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PSX: King of Fighters 14 Trailer - "PS4 Console Exclusive"

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People's Elbow is back? Awwwww, yeah!
 
I'll be uploading my video footage. Recorded with a phone and someone's shoulder, but I think it looked smoother and higher quality than the previous ones. I'll be up in about 30 minutes or so.
 
so what does everyone think of EX moves being max mode only?

Not sure what to think of it at the moment, EX moves need max mode but don't use power meter.

Sounds like a good thing for newer players but at the same time might be spammable.

I'll be uploading my video footage. Recorded with a phone and someone's shoulder, but I think it looked smoother and higher quality than the previous ones. I'll be up in about 30 minutes or so.

Awesome, thanks man.

What did you think of the game? How were the impressions of other people there?

KidA Seven mentioned in the other thread that Nemo (the SF player) tried it and enjoyed it.
 
Not sure what to think of it at the moment, EX moves need max mode but don't use power meter.

Sounds like a good thing for newer players but at the same time might be spammable.



Awesome, thanks man.

What did you think of the game? How were the impressions of other people there?

KidA Seven mentioned in the other thread that Nemo (the SF player) tried it and enjoyed it.

It's GOOD. The gameplay is almost DEAD ON. The running is GOOD. The backdashes are fast, the combos are more compareable to an older KOF with no Hyper Combo drive. There's a new system that needs more time, but the game is on point. Chang however has different normals which threw me off bigtime. But my impressions of the game are GOOD. I enjoyed my time with it. I played about six matches. Watched for several hours to make sure I saw what i was seeing.
 
Any video showing some super DM/Neomax?

Can't say which videos, but I know we've seen Leona's Neomax again, The Startup of Chang's, Iori, who also has a new super somewhere, Kyo has his "Charge punch into combo" super he has in 2k2UM... might be more out there.

Kyo, Iori, and Leona all sound the same to me... haven't heard the others very clearly yet.

Leona didn't start out the same for me, but sounds good so far. Didn't hear much of King, but the announcer sounds less like her VA (who did announce for 98), and more like a better-English-speaking, potentially younger girl.

Chang's sounds sound like him! I dunno what that means, haha.

so what does everyone think of EX moves being max mode only?

yay more gameplay!

No thoughts yet. Need to see how that works with MAX cancelling, to see if it is something that can be used each round or only in final rounds, etc.

I'll be uploading my video footage. Recorded with a phone and someone's shoulder, but I think it looked smoother and higher quality than the previous ones. I'll be up in about 30 minutes or so.

Cool, thanks. Any new stuff we haven't seen in other recordings?
 
It's GOOD. The gameplay is almost DEAD ON. The running is GOOD. The backdashes are fast, the combos are more compareable to an older KOF with no Hyper Combo drive. There's a new system that needs more time, but the game is on point. Chang however has different normals which threw me off bigtime. But my impressions of the game are GOOD. I enjoyed my time with it. I played about six matches. Watched for several hours to make sure I saw what i was seeing.

That sounds excellent, much appreciated :)

And yeah they refreshed Chang a lot, not just his clothes.
 
Your first mistake was comparing Skullgirls, a tag game, to KOF, a Team Battle game.
KoF experimented with tag team battles when both 2003 and XI both utilized them. Earlier than that, they accounted for assists only with Strikers in '99, 2000, and 2001.

That said, the key difference that that poster didn't observe is that team battles aren't core to Skullgirls, and instead are simply an option in a ratio-weighed game where the player could just as well use only solo characters (much like with the CvS series).
 
Dunno if this shows anything new, but I think it flows better than some previous videos at least the graphics.

https://youtu.be/vqx-rm_n1mE

I"ll do a full detail as I relook at the footage and remember my gameplay time. I'm going back tomorrow to do it again.

Looking very solid in this vid, great quality.

I'm really liking how Kula looks in this, she no longer looks super thin but feels like she has some good weight in XIV.

Going by how the EX moves deplete meter, you can do maybe a max of 5 or so EX moves? That would mean that you can't do more than 2 or 3 if you activate Max Mode during a combo.

