PSN: n/a XBL: n/a Wii: n/a STM: n/a CFN: n/a
Rare Customer | "Re(4):Fuzzy Guard discovered in KOF14" , posted Fri 22 Jul 07:23
What western 2D community call fuzzy guard is know in east as kirikae chuudan (kof 97), saiko soap (GG), f-shiki (GG and SF4) or kamone chuudan (melty blood).
It consist in locking down the oponnent in standing block animation, what makes their vunerable area higher, more vulnerable.
As a example from melty blood, Len might use a jumping down C (overhead) to lock the oponnent in the standing block animation, and then instead of landing and using a low go for a double jump C during the rising part of a jump.
This "instant overhead" thing would normally whiff, but in this situation it don't, creating a double overhead. It can throw off the defending side, but tend to be char-specific (work better in tall characters).
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PSN: Toxic-Baron XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Planet of the apes" , posted Sat 23 Jul 18:13
So, finally had a chance to play a session with veterans, after a very long afternoon and several arguments I managed to brainwash the others into copying my opinion, erm; we finally reached an agreement.
So far, regardless of playing ourselves or seeing overseas matches, the game direction had been obviously clear: the staff was aiming to make it so that each member of the cast to be "specialized" at something, but their lack of understanding of fighting games or the kof competitive scene shows greatly on their part and thus the cast comes out as a bunch of one trick phonies. There are plenty of strategies / techniques that can be easily escaped and the staff obviously was ok with that and probably though of "it's okay because not everyone escapes everything all the time" which is 5 year level mentality, specially when a free escape option is for about as complex as merely pressing back + AB.
Hit confirms can hardly be delayed, thus the game really doesn't encourages mentally juggling different options as you are doing something (which is fun); adding to that the fact EX moves can't be easily and quickly accessed and DMs were nerfed to the point that they are basically totally useless outside combos for most of the lads, you pretty much are not meant to complicate yourself with hard stuff, stop using your head and just leave the match to luck (I guess this is what they meant by being a game with an easy entry for beginners? "Don't worry, you won't lose to someone with a superior head, since we are handcuffing them and chaining down their feet to keep things 'honest'"). The game is ultimately absolutely not designed to have an opponent not commiting mistakes during a match, you are supposed to strongly rely on the lucky punch factor; just assume that the enemy is not going to defend your gimpled offense 100% of the time and that they are going to screw up and eat that combo (for the record, I'm that type that never screws up with anti-airing due to my visual confirmation speed being great and I also never mess up at blocking; and that made 'serious matches' against me seriously unpleasant for the other guys. It was like AoF 2 all over again with no means to break through somebody's guard). I won't even begin to touch how guard recovers tremendously fast to the point where 'guard crush' is someting that happens in practice.
A big side effect of having most of the cast being a one trick phony, is that characters that can do a little bit of everything (like Kyo or Iori) felt tremendously special when trying them out. The staff was obviously going for this since all of the publicity and game presentation masturbates with the poster boys all of the time and keeps doing so all over the place. And this was obviously porpusedly made as such because old popular kofs had Kyo & Iori being "special" in some way or other.
MAX Mode is way more important to a match here than it ever was in XIII. In XIII, you usually have to think of when you want to use your combo gauge, because while you can one touch kill or close to it, the bar won't magically come back the next round. For XIV, having that one bar is a extremelly simple deal and is obvious that a good chunk of the cast is meant to disguise the little damage or pressure options they have normally by using Max mode every time they hit again and again and again (2 times or more per round would be an ideal). That, or you are the unlucky King of Dinosaurs. So yeah, it's ridiculous how you have to use MAX mode several times in a round, yet not everyone in the cast can actually do something with it.
Since already with 7 characters the balance feels messed up, you pretty much know what's going to happen when you have 50 faces in your hands. Since the main characters are already like this, I don't want to think how the last boss is going to end up.
They kept flaunting that they wanted to make the game like 98 or 02 feeling wise, but the truth is that this game is the most similar to KoF XI instead. Why? It's not due to the super low fast jumps, but rather; KoF XI is a game that sort of "judged" the previous game as a "failure" on taking a hold of the core mechanics of the franchise, and thus it discarded all of the stuff that the previous game did and tried to rebuild the basis from the ground up so that they resemble "the soul" of the series. A little side effect of that 'rebuilding', is that the new core mechanics of the game end up being extremely stale, limited and simple to the point that it's like looking at 94 from a technical point of view. That XI comment describes XIV perfectly.
,... So bottom line, does that mean that I'm going to pass on the game, along with my friends? Sadly, for better or worse the answer is of course not. We do not live in an age where an inferior sequel will fade into oscurity and people can just choose to play the other cool game on the streets. Right now it's hard to meet as communities, and you not playing something is a big loss; the only present choice we have as players is to jump into the ship or quit the saga for the next 2 years (to find later that the next game is just as or even more atrocious). Also, this game benefits tremendously from being a console game, from being a game that it's meant to be played by people that don't play games.... That means that there is no one who will take the game 300% seriously nor they will practice to the point where the game engine has been completely broken down by the locals and that abusing the abusable is how the bigger fish in the pond makes a living.
..... As a last point, I would like to add that right now I'm for about as drunk as if I was trapped in a Saint Bernard's collar, so I'm mainly posting this since no one is saying anything and so I can later regret it as a youthful indiscretion
Never stop spaming crouching C XIV, we'll always remember you for that.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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| "Re(1):Planet of the apes" , posted Sun 24 Jul 21:30:
SNK's KOFXIV world tour starts out pretty heartwarmingly at the Bifan film festival in Korea. Kids are playing KOF! http://post.naver.com/viewer/postView.nhn?volumeNo=4705880&memberNo=11710666
So, the KOF14 demo has been quite fun and I'm having a blast! Dinosaur is cute. However at the same time, likewise to Toxico I can already see concerns.
If feels like the developers were focused on character design and traits for the new faces, which is a great thing really. It sort of makes sense since a lot of the ex-SNK creators that returned from Dimps seem to be artists. But as Toxico sort of pointed out, that might also be their achilles heal if it means that they don't have good knowledge on gameplay or at least how KOF plays.
With a week coming to pass since the demo got released, players are getting the basic hang on how the game should be played; just use Kyo, Iori and Mai. Bottom line, defense is a lot stronger compared to previous KOFs-- or to put it another way, the offense is weak. Jumps are slow so they aren't so useful for pressure, you get pushed back too much to keep a pressure game with weak attacks, and it feels like you have the limbs of a Welsh Corgi when you're trying throw. So in the end, Kyo and Iori, who still play like their old selves and have moves that render good defense meaningless, end up being really good. And Mai, who's pretty strong to begin with, and oh the Fuzzy Guard...
I think the traditional rules and skill factors in playing KOF doesn't fare well in this game, but that it requires quite a different mindset more focused on pokes and ground game. It feels so weird not running to catch a rolling opponent and using a far attack instead and going into Maxmode. I'm hoping see more uniquely viable characters in the remaining roster.
Btw does anyone know the conditions for the controller voices? They seem to come out randomly when life reaches 50%.
[this message was edited by Professor on Sun 24 Jul 21:32] |
| "Re(2):Planet of the apes" , posted Mon 25 Jul 03:14
quote: SNK's KOFXIV world tour starts out pretty heartwarmingly at the Bifan film festival in Korea. Kids are playing KOF! http://post.naver.com/viewer/postView.nhn?volumeNo=4705880&memberNo=11710666
So, the KOF14 demo has been quite fun and I'm having a blast! Dinosaur is cute. However at the same time, likewise to Toxico I can already see concerns.
If feels like the developers were focused on character design and traits for the new faces, which is a great thing really. It sort of makes sense since a lot of the ex-SNK creators that returned from Dimps seem to be artists. But as Toxico sort of pointed out, that might also be their achilles heal if it means that they don't have good knowledge on gameplay or at least how KOF plays.
With a week coming to pass since the demo got released, players are getting the basic hang on how the game should be played; just use Kyo, Iori and Mai. Bottom line, defense is a lot stronger compared to previous KOFs-- or to put it another way, the offense is weak. Jumps are slow so they aren't so useful for pressure, you get pushed back too much to keep a pressure game with weak attacks, and it feels like you have the limbs of a Welsh Corgi when you're trying throw. So in the end, Kyo and Iori, who still play like their old selves and have moves that render good defense meaningless, end up being really good. And Mai, who's pretty strong to begin with, and oh the
-- Message too long, Autoquote has been Snipped --
I had a chance to play the demo at friend's place. For me, this game really towards newcomers. I have to agree on Prof. points too.
