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Dic 07

Nuevas imágenes de The King of Fighters XIV

KOF XIV personajes

Tras mostrar al mundo el reciente tráiler de The King of Fighters XIV, SNK Playmore ha querido compartir con todos nuevas imágenes del juego para mostrar con mas detalle a las nuevas incorporaciones: King, Billy Kane, Ralf, Angel y Kula Diamond, que se unen a los ya confirmados Kyo Kusanagi, Iori Yagami, Chang, Leona y Andy Bogard. El juego, según afirma la compañía, seguirá una jugabilidad tradicional 2D a pesar de su paso a los gráficos poligonales, ofreciendo combates en equipos de 3 personajes aunque también se ha confirmado la incorporación del nuevo modo Party en el que 6 jugadores lucharán en línea controlando cada uno de ellos a un único personaje.

Por su parte el argumento iniciará una nueva saga tras las series Orochi, NESTS y Ash, lo que viene a significar un nuevo arco argumental y también la incorporación de nuevos personajes, que formarán un catálogo total de 50 seleccionables. Según los rumores habrá 2 más dedicados a hacer las veces de enemigos finales.

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  1. Wesker

    A los personajes les veo dos problemas principalmente: primero que son poco expresivos… tienen a tener cara palo continuamente. Y segundo que parece que en lugar de piel tengan plástico. Si mejorasen las texturas de la piel ganarían bastante.

    Luego hay un poco de desequilibrio. Mientras que Angel o Chang están bastante bien diseñados otros como King o Andy parecen muñecos.

    Eso si, el traje de Billy me gusta :)

  2. karlitox

    NO me direis ahora 😀 que ANGEL no se ve tope sexy .. en ea pose 🙂

  3. NeoRock

    El pelo de plastilina de Andy es horrendo. Como la caguen también con Terry es para matarlos.

  4. Armagelipsis
    NeoRock escribió:El pelo de plastilina de Andy es horrendo. Como la caguen también con Terry es para matarlos.

    mejorara,tiene que hacerlo es cosa de compararlos con los demás,lo mismo con king

  5. The crazy Murray

    Ahora me vengo a percatar que Kula esta usando zapatos de plataforma, sera que se quiere ver mas alta. :duda:

  6. Frágment

    Otra cosa… los modelos como "artwork" oficial. Personalmente preferiría ver dibujos molones como los de Nona, Hiroaki, Shinkiro y demás clásicos :/

    Sí que se va a extrañar el viejo KOF, esta "nueva era" se ve decepcionante.

  7. mikros
    Frágment escribió:Otra cosa… los modelos como "artwork" oficial. Personalmente preferiría ver dibujos molones como los de Nona, Hiroaki, Shinkiro y demás clásicos :/

    Yo también intentaría que los modelos se vieran lo menos posible. Los quitaría de la selección de personaje y la pantalla de victoria y los cambiaría por dibujos.

    Aunque claro… si los artistas que tienen modelan así… vete tú a saber cómo dibujan. :gota:

  8. Armagelipsis

    arte tiene que tener es la tendencia de kof,tratar de hacerlo bonito :chan: al menos la imagen promocional está bien dibujada

  9. Tekyo

    Ps a mi no me ilusiona nada. Eso sí unos amigos lo comprarán y echaremos unas retas y a otra cosa mariposa.

  10. Lechugaman

    Echo de menos que haya gente en los escenarios. Bueno, haber hay, pero están muy alejados de la acción. Así los escenarios parecen estar bastante vacíos.

  11. Kim_Min_Aitor
    Lechugaman wrote:Echo de menos que haya gente en los escenarios. Bueno, haber hay, pero están muy alejados de la acción. Así los escenarios parecen estar bastante vacíos.

    Yo también, pero imagino que eso (sobre todo en el escenario del estadio) pueden arreglarlo fácilmente antes de terminar el juego. Al menos en el tercer escenario ya se ve publico, aunque no parezca estar muy pendiente de la pelea.

