Wanpaku as f*ckGatoray ‏@gatoray_kof 6h6 hours ago
Concerning to balance, producer said, "It was mentioned in development department, the bird is wanpaku(わんぱく, naughty or improper)" #KOFXIV
lolPick a wanpaku tier.
Im not a fan of quick balance patches but if they patch it on October and let it be for a while its gonna be good for the game.
Pick a wanpaku tier.
Have they said when they are revealing what the changes are going to be regarding balance? Or are we going to have to wait until October to see them?
im expecting Love and Nakruru to get nerfed like crazy.
Really hope they buff Ryo to the heavens.
I knew i weren't imagining this. At least now i can use Terry without his rising tackle coming out when i perform a block string into powerwave.
Have they said when they are revealing what the changes are going to be regarding balance? Or are we going to have to wait until October to see them?
So what advice do people have with dealing with Nak if any? This character is really making me go crazy. I know how to guard cancel roll punish if they do fierce slash>follow up but smart ones don't really do that. Had some success with beni vs her with his command grab at times but it's still just insanely rough. Curious if anything really exists.
I wish you could combo the tackle after EX Gatling punch... i wonder if it works on the corner.
KOF XIV Top 8
Winners:
Luis Cha vs Strike|Ford Koopa
Schmoo vs El Rosa
Losers:
Violent Kain vs Kusanagi
Shadow X vs Kula
Español?
Si
lol
Why is this game crashing all the time now?
The command input in KOF14 may also be tweaked
It's not a problem for beginners but hardcore players are having troubles with the current game since its input buffer is a bit too lenient. Neo-G is hoping to tweak things to make it satisfying for both parties
Do we have any idea yet of how well this game has performed saleswise? I imagine poor sales in the west with decent to good sale figures in the east
Has anyone been using Kukri seriously in the competitive sphere? I need some gameplay to watch.
Between the Korean matches and these ones, the game is so exciting at high levels.
Luis Cha owned El Rosa and is waiting in grand finals.
One Nak in top 8. The most used character is K'.
Not sure if I want to know honestly. Last time I heard, I think it did sold near 25,000 units in Japan the first week which seems decent for a niche, 2D fighting game. The West? I am hoping it at least reached 5,000 units so far.
Lacid from Korea uses him.
https://www.youtube.com/watch?v=vNwPAcZ-Sn8
He also streams, but no archives so gotta catch him live
https://www.twitch.tv/kmg5661_lacid
Interesting facts from the official KoF XIV art book:
Bandeiras
"There's something familiar about Bandeiras. When designer Ogura was drawing his design, he was like '"He's the new main character.'" He's not a main character, but he's loved that much." - Kuroki
Hein
"We had a hard time with Hein, as his character took a while to be determined. At first, I was thinking he would have moves based on chess. Also I was thinking he would be a clean freak who wouldn't touch anything except with his fingertips. I even considered having him throw away his gloves after each fight. I think you get the picture of how much we struggled with him." - KUROKI
Kim
"Air Houou Kyaku is a move where Kim attacks in the air and then comes back down to continue the attack. There are variations where he can do it on the ground. My favorite is where he smacks the opponent to the ground from midair and follows after them, which came from the Maximum Impact series version of the move. I wanted to pay a tribute. Thanks, Maximum Impact!" - WATANABE
Kukri
When Ogura designed Kukri, I felt like "This is it!" The model came out awesome and his animations made it even better. But how do I say this... Oda's personal touch was added, so the character came out kind of weird. In other words though, it came out SNK-ish. I have an actual model of the face. Hopefully one day I can show it to you all." - KUROKI
Kyo
"As part of the design goals, we wanted to captivate new fans. That's why even though Kyo is the main character, we decided to drastically change his hair and outfit. Of course, we figured previous fans wouldn't like it, but we wanted to challenge ourselves by trying to create a new KOF. If you play Kyo, fans will start to realize it's the same old Kyo" - KUROKI
Leona
"Due to designer Ogura, Leona's chest ended up being pretty robust. The effect of physics lended nicely to her chest's motion... The animation ultimately looked stunning, even becoming popular on the internet." - KUROKI
Love
"Love is also an addition from a slot machine, and at first I was hesitant to include her, but it worked out. Personally she reminds me of B. Jenet, but since she was created by the Fatal Fury dev team, I think it's acceptable." - KUROKI
Luong
"When we first saw her in-game, I was surprised to see her large stature compared to the other female characters. We had a random conversation about if we should keep her that way or not. I don't remember how it started, but we somehow ended up sticking with it. As an art director, I was hesitant, and I thought Watanabe would disagree. But instead he loved it, so we ended up keeping it." - KUROKI
Robert
"Robert's design changed slightly over the years, but since it's been more than 20 years, he started to look outdated. So we decided to rethink his image and modernized him. I asked Ogura to use a famous American actor as a reference. He came out pretty badass." - KUROKI
Terry
"Many of KOF's main staff came from the Fatal Fury series. Because of that, there were so many sentimental feelings towards Terry. It took time to finalize his design - even designer Ogura had a hard time. His model was recreated and polished four times, along with many retakes by the motion capture team. Due to all the hard work, the fans seem to love it, so I feel good about it." - KUROKI
Verse
"I asked Oda, "How does Verse talk?" and he responded with "Veeeeeerrrrrrrrse!!!!" I was like, "You've got to be kidding me, it's a joke, right?" Then in an early build, I heard him: "Veeeeeerrrrrrrrse!!!!"' - KUROKI
Angel
