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King of Fighters XIV trailer #1, #2

Btw guys, there will be a Famitsu stream of the new build tomorrow on Niconico.

The day after will have the game as part of the official line up of the KVO x TSB tournament in Japan. Seems there are two pools (A and B) with 62 players each for XIV.

King Dino looks quite fun. And Luong just exudes so much style, even in the hands who don't know exactly what to do with her!

Yeah I'm Oswald levels of in love at first sight with her stylishness.

They did a great job animating her.
 
They will probably use SNK's IPs to push Chinese animation etc. internationally.

I'm just glad that they let Japan continue to handle the games.
 
I just find it cool a new animation is being made at all. If it can be decent at least, I'm not too bothered by who'se making it.

It's just a single series. And it doesn't keep others from being made later. Starting to push the brand with something a bit safer and easier to make isn't a bad deal at all.

I really like that SNK has long-term goals in mind. They're not just putting all their eggs in one basket, like they've generally been doing most of the 2000s.
 
https://m.facebook.com/story.php?story_fbid=10154898765464546&id=310748484545

KOF 00 ps2 trophies discovered for PS4. It might drop before Last Blade 2.

I like how all thr trophies have pretty run-of-the-mill descriptions except one:

Double Date Night: “Well, I was thinking we could all get together and enter a bare-knuckle fighting tournament. Or there’s always bowling.”

Personally, I like when devs have a little fun with their trophy names/descriptions. But unless you're a KOF fan, how are you going to know who are the couples you can pair up?
 
Vanessa, Blue Mary, and Yamazaki for DLC would make this game perfect for me.

Angel and Luong will have to do for now, but don't leave me hanging, guys.
 
So i played KoF XIII today and tried to do some Terry trials, fuck i hope XIV isnt as rediculous with the amount of execution.

A lot of the execution hurdles in 13 involve the Drive Cancels and HD Cancels (cancelling a special into a special). You can't cancel a special into a special in 14.

You can still cancel a special into a super though. If you can do that you'll be good. If not, at least you won't have to learn how to do mutiple consecutive cancels like in 13.
 
K8uPE9g.jpg


Didn't notice this before but you can see Mars People in the top-right corner.

Thought that was someone from Dragon Ball Super
 
A lot of the execution hurdles in 13 involve the Drive Cancels and HD Cancels (cancelling a special into a special). You can't cancel a special into a special in 14.

You can still cancel a special into a super though. If you can do that you'll be good. If not, at least you won't have to learn how to do mutiple consecutive cancels like in 13.
The one character i consistently play is terry and i have a shit load of trouble cancelling rising tackle into supers
 
The one character i consistently play is terry and i have a shit load of trouble cancelling rising tackle into supers

You don't need that with Terry in XIII.

The best thing to drive cancel the Rising Tackle into is his D Crash Shoot. Then juggle with EX Power Geyser. That's almost 50% damage off of an invincible reversal.

if you really want to super cancel the tackle then use a short cut. Instead of doing down then up for the tackle do down and then do half a circle upwards to do the tackle, then just input QCF for the super. This way you divide the motion into two pieces. It's hard to do otherwise even for experienced players.

Also don't forget to hold the attack button down after doing a motion, this acts us a buffer and increases your chances of doing a move or cancel by a lot.
 
You don't need that with Terry in XIII.

The best thing to drive cancel the Rising Tackle into is his D Crash Shoot. Then juggle with EX Power Geyser. That's almost 50% damage off of an invincible reversal.

if you really want to super cancel the tackle then use a short cut. Instead of doing down then up for the tackle do down and then do half a circle upwards to do the tackle, then just input QCF for the super. This way you divide the motion into two pieces. It's hard to do otherwise even for experienced players.

Also don't forget to hold the attack button down after doing a motion, this acts us a buffer and increases your chances of doing a move or cancel by a lot.
I was trying that for his trials but they just wouldnt work man, like i have a harder time doing combos in XIII than i do in any anime fighter
Also i was just doing the trials, in fighting games i try to do the least amount of combo to do the most damage
 
I was trying that for his trials but they just wouldnt work man, like i have a harder time doing combos in XIII than i do in any anime fighter
Also i was just doing the trials, in fighting games i try to do the least amount of combo to do the most damage

Forget those trials, they aren't practical. Even tournament level players have problems with them.