  12. Mictlantecuhtli

    ¿¡Es mi imaginación o Kula las tiene más grandes!?, ¿o será el ángulo de la imagen? ojalá no empiecen a “embarnecer” a todas las chicas, y que esto se vuelva DOA

  13. Wesker

    Imagen

    Imagen

  14. The crazy Murray
    Mictlantecuhtli wrote:¿¡Es mi imaginación o Kula las tiene más grandes!?, ¿o será el ángulo de la imagen? ojalá no empiecen a "embarnecer" a todas las chicas, y que esto se vuelva DOA

    Pero que mente la tuya amigo, yo fijándome en que Kula ahora usa zapatos de plataforma y tú fijándote, pues en otras cosas (aunque tienes razón en que las tiene más grandes). :twisted:

  15. Mictlantecuhtli

    Es que es lo que más se nota, tambien me habia fijado en los tacones, pero eso no me molesta

  16. NeoRock

    Ojalá cambiaran la paleta de colores; es demasiado pálida y fría para mí gusto. El XIII era mucho más atractivo.

  17. Frágment

    Creo recordar que Kula tenía el trasero gigante en 2002UM…

  18. The crazy Murray
    Frágment wrote:Creo recordar que Kula tenía el trasero gigante en 2002UM…

    Rápido que alguien lo vaya a verificar. :lol:

  19. Arles

    Cual es la idea de SNKP de mostrar, personajes a medio hacer xDDD
    King y Ralf se nota que tienen menos detalles que los demás

  20. Armagelipsis
    Arles escribió:Cual es la idea de SNKP de mostrar, personajes a medio hacer xDDD
    King y Ralf se nota que tienen menos detalles que los demás

    y el andy no te olvides del andy…creo que les pillo el tiempo y entre mostrar y no mostrar… genera mas hype y amortigua un poco de las criticas.por lo que se ve dio resultado.al menos los "franeleros" al ver a Angel se quedaron mas tranquilos :chan:

  21. Arles

    Armagelipis, jaja tienes razón ! … Yo a Andy no lo tocaría mucho pero solo por maldad, a sido el meme que necesitaba kof jajaj !

  22. mikros

    Yo creo que Andy y King están más o menos igual de terminados que el resto y con un modelado igual de torpe, sólo que se les nota más.

    La diferencia es que sus diseños tienen menos detalles que desvíen la atención. Otros personajes tienen cinturones, bolsillos, costuras de cuero, peinados más llamativos, o en el caso de Chang características físicas más marcadas; son cosas muy fáciles de modelar y hacen bulto, pero con los personajes más simples lo que cuenta es la habilidad y el trabajo del artista. Es lo que diferencia a Ryu de Fungfu Man. Es mucho más difícil dibujar un Andy que un Kyo o un K'.

  23. Rai_Seiyuu

    Segun Soryuken.com, el juego lleva el 70% del desarrollo y saldrá el 1 de Abril

  24. mikros
    Rai_Seiyuu escribió:1 de Abril

    Y entonces al encender el juego se descubrirá el verdadero KoF14. Lo que estamos viendo ahora no es más que una campaña viral. :chan:

    Aprende, Kojima.

  25. Wesker

    Si falta tan poco no va a mejorar ya mucho, pequeños detalles pero nada radical :-)

  26. Armagelipsis
    Rai_Seiyuu escribió:Segun Soryuken.com, el juego lleva el 70% del desarrollo y saldrá el 1 de Abril

    seguro? que enlace leíste?

  27. Lechugaman
    Armagelipsis escribió:

    Rai_Seiyuu escribió:Segun Soryuken.com, el juego lleva el 70% del desarrollo y saldrá el 1 de Abril

    seguro? que enlace leíste?

    Sin duda se refiere a éste:

    http://shoryuken.com/2015/12/07/king-of … -complete/

  28. Kim_Min_Aitor
    Lechugaman wrote:

    Armagelipsis wrote:

    Rai_Seiyuu wrote:Segun Soryuken.com, el juego lleva el 70% del desarrollo y saldrá el 1 de Abril

    seguro? que enlace leíste?

    Sin duda se refiere a éste:

    http://shoryuken.com/2015/12/07/king-of … -complete/

    Juas, juas, 1 de Abril, el April's Fool :facepalm: . Que bueno, me mondo. Al menos los haters empiezan suave y con algo de sutileza. Ahora en serio, imaginaba que el juego estaría más bien para la segunda parte del año que viene, pero si realmente estan al 70%, es posible que realmente salga antes de lo que preveía. El hecho de desarrolarlo en varios estudios a la vez supongo que les permite trabajar mucho más rápido que antes, aunque haya más criticas por la calidad.
    Y por cierto, ¿no mencionaron nada sobre posibles DLC (porque sin duda lo tendrá)?