Neomaxes, or Climax Desperation Moves as they are called now, seem to use up 3 power bars and the Max Mode bar.
 
This doesnt look like a current gen game at all.
Looks like an early last gen game.

Has this thing fallen out of a time warp somewhere?
 
This doesnt look like a current gen game at all.
Looks like an early last gen game.

Has this thing fallen out of a time warp somewhere?

We're discussing the game itself, not the graphics. We already know they're not that good, but we're trying to go on game play and the gameplay is on point.
 
I'm just wondering guys. With 50 chars already, would you be down if SNK decide to make DLC chars along the road? Considering this 3D route will make the game easier to manage move properties and add assets, and this game ended up profitable enough, I hope that more chars can make it. But although I love my huge rosters in my FGs, some might not, and I wanna know each side of the coin from a KOF player perspective...
 
https://www.youtube.com/watch?v=nZATQmeDg88&sns=fb

Oh shit, Xiaohai and Dakou playing XIV. Must watch.

Damage is pretty low, heh.

That first round was so good and then they started messing around -_-

And yeah, the damage is more tame now but that is something people were asking for.

I think the max mode combo that one of them did with Iori are the kinds of quick short custom combos we will see in the game, no more long stuff.

Eh, large rosters aren't a make-or-break thing for me...

They are for KOF.
 
They are for KOF.

I wish this is the case for Tekken too. I do feel like the large roster of Tekken is a make or break thing to a lot of people and they do not want to admit it, as people love their mains so much. Now many people are either straght up disinterested in 7 due to this, unless their mains make it (which in the smaller roster and simplified gameplay, not probable).

It doesn't help that some of the replacement chars got awful character designs too...
 
Meh. Think I'll stick with KOF XIII in the meantime.

I do wonder why SNK didn't go with the artstyle that Arc System Works came up with for Guilty Gear Xrd, that's perfect. Unreal Engine 3 based, yet still looks 2D.

It takes ASW 4 months to make one character ya know.
 
DEATH™;188111716 said:
I wish this is the case for Tekken too. I do feel like the large roster of Tekken is a make or break thing to a lot of people and they do not want to admit it, as people love their mains so much. Now many people are either straght up disinterested in 7 due to this, unless their mains make it (which in the smaller roster and simplified gameplay, not probable).

It doesn't help that some of the replacement chars got awful character designs too...
TTT2 taught people to try other characters, Only Practice is doing fine in T7 without Nina. ;__;
 
That first round was so good and then they started messing around -_-

And yeah, the damage is more tame now but that is something people were asking for.

I think the max mode combo that one of them did with Iori are the kinds of quick short custom combos we will see in the game, no more long stuff.



They are for KOF.

Shorter overall maybe but I am sure he could have added some specials into that combo.
 
Does anyone have that leaked roster?

http://shoryuken.com/2015/11/04/king-of-fighters-xivs-roster-may-have-leaked-months-ago/

Rumored King of Fighters XIV Roster
China Team: 恶魇青年 (?), 糖葫芦 (Tung Fu Rue), 枕头少年 (?)
Japan Team: 草蕹京 (Kyo Kusanagi), 二阶堂红丸 (Benimaru Nikaido), 大门五郎 (Goro Daimon)
Fatal Fury Team: Terry Bogard, Andy Bogard, 东丈 (Joe Higashi)
Art of Fighting Team: 坂崎良 (Ryo Sakazaki), Robert Garcia, 坂崎百合 (Yuri Sakazaki)
K’ Team: K’, Maxima, Kula Diamond
Kim Team: 金家藩 (Kim Kaphwan), 他师父 (Kim’s Master), 他师母 (Kim’s Wife)
Criminal Team: 犯人陈 (Prisoner Chang Koehan), 犯人蔡 (Prisoner Choi Bounge), 新人囚犯 (Newcomer Prisoner)
Women Fighters Team: 不知火舞 (Mai Shiranui), King, Alice
Ikari Team: Ralf Jones, Clark Still, Leona Heidern
Psycho Soldier Team: Athena Asamiya, 椎拳崇 (Sie Kensou), 摸元斋 (Chin Gentsai)
Yagami Team: 八神庵 (Iori Yagami), Mature, Vice
Mexico Team: Ramon, Angel, Tizoc
Palace Wan Team: 脸谱女 (Acting Mask Girl), 电属性少女歌手 (Teenage Girl Singer with Electric Element), 神秘兜帽男 (Mysterious Hooded Man)
South Town Team: Geese Howard, Billy Kane, 营家新人 (?)
South America Team: 巴西忍者 (Brazilian Ninja), 残障拳击手 (Handicap Boxer), 拉丁美女 (Pretty Latin Girl)
Alternate World Team: 娜可露露 (Nakoruru), Love Heart, 龙娘 (Mui Mui)
Mid-boss: 俄罗斯富豪 (Russian Billionaire)
Final Boss: 人形态非人类物种 (Non-Human Species)
 
