game is the showboating aspect gives you immediate satisfaction of what you're doing.
I tend to watch such displays more like you would watch acrobats doing dangerous things in a circus: part of the excitement is the fear the acrobat/combo would drop, and a part of you is somehow expecting it.
[this message was edited by Iggy on Sun 10 Apr 18:31] |
Micky Kusanagi 144th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(2):Atlus will publish KOF XIV in the west" , posted Wed 13 Apr 04:31:
quote: I wake up for restroom and find this news-- thx i'll frontpage it!
Micky-- that's an announcement saying the venue will prepare arcade sticks for the kof14 tournament so that people won't need to bring their own.
Thank you Professor ^^ So, logistic stuff. It's kind of them, I like it ^_^ From Google's translation I thought the announcement was yet to be made ^^;
The Atlus deal is great news, I'm very happy for NA players ^^ Now I hope an European announcement shows up as soon as possible, I don't wanna be forced to buy the game from Play-Asia to have it in physical form, after the excruciating wait -a week later than the international release- I had to endure to get SFV Hot!...no whims like that one anymore, if I'm certain Western editions are exactly like the Japanese one.
On some lighter notes, the Atlus press release is the first official source of information about the nature of the roster -19 newcomers, if you count KoD, is exactly what the leaks have been telling us for months-, there's a hint at the story mode -I don't need anything more than what KOFXIII offered, and it sounds like that- and...SNK is copying CFN? :D Can't wait to register MickyKusanagi as a KOFXIV profile ID, seriously.
Now, I just need an European release on the same day as Japan and NA, confirmation of an arcade mode with unique endings for each default team -I know XIV won't see an arcade release, but KOFXIII, as troubled as its development was, had an arcade mode and a story mode, so I think it's feasible, I'd be content with the in-game engine for endings- and a great netcode -I'm hoping for the impossible, I know- and I'm all set.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Wed 13 Apr 04:37] |
Spoon 3316th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Re(10):Re(10):Mui Mui and Kukri" , posted Wed 13 Apr 16:35
quote: My experience is similar: you could become better at mind games by being mindful, but you needed hours of practice to deal a damaging combo, which meant you needed to create 5 openings to do as much damage as the opponent did in 1 opening.
There's a certain balance between the two which not all games get right, and which necessarily changes based on the game. One of the things which is staple of SF is that "characters in the air who have been hit usually can't get hit again". Indeed, being juggleable in SF is the exceptional case rather than the normal case. This is the exact opposite, of, say, Guilty Gear.
So in a game like GG, all sorts of opportunities for capitalization exist, and as your proficiency with the game system and your character increases, so too expands your opportunities. This isn't just in cases where you accurately predict a counter-poke, but also in cases where things get messy: traded hits, hits that connect on your opponent in a spot you didn't expect, hits that connected on your opponent when they were in a state you didn't expect, stupid mixups with FRC where how you wound up hitting them was completely unexpected, and so on. When the game is good, the players can turn these messy situations into something awesome. Having sufficient mechanics to enable this is really cool. In fact, Xrd goes out of its way to cause messy situations which allow for freestyle capitalization with Danger Time, which is probably more enjoyable to casual players than it is to hardcore players.
In SF, when two airborne characters trade and neither attack knocks down, they'll both flip (air reset) in one prescribed way, and you can immmediately tell who will hit the ground first, and that person gets to act first and the other guy is probably just going to have to wait and defend themselves from the incoming attack.
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Micky Kusanagi 152th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(5):...Banderas." , posted Fri 15 Apr 05:03:
Spoiler (Highlight to view) - Still disappointed by the slowdown. If SNK kept revealing 3 characters a week, they could get to 50 -or48 if they don't reveal the bosses- on May 20th. I know it's childish, but I got so used to that pace ^^;
End of Spoiler
I have a feeling it's a famous anime seiyuu, but I can't exactly tell who he is. And whoever voices him is mimicking a thick non-Japanese accent...I'd dare to say Brazilian Portuguese, which would fit the leak. It'd be cool if his seiyuu was the same as Zoro because swordsmanship is one of ninja Zorro's skills -Zoro, Zorro, sorry for my bad humor but I really think it fits-, which goes well with his attire, his baggy pants remind me more of Mitsurugi than a ninja. Western stereotype of Japanese warriors at its finest xD He does an Izuna Drop in the trailer *_____* I'm crazy for that technique. He seems to have another command grab besides the Izuna -the rolling grab-, but I can't tell if it's actually a command grab or a standard throw. Very interesting fighting style anyway. Ah, [url=speaking of Zorro and Banderas...]https://twitter.com/MrQuaRate/status/720673477213167616in my opinion, Antonio and SNK's new fighter kinda look alike indeed.