Combos that you would use in actual matches with Terry are fairly easy and do great damage for little effort. Look up his BnBs online.

Heck, standing HP into EX Power Geyser alone does over 40% damage.
 
I was trying that for his trials but they just wouldnt work man, like i have a harder time doing combos in XIII than i do in any anime fighter
Also i was just doing the trials, in fighting games i try to do the least amount of combo to do the most damage

Don't worry too much about the XIII trials - they're more like high-level katas that demonstrate some interesting possibilities, but the combos themselves are rarely practical.
 
Don't worry too much about the XIII trials - they're more like high-level katas that demonstrate some interesting possibilities, but the combos themselves are rarely practical.

Which makes me hope the Missions in KOFXIV are more of the practical variety.

I didn't care for the high execution barrier of some of the XIII Trial Stuff, so I'm hoping that XIV's Missions focuses more on things a player would actually utilize in a match.
 
That Saxophone part in trailer #1 is so good ;__; I really hope this game comes with a CD for all the tracks like 13
 
That Saxophone part in trailer #1 is so good ;__; I really hope this game comes with a CD for all the tracks like 13

Yeah that's probably Iori's theme.

Arashi No. Saxophone 6 is likely to be the name of the track. As the previous tracks were the same name but just different numbers at the end. Generally these tracks are heavy on the Bass and Saxophone combo.

#2 and #3 are probably my favorite variations of this theme. (be sure to check out the links and give them a listen)

The newest one so far seems to up there from what I heard as well. I'm looking forward to hearing the entire song.

I'd say 96 through 98 were probably the highest point for SNK's Arranged Soundtracks in my opinion. I don't know the name of the artists, I do know it's supposedly a group of 30 or so members labeled under the "SNK Sound Team"

In fact it kind of reminds me of how Konami used to have an in-house group of musicians called the KKC (Konami Kukeiha Club) that also did various real instrument arrange albums.

Good to see the SNK Sound Team is still at it after all these years.
 
KoF always had "Strike a pose!" freezes before DMs, the fact they're in 3D doesn't really change that they feel like a KoF (Or heck, even Samurai Shodown or Fatal Fury) dramatic staple.

It's nice to see them get to use traditional freeze from DMs, something slightly more cinematic for EX DMs, and then the most cinematic (but generally pretty short and to the point) for Climax DMs. It's a good mix and variety, and does a good job at illustrating the perceived impact from each action.
 
Is anyone else getting tired of seeing the SF4 cinematic ultra freeze in everything?

I don't see it being any different then the Super Pause of previous 2D KOF installments, in which the screen went black for a split second before the super came out. The action still stopped for that split second to signify an SDM execution.

I think the biggest difference between SF4 Ultras and KOF SDM attacks is the uninterruptible usage of canned animations. Normally in SF4 when an Ultra started even depending another attack on screen could ignore it's priority and no traded hits occurring. For example you couldn't use an Ultra against an Ultra in SF4 and both attacks trading beyond the canned animation trigger.

As opposed to something like Billy Kane's Chō Kaen Senpūkon (Flaming Staff Twirl) being completely overridden with Terry doing a Power Geyser before the Flame Wheel projectile came out in KOF98 for example.
 
I don't see it being any different then the Super Pause of previous 2D KOF installments, in which the screen went black for a split second before the super came out. The action still stopped for that split second to signify an SDM execution.

I think the biggest difference between SF4 Ultras and KOF SDM attacks is the uninterruptible usage of canned animations. Normally in SF4 when an Ultra started even depending another attack on screen could ignore it's priority and no traded hits occurring. For example you couldn't use an Ultra against an Ultra in SF4 and both attacks trading beyond the canned animation trigger.

As opposed to something like Billy Kane's Chō Kaen Senpūkon (Flaming Staff Twirl) being completely overridden with Terry doing a Power Geyser before the Flame Wheel projectile came out in KOF98 for example.
I'm just sick of seeing the camera zooming on a character brushing their hair mid-combo.
 
Gatoray Uploaded the Famitsu Stream to YouTube already: https://www.youtube.com/watch?v=s-9_F1BStGY



Yup, agreed. I love in-house bands for game companies... just a few years back, my brother and I noticed we passed up a $5 or so KKC disk at our local anime con since we didn't recognize it on sight, lol.