"When you think of Angel, you think of "'Unchain."' But to program these moves into her AI effectively, it took 3 times longer than other characters. When the difficulty is set to level 5, her Unchain moves become pretty tricky, so if you're not sure how to use them, please reference the CPU-controlled Angel." - ANDO
Athena
"We need to make various sound effects for KOF, and Athena in particular seems to have many. But since her character's pretty much set in stone, the work tends to be easy. She's a staple character, and she's a fun character to work on every time." - ASANAKA
Chang
"Chang has a big body, short legs, and carries an iron ball. Because of that, when he gets thrown or hit with some moves, various issues come up. He was one of the hardest characters to work with. During his short animation for the Climax special move, when his back took up all of the screen, I practically felt defeated." - ANDO
K'
"K' is the main character from the NESTS Saga. The same team that handled the BGM for K' in KOF '99 and KOF 2000 created his BGM again for this project. I love its electronic sound feels out of place in the Derelict Church stage. Isn't that sort of juxtaposition cool? I hope you enjoy the new K' Team BGM." - ASANAKA
Kensou
"I had a difficult time modeling Kensou's face. It would come out too young, too good looking, or too old, and I had to iterate on it many times." - KUROKI
Mai
"Mai is a very popular character overseas, so there was a lot of pressure to get her right. I'm confident she'll live up the expectations everyone has, so please look forward to her figure." - KUROKI
Nelson
"We had a hard time with Nelson due to his robotic arm. The battle system is 2D, so the arm needed to be placed in the back, but depending on the movement, it made things complicated for the game designers and the artists. At one point, I was like, '"Maybe both arms should be robotic.'" But in the end, he came out pretty cool." - ANDO
Shun'ei
"Shun'ei's design was done by a younger designer instead of Ogura. It's a design that's meant to be more appealing to the female audience. I felt it'd be nice if this character was the reason they'd play this game. He might remind you a little bit of Rock Howard... Let's just say it's the same people who were involved with his design." - KUROKI
Xanadu
"Xanadu was popular among the staff. I was worried because characters that are popular among the staff usually don't fare as well among players. On top of that, Oda's design specs were so personalized, it was concerning. But in the end, I think he came out well." - KUROKI
I still think it's a bit too soon to do a balance patch, even with Nakoruru kicking my ass to the moon & back online.
Ogura plsLeona
"Due to designer Ogura, Leona's chest ended up being pretty robust. The effect of physics lended nicely to her chest's motion... The animation ultimately looked stunning, even becoming popular on the internet." - KUROKI
lolVerse
"I asked Oda, "How does Verse talk?" and he responded with "Veeeeeerrrrrrrrse!!!!" I was like, "You've got to be kidding me, it's a joke, right?" Then in an early build, I heard him: "Veeeeeerrrrrrrrse!!!!"' - KUROKI
Yeah it shows V__VKensou
"I had a difficult time modeling Kensou's face. It would come out too young, too good looking, or too old, and I had to iterate on it many times." - KUROKI
I partially agree lolI still think it's a bit too soon to do a balance patch, even with Nakoruru kicking my ass to the moon & back online.
Yeah, I hope that SNK doesn't pull a NRS with constant balance patches. Even Smash 4 was a bit too trigger-happy with the balance updates (though we're probably in the clear until the rumored NX port).I partially agree lol
Not a fan of early balance patches but if they balance it now and let it be , its gonna be good for the game.
I dont think they're gonna rebalance it every 2 months or so like MK so im not worried.
Yeah, I hope that SNK doesn't pull a NRS with constant balance patches. Even Smash 4 was a bit too trigger-happy with the balance updates (though we're probably in the clear until the rumored NX port).
Capcom has the right idea in terms of how long the metagame should develop before pulling the trigger on balance patches, but one could argue that a mid-year patch after EVO would be fine.
I didn't really expect everything to be perfectly balanced on Day 1, especially with a large roster. I was just hoping that SNK would let things rock for a while until the stuff that's truly OP reveal themselves rather than just the early struggles of those still trying to adapt to the game. For example, back during MvC2, Iceman was a problem. But as time went on, people learned how to counter him, then the metagame evolved to what we know MvC2 for now.Capcom had numerous beta tests to balance SFV and they had to balance 16 characters. And whatever DLC characters they are releasing are considered to be on the weaker end of things because they don't want to risk ruining the balance.
Anyone who thinks SNK could balance 50 characters from day 1 is nuts. SNK knew this and had fun with it by going all out with various moves, knowing that they could just balance things out later while letting people have fun with powerful moves and tech. And I wouldn't be surprised if they let some of this stuff stick even after the patch.
Acting quick like this is definitely the right approach and was clearly planned, though here's hoping they aren't just looking at toning down the bad apples but also buffing the underused characters as well.
I didn't really expect everything to be perfectly balanced on Day 1, especially with a large roster. I was just hoping that SNK would let things rock for a while until the stuff that's truly OP reveal themselves rather than just the early struggles of those still trying to adapt to the game. For example, back during MvC2, Iceman was a problem. But as time went on, people learned how to counter him, then the metagame evolved to what we know MvC2 for now.
And buffing the underused characters this early is another thing that I have an issue with. For all we know, one of said underused characters could be OP but we didn't figure something out, yet.