Mai has her Kagero No Mai back at last!! Is it a super this time around? She does it immediately after Banderas does a super. And she seems to have all sorts of command normals -did she cancel a jumping normal into a f+B or something?-, can't wait to try her XIV iteration. She doesn't throw any fans...could it be the end of Kachosen? I hope not. Her trailer opening is obviously a sakura rain...even more predictabo than Geese's shoji style one xD
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 15 Apr 16:02] |
Micky Kusanagi 166th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(6):New trailer coming up!" , posted Fri 22 Apr 02:28:
Oh sure, SNK is uploading KOFXIV and MSA videos on their own channel at noon JST if I remember well. I'm going to Napoli Comicon, in Naples as its name says. They label themselves as an international convention, but I don't know if have ever gotten any actual recognition outside of Italy. I will only be there on Sunday.
As for the demo roster, sad things first: I wanted to see Angel, Geese and Mui Mui, and I'm sad at King's removal -I love kick based fighting styles, don't remember if I have already said it.
Besides this, I'm really happy about the roster. We got a good number of fan favorites and almost all the newcomers revealed till now, and there's a good variety of fighting styles. Athena, Mai and Sylvie were no-brainers :D
The character I'm waiting for the most isn't Kyo because I think I know everything about his XIV self by now...it's Tung. Sure he shows off all his specials in the trailers, but seeing him in actual gameplay will feel like I still haven't seen him in action to me. Can't wait for (what I call) his official KOF debut!! Do I remember well the NBGC guests aren't canon in PS2 KOFXI? Anyway, today I'm gonna play Tung in KOFXI and NGBC as much as I can to celebrate his inclusion in the demo. Secondly, I'm looking forward to Banderas. I know we didn't need any confirmation, but seeing both him and Mai in the demo roster makes me think of how much SNK cares about their interactions.
Moves wish list: I hope... 1) ...Kim has one more special in addition to his XIII moveset, be it Hakikyaku, Ryusei Raku or Sanren Geki. I'm a rekka fan so I'm rooting for Sanren, but everything will do. 2) ...Mai gets one more command or special. I know I'm asking too much, but I'd pay to have her Ryuenjin back since Kagero No Mai is a DM, unless she has both a regular Kagero and a DM Kagero, which I'd like even more than Ryuenjin. 3) ...Clark is complete. I'm terrible with grapplers, but messing around with XIII Clark in training and seeing he didn't have the same amount of command grabs as XI made me sad to no end, even though it was predicable... 4) ...Vice gets Outrage back, I think blade-like kicks fit well with her psychotic, sadistic personality.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sat 23 Apr 00:10] |
caiooa 39th Post
PSN: n/a XBL: n/a Wii: n/a STM: n/a CFN: n/a
Rare Customer
| "Re(7):KSB 2016 KOF Pre-launch tournament" , posted Sun 1 May 22:30
The stream was really long. They had multiple setups, but obviously only 1 was streamed.
The first hours were dedicated to casuals for people to get acquaintanced with the game. The majority of people expended time there looking at the command list in-game and whiffing special moves to test stuff for the max number of rounds. Big presence of newcomer characters in this section (sylvie, bandeiras, luong, tizoc, nelson).
Then the later hours were used to run this 120 man tourney. There the story in char selection was diferent. There was only 1 person using luong, and 1 using nelson, 0 with sylvie for example. The majority of people opted for the old, reliable characters that they know how to use for a long time. Kyo, iori, ryo, k', kula, terry and athena were the most popular choices in the setup that was streamed, with ocasional flashes with andy, choi and leona. No chang on sight.
Maybe the 1st hours of freeplay weren't enought of a warm up, because the large majority of players restricted themselfs to the old moves. Just 1 person used kyo new rekka routes, and just 2 times for example. Maybe it's just that old habits die hard.
So, about animations. The majority of animations are heavily based on old ones, but when something was changed it was for something definitively better. They played real safe there.