You have to play this KOF in other mind set otherwise you gonna hate it (LOL)
I personally feel this KOF a lil bit slow but still OK to my acceptance level.
but my main concern is still net code , gotta wait and see before I buy it :)
Who did this to these dogs ???
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(2):KOF98UMOL trailer on SNK Youtube" , posted Thu 28 Jul 18:45
quote: It's the same as the original, except text language (I love this BGM) The app isn't up on the Jap App Store yet, but I guess we're close with this new announcement. Loona were you the one asking for news about it?
Yeah, thanks - I like to gather links with as much official information as possible at the little SNK corner of Reddit I put together (since most SNK/KoF-focused sites out there often mix that with tournament-specific stuff that holds little relevance unless you're neat the tournament's area), so anything from SNK themselves is always nice. BTW, that just got 100 people following which feels neat, even if it still has to catch up with my prior effort, /r/SNKplaymore - when the company started rebranding to remove the Playmore bit I just had to get Reddit to let me have the subreddit that was functioning only as a redirect to the Shingeki no Kyojin subreddit.
Speaking of SNK activity, it's interesting that their Japanese Twitter account has recently retweeted stuff about High Score Girl - I know the legal stuff has been taken care of for a while, but this feels like the hatchet is truly buried, in a way. No idea if it has any implications on an anime version having footage of their games or something...
...!!
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(4):KOF98UMOL trailer on SNK Youtube" , posted Fri 29 Jul 03:31
quote: Fire, fire, red-drunk soldier - oh, and Athena and Kensou too.
That's right xD
Besides, I absolutely love their stage, I'm sure it'll be my favorite training ground, even though it means doing without that gorgeous saxophone. I'll only resort to the training toile...ehm, stage when measuring space is a matter of life or death.
Developers hinted at an Easter egg in the BGM, I think it's just that the beginning of the "verse" sounds much like the original Psycho Soldier song. Can't wait for the vocal version.
Fuck all that looks shaming on Kensou, his fighting style is awesome, I love it since his KOF94 days and I can't wait to try this bold mixture between his XII normals and his pre-XII specials. I love the intro to his EX Shinryu.
Ore no...kachi da!!
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| "Re(5):KOF98UMOL trailer on SNK Youtube" , posted Sat 30 Jul 09:24
quote: I guess Bao was included because KOF98OL was first released in China, so he maybe appeals to Chinese players. I personally see Zero appealing to the Chinese audience as well. One thing is sure, there's not enough space for all the NESTS characters in that screen, which is no issue to me because this game is supposed to be based on '98.
KOF14 final boss revealed...??
Xiao Hai VS. Japanese players I guess, but you must buy a ticket to see the event.
Last but not lease, SNK hasn't added the Psycho Soldiers bios nor linked their trailer to the game site...
Micky that shadow looks like a DLC costume for Kensou or Kyo.
I said it somewhere else but I wanna say it again. Since this game sounds like KoF Kyo, If not, there should be a KOF KYO, K', and Ash for mobile with storylines and side characters like Daimon's wife could be added to the KoF universe. Plus some characters can get out of spinoff/side game limbo. Yes I'm looking at you Reiji Oogami you magnificient one off (ex series) awesome character. On the attractiveness scale he is the male version of Vanessa. I never Hong Kong style for KoF manhua but an anime/Manga in this style would be great. Feels like Neowave artwork done right.
For the last, finally Kensou had an awesome Climax! Since 02 his maxes were weaksauce except for maybe XIII. Now this is distinct and it put kung fu back in Kensou.
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New Customer | "Re(8):KOF98UMOL trailer on SNK Youtube" , posted Sun 31 Jul 18:05
Game Watch interview's translation:
https://twitter.com/SNK_Lover
http://cyberfanatix.com/2016/07/31/game-watch-interviews-yasuyuki-oda-at-chinajoy/
"– SNK seems happy with the Chinese public, and certainly they are a great bet, as they are a big market. – There will be no ON /OFF option for Rush Combo, and it was decided during the EVO where the Rush was not used and not even exploited. – No DLC for now, only the 50 characters! … But anything can happen … – Apparently Oda was challenged in the event, and it was not this time, again, that he won. – Several censorship happened in the Chinese version (Ex: Luong and Angel) – It is expected one patch per year for XIV, as Oda after the release of XIV will prepare himself for the release of another SNK game. – Oh, and DOA vs. KOF hasn’t been thought yet, only Mai until now…and there are no plans to put DOA characters in the KOF franchise. (note: due to the fact that Mai Shiranui will appear as a guest character in Dead or Alive 5 Last Round)
As for Oda’s next project… Stay tuned for more upcoming information."
You can see the censored version of Angel here:
https://twitter.com/SNK_Lover/status/758827824924897280
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| "Re(9):KOF98UMOL trailer on SNK Youtube" , posted Sun 31 Jul 22:24:
Thanks for the links Alucard!
A few things that need to be added from the same Impress Gamewatch article--
1/ Ryu Seira is doing voiceover for the game. She's a VA from China who's now living in Japan so she fits the bill perfectly for a character that talks in both languages. It's probably Meitenkun, not Mian.
2/ There's no off switch for the Rush system, but it wasn't because of Evo. In the original text Oda says "There's no on-off switch for the Rush system and we believe that the Rush System has been balanced enough that advanced players won't be able to exploit it. In fact, nobody at Evo was using it, and I believe it's because the advanced players are better off without it."
3/ Oda going on to another SNK title after XIV or talking about patches is misunderstood. This is what he said:
"Updates are something we'll need to think about. Traditionally we released a new KOF on an annual basis, but whether that fits with the customer's need in the modern age is something we need to figure out."
"(For the future of the KOF series) As a creator I want to make it into something new, but players will have a difficult time if the rules keep on changing so its's something of a headache."
On a slightly different note, according to this week's Famitsu, ranked match for KOFXIV will have an option for grade skipping for advanced players when they start off. It not only lets them save time from grinding to climb up the ranks, but it also lets new players avoid getting slaughtered.
The way it works, the number of wins in their first 10 matches will advance them to a certain rank as follows:
0 Wins: Entry level 1-2 Wins: Junior rank 5 (5 Kyu) 3-4 Wins: Rank 1 (Sho dan) 5-7 Wins: Rank 5 (5 dan) 8-10 Wins: Ranked title "Shihandai" (Associate Master)
Note that the Kyu/Dan ranking system is unique to Japan so it'll probably be worded differently for the English release of the game.
[edit] SNKLover on Twitter has all pages of the Famitsu. https://twitter.com/SNK_Lover/status/759284316107071488
[this message was edited by Professor on Mon 1 Aug 00:42] |
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(9):Even nukes" , posted Tue 9 Aug 17:23:
I didn't wanna bring this maid OT further, but Maese's delightful answer to Toxico's bittersweet tale made me change my mind :D Here in Italy, maid cafes are temporary, and they're run at comic conventions or very big manga stores, like Yamato Shop in Milan. Maids do get some kind of wage, but they're actually into manga, J or K-music, video games and stuff. I made friends with a maid group and we recognize each other and say hi if we meet at conventions they're attending as regular guests. One of them is as an avid One Piece fan as I am and Sanji is her favorite character just like me :P I've never bothered getting info about Japanese cafes, but reading Toxico's experience saddens me a bit because of how fun Italian maid cafes are.
Back to 14, it will set me back twice than expected because I'm a crazy fanboy xD I'll buy a HK digital copy just in time to preload it, because I know I'd be a sad panda if I waited for my JP physical copy (it realistically can't come home before August 29th °_°). Good thing there's the Mai theme in the HK bundle, which is an Asian exclusive ^^
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Tue 9 Aug 20:47] |
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(5):Re(10):Even nukes" , posted Fri 12 Aug 00:48
Thank you like always Prof for your hard work, and for sharing the links too.
I've only seen the JP version of KOF Station 3 for now, I got a notification on my phone which was only about the JP video so I rushed to it without waiting for the English version notification xD While I wished for some trivia about 12 of the first 24 character, the idea of centering this episode on Ai Kakuma's absolute(ly hilarious) lack of fighting game basic skills is just brilliant. Ichiki sensei, please work hard to turn her into a top 8 tournament player!! LOL
The top players exhibition on the demo is a real bummer, luckily we've already seen countless hours of final build footage thanks to EVO.