  29. Armagelipsis

    ese es le punto no encuentro la parte donde dice lo del 1 de abril xd,en la entrevista anterior tampoco se menciona. :toloco:
    (sere directo) rai de donde mi#$% sacaste lo del 1 de abril? xd :nolohagas:

  30. Lechugaman
    Armagelipsis escribió:ese es le punto no encuentro la parte donde dice lo del 1 de abril xd,en la entrevista anterior tampoco se menciona. :toloco:
    (sere directo) rai de donde mi#$% sacaste lo del 1 de abril? xd :nolohagas:

    Es que en la noticia no lo dice. Se habla solo de que el juego se lanzará en algún momento de 2016, sin precisar más. Lo del 1 de abril es una broma de Rai Seiyuu, porque el 1 de abril es el April's fools day. Como el KOF XIV es una broma, parece razonable que se estrene el día de las bromas, jojojo :roto:

  31. nacho

    en la kof no pasan los años….. a kula parece quer si.

  32. Fislohodo

    Hay algo muy sospechoso con esto. 50 personajes en unos cuantos meses… mmm, sigo pensando que sólo están terminando lo que llevaban hecho del KOF MI 3 eso explicaría porque se ven como algo que hubiera sido bueno hace dos generaciones y pasable al principio de la anterior cuando MI 3 se suponía que sería lanzado..

  33. Frágment

    Tenemos entrevista con Famitsu y algunas cosas:

    Summarize version of Famitsu interview to KOF14 producer oda

    – All 50 characters will be playable at launch/release. Roster is already solid.
    – Additional characters/dlc is undecided
    – All voices have already been recorded.
    – Online will feature a 3on3 mode where 6 players each control a character when it's their turn. Same characters will be allowed (at current planning stage)
    – Development went full throttle in spring 2014.
    – Project started out after company CEO (Kawasaki?) suddenly said in 2013, "We're gonna be #1 in [fighting] games again!".
    – Oda comes from the former SNK R&D Division 1, aka the "Fatal Fury/AOF dev team".
    – A bunch of other staff from R&D Division 1 have also returned to work on the game; the dev team is a mix of seasoned and new staff
    – All the returning staff have been active in the front line, meaning no washed out staff.
    – Game is returning to its roots in terms of graphics with "sharp looks on the characters"
    – Attention is being given to game balance and controls
    – Fighting game aspect for both offline and online are priority, but single player/story mode experience will also be given focus
    – Whether game will be updated by versions (ala SF4) or go by sequels (KOF15,16) is still undecided, but it'll be the begenning of another new saga in terms of storyline.

    Credits to Professor at mmcafe.

    Al parecer el equipo de desarrollo incluye personas que trabajaron en los juegos originales de Fatal Fury y Art of Fighting, definitivamente da más confianza.

    Y notas de la jugabilidad por Laban (jugador de KOF '98):

    [+] Spoiler
    KOFXIV Impressions at Playstation Experience 2015:

    First off, I'll state my overall impression in a broad sense first, and then I'll give details and reasoning behind it.

    KOFXIV is a really fun and enjoyable game that is currently a diamond in a rough. As a KOF98 enthusiast who enjoys strong neutral game, great anti-air normals, and a balance of strong offensive and defensive tools, the KOFXIV build at Playstation Experience delivered a great experience that KOFXIII has failed to give me in comparison. That said, KOFXIV is a game that takes the positive elements of KOF98, KOF2002, and KOFXIII to create a distinctive title that should please many palettes.

    First comes the system mechanics. KOFXIV employs the standard KOF format that has been present from 98 to 2002 and onwards. Those familiar with 98, 2002, and XIII should be at home with the 4 attack buttons, running, rolling, hopping, jumping, and among of quintessential system mechanics that have been present in the most popular competitive KOF titles. What is new is the revamping of the MAX mode, the added effect of wall splatting with standing CD attacks, and the implementation of Just Defend/Just Defense (which works differently than Capcom vs. SNK 2 and Garou: Mark of the Wolves Just Defend, respectively.)