For example, Ryo C throw became a knee attack combined with 2 punches, similar to takuma old 624k combined with mr karate chain. In older games it was just a generic shoulder throw.
In Kim air hou'ou kyaku, instead of magically teleporting himself and the opponent to combo in the ground like older games, now he axekick the opponent to the ground and follow with the animation of his divekick to start comboing.
Gameplay was on line with what we already knowed. Returning far version of normals and neutral jump normals makes the average range of poke wars bigger, like older games and unlike 13.
Neutral CD carry to corner now, so it's more important to save meter for guard cancel attack/ guard roll cancel. But max mode cost 1 bar like 98, so you have to make a decision on were/when to expend it.
Jumps were adjusted in a case by case depending on char, back/neutral/foward, jump/sj/hop/hyper hop. For example, Leona hop foward is faster than ever, giving her the ability to poke in the air (but hitboxes of instant overheads aren't as strong as in 98). Kyo hyperhop foward is longer/higher/slower, letting him setup crossups in the wakeup much easier but reducing his ability to poke in the air. It's different from other takes in the game, but certainly well thought.
It's not like they could run away from those adjustments too, as it runs on a 16:9 instead of 4:3, naturally there is less space in the air. If air pokes are allowed to run free we would have something like 13 mr karate jcd covering the whole air space again.
I'm very happy with what i saw, but there's still to much info to be mined. We still know very little about the proprieties of EX moves, specially in the case of new characters...i hope to see more stuff soon
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sibarraz 578th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
New Red Carpet Member
| "Re(4):KOF 2000 PS2 ver. for PS4 out today" , posted Thu 5 May 11:37:
I think that SNK choose 2000 because is the most respected entry with the stryker system of the series. (99 is not a refined game and 2001 is well, 2001...) Also, is technically the last big game released by the old SNK before the bankruptcy, and you can feel that in the game, everything about it screams goodbye, thanking the fanbase for the loyalty with A LOT of fan service.
Also, isn't a game that they release that much on their compilations, so isn't as burned ou as 94,98 or 2002.
And finally, is still a fun game, broke and all I still like to play some matches with it since is a very unique game on the series.
EDIT: Lol I had completely forgot that I had a KOF 2000 signature in this forum, since in this board those things are not really prominent I really forgot about it.
The AES boxart for KOF 2000 must be one of my favorte pieces of artwork from shinkiro and SNK as a well. I love the detail on the artwork, from the homeless guy sitting on the wall, to the old women on the background, to the posters with pictures of all the participants, or the random graffiti that says lucky glauber, also K' team on that year was one of the coolest and varied teams that I had ever seen on KOF. Vanessa and Ramon were really cool newcomers
[this message was edited by sibarraz on Thu 5 May 11:47] |
Neo0r0chiaku 182th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Regular Customer
| "Re(5):KOFXIV demo will be playable at Combo B" , posted Thu 12 May 05:26
quote: The steam version of XII must had been cheap to produce considering it sold well at the beginning and is a small yet constant revenue for the future.
KOFXIII appeared to have an understaffed and over-its-head group doing the port work. I'm fairly certain SNK though it would be trivial to port from PC-based arcade hardware to actual PCs (which is a mindset that almost guarantees trouble). When SNK praised the PC port for being profitable, they were still releasing patches for the PC version.
KOFXIII was followed by 98 and 2002, but the porting of both of those titles was outsourced to another studio. (That studio in turn used the old XBLA ports as its base, which led to a fair amount of complaints in regards to KOF98.)
SNK's biggest recent push to PC was an iffy wrapper for MAME emulation of NeoGeo titles.
We don't really know what it will cost to port KOF XIV, or if SNK will see it as a profitable endeavor, or if SNK is even willing to deal with the issues that a PC port will bring. Or what kind of deal they might have with Sony.
Like I said, I hope it comes to PC. But I don't see it as a done deal, not until SNK actually speaks about PC.
If anything, I would think they would release the game on PC if it was some kind of updated version or special edition of the game that fixes whatever issues it comes across on the PS4. They did say the game was PS4 exclusive, but not the Super KOF14 Ultimate Edition.
Long Live I AM!