My observations about King of Fighters 14.

The characters are nowhere near as badly detailed in person. Though graphically they’re lacking, and the facial features are somewhat bland, I think the improvements that came out so quickly are a good sign. With some shaders and more work, they can be made acceptable or even good. One thing I noticed is that Chang is the most hated character, but his detail surpasses every other character. I don’t know why, but he seems like a gen and a half graphically? His clothing had more texture and detail. Also when you look at the game in person, the pants are more detailed, the clothing are more detailed than what was shown in those trailers. I’m actually somewhat positive about the details. They fit. Though Kyo’s hair looks somewhat off at the moment, and I’m sure that’s still a work in progress. The graphics are actually fairly colorful and animate fairly well. The movement is good, and has the typical KOF style movement that is fairly fluid. The game looks better in real life when you play it. Those early trailers didn’t do any favors.

The backgrounds themselves are actually very well animated. They have a nice feeling to them. Not too overly busy, but they are well done. There are nice touches on the levels too like moving trains, lights that move around, and other small details. They don’t feel desolate like several near doujin level games like Arcana Hearts or most other airdash fighters with technically colorful backgrounds, but completely dead animation wise. There’s only two stages so far, but I’m still looking forward to what SNK has planned since they make very good stages.

Gameplay wise this is traditional KOF. The feeling of it is actually very good. The running, the backdashes, the hops and hyper hops and other stuff is all in here and it moves at a very good clip. However, one thing I did notice is that the jumps feel slightly off? I don’t know if it’s because I’m not too intimate with the characters used today, but I played tons of Kyo and Ioris, and their jumps seem to be a little bit more floaty than usually. I wonder if this is intentional, or if it’s a new style to slow down the pace just a little bit to get rid of the insane pressure from 13. But even then, it didn’t exactly feel like 13 or 98 or 2k2. I told one of the programmers about this and they told me that it was still in development, but that they will tell them back in Japan. I know that every character has a different jump arc, but this one felt just a slight bit floaty, which is weird since the running and backdashes are still in place.

The running and backdashes feel good. The running feels good, and the backdashes are quick. The actual combos from previous games still work and feel incredibly faithful. Infact with bread and butters from Kyo or Iori such as rekkas, it almost feels exactly the same as 13 or previous ones. They’re fairly faithful and feel good. Like something that has always been. The move to 3d hasn’t changed the fundamental flow or how the fight feels. This is a very faithful representation gameplay wise for KOF moving onto the 3d space.