    MAX mode is like a combination of aspects from KOF98's, KOF2002's, and KOFXIII's ABC/BC button activation modes. Unlike KOF2002 or KOFXIII, MAX mode doesn't allow canceling specials into other specials nor does it allow having previously un-cancel-able normals. (eg. KOFXIII and KOF2002 Kyo's Far D can't cancel into anything, but when in MAX/HD mode, it can cancel into special moves like his rekkas.) What MAX mode now does do is it allows the character to have access to EX moves. Using an EX move during MAX mode takes away a chunk from the draining activation meter similar to how HD cancels in HD mode took away portions of the draining meter. EX moves are only available in MAX mode. That said, EX moves are revamped when compared to KOFXIII. Instead of super fast, just-do-it moves, they're toned in a way that it compliments how it's used within MAX mode. Andy's EX projectile in KOFXIII used to be a super fast projectile that is hard to react to and pops the opponent high into the air on hit. In XIV, it's a slower version of his normal projectile and acts as a fat "Sonic Boom." There isn't any move thus far that is like KOFXIII Kim's EX Hangetsuzan or as I have observed during the whole weekend.

    Activating MAX mode also freezes the screen like Under Night In-birth's Chain Shift when activated manually without canceling into it, allowing the player to react to the situation and respond accordingly. But if an opponent tries to hit the activation and the attack overlaps the player's character during the freeze, the player will be hit. So although it recovers quickly after screen freeze, it's not an instant recovery and could be hit right after activation if the attack goes active immediately. An attack initiated after the freeze would generally be blocked though. More testing is required.

    When canceling your normal attacks into MAX mode like in KOFXIII, the player's character automatically dashes towards the opponent's character. This is easier than having to manually run up to the other player's character in games such as KOF2002 and KOF2002UM. When doing the MAX mode activation cancel, the screen won't freeze like how manually activating MAX mode does during the neutral game. I can picture larger combos starting from a hit confirm into BC activate/MAX mode activation cancel into another BnB into an EX move that could be canceled into a Desperation Move. We weren't able to really test out if there are ways to cancel Desperation Moves into Climax attacks yet. When using this activation cancel, it consumes 1 stock of meter, which is different than KOF2002 in which it usually consumes 2 stocks. Don't be alarmed; MAX mode's drainage meter is about half the size it would have been if it had been manually activated. Usually players are only able to do two EX moves before the meter runs out, which is limited compared to manually activating MAX mode and having access to about three to four uses of EX moves. Much more needs to be explored with the MAX mode combo system.

    Aside from MAX mode, Just Defense was added to the game. As many have noted, it does not work like CVS2's or MOTW's Just Defend, and it works more like Guilty Gear's Instant Block. Reiki Kito and I talked with the developer directly through a translator and asked what Just Defense actually did. Based off the build on the show floor (meaning SNKP is tweaking the effects of Just Defense at HQ), all Just Defense did was reduce the inflicted "damage" to the guard gauge the player receives, builds more meter upon Just Defense than guarding normally, and it did not change frame advantage or disadvantage. So it's used mainly to delay guard break and reward more meter, based on the playable build at Playstation Experience. Also, there are no plans or intentions to add in air Just Defense. So a solid, fundamental ground game it is.

    Standing CD attacks are about the same as they are in KOF98, KOF2002, and KOFXIII, but the difference now is that on normal and counter hit, they cause wall splat. This makes standing CD a more attractive move during the neutral game to score screen position and perhaps a combo when against a cornered opponent from a poke or whiff punish. The wall splat itself causes a SFIV-style crumple state in which the opponent is in an "airborne" state. So if Kyo runs up to a wall splatted opponent and presses close C, it will hit reset the opponent's character in the air but low to the ground. Kyo's hop kicks do further juggle the opponent allowing for Kyo to get more damage. Iori doing a standing CD from cornered will splat the opponent to the opposite side of the screen, but if the Iori player is good at hit confirming, Iori can cancel the standing CD into hcb+K and get a hard knockdown along with corner carry and okizeme. Thus far, I personally like this change to standing CD and welcome it.