Antonov looks fun, all about massive strikes, a style that fits perfectly with his over the top persona. I'm almost sure such a goof can't be evil, he must be being manipulated by the final boss, or the boss is taking advantage of the tournament without manipulating him.
Waiting for the Another World trailer :D I really hope Mui Mui becomes a non-canon installments regular, I love her fighting style but I got a feeling the Another World will change Nakoruru's mates each episode in this trilogy, provided that dimensional travel is a thing in the whole saga and not just in 14.
Ore no...kachi da!!
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(10):Re(10):Even nukes" , posted Fri 12 Aug 16:14:
While you sure can't judge how online play holds up with such a non-final user base -but let's keep in mind on the other hand that KOF isn't so popular as SF, let alone MK, so I don't see online activity for this game skyrocketing after August 23rd-, Jebailey and Antinomy's words are heartwarming. Let's hope netplay quality stays the same after the actual launch.
Team stories page (English version) I don't know if it's because my laptop is getting closer to death day by day or the SNK site is actually being hammered by people who want to read these prologues, but I'm having such a hard time browsing the site. The artwork with Shun'ei, Kyo and red eyed Iori is fantastic though. On the other hand, some stage concept arts look unfinished compared to those SNK showed off on Twitter and Facebook before April 25th, but it's still a pleasant insight on KOF14 development.
Spoiler (Highlight to view) - I saw the last boss and I find it underwhelming. I'm almost sure he's just a pawn in a way bigger scheme, like Mukai. I also find his design an alternate costume for Kouryu xD
End of Spoiler
EDIT: I'm not sure so I'll ask, is it by Hiroaki?? http://game.snkplaymore.co.jp/official/kof-xiv/teamstory/img/tscover.jpg
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Tue 16 Aug 21:01] |
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(2):Voice actors revealed" , posted Sat 13 Aug 04:23:
About the returning characters, I must say, after reading the list once more, that I'm shocked for not finding out on my own how many returning characters have a new seiyuu. They sounded like returning seiyuu re-recording everything from scratch to me.
On another note, I made a one month JP Plus subscription in order to grab the Kyo & Iori theme. It's beautiful!! While I still find the Western preorder theme better overall after seeing both on my TV, I love the golden icons in the Japanese theme, and the music choice: Yappari Esaka and Saxophone Under The Moon played back to back, only separated by a slight fade out. Now I'm undecided...buying the KOF13 Kyo chibi avatar for my Japanese PSN account too -I already have it on y EUR account- or waiting for KOF14 and seeing if something as fancy comes out? As I write, I'm already 99% sure I'll do both. I only added ¥1000 after all, so it's not like I can buy games or other big stuff with ¥486 remaining xD
EDIT: got rid of that crude red dragon scribble as my PSN avatar -but I admit I had gotten kinda attached to it-, now I'm waiting for possible launch day avatars. I'd be so happy if SNK published hand drawn icons as avatars, like they did with XIII, I'd switch between avatars frequently.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sat 13 Aug 20:27] |
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(6):Voice actors revealed" , posted Sun 14 Aug 19:09:
A couple random thoughts based on what I decided to see among the ever growing range of pre-release footage -Story Mode intro, a Climax compilation and versus matches only, I will never see or read anything about cutscenes and endings before playing the full game myself. I took the story playthrough video available on Youtube and skipped countless time in order to get how much dialogue is in, even though the player didn't use a full default team.
Spoiler (Highlight to view) - -Member select when you begin a story mode run has another BGM, it's the drum intro from the April 25th Gameplay Trailer. Great choice ;) As soon as you make your team, the game cuts to the Antonov opening ceremony, then it's order select -with the ordinary player select music- and first match
-Verse is growing on me, especially his design, which I love now, but as for his fighting style, I still have a "pawn forcibly turned big shot" feeling about him, like I felt for Mukai. Even his Climax left me "meh", I think of it as a watered down version of Shun'ei's. I actually find Antonov cooler than Verse overall
-New World Order is confirmed among the alternate BGMs, and it's a new arrangement too!! You can briefly hear it in the Climax compilation video. I'm so happy the KOF14 staff showed this track some love. Now I'm curious to know what the other alt BGMs are, provided that SNK has already teased Geese Ni Katakori. I saw a "BGM 2" option in the online modes menu, you can switch between BGM modes on the fly by pressing C (Triangle), so it's more convenient than going to the option menu before playing in KOF13
-dialogue in between fights looks so scarce...given that I got careless skipping the video because I don't wanna see cutscenes in advance and the player didn't use a default team, I just spotted one dialogue, it was between match 5 and 6 if I remember well. I really was hoping to see dialogues before each match. But...
-...I peeked the bottom of the screen during endings in a Twitch stream, and they seem long. Same for most cutscenes. Guess this makes up for the lack of character specific cutscenes between fights during a single run, and I find it clever.
End of Spoiler
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Sun 14 Aug 22:26] |
PSN: DefensorVirtuoso XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(2):You have earned a Victoly" , posted Wed 17 Aug 11:22
quote: Take it with a grain of salt, but maybe some stores in Europe are already selling KOF14 EUR version. As selfish as it is, I hope somebody in my city is selling it. I won't post any kind of material before the official release FlameOfNova reported the EUR edition is being sold in Saudi Arabia. https://twitter.com/FLaMeOfNoVa/status/765299625326678020
On another note, are there rumors of netplay being awful? Given how relay servers are likely out of SNK's budget, I really don't get such a sudden turn, unless Jebailey and Antinomy only tested the online modes with players living a couple meters from them, which I find very unlikely because they're respected, knowledgeable figures in the FGC as far as I know, so they wouldn't be so enthusiastic after an online match against their neighbors.
There is not a consensus yet, I had heard both sides of the situation, at least isn't as unanimous as 13 was
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| "Re(1):Tokyo World Premiere streaming on Twitc" , posted Mon 22 Aug 05:50
quote: Sorry for double posting, but this is important to me: casual play at the Tokyo event is streaming live on the official SNK Twitch, in gorgeous 60fps. Game footage is kinda grainy, but talk segments show it's a real HD stream. Nemo's playing right now. I'd have never expected this quality from the SNK Twitch after the April 25th stream.
On a personal note, I got my HK digital copy preloaded and I'm almost done with my punish labwork in the demo -yes, I've procrastinated this stuff till the very end xD-, so all that's left to me is to wait 6PM CEST. And have a Street Smart playthrough :D I'm really, really hyped.
Quick note- a few things about game balance that was discussed in the stream.
1/ Mai has been nerfed. To what degree is uncertain but her fans are easier to jump over now, and her ground CD is negative on block.
2/ Dinosaur runs faster
3/ Talking about Andy looking strong in the game, Neo-G commented that overall, characters in the game have been balanced to be strong and he wants to see people playing them for a while before thinking about additional balance patches. However it seems that the devs will take out glitches if they see them to be problems, like the F-Shiki/Fuzzy Guard.
4/ Regarding the fuzzy guard, Neo-G said that he and Hayato Watanabe (the other game designer) had a discussion whether it should be taken out or kept in as a technique, but considering it didn't really seem to match with KOF they decided to take it out. They're taking their time to review the reason and it seems that they might also fix a few other potential issues that may be happening because of it (no details on what that means).
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New Customer | "Re(2):Tokyo World Premiere streaming on Twitc" , posted Mon 22 Aug 12:21
Yahoo! I have finally gotten whole of my Asia version yesterday!
A few things to note and share here.
1) For trophy hunters, the US version and the Asia version shares the same trophy list.
2) Though they share the same trophy list, unlocking characters and stage does not carry over. That makes sense since it's different region. How silly of me.
3) DLC code not working yet, maybe due to official release date?
4) Online mode is amazing! Great improvement from XIII. Well, there are few frames of lag, but doesn't affect the experience overall.
However, there are some 'bugs' I encounter. Using different region disc seems to cause the game to enter a black screen or hang after some matches. I hope this will be patched in future.
5) As reported by some, the story mode is great. It's trying to link all the characters together. Love the battle speech before the matches.
Micky Kusanagi, what kind of censorship are you talking about?
Professor, there's a version 1.01 for Asia, is that the nerf patch you are talking about?