The actual fighting system is very good. The moves are essentially identical to their 2d counterparts. I feel like the frames are mostly KOF 13 with how they look, but I have slight feels of King of Fighters 98 with how the attacks are. Characters feel a bit more expanded in some ways. Iori personally has a mix of claw and flames style attacks which make him interesting. Though I wonder if this makes an EX version of him harder to do since different variants of him may be considered more limited than the hybrid version. But most of the standard attacks are the same as the 2d games and feel good. One thing that threw me off was Chang. His normal attacks have changed quite a bit and I’m unfamiliar with him now. His standing C is just really weird and pretty slow for a KOF move. Significantly more slow than I was expecting. I used this more than once by accident expecting a 98 style close range move. Another thing I noticed is that chain mashing move is lower towards the ground, but pushes forward a bit more. I feel this changes him significantly since he’s able to be jumped in with the change. Though with the pressure that’s aimed more forwards and lower, it can possibly be used at different times. The other move he has with the crouching c is weird. I’m used to him angling his ball in an upwards arc, but the change is him angling the ball upwards. I wonder if the utility on this is better, or making it more circumstantial. I’m divided on these changes to attacks. I haven’t seen enough of them in action, but I do think this can change the fundamental game of Chang and what options he has with the change in the swinging ball, the complete change in his standing C and the different crouching C. Chang has always been a slow character, but I wonder if these slower more deliberate attacks are going to be used as a whole to change his gameplay style, or make him more deliberate than he was in the past.

Another thing that I noticed that was off to me, was the recovery from a knockdown. When pressing A and B to roll after being knocked down, it didn’t feel quite as responsive or as conclusive as it did in the past. Like the audio cue isn’t as loud or as noticeable, or it may have been how load the convention was, not too sure, but it just felt slightly off. Like I missed a few roll recoveries when I thought I had them. It may have also been the playstation dual shock controller. Or perhaps the demo was stuttering a little bit? Who knows, but that’s something I have to keep an eye on. There is still plenty of time to fix this though if it’s just a glitch or work in progress.
With regards to the max mode, I wonder how this fits in. It isn’t like KOF 2k2 or 13. I haven’t seen any moves cancel into others at least not yet, perhaps a different timing? I do know that using Max modes gives you access to EX moves and EX DMs. The EX DM’s is somewhat similar to King of Fighters 98 where you could go into a mode to have your DM’s do more damage or alter properties, but having EX moves behind this mode can add an additional layer of strategy or opening up a true characters potential. They didn’t explain the system too much, but I feel like this needs to be worked on. It feels like a branching of KOF 98 which let you use more powerful DM’s, with KOF 13 and using EX moves, but the branching doesn’t feel as successful to me. Like it’s not quite sure of what it wants to go for. But again, impressions are early. But I honestly think a better use of this meter would be an alternate meter for Dream Cancels such as having 3-4 stocks to let you make a custom or extend a combo 3-4 times depending on meter, not having a full hyper drive bar which made combos incredibly long and near touch of death with comebacks from one fault. When I asked about this mode, they said it was still a work in progress I believe and that it’s still being tweaked. So who knows what the final iteration will be. They may remove or change it or even add something completely different?

I also noticed flashing when blocking at the right time. Is this a return of Just Defend? Does this mean that there may be some Garou mark of the wolves systems at play? I don’t recall life being gained from this, but just trying to grasp these new systems and playing it may have made me less observant to this. It was just a quick flash glow like Mark of the wolves. Or perhaps this is just SNKP paying homage to their older games such as the tearing of female clothes in KOF 13?
 
My observations about King of Fighters 14.

The characters are nowhere near as badly detailed in person. Though graphically they’re lacking, and the facial features are somewhat bland, I think the improvements that came out so quickly are a good sign. With some shaders and more work, they can be made acceptable or even good. One thing I noticed is that Chang is the most hated character, but his detail surpasses every other character. I don’t know why, but he seems like a gen and a half graphically? His clothing had more texture and detail. Also when you look at the game in person, the pants are more detailed, the clothing are more detailed than what was shown in those trailers. I’m actually somewhat positive about the details. They fit. Though Kyo’s hair looks somewhat off at the moment, and I’m sure that’s still a work in progress. The graphics are actually fairly colorful and animate fairly well. The movement is good, and has the typical KOF style movement that is fairly fluid. The game looks better in real life when you play it. Those early trailers didn’t do any favors.

The backgrounds themselves are actually very well animated. They have a nice feeling to them. Not too overly busy, but they are well done. There are nice touches on the levels too like moving trains, lights that move around, and other small details. They don’t feel desolate like several near doujin level games like Arcana Hearts or most other airdash fighters with technically colorful backgrounds, but completely dead animation wise. There’s only two stages so far, but I’m still looking forward to what SNK has planned since they make very good stages.