    In quick passing, KOF2002 style super cancels are in the game. Characters could do a special move and cancel into a Desperation Move at the cost of no additional stocks. If it takes one stock to do a Desperation move, it doesn't take additional stocks to super cancel much unlike KOF2002. So it seems to function like Street Fighter III 3rd Strike's special move into super cancel. I have not experimented with optimizing MAX mode combos in conjunction with 2002-style super cancels to see how meter usage plays out since I focused more on fundamental tools, general game feel, universal system mechanics, and character specific nuances.

    Also in a quick note, the "Rush" system in KOFXIV works similar to Persona 4 Arena's and Under Night In-birth's Auto-combo mechanics. Just press the neutral A button 4 times to do a weak BnB into a knockdown ender. If the player has a stock of meter, it will consume a stock of meter at the end to do a Desperation Move, which still doesn't do much damage as a combo. Aesthetically, it uses unique animations after the first hit, but the enders use established special moves and Desperation Moves. I couldn't cancel the auto-combo mid way into anything else nor link after an unfinished auto-combo string. The mechanic at this point in time seems solely for new to fighting game type of players without being too overly lengthy to become a nuisances while still being flashy enough for new players to stay invested in the game without much studious effort. Standard BnBs, even meterless ones, still do more damage than Rush combos. So although certain competitive players may mind the inclusion of this system, it doesn't add or take away from my experience I'm indifferent about its inclusion.

    Main system differences aside, the game feel is just right for me. I said this plenty of times at Playstation Experience and many fellow players agreed with me, playing KOFXIV for the first time feels like brand new shoes. It feels weird at first, not bad or good; but once broken in, the game feels really good. The main overall "complaint" is that normal jumps look and feel too floaty, but as a solid KOF98 player, normal jumps feel just fine to me and I feel at home. A factor that may have affected people is that the jumps themselves may be the same as usual in speed, but the rotation of the "flip" during the forward jump seems to rotate slower; this might create an optical illusion that full jumping is much slower than in reality. Of course, there is no such thing as facts: only interpretations. That aside, walking and running feel quick and comfortable. Ironically, walking in both KOFXIII and KOFXIV feels much better than SFIV and SFV. Not to blow up Capcom, but SNKP pretty much captured the feel of a 2D KOF game in 3D graphics better than Capcom did with their attempts. Arc System Works, in my very own humble opinion, was the best at capturing the feel of their past 2D titles within a 3D medium the best of the three companies, but that's beside the point of the article, and I digress. This is all to emphasize that the game feels close to KOF98 and SNKP did a better job than I expected when trying to translate KOF into a 3D medium.

    Speaking of game feel, normals are generally better in this game than its immediate predecessor. Although characters such as Andy and Leona in KOFXIV are largely based off their move sets in KOFXIII, their normals and move sets function better within the neutral game by large. Using Kyo, I tested if I can easily hop or hyper hop over Andy's projectile, just like in KOFXIII. I couldn't do it no matter which ranges and timings I used. Thinking of high set, airborne projectiles in KOF98, I thought Kyo might be able to low profile the projectile using sweep or down forward D like in KOF98. After testing, he couldn't do that either. Combined with a solid air to air and anti-air game, Andy's neutral game vastly improved just based on that improvement. Leona's crouching C actually works as a very solid anti-air which rarely loses, much like her KOF98 and KOF2002 iterations and unlike KOFXIII. What she retained from KOFXIII is the ability to link her crouching C from crouching B with ease; KOFXIV brings the best of from previous KOF titles and fuses them into an overall better package. Kyo's hop and jumping D have more range than KOFXIII's and feels much more like KOF98. Kyo's cr.C and Iori's cl.C are more consistent in anti-airing opponents. Opponents don't curve around the hit box of the anti-air due to badly placed collision boxes anymore, unlike KOFXIII. A stronger and more varied neutral game has returned to the KOF franchise while retaining the positive and interesting aspects of KOFXIII.