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sibarraz 580th Post
PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
New Red Carpet Member
| "Re(5):KOFXIV demo will be playable at Combo B" , posted Thu 12 May 06:12:
quote: The steam version of XII must had been cheap to produce considering it sold well at the beginning and is a small yet constant revenue for the future.
KOFXIII appeared to have an understaffed and over-its-head group doing the port work. I'm fairly certain SNK though it would be trivial to port from PC-based arcade hardware to actual PCs (which is a mindset that almost guarantees trouble). When SNK praised the PC port for being profitable, they were still releasing patches for the PC version.
KOFXIII was followed by 98 and 2002, but the porting of both of those titles was outsourced to another studio. (That studio in turn used the old XBLA ports as its base, which led to a fair amount of complaints in regards to KOF98.)
SNK's biggest recent push to PC was an iffy wrapper for MAME emulation of NeoGeo titles.
We don't really know what it will cost to port KOF XIV, or if SNK will see it as a profitable endeavor, or if SNK is even willing to deal with the issues that a PC port will bring. Or what kind of deal they might have with Sony.
Like I said, I hope it comes to PC. But I don't see it as a done deal, not until SNK actually speaks about PC.
A game that has patches to fix bugs doesn't mean that the game is unprofitable. The most popular and profitable games receive patches everytime. Now if they released the game in a bad state and without updates on the future then that is a worse signal of a game not being profitable (See the neo geo games on the app store, Garou is an unplayable mess and never received a patch)
Besides, they outsorced to dotemu or m2 in the past since those companies had better tools for porting old hardware, plus their internal staff is more occupied on bigger releases (KOF XIV, MSA/MSD) and at this point I don't even if SNK has the source code of most of his old games.
Now that I think about it, is funny that I used dotemu as a good example since their ports are really bad, I wish that M2 did the job for the steam versions, since their job in neo geo station must be the best ports that I had ever seen of Neo Geo games
[this message was edited by sibarraz on Thu 12 May 06:30] |
Micky Kusanagi 187th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(3):The Hills, and Goro, have eyes" , posted Fri 13 May 05:32
Needless to say, the more I see of this game, the more I wanna play it. I really hope Atlus makes complete movelists videos for the new characters who aren't part of the 24 chara build, along the lines of their KOF13 promotion, because SNK's team videos don't aim for that kind of completeness judging from this one.
This has to be the clearest listening to Yappari Esaka we've gotten till now. I love it!! It has that nostalgic, melancholic feeling to it beneath its relatively fast rhythm, which fits well in my opinion as the introduction to a late, post-timeskip aftermath of the dramatic KOF13 events -the partial history erasure accident.
The highlight of the video is obviously Daimon opening his eyes. It's the end of an era xD Nice touch on SNK's part.
I'm really happy the world is getting a barrage of playable showings of the 24 chara demo this month, can't wait to hear gameplay impressions from Western players.
Ore no...kachi da!!
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Micky Kusanagi 192th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(2):Ryan Hart gets invitation from KOF orga" , posted Mon 16 May 16:52
The Stunfest invitation team is great. I'd dare to say whoever is handling KOF14 publishing and marketing in Europe is passionate about KOF, but it's too early to judge.
I got an issue about getting info on SNK and its games: the SNK Wikia seems to be the only somewhat complete English source of information, but it gets quite looked down at by some communities. I guess it's because of its naive, fanfiction-ish writing style, because the info I gathered from it look mostly correct. (if you know of any serious mistakes in that wiki I'm willing to hear about them)
Since not everyone can read Japanese and use the Japanese SNK (or KOF...I don't remember which the focus of that wiki is) wiki, and thus the SNK Wikia is the next best thing for us, I'd like to know, are there any translation projects around for the Japanese wiki, or English SNK sites which enjoy a better reputation than the SNK Wikia? I'm fine with Italian and Spanish as well, though I seriously doubt there is an Italian SNK info database ^^;
Ore no...kachi da!!