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(2):Tokyo World Premiere streaming on Twitc" , posted Mon 22 Aug 15:27:
Wow, some interesting notes from both of you ^^ I'm a bit worried about those hangups, but it shouldn't be a big deal for me because I'll delete the HK digital version from my PS4 hard drive as soon as my physical copy gets delivered installed.
Censorship: it only concerns the Chinese version. There's some outfit editing for female characters, and I've also read Mai's breast jiggle has been removed. I can't seem to find KOFXIV in the Chinese PSN store, even after copy/pasting the Chinese kanji title in the search field -could it be that the Chinese version will only be sold physically?-, so I got afraid that one of the two Hong Kong versions -there are two versions in the HK store, one has English subtitles and the other has Chinese, Japanese and Korean- is the censored one for the Chinese market. (Professor beat me to the punch :D)
Anyway, it's only 9 hours to go and my hype is rising.
EDIT: 4 pages interview on Famitsu, fresh off the press
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Mon 22 Aug 15:52] |
| "Re(3):Tokyo World Premiere streaming on Twitc" , posted Mon 22 Aug 16:02
quote: Wow, some interesting notes from both of you ^^ I'm a bit worried about those hangups, but it shouldn't be a big deal for me because I'll delete the HK digital version from my PS4 hard drive as soon as my physical copy gets delivered installed.
Censorship: it only concerns the Chinese version. There's some outfit editing for female characters, and I've also read Mai's breast jiggle has been removed. I can't seem to find KOFXIV in the Chinese PSN store, even after copy/pasting the Chinese kanji title in the search field -could it be that the Chinese version will only be sold physically?-, so I got afraid that one of the two Hong Kong versions -there are two versions in the HK store, one has English subtitles and the other has Chinese, Japanese and Korean- is the censored one for the Chinese market. (Professor beat me to the punch :D)
Anyway, it's only 9 hours to go and my hype is rising.
EDIT: 4 pages interview on Famitsu, fresh off the press
Mai's Breast jiggle has been removed from the Chinese version? That's not gonna go over well.
www.art-eater.com
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| "Re(3):Tokyo World Premiere streaming on Twitc" , posted Mon 22 Aug 16:41
quote: Wow, some interesting notes from both of you ^^ I'm a bit worried about those hangups, but it shouldn't be a big deal for me because I'll delete the HK digital version from my PS4 hard drive as soon as my physical copy gets delivered installed.
Censorship: it only concerns the Chinese version. There's some outfit editing for female characters, and I've also read Mai's breast jiggle has been removed. I can't seem to find KOFXIV in the Chinese PSN store, even after copy/pasting the Chinese kanji title in the search field -could it be that the Chinese version will only be sold physically?-, so I got afraid that one of the two Hong Kong versions -there are two versions in the HK store, one has English subtitles and the other has Chinese, Japanese and Korean- is the censored one for the Chinese market. (Professor beat me to the punch :D)
Anyway, it's only 9 hours to go and my hype is rising.
EDIT: 4 pages interview on Famitsu, fresh off the press
Half the interview's been roughly translated and it's up now.. kind of. Will fix some parts. maybe/
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(6):Tokyo World Premiere streaming on Twitc" , posted Tue 23 Aug 18:22
KOF14 is getting good reviews. With mixed reception for the netcode and the usual barrage of graphics criticism -I wonder when people will understand that SNK's resources are lower than a one-man doujin developer...-, but still, they're good reviews. Most of all, I wasn't expecting the 8 from Gamespot.
Professor you're unstoppable. Since I didn't even check the long-ass Famitsu interview with Google Translate, I thought you had summarized the whole interview, but today I see a second part of the summary. Thank you a lot!! This part of your synopsis is crucial to understand how barebones SNK's resources are, they barely had the workforce needed to make KOFXIV as it is. But when you play it, you clearly feel they make up for their technological shortcomings -which they do have the guts to admit- with an insane amount of dedication. The graphics may be heavily outdated, but it's still such a finely crafted game.
Reboots? I know a lot of people may freak out if character redesigns aren't to their taste, but I really like the idea.
Ore no...kachi da!!
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| "Re(2):Re(10):Tokyo World Premiere streaming o" , posted Wed 24 Aug 16:59:
neo0r0chiaku-- Thanks for the scores list. Yuki Yagami did quite a job there summing up all the sites, links are on there too.
Toxico, Orphen-- So how are the jumps in the game? I heard that with the latest patch, they're a lot faster now compared to the beta builds.
I tried out Mai in DOA5 during lunch today-- all the Multi-Ras cabinets in Sega West Shinjuku had her available. Here's a quick roundup:
- She's completely fine-tuned to the DOA5 engine. Unlike Tekken's Akuma who played with his own systems and 2D game engine, Mai feels like just another plain character in DOA5, albeit with the ability to cancel some moves with her specials. So if you were hoping to steamroll 3D fighting game players with 2D fighting techniques, it won't be happening.
- She has four specials: Kachousen(), Ryuuenbu(), Shinobibachi(), and Kagerou no Mai().
- She can't jump by simply holding up on the controller like Akuma-- she'll just sway like the rest of the cast. Jumps are done by or
- A bunch of her command moves are throwbacks to her various NeoGeo moves. For example She has the SDM move from RB2 as a command throw. Fans can check out the moves list on TecmoKoei's official site to figure them all out.
- is punch, is kick, is feirce attack. So it's essencially the buttons in the Real Bout series. As seen in the video, her DM is the triple fan super from KOF97, followed by a Chou hissatsu Shinobibachi.
- She gets dirty but she doesn't cloth tear, very obviously.
- And no she doesn't look like Momiji in a cosplay, her face is different from the rest of the DOA cast.
- Only two colors available by default, 1P(normal) and 2P(blue). Surprisingly she already has some unlockable costumes available; I saw someone playing her with a Santa outfit. There's apparently other costumes as well. [edit] News is already out! Oops.
[this message was edited by Professor on Wed 24 Aug 19:10] |
PSN: Toxic-Baron XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(3):Re(10):Tokyo World Premiere streaming o" , posted Wed 24 Aug 17:19
quote: So how are the jumps in the game? I heard that with the latest patch, they're a lot faster now compared to the beta builds.
They feel strong with characters that have short, aggressive jumps (like Iori), but a good chunk of the cast has unnessearily floaty jumps and no command / special moves options out of it, sometimes they don't even have a cross up---- there is also that ultra terribad hit stun from air attacks.
It's related to jumps, and one of the most annoying things in this game is that close standing attacks need basically "stealing his wallet" range to come out.... so, many times you jump with a cross over, and then go for a close standing attack and gauge activation as you have been doing for like 12 years in a row, but here that will miss since the far standing punch will come out. There is also a good chunk of links that went away since you can't input a close standing move after hitting a jab (Chin's cls A -> cls C, for example).
Oh, and the "DM grab voids throw invulnerability" is obviously still there, it's very annoying if the grappler nets a hard knock down and has quick feet. I'm guessing that once people get absolutely used to it, some characters will be able to theoretically kill you by landing 5 times a DM throw without leaving room for you to input moves, like in '03.
さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 03/04/12. // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 25 as of 31/08/12
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(3):Re(10):Tokyo World Premiere streaming o" , posted Wed 24 Aug 18:03
quote:
I tried out Mai in DOA5 during lunch today-- all the Multi-Ras cabinets in Sega West Shinjuku had her available. Here's a quick roundup:
- She's completely fine-tuned to the DOA5 engine. Unlike Tekken's Akuma who played with his own systems and 2D game engine, Mai feels like just another plain character in DOA5, albeit with the ability to cancel some moves with her specials. So if you were hoping to steamroll 3D fighting game players with 2D fighting techniques, it won't be happening.
- She has four specials: Kachousen(), Ryuuenbu(), Shinobibachi(), and Kagerou no Mai().
- She can't jump by simply holding up on the controller like Akuma-- she'll just sway like the rest of the cast. Jumps are done by or
- A bunch of her command moves are throwbacks to her various NeoGeo moves. For example She has the SDM move from RB2 as a command throw. Fans can check out the moves list on TecmoKoei's official site to figure them all out.
Thanks for the info!
You might want to adjust the link to the PDF though.
IIRC, in DoA5 P+K tends to work like hard punch and K+H(hold) tends to work like hard kick, so with the button shortcuts you can use in the home versions you can essentially treat the DoA cast as 4-button characters with an additional button for active defense (Hold) an another for throws (P+H) - so depending on the animations they use for that, Mai might actually look closer to her FF2, FF3 and KoF versions.
