Ramon teaming up with my Clark and King of Dinosaur.
Team Throws
Got the same idea
Angel, KOD and Ramon. Team grab you
Joe, Geese and Terry. Team FF
Set for the year
Ramon teaming up with my Clark and King of Dinosaur.
Team Throws
Does everyone still feel like jumps are slow and too easy to deal with now? XD
Really happy about the demo characters. I wanted to main Nelson so this is perfect. A local friend really likes Sylvie, and another is in love with Shu`nei. This is just perfect for all of us.
Sorry, but did you say demo, if so, when?
Sorry, but did you say demo, if so, when?
It'll come on Tuesday, the 19th.
Sorry, but did you say demo, if so, when?
Thanks for the kind words. I'll be all over that demo when I get back from Vegas.
I know I made a ton of errors (plus I didn't really know anything about Ramon) but I think KOFXIV will be a very big game for me competitively, hopefully even bigger than SF4 was.
If you want some Hein/King/Leona details let me know
Leona details please hope shes good in this.
Leona hasn't changed much but she gains some distinct advantages in the new system.
They are:
1) stCDs wallbounce. Characters can often combo after this. Many characters have to cancel the CD into a special in order to get a combo, making it impossible to do a legit hit-confirm. But a few (Leona, Hein, Terry to name a few) can combo after the CD is finished, making it a brainded-easy hit-confirm. Leona can use either her kick super or V-slasher.
2) Super cancels. Leona's V-Slasher is excellent space control if your reactions are good, and of course she has the super-deadly instant overhead xx super. In XIV, it's even scarier because if she has 2 or 3 more bars when it hits, she can go right into lv2 kick super (advanced cancel) or the climax (climax cancel). Ironically this just solidifies her scariest team position as an explosive anchor.
Here's other things I noticed:
- V-Slasher has invincibility but it is brief and she can be hit while traveling. In XIII she was invincible until she hit the ground.
- Far C is still godlike, abuse that shit (it's like Iori's stD)
- You can combo into air qcb+C -midscreen- after f+B. In XIII you could only combo to the C version in the corner. (You can probably super cancel the qcb+C. Didn't get enough practice time)
- crouch C no longer sucks and I could beat or trade with most jumpins on reaction, you don't have to over-rely on moon slasher.
- stA and f+B have significantly more range than it did in XIII
- crouch D is a bit faster on startup compared to XIII (many crDs feel faster, they are probably legit frame traps now)
Most of the good players I played with such as Frionel, KCOPedro, Luis Cha, Romance, etc all agree that the system greatly benefits her and that she is overall much stronger.
Has leona gained anything new in terms of moves? or is it just same old
This is the single change I wished for the most after XIII.- You can combo into air qcb+C -midscreen- after f+B. In XIII you could only combo to the C version in the corner. (You can probably super cancel the qcb+C. Didn't get enough practice time)
Nice, Frionel have been saying she's looking good since Stunfest.Most of the good players I played with such as Frionel, KCOPedro, Luis Cha, Romance, etc all agree that the system greatly benefits her and that she is overall much stronger.
Thanks for the kind words. I'll be all over that demo when I get back from Vegas.
I know I made a ton of errors (plus I didn't really know anything about Ramon) but I think KOFXIV will be a very big game for me competitively, hopefully even bigger than SF4 was.
If you want some Hein/King/Leona details let me know
Really nice how they made OTG combos more of a thing now instead of just being limited to Daimon.
So far Daimon, Geese, Ramon and Gang-Il can do some.
Also, don't know if I misheard but when Kane was on commentary it sounded like he mentioned that people recommended he use Love Heart to counter Athena. She's good at countering fireball pressure?
I think I remember seeing her sword slash specials erase fireballs.
Really nice how they made OTG combos more of a thing now instead of just being limited to Daimon.
So far Daimon, Geese, Ramon and Gang-Il can do some.
Also, don't know if I misheard but when Kane was on commentary it sounded like he mentioned that people recommended he use Love Heart to counter Athena. She's good at countering fireball pressure?
-
And a few questions to you Mr. Ecto-Cooler, while we're talkin' about her:
- She disappears during Slash Saber DM. Ever able to see if that disappearance had any invulnerability, either to strikes or projectiles? Considering V-Slasher can actually TRADE now, this might situationally be better at times.
- Hellpockets thought it looks like she had some invuln on Earring Bakudan Startup. Did you notice this yourself? While this sounds a bit gimmicky to me at best, I could see some situations where it'd let her side-step a fast fireball, and let her launch her own back in retaliation.
Wasn't the Maximum Impact series in 3D?
Dat theme.Mid Boss Trailer: https://youtu.be/G_hjG3M_UBk
Mid Boss Trailer: https://youtu.be/G_hjG3M_UBk
I can't confirm either of these, unfortunately. I was very focused on doing well in the tournament and didn't explore as much as I hoped to.
Mid Boss Trailer: https://youtu.be/G_hjG3M_UBk
With Geese, it's just looking more like they gave him back some of the OTG shenanigans he can do in the Real Bout games, which is sounding and looking very, very good.