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Loona 1069th Post
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
Red Carpet Premium Member
| "Re(3):Ryan Hart gets invitation from KOF orga" , posted Tue 17 May 08:20
quote:
I got an issue about getting info on SNK and its games: the SNK Wikia seems to be the only somewhat complete English source of information, but it gets quite looked down at by some communities. I guess it's because of its naive, fanfiction-ish writing style, because the info I gathered from it look mostly correct. (if you know of any serious mistakes in that wiki I'm willing to hear about them)
There's weird stuff there sometimes, like how in Krauser's page it call his father "Rudolph Krauser Von Stroheim", who's supposed to be shared with Geese, but in the Geese page he's called "Rudolph Von Zanac", which makes me wonder where the hell they got that name, or if that's the real one and the one on Krauser's page is speculation...
quote:
Since not everyone can read Japanese and use the Japanese SNK (or KOF...I don't remember which the focus of that wiki is) wiki, and thus the SNK Wikia is the next best thing for us, I'd like to know, are there any translation projects around for the Japanese wiki, or English SNK sites which enjoy a better reputation than the SNK Wikia? I'm fine with Italian and Spanish as well, though I seriously doubt there is an Italian SNK info database ^^;
Not that I know - when in doubt I rely on the KoF anniversary site, which has character profiles and team backstories for each game where those matter, but that only covers up to KoF XII, so I really hope they update it, assuming they remember it's still online (apparently they forgot to complete updating the English version of the KoF MI2 site, since it's still missing the backstory for some of the characters there - fortunately, I think that info's in the game itself, at least) - for the KoF XIII backstories I have to check the archive.org version of the Atlus site for the game, which is kinda messed up. There are also English version of official series sites for Metal Slug and SS, but it would have been nice if the FF anniversary site and NGBC site had also been available in English, considering the history those cover.
...!!
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Micky Kusanagi 195th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Regular Customer
| "Re(1):Re:Team Yagami" , posted Thu 19 May 17:59
I'd rather have teams including newcomers covered first, but wow, this video is fantastic. Somebody in another forum had noticed a glimpse of this stage in the challenge modes screen from trailer #1, and I immediately thought it could be the Team Yagami stage...it was a no-brainer. Great setting for the sadistic trio.
I love how the clip starts: after seeing the Japan team gameplay, I thought all the videos would follow a standard group portrait > first character > second character > previously unrevealed character format, but it looks like SNK is coming up with something slightly less streamlined, at least for some teams. One could argue Mature's Climax is to similar to Mai's, but the makeup mirror gag is enough to keep it from being the same IMO. She's a total hottie by the way.
The theme? Well, it changed my Iori themes top 3 a lot: it used to be Cool Jam-Arashi 1-Arashi 2, now it's Cool Jam-Saxophone Under The Moon-Arashi 1, which is weird because SUTM is more on the lines of Arashi 2 than Arashi 1.
I'll pay attention to the actual moves properties and combos later, I just didn't feel like pausing and rewinding the video countless times when (repeatedly) watching it earlier :D I did see Mature canceling a super in a MAX super, but I didn't pay attention to how many bars were spent.
Besides, I managed to see live a portion of the Gaminglive streaming where Frionel, Ken Bogard and...Mr. Quarate I think? play KOF14 yesterday, it had framerate issues -at least for me, watching the stream on the PS4 browser because the Twitch app doesn't seem to switch to source quality- but it may have the best image quality we've seen so far in a 14 stream...the amount of detail on KoD's mask is IMPRESSIVE. And I finally got to see Tung's Climax, it's my favorite one for sure among the characters we've seen fighting till now.
Those three had quite a lot of fun alternating move testing and actual fighting. I saw a nice Luong Max Mode combo -first time I saw an EX Geki, it's kinda like a Genei Kyaku- and it looked to me like Kyo can cancel 88 Shiki on the second hit in Max Mode...I'll have to double check that combo, it looked too weird to me x'D
Ore no...kachi da!!
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Neo0r0chiaku 188th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Regular Customer
| "Re(2):Re:Team Yagami" , posted Thu 19 May 21:44
quote: I'd rather have teams including newcomers covered first, but wow, this video is fantastic. Somebody in another forum had noticed a glimpse of this stage in the challenge modes screen from trailer #1, and I immediately thought it could be the Team Yagami stage...it was a no-brainer. Great setting for the sadistic trio.
I love how the clip starts: after seeing the Japan team gameplay, I thought all the videos would follow a standard group portrait > first character > second character > previously unrevealed character format, but it looks like SNK is coming up with something slightly less streamlined, at least for some teams. One could argue Mature's Climax is to similar to Mai's, but the makeup mirror gag is enough to keep it from being the same IMO. She's a total hottie by the way.