Gameplay wise this is traditional KOF. The feeling of it is actually very good. The running, the backdashes, the hops and hyper hops and other stuff is all in here and it moves at a very good clip. However, one thing I did notice is that the jumps feel slightly off? I don’t know if it’s because I’m not too intimate with the characters used today, but I played tons of Kyo and Ioris, and their jumps seem to be a little bit more floaty than usually. I wonder if this is intentional, or if it’s a new style to slow down the pace just a little bit to get rid of the insane pressure from 13. But even then, it didn’t exactly feel like 13 or 98 or 2k2. I told one of the programmers about this and they told me that it was still in development, but that they will tell them back in Japan. I know that every character has a different jump arc, but this one felt just a slight bit floaty, which is weird since the running and backdashes are still in place.

The running and backdashes feel good. The running feels good, and the backdashes are quick. The actual combos from previous games still work and feel incredibly faithful. Infact with bread and butters from Kyo or Iori such as rekkas, it almost feels exactly the same as 13 or previous ones. They’re fairly faithful and feel good. Like something that has always been. The move to 3d hasn’t changed the fundamental flow or how the fight feels. This is a very faithful representation gameplay wise for KOF moving onto the 3d space.

The actual fighting system is very good. The moves are essentially identical to their 2d counterparts. I feel like the frames are mostly KOF 13 with how they look, but I have slight feels of King of Fighters 98 with how the attacks are. Characters feel a bit more expanded in some ways. Iori personally has a mix of claw and flames style attacks which make him interesting. Though I wonder if this makes an EX version of him harder to do since different variants of him may be considered more limited than the hybrid version. But most of the standard attacks are the same as the 2d games and feel good. One thing that threw me off was Chang. His normal attacks have changed quite a bit and I’m unfamiliar with him now. His standing C is just really weird and pretty slow for a KOF move. Significantly more slow than I was expecting. I used this more than once by accident expecting a 98 style close range move. Another thing I noticed is that chain mashing move is lower towards the ground, but pushes forward a bit more. I feel this changes him significantly since he’s able to be jumped in with the change. Though with the pressure that’s aimed more forwards and lower, it can possibly be used at different times. The other move he has with the crouching c is weird. I’m used to him angling his ball in an upwards arc, but the change is him angling the ball upwards. I wonder if the utility on this is better, or making it more circumstantial. I’m divided on these changes to attacks. I haven’t seen enough of them in action, but I do think this can change the fundamental game of Chang and what options he has with the change in the swinging ball, the complete change in his standing C and the different crouching C. Chang has always been a slow character, but I wonder if these slower more deliberate attacks are going to be used as a whole to change his gameplay style, or make him more deliberate than he was in the past.

Another thing that I noticed that was off to me, was the recovery from a knockdown. When pressing A and B to roll after being knocked down, it didn’t feel quite as responsive or as conclusive as it did in the past. Like the audio cue isn’t as loud or as noticeable, or it may have been how load the convention was, not too sure, but it just felt slightly off. Like I missed a few roll recoveries when I thought I had them. It may have also been the playstation dual shock controller. Or perhaps the demo was stuttering a little bit? Who knows, but that’s something I have to keep an eye on. There is still plenty of time to fix this though if it’s just a glitch or work in progress.
With regards to the max mode, I wonder how this fits in. It isn’t like KOF 2k2 or 13. I haven’t seen any moves cancel into others at least not yet, perhaps a different timing? I do know that using Max modes gives you access to EX moves and EX DMs. The EX DM’s is somewhat similar to King of Fighters 98 where you could go into a mode to have your DM’s do more damage or alter properties, but having EX moves behind this mode can add an additional layer of strategy or opening up a true characters potential. They didn’t explain the system too much, but I feel like this needs to be worked on. It feels like a branching of KOF 98 which let you use more powerful DM’s, with KOF 13 and using EX moves, but the branching doesn’t feel as successful to me. Like it’s not quite sure of what it wants to go for. But again, impressions are early. But I honestly think a better use of this meter would be an alternate meter for Dream Cancels such as having 3-4 stocks to let you make a custom or extend a combo 3-4 times depending on meter, not having a full hyper drive bar which made combos incredibly long and near touch of death with comebacks from one fault. When I asked about this mode, they said it was still a work in progress I believe and that it’s still being tweaked. So who knows what the final iteration will be. They may remove or change it or even add something completely different?