Also, of course Kasumi gets a Kasumi Todoh outfit - and if the outfit allows her so change hairdo, if gives us something KoF never did, a choice between classic hairdo and ponytail Kasumi, which is neat.
...!!
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(1):KOFXIV World Championship" , posted Fri 26 Aug 06:00
Ish, I was thinking the same. In my opinion, the options are waiting for the patch -fingers crossed...- or limiting ourselves to party mode, but that would require a six people group, no less, no more.
As for the worldwide tournament, fantastic. I wish SNK the best bringing this competition to life.
Random thoughts after 4 days of single player -I've only completed story mode with Japan, Official, South America, Yagami, China, K' and Ikari teams, and tried all the moves of 12 teams in the order you see in the member select screen so far:
-Story mode is great, and that comes from someone who was getting a bit skeptical. Those who would rather see cinematic story telling or a visual novel -no criticism intended, I like such forms of story mode in a fighting game- will obviously disagree with me, but I really like this old school approach, feels like a time travel of sorts. How appropriate, given what the last boss seems to be all about xD Endings are good ol' SNK style and make for a sizeable amount of story content, enriched by enjoyable pre-fight dialogues. Besides, some teams have their personal variation of the pre-Verse cutscene: the core scene gets a couple team specific intermissions. I saw it with Japan, Official and China teams so far. My only complaint is that such intermissions, the post-Verse CG scene and some endings assume that your team fights Verse and wins the tournament, but I understand it's part of the old school feel, and other than that, I'm really enjoying the way the plot of this new episode gets told to us players. A long, yet pleasant grind. Gallery stuff keeps unlocking match after match, I'll take a good look at it after I complete all the teams.
-From the perspective of an utterly unskilled player like me, each character's moveset feels really fun, at least for messing around in the lab. I keep thinking "I'll test this, this and this when I focus on this character" when trying their moves. The only characters left to try for me for this brief move testing session are the bottom row -I'm repeating demo characters all over again- and the bosses.
-I didn't do thorough testing back to back between the demo and the full game, but the latter feels faster to me in both walking speed and jumping speed. El Rosa said something like "beware, jumps are crazy fast now!" on Twitter after the day one patch.
-I've been spoilered the Joe/Ramon/Robert special artwork -_- It's hilarious though xD I'll probably unlock it first, after I complete all the team and boss stories.
A silly report needs to end in a silly way, so here you are. One of his shows
Spoiler (Highlight to view) - Dines, Dives and Drive Ins
End of Spoiler
was aired a lot here and I enjoyed it a lot, so seeing this thing cracked me up.
Ore no...kachi da!!
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PSN: robotchris XBL: robotchris Wii: n/a STM: n/a CFN: n/a
| "Re(3):KOFXIV World Championship" , posted Fri 26 Aug 08:10
quote: KoF14 may not be the best playing game in the series. Someone like Toxico can articulate the difficulties better than I but right now I'm mostly frustrated that there does not appear to be taunts in the game.
KoF14 may not be the best looking game in the series either. Through the years KoF has had some rough looking releases but it's frustrating that Terry's jacket is so full of stitching and unnecessary details that he looks like he's a walking screen tear. Considering the age of the guys in charge you think they would catch those potential problems in the design phase.
Hum, I feel like some variety of degenerate/thought criminal because I've yet to buy KOF14, and I only played the demo for about 1/2 hour. In my defense I haven't gotten it since I need to pay for things like food and I've barely had time to leave the house, let alone play videogames.
I'm taking the long view here as far as KOF is concerned. My suspicion is that this is the KOFXII to KOF15's XIII. In other words, this was to get the major kinks ironed out.
I mean, I get it as far as the flaws in 14 are concerned: Nobody likes 3D as much as 2D sprites, but 2D is an incredibly costly proposition these days, at least for the amount of art needed for a game like KOF. 3D, on the other hand, is really hard to get looking nice, even with talented 3D modelers. I little bit wish that rather than trying so hard to get semi-realistic characters, they had instead gone for non-realistic styling (like cel shading or something like that), and not even to the degree of something like Xrd. It may have covered up some of the dirty laundry, so to speak.
As far as gameplay is concerned, I can only really speak to netcode, which (speaking from some recent experience) is incredibly hard to get right absent actual user activity, which you can never really duplicate until the game is out. You always think things will be fine, until thousands of users are hitting the servers, at which point you cross your fingers.
I'm just happy that SNK made a thing, and that they've gotten real, actual coverage on non-FGC sites, and that said coverage has been generally good.
Anyway! That's all I really have to contribute.
PS: I promise I'll get KOF as soon as I have some money/time.
You have to carefully reproduce the world of "Castlevania" in the solemn atmosphere.
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(4):Re(10):KOFXIV World Championship" , posted Mon 29 Aug 17:35
quote: Kofoguz: in my opinion, it's either as you say or
More plausible theory I admit.
I'm still pretty unsure about Kukri, but one thepry that comes to mind is
Spoiler (Highlight to view) - he's sort of a merge remnant of the result of Saiki assimilating Mukai near the end of XIII - the sand powers could be a weakened version of Mukai's stone-based abilities (not to mention his skin being unnaturally dark would help explain why Kukri's base is never clearly visible - on the other hand, there's that blurred portait from the artbook that's been floating around Twitter...), while the tendency to treat everyone like shit seems to fit Saiki, while working with some lingering bitterness Mukai may have of how things have worked out for him, yet the willingness to work with Elisabeth may play to Mukai's more benevolent traits.
At the same time, I wonder if Xanadu will play a relevant role in things to come, as despite his presentation, most things he says actually make some sense in the game story's context - he seems quite likely to be ignored on account of how he presents himself, but I could see him willingly aligning himself with whatever force turns out to be behind this story arc.
I also wonder if the mysterious strangers team or Hein, Kukri and Luong are actually working together in some capacity, each getting close to someone with interesting ties in the wider KoF setting: Hein with Geese, to whom practically all South Town characters are bound in some way, Luong with Kim, whose legacy is all over the SNK universe (South Town games, his counterparts in Kizuna Encouter, Samurai Shodown Sen and Buriki One, not to mention his stae cameo in SS2), and Kukri more directly involved with KoF itself through Antonov and Elisabeth.
I'm yet to finish the game with all the teams, but the ones with distinct pre-boss sequences are Nako's (mentions the disturbed timeline thing), Kukri's (reveals he was actually planning/waiting for the Verse incident), Shun'ei's (power affinities with Verse) and Kyo's (who as traditional protagonist, simply enables the previously mentioned teams to appear in his team's story mode to encourage players to play through with them).
I've got a light suspicion that the boss for XV might be a "blue Verse" to match Shun'ei's other giant hand, the one with the long nails - that may be related to the issue of symmetry brought up in his ending and apparently some Xanady dialog, but we'll have to wait and see...
End of Spoiler
...!!
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PSN: Gojira_X XBL: Gojiraaa Wii: n/a STM: n/a CFN: Gojira
| "Re(6):Re(10):KOFXIV World Championship" , posted Tue 30 Aug 04:26
Since I have yet to weigh in, I'll drop some random thoughts:
I haven't played online yet. Part of that is because I am taking an inordinate amount of time to get acclimated to the timing and movements in KoF again, and part of that is because I'm waiting for the patch. I don't think the patch is going to change that much though. I hope people aren't expecting the world from it.
So instead of that I've just been going to town on story, trials and offline vs, which have enough content to keep me busy. Favorite dialogues: Billy vs. Joe (right to the point), Zarina vs. Nakoruru (fly away Coco!), Dinosaur vs. Terry (KORAAAAA~)! I kind of wish there were more dialogues than just around 3 per character, but then I guess I've been spoiled by XIII and SvC Chaos having dialogues for everyone when they don't have anywhere near 50 characters.
I feel bad because the interesting characters I wanted to main like Nelson and Mian I had to put aside in favor of characters with actual range and less complication, like Heart and Meitenkun. When I get used to the game I might switch back, but like a lot of KoFs the execution is extremely tight. In the end tight execution suits me just fine though, after a game like SFV where trying to walk back and anti-air button can lead to me doing qcb+button on accident even if I delay the button press as long as possible. Huge input buffers are just evil.
I do wish the game would take it easy on people like me who can't bemani three different rapid button combinations within 10 frames to pull off advanced cancels. Dinosaur's one advanced cancel trial is clearly a 1-frame link since if you're too early it misses and if you're too late it doesn't combo and ugh finger cramps.