Falcom JDK, KKC, and SNK Sound Team.

All of them make fantastic stuff.

I wonder if GAF would be receptive of a thread that discusses differences between in-house bands compared to contracted artists composing an entire soundtrack. Like JDK as opposed to Uematsu for example. Think anyone would be interested in that?

Might make for a good topic, but I don't have time to write it up since I have a doctor's appointment, I'll probably create the thread when I get back.
 
I'm just sick of seeing the camera zooming on a character brushing their hair mid-combo.

So you've been watching a lot of Guile? XD It's not too different than watching a live action character re-compose themselves and spit out blood, or fix their clothes before really laying into an opponent. It's just part of the language of game fighting... it adds personality.

Falcom JDK, KKC, and SNK Sound Team.

All of them make fantastic stuff.

I wonder if GAF would be receptive of a thread that discusses differences between in-house bands compared to contracted artists composing an entire soundtrack. Like JDK as opposed to Uematsu for example. Think anyone would be interested in that?

Might make for a good topic, but I don't have time to write it up since I have a doctor's appointment, I'll probably create the thread when I get back.

Agreed, and I'm always partial to ZUNTATA too.

There always seems to be someone on gaf who'se a HUGE fan of something... I'd love to see them come out of the woodwork for such a thread. I'm always kinda fascinated to see all the live concerts that get posted up to youtube, and it kinda meshes with the bands thrown together for anime soundtracks as well, in that I never really thought about groups being MADE for shows and games in the past, just that pre-made groups got hired to work on stuff.

Once you start to notice styles not only transcending games, but even companies (due to particular artist fluxing around), it helps give a stronger appreciation of the particular talent involved.
 
Forget those trials, they aren't practical. Even tournament level players have problems with them.

Combos that you would use in actual matches with Terry are fairly easy and do great damage for little effort. Look up his BnBs online.

Heck, standing HP into EX Power Geyser alone does over 40% damage.

Funny about Terry in XIII is that he has to combo the same way he does in RB2 to use his triple geyser correctly. If he combos in the corner, Terry has to build space between him and opponent. Power Wave A build space out in combos and the opponent stays on the ground while Power Wave C bring him move in towards the oppenent and sends the them flying.

In this RB2 video, there is a combo that XIII Terry can do almost the same except for some obvious thing like double jump attack and faint combos: https://youtu.be/SKWssLKj4kE. Start at to 0:53. It it the same style of building space between Terry and his opponent to get the full hit of triple geyser.
 
Funny about Terry in XIII is that he has to combo the same way he does in RB2 to use his triple geyser correctly. If he combos in the corner, Terry has to build space between him and opponent. Power Wave A build space out in combos and the opponent stays on the ground while Power Wave C bring him move in towards the oppenent and sends the them flying.

In this RB2 video, there is a combo that XIII Terry can do almost the same except for some obvious thing like double jump attack and faint combos: https://youtu.be/SKWssLKj4kE. Start at to 0:53. It it the same style of building space between Terry and his opponent to get the full hit of triple geyser.

That's really cool, wonder if it's coincidence or they actually had that in mind when designing his XIII combo system.
 
So you've been watching a lot of Guile? XD It's not too different than watching a live action character re-compose themselves and spit out blood, or fix their clothes before really laying into an opponent. It's just part of the language of game fighting... it adds personality.



Agreed, and I'm always partial to ZUNTATA too.

There always seems to be someone on gaf who'se a HUGE fan of something... I'd love to see them come out of the woodwork for such a thread. I'm always kinda fascinated to see all the live concerts that get posted up to youtube, and it kinda meshes with the bands thrown together for anime soundtracks as well, in that I never really thought about groups being MADE for shows and games in the past, just that pre-made groups got hired to work on stuff.

Once you start to notice styles not only transcending games, but even companies (due to particular artist fluxing around), it helps give a stronger appreciation of the particular talent involved.

Agreed, well I posted the thread. Not sure how active it's going to be, but I hope it does attract some people who are interested in this sort of thing.

http://www.neogaf.com/forum/showthread.php?t=1212813 - here is the thread.
 
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