The theme? Well, it changed my Iori themes top 3 a lot: it used to be Cool Jam-Arashi 1-Arashi 2, now it's Cool Jam-Saxophone Under The Moon-Arashi 1, which is weird because SUTM is more on the lines of Arashi 2 than Arashi 1.
I'll pay attention to the actual moves properties and combos later, I just didn't feel like pausing and rewinding the video countless times when (repeatedly) watching it earlier :D I did see Mature canceling a super in a MAX super, but I didn't pay attention to how many bars were spent.
Besides, I managed to see live a portion of the Gaminglive streaming where Frionel, Ken Bogard and...Mr. Quarate I think? play KOF14 yesterday, it had framerate issues -at least f
-- Message too long, Autoquote has been Snipped --
Micky, this is for you, KOF XIV is coming to Europe on 26th August! By Deep Silver
I will let you know once NCSX has the Japanese version for Pre-order. Not sure why its taking this long. Unusual for them.
Long Live I AM!
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Micky Kusanagi 210th Post
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
Frequent Customer
| "Re(2):KOFXIII is unbreakable...?" , posted Mon 23 May 21:36
quote: The twit is no more. Most probably fake but I was wondering for the images. Micky do you have anything saved or something.
Im all for XIII UM. The game has still potential and this way we would have two different but strong KoF's. Im still not satisfied with the climax of Ash Saga. There is still room for improvement. Plus there are no new characters and it was obvious that Botan, Rimelo, Shroom and Adelheid (maybe Shion, too) were intended to be playable (Pre boss background with glowing red vines) 16 months with small teams may finish they already started.Of course this is wishful thinking. Also freeze effect should return.
No sorry, I wasn't saving anything he posted because I didn't like that stuff...I only managed to salvage the KOFXIV DLC pictures because they still show up in Google Images.
A couple memories I got about those XIIIUM screens: 1) WIP member select with 9 teams, I don't remember them all but the last two are a team with Kim and two blank slots and a team with all blank slots. 2) a picture of Robert and Daimon in the London stage, seemingly altered to look like sunset IMO. Daimon is midair in his standing pose, like in some free movement debug mode, and under Robert's name there's written "TUNG". The overall picture quality is already pretty bad, but the TUNG writing looks crudely shopped, even worse than the rest of the screen. 3) a "game shop" picture showing a menu where you can buy Honki Ni Natta Mr. Karate, Jubei (!!!), Botan, Rimello -yes it's written like this xD-, Shroom and Heidern.
Ore no...kachi da!!
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neo0r0chiaku 194th Post
PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
Regular Customer
| "Re(4):The Last Bade 2 re-released for PSN!" , posted Wed 25 May 22:44:
quote: Played a bit of Last Blade 2, love how it looks and the mechanics are interesting, but I'm no expert on it, there any good primer on general tactics in approaching the game?
From what I've heard it's more combo oriented than Samurai Shodown
Maybe Lord SNK will be better at explaining but the mode Speed was suppose to be combo oriented while Power was more for simple attacks. However, many players use power and work hard on finding ways to make combos out of this mode. The battles could go much faster compared to Samurai Shodown but can also still have that patients and time approach. I think fans have made the game more than what the developers planned it out to be.
quote: What do you guys think about the Stunfest stream?
Well, as a whole, I think after the first round or two, the winner has been decided. Depending on how much power stock you get, you can practically do heavy combo damage with just one or two stocks. Mainly for using the cancels for extending combos. Once you get trapped, its a wrap!
Long Live I AM!
[this message was edited by neo0r0chiaku on Wed 25 May 22:50] |
Mikel 1th Post
PSN: Mikel93 XBL: n/a Wii: n/a STM: n/a CFN: n/a
New Customer
| "Re(4):KOF14 36 chara build member select scre" , posted Thu 26 May 10:34
Pretty hyped to see some more of the game in action, especially Yuri, Hein, Shun'ei, Tung, and Nakoruru.
Anyways, having just watched the Fatal Fury Team trailer, I gotta admit that Terry's new Climax is a huge step up from the old one, especially since its a power dunk when whiffed.
Also, I know this is off topic, but my guesses for their VA's are (since me and a friend are trying to identify them):
Terry: Yuuichi Nakamura Andy: Yuuki Kaji Joe: Nobuyuki Hiyama
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