However at least the trials in general aren't as spirit-crushing as XIII's. I noped out of so many of those just because there was no way I could possibly remember any of them while I was trying to do them. But XIV's are easy, almost TOO easy in some cases. And then you get that one gatekeeper trial that takes you almost an hour to figure out. (Or in Angel's case, you have to learn the entire character before you can even start her trials)
quote: 10 wins in a row is just TOO MUCH for a game where people can lag switch, rag quit, lag in general or whatever the case may be.
The 10 winstreak trophy can be unlocked in Vs mode offline. I accidentally got it while looking for special BGMs.
Speaking of trophies though, apparently the "complete story with all teams" trophy is bugged. Several people including Toxico and me are finding that it doesn't unlock when it should.
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(1):The strongest character in SNK is Mamah" , posted Tue 30 Aug 17:44
quote: Apparently Mamahaha is invincible in KOFXIV.
As a projectile she comes out even when Nakororu is hit. Unlike a fireball, you can't actually interrupt the move once it's started, so she's good for stopping combos in their tracks. Also apparently she can negate other projectiles, not just stop them, but go through them, even supers and she is not reflectable.
She may be the strongest character in SNK's pantheon!
I don't actually understand this game's mechanics well enough to know if this is broken or not, but I am greatly amused that there's basically an entire Twitter account dedicated to how overpowered she is.
Looks like instead of recruiting Mui Mui and Love Heart, Nakoruru should have just got Mahamaha some breeding partners and use her unspoken spacetime travel techniques to wait until Mahamaha's extended family becomes an invencible army to curbstomp the final boss with.
Finished Geese's team story yesterday
Spoiler (Highlight to view) - and apparently the new KoF story with the revival of the dead is related to the Jin scrolls from Fatal Fury - unless the translation or my interpretation is twisted, he mentions the scrolls actually mention Verse. That's one way to try and give closure to that plot point... and/or maybe to Garou's, since it's viable to have Rock in KoF, and current circumstances would allow Rock's mother to be brought back, making Kain's claims true despite past events...
End of Spoiler
...!!
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| "Re(3):Re(10):Media Create Sales...and patch i" , posted Sun 4 Sep 03:17:
Orphen, Micky, Loona-- It was interesting matches! Good games.
So a few things about the netcode--
Overall it's a lot better than KOF13. unless the connection is really horrendous the game moves smoothly and with minimum lag. Of course playing with people in Europe has some input delays which makes some things hard including combos, but that's obviously expected. It's still a lot lot better than SFV, surprisingly.
The lag though of course vastly differs between players. For instance with Gunsmith in France, the matches were smooth and had about only the same input lag as a local Tokyo-to-Tokyo match back with KOF13. And I've played him in both KOF13 and Xrd to know that our lag is typically really horrendous. KOF14's netcode does a pretty damn good job.
With Orphen, our KOF13 matches used to be utterly unplayable. With KOF14 it's smooth as butter. It wouldn't be surprising if we had some input lag given our distance, but it's nothing that's offsetted combo timings.
When the lag is bad things can get ugly of course, like the screen would start to move slow and turn into a slideshow and canceling will become really hard-- I initially thought that the lag ate inputs, but that wasn't the case. It just becomes hard to match the cancel timings.
One gripe, when there's desynching and the match ends, one of the players will get a frozen screen, Hopefully this will be fixed and make both sides return to the lobby in future patches.
[this message was edited by Professor on Sun 4 Sep 03:21] |
Rare Customer | "Re(4):Re(10):Media Create Sales...and patch i" , posted Sun 4 Sep 15:23
quote: Orphen, Micky, Loona-- It was interesting matches! Good games.
So a few things about the netcode--
Overall it's a lot better than KOF13. unless the connection is really horrendous the game moves smoothly and with minimum lag. Of course playing with people in Europe has some input delays which makes some things hard including combos, but that's obviously expected. It's still a lot lot better than SFV, surprisingly.
The lag though of course vastly differs between players. For instance with Gunsmith in France, the matches were smooth and had about only the same input lag as a local Tokyo-to-Tokyo match back with KOF13. And I've played him in both KOF13 and Xrd to know that our lag is typically really horrendous. KOF14's netcode does a pretty damn good job.
With Orphen, our KOF13 matches used to be utterly unplayable. With KOF14 it's smooth as butter. It wouldn't be surprising if we had some input lag given our distance, but it's nothing that's offsetted combo timings.
When the lag is bad things can get ugly of course, like the screen would start to move slow and turn into a slideshow and canceling will become really hard-- I initially thought that the lag ate inputs, but that wasn't the case. It just becomes hard to match the cancel timings.
One gripe, when there's desynching and the match ends, one of the players will get a frozen screen, Hopefully this will be fixed and make both sides return to the lobby in future patches.
Good games guys!
Btw does anyone knows how to unlock Artwork 008 for gallery? I did it with Mask team, but didn't unlock anything.
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(5):Re(10):Media Create Sales...and patch i" , posted Sun 4 Sep 18:24
OK, I'm in for a slightly more detailed report on yesterday's gathering.
Playing vs. Professor was a pain just as I expected, slow motion a go-go. I don't know if he gave me some advantage xD or our connections got slightly better, but I managed to nail some hops and some cancels vs. him in our later matches. His King is as devastating as the steamroller Dio Brando throws on Jotaro, except Prof actually wins matches. During what was gonna be my last match in the room, the game froze on me, as Professor said: black screen and "online lights" moving continuously. I really hope SNK fixes this as soon as they can.
VS. Loona, on the other hand, matches were so smooth they were close to an offline experience. That means I should have a blast playing other European players with my current 25ms connection. I really like his Mai.
I didn't have a chance to play vs. Orphen -I bet it would get almost as slowmo as with Prof xD-, but I enjoyed watching his Terry in the first match I saw after joining the room.
It was a fun session ^^
Ore no...kachi da!!
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Rare Customer | "Re(6):Re(10):Media Create Sales...and patch i" , posted Sun 4 Sep 18:45
quote: OK, I'm in for a slightly more detailed report on yesterday's gathering.
Playing vs. Professor was a pain just as I expected, slow motion a go-go. I don't know if he gave me some advantage xD or our connections got slightly better, but I managed to nail some hops and some cancels vs. him in our later matches. His King is as devastating as the steamroller Dio Brando throws on Jotaro, except Prof actually wins matches. During what was gonna be my last match in the room, the game froze on me, as Professor said: black screen and "online lights" moving continuously. I really hope SNK fixes this as soon as they can.
VS. Loona, on the other hand, matches were so smooth they were close to an offline experience. That means I should have a blast playing other European players with my current 25ms connection. I really like his Mai.
I didn't have a chance to play vs. Orphen -I bet it would get almost as slowmo as with Prof xD-, but I enjoyed watching his Terry in the first match I saw after joining the room.
It was a fun session ^^
Thanks Micky! By the way are you from Hong Kong? If yes, the online should be ok. I played with quite a few HK players and the speed was decent.
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(4):Re(10):Media Create Sales...and patch i" , posted Mon 5 Sep 19:06
Good times were had on Saturday, and it was also my first real major experience with the game's netcode, since whenever I search for stuff like Party mode rooms they all seem to be based on Japan and the US (and this is probably why European special preorder editions didn't get nice bonuses like artbooks - there are some pretty devoted fans, but the critical mass seems to be lacking, or they just connect to other continents to play). Still, while the connections to Asia weren't always super fluid they were still quite manageable and my execution failures were no greater than they already are offline. The matches with Micky played out pretty well, so within the same continent things seem to go well - I may need to get in the habit of creating my own room for online play once I'm done with all offline unlockables. I really need to settle on a handful of characters instead of switching all the time for the sake of experimentation to try and make the most of each match.
Since I mentioned unlockables above, in the Sound section the track above Verse's stage still appears empty for me for some reason, although I've finished the game with every established team, bosses and NESTS girls. Given the order of placements, it would make sense for that to be Antonov's track, but that actually appears after Verse's, oddly...
...!!
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| "Re(5):Re(10):Media Create Sales...and patch i" , posted Mon 5 Sep 23:46
quote: Since I mentioned unlockables above, in the Sound section the track above Verse's stage still appears empty for me for some reason, although I've finished the game with every established team, bosses and NESTS girls. Given the order of placements, it would make sense for that to be Antonov's track, but that actually appears after Verse's, oddly...