I also noticed flashing when blocking at the right time. Is this a return of Just Defend? Does this mean that there may be some Garou mark of the wolves systems at play? I don’t recall life being gained from this, but just trying to grasp these new systems and playing it may have made me less observant to this. It was just a quick flash glow like Mark of the wolves. Or perhaps this is just SNKP paying homage to their older games such as the tearing of female clothes in KOF 13?

Thanks for the impressions... the trailer showed me the game wont disappont in staying true to the series and it's sense of speed and hit detection... but i must say the game does look better every time it's shown. It still doesnt look like it belongs in this gen.. like... it looks like it was remastered from the ps3 era... and i'm hoping that they abandon this style and switch to cel shaded style to match the sprites from KOF XIII.

ah well... beggars cant be choosers.
 
Game graphics doesn't look impressive, but they are good enough for me. I was sold when the rumor was made true and the game was stated to have 50 characters. More hype for this than SF5 now, but only until I get my hands on SF5.

Whats interesting is that they decided against showing any new characters, I expected at least one.
 
TTT2 taught people to try other characters, Only Practice is doing fine in T7 without Nina. ;__;

Doesn't mean they didn't like it... Koreans said the game is too barebones gameplay and content wise. Can't blame them.

Also I figured Nina and Anna needs tweaking hard to be even in the game... Same with Capos. At this point it's easier for them to make different chars that at least resemble the originals just like they did in SCV.

This will be Tekken 4 all over again... T_T
 
KoF Neowave also had Just Defend but didn't recover health.
I believe JD in this game will result in less damage from blocking attacks and less guard meter damage.
 
Thanks! I really appreciate it.

If this is true, then that means I won't be getting Vanessa back. But I'm curious about this handicap boxer though. Also, Nakoruru would be sick.

At this point I am 70 percent positive that list is true. The prisoner Chang thing that resurfaced the leak is too specific to be a lucky guess especially if it's been known for a while that Chang and Choi have been rehabilitated for years now.

Since then every char revealed has been from the list, including Angel which hasn't been seen for a number of years. Now they announce 50 characters which is the exact number on that list. It could be a coincidence but time will tell.

Also, seeing new chars like Mui Mui and Love Heart makes me believe this list more because those have just been included in the Rhythm of Fighters mobile game and have some new assets that have been created. SNK loves to reuse/modify existing work.

I am bummed out that none of my favorites are coming back. Vanessa, Oswald, Gato, Blue Mary, and Duo Lon are gone. But I'll take what I can get. At least the roster is very respectable.

My guess on the Max Mode/EX moves thing is that BC/HD type combos will still exist except in a slightly different form. Instead of HD cancelling specials into specials you just have to use the EX moves with juggle properties to extend the combos (i.e. EX ray spin, EX rekka.. etc) this will probably mean the combo will be a little shorter with 1-3 specials at most but still end with a super and hit like a truck.

If true, I think I like this system more as I was never good with longer HD combos. It allows competitive players to still have their flashy combos while making MAX mode useful for newer players that can't do those combos. They can just activate it to gain access to powered up fireballs/DP for a few seconds which is more useful than what you get in XIII.
 
I think this is the worst looking fighting game of the last few years. The art style and graphics are just terrible. i really liked KOFXIII...this is just awful. id rather less characters with greater attention to detail.
 
Apparently, Rush mode consists of a few unique normals into a DM. So it's not quite a pre-programmed normal combo like P4A/UNIEL.

Development is supposedly at 70% according to a Famitsu article. (Remeber, Famitsu links are finicky.)
 
I think this is the worst looking fighting game of the last few years. The art style and graphics are just terrible. i really liked KOFXIII...this is just awful. id rather less characters with greater attention to detail.

God, no. I want my huge KOF rosters.
 
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