Compilation of Combos / moments: https://www.youtube.com/watch?v=V_NkdcZjqpE
On the Ryo speak... I feel like he's just going to be similar to Maxima, in that he's more of a tank that chooses his situations and parries, rather than going wild with mixup and stuff. Being able to turn any random hit into a Ko'Ou Ken, and then either into HienSK, and DMs should turn out nice. For that matter, do we know if any form of HienSK is unusually safe, like Terry's Burn Knuckle?
It'd be interesting if Robert turns out more loved than he this time though, since Ryo clearly had the edge in XIII. I feel Ryo suffered here in much the same way as Love Heart: His tools are simple, and you have to know how this game wants you to use them, or the character just looks a bit boring and unfocused.
We all know it's because Zanretsuken is the answer, right?I'll miss that far D, and his uber overhead isn't as unique here as it was in XIII, but I still feel like he's just different, rather than bad.This is never true. Though I'd be OK if it was.
Given his attacks are named after Chess moves and pieces, I think they missed a big opportunity by not making him say "Checkmate." instead.Nice new trailer. We ARE getting prerendered cutscenes, cool! I guess we know what Hein says in his climax now.
"You can't escape from me. Sweet dreams."
If this isn't a big glaring error on their part, I wonder if this just suggest it's suppose to be used differently now? Have his tools for harassment, conversion, and chip all switched places?The issue is the he seems to have lost what made him a threat in XIII while seemingly, so far, not gaining much in return to balance the losses.
- His fireballs seem nerfed both in terms of range and size of the hit box, this applies to regular and EX versions
I know in early playtest of him in the previous builds, people were thinking his cancels to parries seemed faster than normal. I get that feeling they're working Ryo similar to Ralf, in that they take away guaranteed safety, and are sticking them into more of a "Mixup to victory!" category.- I've seen his fireball whiff after a cr. C, not only would this never happen in XIII but in that version he was pretty much guaranteed to combo into fireballs from the max range of his far normals. This allowed him to easily hit confirm into supers from like a character space or more away.
Even I'll mist that Far D. Like, I'd make it a command normal, rather than get rid of it. Far C cancellation has been removed for most people, and they also whiff on crouchers for almost everyone.- His cancellable far D with a super long cancellation window is gone
- His far standing C is no longer special cancellable and also misses on crouchers.
I thought he could do this in XIII and 2K2UM, maybe I'm remembering wrong.The only 'buffs' I have seen so far:
- He can combo with light DP after D Hien in the corner.
Definitely a good thing, especially since it lets him push and chase people into the corner.- His EX Hien can hit opponents in the air now, it would often misses airborne opponents in XIII
If this isn't a big glaring error on their part, I wonder if this just suggest it's suppose to be used differently now? Have his tools for harassment, conversion, and chip all switched places?
I know in early playtest of him in the previous builds, people were thinking his cancels to parries seemed faster than normal. I get that feeling they're working Ryo similar to Ralf, in that they take away guaranteed safety, and are sticking them into more of a "Mixup to victory!" category.
Even I'll mist that Far D. Like, I'd make it a command normal, rather than get rid of it. Far C cancellation has been removed for most people, and they also whiff on crouchers for almost everyone.
I could agree that Ryo might need to be an exception to this sweeping change, but not sure yet.
I thought he could do this in XIII and 2K2UM, maybe I'm remembering wrong.
Definitely a good thing, especially since it lets him push and chase people into the corner.
Now, I understand the feelings here. I go through a lot of times in KoF when a characters moves don't seem to be doing what I want / think they should do. But my first though has become "why?". Because otherwise, it just seems like poor, ignorant design.
With all the loss of invulnerability, I really do think his strength will lie in having an easier, cheaper access to what's basically invincibility, than almost anyone in the entire game. I think he'd be one of the safest people to poke at a metered Mai, for example.
But something like that is horrible in a pre-release tourney. It depends on deep knowledge of what everyone can do, and Frio had 12 more new characters from the last build, that we haven't seen under the control of the public yet. Ryo, Maxima, and KoD might be some of the worse characters to play at this early stage, since they depend on letting opponents hang themselves by running into your calculated, precise counters.
I hope Ryo surprises us with something like having Guard Point on his CD, lol. I want to see him have tools that excel in this system. They really seem to think that "Slow" is a viable character design style in this game (As mentioned in the PSN blog today), but they have a LOT to do to prove this, when crazy crap like Ramon exist.
Antonov looks great, is that a mustache on his belt?
Mid Boss Trailer: https://youtu.be/G_hjG3M_UBk
Looks more like a set of horns like you'd see in an antelope or something of a sort - fitting for a huge beast of a man.
The PlayStation Europe tweeted about the demo too, so it's pretty confirmed that the demo should apply here too - now to manage to return from work in time to find a place that sells PS4s open...
Please please PLEASE let Antonov have a balanced version for Tournament play.