That'll be "I'm the King Of Fighters Type-1", which should be the tune that plays when you're doing versus on Antonov's stage without him in the teams.
quote: Ah, I'd like to give a warning to those who use out-of-region PSN accounts: region assignment looks forced based on your account's country, so for example I'm listed as Japanese in my online profile. Is there an option for changing your region in KOF14? If there's one, I couldn't find it.
You might be able to set it through languages but otherwise it should be psn-account specific.
Btw that reminds me, for those who want friends to send invites in the future, it might good idea to keep your login status visible in the friends list as there's no way of otherwise telling if you're online or not.
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PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(6):Re(10):Media Create Sales...and patch i" , posted Tue 6 Sep 17:03:
quote: You might be able to set it through languages but otherwise it should be psn-account specific.
Btw that reminds me, for those who want friends to send invites in the future, it might good idea to keep your login status visible in the friends list as there's no way of otherwise telling if you're online or not.
As for my status, OK, I'll set it online any time I'm willing to get invitations ^^
Do you mean language in the game options? I have it set to English since I first booted my JP copy -system language in my console is set to English-, so I'm afraid I'm stuck on JPN. I'll mess around with any possible settings anyway, thank you ^^
I'm afraid this country thing affects the connection quality icon: each time I played with Loona, I was reported as 1 bar and Loona had 4 bars O_O I set my PS4 in DMZ in my router's settings because room search results in KOF14 were abysmal most of the time, even after opening countless ports as seen in multiple PS4 networking guides. Besides, I always disconnect my computer's Ethernet cable from my router before playing online. Still, it looks like connection icons still get messed up.
As a side note, do you remember Amazon Japan had KOFXIV as not shipping to Italy? Well, the soundtrack is another story, I preordered it a week ago and my preorder was accepted without a hitch. I couldn't enable a Prime trial on checkout though...maybe Prime for Amazon JP doesn't apply for overseas customers.
EDIT: the winner of the French tournament Return of the KOF to be held this weekend will win this gorgeous artwork by Ogura. When's a full manga drawn by him? Not necessarily SNK related, anything will do as long as he draws it.
EDIT 2: I edited my languages in my PSN account stating those I actually know in order -Italian first, then English (US) and Spanish (Latin America), but my KOFXIV profile still says region=JPN.
Ore no...kachi da!!
[this message was edited by Micky Kusanagi on Fri 9 Sep 01:19] |
PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(3):EVO Japan & SNK Panel" , posted Fri 16 Sep 19:11
Thanks for the translated info Professor - great stuff in there! (you might want to adjust a few typos like "devlopers" though)
In other SNK news:
* Tencent's King of Glory (?) adds Ukyo Tachibana to its cast - it apparently already had Mai and Nakoruru
* There's a Lore in a Minute episode about KoF, supposedly about the Orochi saga since no way the whole thing would fit in a minute, but it barely leads up to the 97 events without covering them - still nice that it exists, but it bothers me that they called Goeniz "Leopold", since I recall no actual official source using that name
* on the topic of videos atypically covering SNK stuff, Death Battle is having a Ken/Terry match - the only other SNK character they've ever covered was Mai, who beat Chun-Li then, and I think Terry's got enough feats to pull this off, especially with beating Geese twice, driving Kruaser to suicide, and causing inadequacy issues in his ninja brother that make him neglect Mai in favor of training. Regardless of result, I want to see a missed Shoryuken punished with a pretty little Tripple Geyser juggle.
* 4chan's Video Game Generals (/vg/) section now has an SNK general topic, separate from the recurring fighting game general topics usually in that section - there have been some interesting KoF/SNK topics on /v/ recently, so it's nice to see their audience find a new "home".
...!!
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PSN: n/a XBL: IAMDC1 Wii: n/a STM: dc202styles CFN: n/a
| "Re(5):Neo-Geo games for PS4 Arcade Archives" , posted Tue 4 Oct 22:27:
quote: Yes, it's most certainly the reason the previous collection got delisted. Ishmael, I don't think SNK actually goes as far as thinking about the catalogue or takes the time to have an opinion on League Bowling. They just let each aggregator (D4E, M2, now Hamster) choose what they want to release. That doesnt sound hopeful at all. When they have lots of games people are waiting for them to be ported, they(or the companies they give licence in thus case) go for the same old same old ones. I hope it wouldnt take forever to bring some cult classics to Steam and PS4/Xbone/NX:/ Though only thing that gives hope is LB2, MotW on PS4 and random output of Shock Troopers 2 port on Steam/. I hope they dont forget KoFXI, NGBC and dare I say SVC Chaos. Unfortunately they're stupidly slow with (new game) announcements. *Sigh*
It sucks but that is how the market is. The same old old ones will be the ones that will make some kind of pennies. As you and others mentioned, I would love for them to port those rare and hard to find games like Sengoku 3, Matrimelee, Rage of the Dragons, Prehistoric isle 2, Quiz of Fighters, Nightmare in the Dark, Strikers 1945 plus, and so on. Other than us, who else would buy it?
Did anyone buy or like KOF NeoWave?
Also, anyone have the latest updates of total sales for KOF XIV?
Long Live I AM!
[this message was edited by neo0r0chiaku on Tue 4 Oct 22:28] |
PSN: MickyKusanagi XBL: n/a Wii: n/a STM: n/a CFN: MickyKusanagi
| "Re(6):Neo-Geo games for PS4 Arcade Archives" , posted Wed 5 Oct 14:22
Eh, sad truth, we few players who would like to see less known games get some love are always getting disappointed. Sengoku 2001 for example is a great game, you may argue the regular enemy cast is a little too small -I remember recolors don't have significant unique skills, whlist Turtles In Time gives each Foot Soldier color his unique weapon, which keeps things fresh in my book-, but it plays so smooth with a fun combo/chain system and a good number of player characters, great graphics, great music, decent story telling for a strictly arcade game -oh well SNK has always been pro at it-, I'd buy a digital-only console port for sure, provided that it has online 2P.
NeoWave? I kinda like it. I take it as an experiment to get confident with the then newly adopted Atomiswave hardware making some extra cash in the process. It has a weirdly fascinating oddball factor IMO, mostly thanks to Nakano's artwork and its soundtrack, which is so unfitting for a KOF game -except Geese's song, which I actually find fitting- I've come to like it not only in its own right, but in the game context as well. Being able to mess around with 3 systems is also fun for me.
Ore no...kachi da!!
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| "Re(7):KOF 14 Patch to be released this aftern" , posted Wed 19 Oct 16:17
quote: Patch is crap. Most of the changes are totally irrelevant. K', Mature, Robert & Nakoruru got nerfed hard, buy they are probably still going to be among the best chars since their mobility and ability to hit confirm is pretty much the same.
- Most of the command input bugs are still there or got changed and not in a good way. - Hit boxes are still the worst they have ever been, same for hit confirms. - New bugs got introduced (for example, for many normals with new hitbox; using direction + button nets you the old hitbox). - Most of the characters that needed that extra something to be interesting (like 3/5ths of the cast) got basically nothing at all (many got nerfed even). - Random Select still doesn't random select when it should.
BTW, since a big chunk of the weird jumping throws got patched, now King of Dinosaurs is the only idiot in this whole big blue planet whose command throw can be dodged by ducking..... Congratulations?
Between what you just wrote and what Prof wrote... ... what's going on in this town?
Is there some amazingly hilarious low-level meta where those characters just NEED to be nerfed? Is there at all a good reason why some of the normals are so screwed up?
Did they just want to take alternate guard to the next level with KoD and make it so that mashing crouch would outright lottery chance the possibility of evading the command throw? (they probably didn't, that just sounds like a bug unless there is a really compelling reason why somebody needs a crouchable throw.... actually, there is a precedent for that: in the blessed HnK fighting game, every character in the game has an untechable grab that can be crouched except Toki, because in their infinite wisdom they anticipated that a character that it actually pays to block high against by default didn't need the one tool designed to mix it up against people that block high all the time)
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PSN: IkariLoona XBL: n/a Wii: n/a STM: n/a CFN: n/a
| "Re(10):KOF 14 Patch to be released this after" , posted Mon 24 Oct 06:16
Since Sister Quest is, or was, one of those SNK IPs that remained in the Asia-only domain of pachislot and mobile, I never got too acquainted with it, but this is intriguing - there's a new trailer about it which could be for an anime for all I know, but it's associated with a company with "777" in its Twitter account name, so it's probably something in the pachislot domain. More intriguing,SNK Playmore isn't mentioned at all in the brief legal/rights line these things tend to have, and SQ is also absent from SNK's licensing page - maybe they sold the IP? This would be less of an issue if Sky Love, Love Heart's source series, didn't also get a mention in that video, which makes me wonder if the character's return is compromised for future KoFs... On the other hand, with an arcade release for XIV on the way which should include Love Heart, maybe that's not that big of an issue, but Sky Love's also absent from the licensing page...
...!!
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| "Fun" , posted Mon 31 Oct 19:28
At this stage since all hope is lost regarding high leve competitive play, why don't they just keep the game fun and make more characters broken, Hokuto/Basara-style?
It seems a lot of casual players, by which I mean players with a decent grasp of fighting games and renewed interest in the genre following the SF4 boom, but no skill/time/patience to actually get competitive, enjoy this game more than SF5 (maybe for "bad" reasons i.e. specifically in reaction to SF5, but, eh). So why not please them by giving more combo opportunities? I probably played KOF'98 the most because everyone insisted on playing that game for competitive purpose between 1998 and 2005-ish when I was more seriously into fighting games, but the most fun I've had with KOF was KOF2000 because it was just so damn hilarious to abuse the broken Strikers system among Neo Geo friends.
Speaking of fun games, once again thanks to Shmuplations' effort, this is a truly great interview about the first Real Bout, tip-toeing on the issues of FF3 and laying out the game design philosophy* for the entire trilogy.
Même Narumi est épatée !
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| "Re(1):Fun" , posted Mon 31 Oct 21:00:
quote: enjoy this game more than SF5 (maybe for "bad" reasons i.e. specifically in reaction to SF5, but, eh). So why not please them by giving more combo opportunities?
With the previous patch, the game got better balanced but it's in a weird state where there's a bunch of not-too-broken top tiers and a bunch of low tier characters. It's become pretty mild compared to before. Also, whether casual players prefer broken games compared to high-level players is extremely debatable given that many high-level players tend to love broken characters.
High-level competitive play is actually around for KOF14, but it just doesn't get too much visibility for various reasons. The high-level players aren't well known in general outside of the KOF scene to begin with, especially since they can't get sponsorship in the same way that SF players get. So Xiaohai and Dakou from China are about the only players that are seen traveling around and playing matches (and yes they've been slaughtering everyone in NA).
The reason why a lot of non-professional players might prefer KOF (or any other title, say Xrd or BB) over SFV isn't because they're broken, but probably because of the freedom in the games. Also, nothing is holding them back from switching from one game to another. If you're pro though, you need to play SFV.
[this message was edited by Professor on Mon 31 Oct 21:57] |
| "Re(2):Fun" , posted Tue 1 Nov 02:52
"Non-professional players" is such a diverse category that I think it's hard to pin down without some segmentation. I mean, I'm definitely in that category, but my understanding and level of play is way way above some of my other friends who fall into that category. Among my much more casual friends, all of the technical business of links and chains and cancels are a mystery, and I think that they wouldn't give KOF14 the time of day because of how it looks. The whole "brokenness" element expressed in MAX mode is not a plus for them at all because they will never invest the time into learning how to use it, and it will likely be a negative for them when somebody uses it on them.
On the other hand, the ease of MvC3, how good it looks, the characters it features, being able to make a team that fights together... all of that appeals to them. Sure they can barely string together an ABCS jc ABC combo, but they have fun playing it.
Just like in the 90's heydey of fighting games, if your game doesn't look good from either/both a technical and artistic standpoint, it won't get a lot of play from these casual casual players. It's pretty hard to get them to buy revisions, too; a lot of them are barely aware of that, and don't feel really inclined to go out and buy a new game for something they feel they already have bought. I would think that this mentality is further reinforced by the well-supported online PC games which receive regular revisions at no further cost: LoL gets enormous gameplay updates, like, ST-level updates, annually for free. Whenever CSGO adds a new gun, you don't need to buy a DLC in order to use it. Whenever DOTA revamps a character completely or changes the map, it's also free. etc.
SFV is about the right level of easy for me. In fact, going between it and SF4 makes SF4 feel really fast, which is really funny considering how I thought it was kinda slow and eh back when it was new.
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| "Re(3):Fun" , posted Tue 1 Nov 03:38
quote: "Non-professional players" is such a diverse category that I think it's hard to pin down without some segmentation. I mean, I'm definitely in that category, but my understanding and level of play is way way above some of my other friends who fall into that category. Among my much more casual friends, all of the technical business of links and chains and cancels are a mystery, and I think that they wouldn't give KOF14 the time of day because of how it looks. The whole "brokenness" element expressed in MAX mode is not a plus for them at all because they will never invest the time into learning how to use it, and it will likely be a negative for them when somebody uses it on them.
... Hmm, I am kinda confused. You seem to be talking about a group of people who are not playing KOF but could be playing KOF but will not be playing KOF into a theoretical discussion about what constitutes "non-professional players" and which game might attract the most people. I am not denying a potential MVC4 would theoretically attract more people; but that's not what I am arguing.
I am talking about the current user base for KOF. From my experience, whether I look at my colleagues at work or my acquaintances back in France, most of the people around me who have bought and are enjoying KOF14 are not the most hardcore/competitive fighting game players (who are all still playing SF5 whether they actually like the game or not), but rather fighting game enthusiasts who have a good understanding of competitive playing but are not good enough to play at a competitive level, and have some nostalgia for KOF which they probably originally played via the PS and Saturn ports rather than the Neo Geo. The kind of people who will enjoy playing fighting games online and trying challenges, and will even follow tier lists and watch the major tournaments (namely Evo and maybe something like Topanga), but will not invest enough time and effort to play every day.
Typically the profile of players who felt burnt with SF5 and kept complaining about the lack of offline features or about how their favorite character in SF4 was either not in SF5, or didn't play the same way in SF5, because it was one of the rare times they actually invested some effort/time to develop skill in a fighting game and felt "character investment withdrawal" for the very first time.
For these players, KOF14 felt right. There was a lot of characters from the get go, it was easy to do some flashy stuff, and the moves were close enough to the ones they remembered from 18 years ago. I've never heard the criticism from their side that the game system was broken. In fact, I had to tell them what Prof or Toxico reported here to get them looking into the issues of the game.
So, for this kind of user, I see no benefit to nerf characters or balance the game. They want to feel cool, so having bonkers Mamahaha is a good thing. I can see how top level players also love god tier characters, but at lease they should logically want the priority given to competitive balance and a variety of valid teams.
Since, by all reliable accounts, it seems SNK is incapable of doing the right changes to please the competitive crowd, my point is they should rather at this stage be careful not to alienate the larger user base they managed to bring into this game.
Même Narumi est épatée !
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| "Re(4):Fun" , posted Tue 1 Nov 08:39:
Ah I see what sort of player range you're talking about, and I certainly do see your point. Personally I would've loved it if they added in more broken things to other characters to balance out the game rather than to nurf things overall, leave aside some that were a bit too abusive. That was the general direction that KOF13 went, but I have doubts whether the KOF14 dev team could've done that without utterly destroying the game. Whoever's in charge of the game balance simply doesn't seem to understand the characters.
On the other hand though, I don't think the nerfs really effected the aforementioned player range given that the flashier stuff in the game are generally either 1/not effected with the nerf or 2/required a decent level of skill to pull off. Nakoruru's Hawk was strong but it wasn't really something flashy as much as it was a practical move. Leave aside her and Love Heart (a character that hasn't been discussed), the nerfs were mostly stuff that you won't notice unless you regularly play fighting games to a certain degree. If you do though, they'd make a huge difference.
On a side note, I'm not sure if I'd say the KOFXIV's game system is broken in terms of game balance. The Maxmode system can deal quite a bit of damage but it's not too different from KOF13, and moreso some of the characters really need the system in order to pressure the opponent.
However the game itself is sort of glitchy-- it has "X-Axis problems" that makes hit detections really wonky and makes some situations extremely awkward for both players, which is probably the bigger problem that many players are complaining about (it gives advantage to some characters too, but that's something by design). The X-axis issue is deep-rooted into the game's core system and I don't think it can be easily fixed; probably better to just wait for the next game.
[this message was edited by Professor on Tue 1 Nov 11:11] |
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