    In regards to damage output, I have not explored much in regards to min-maxing MAX mode combos, super cancels, EX moves, and the such. I'm not the type of player to explore that first. With that, I have played to large success without using those tools. In KOFXIII to be successful, Drive and HD combos were more mandatory in order to win unlike KOF2002UM where it could be used, but isn't necessary to win overall (unless you're playing Nameless.) So much like KOF98 or KOF2002 series, I found much success playing KOFXIV without using the deeper combo mechanics and used meterless BnBs and simple combos which end in a Desperation Move, EX Desperation Move, or Climax (the new fancy term for Hidden Super Desperation Moves, MAX 2s, Leader Desperation Moves, Neomaxes, Level 3 super, etc.) Since the neutral game was improved, solid space and consistent space control within smaller instances dictated the pace of the game instead of the particular focus of meter managing resources and converting like KOFXIII. So tagging an opponent with anti-air consistently with crouching C or an air-to-air controls the pace better than brute forcing or bullying with hops and jumps until one lands a jump-in or air-to-air jumping CD into a big combo regardless if the opponent checks the space with standing jabs or air-to-airs. Damage where it's at and what has been discovered so far is fine as is. I could imagine damage being even bigger with the new MAX system, but I do not envision it will be to the extent of Benimaru corner infinites, Shen Woo 100% combos, Takuma or Vice j.CD into anywhere juggle conversions, or anything of the such.

    In regards to the game's aesthetics, it looks much better in person than what the trailers provide. I was one of the crew when the first trailer came out that thought the game looked ugly. I said to myself, as long as it plays well, I'll play it. So I went to Playstation Experience with lukewarm expectations of the game. When up close, the game actually looks like a PS4 title. Kyo, Iori, Leona, and Chang were more polished and finished compared to the more recent additions to the playable build, Andy and Kula. So one could actually see the development process in which the 3D models go through. Andy's and Kula's in game models during matches have a flat look to them without shine or finer details. Andy's portrait in the character select screen also lacks the sheen and finish that the other characters have, while Kula's portrait looks largely more finished in contrast to her model in a game match. Everyone's win portrait looks goofy unless they're the centerpiece character who won the round (it's different than if they're in the background.) Leona's win portrait looks good when she's the centerpiece, but looks unpolished and weirdly proportioned when in the background. So the visuals of the game are a very large piece of work in progress, but the trailers thus far haven't done the game justice it deserve when observed right in front of you at the booth. Ironically for the character portraits for characters select, it seems SNKP spent more time working Chang's luxurious, glamorous beard than fixing the jaggy edges on Kyo's and Iori's hair. The blur effects used in Leona's Moon Slasher and Baltic Launcher look very beautiful, and the smoke from Kyo's and Iori's attacks look better in person than they do in a trailer (much like how the very bold smoke effects in KOFXIII looked better in person than in the trailers as well years ago.) The game, yet to iterate again, is still in development; but, I like the stride made thus far from the first trailer to where it was on the show room floor. Sadly to say, first impressions are everything; but I hope the finished product will change many stubborn minds.

    Of the six playable characters, no character felt weak or obviously bad or bottom tier material. Everyone has their familiar and good tools. Chang might be one of the "weakest" of the six characters because his jumping CD isn't as fast as it used to be, j.C and j.D lost a bit of horizontal range, crouching C isn't as fast as it should be to anti-air full jumps, and Far C has too much start up and recovery to be used to anti-air. Even then, Chang's subtle new tools, Far A, fast slide, j.CD remaining viability, great anti-air super, and other tools still make Chang a strong contender who is able to keep the current cast of six out very well. Trusting SNKP as they have done great, sensible balance updates such as going from KOF98UM to KOF98UMFE, from KOF2002 to KOF2002UM, and from KOFXIII Arcade to KOFXIII Console/Climax, I have faith in the development process to have Chang adjusted properly later.

    Without further ado, I will list notable character observations I have found. I give a special thanks to Reiki Kito, EX Wild Wolf, JD, Gen D, N4US, and among the many others whom helped me test and find info. I couldn't have done it without them.

    Por el momento veo reacciones muy positivas al nuevo sistema de juego, del cual dicen corregirá bastantes cosas de KOF XIII y lo hará más simple y balanceado.

    Esperemos que realmente funcione a la perfección en cuanto a jugabilidad al menos para ver si vale la pena…

  34. NeoRock
    – Project started out after company CEO (Kawasaki?) suddenly said in 2013, "We're gonna be #1 in [fighting] games again!".
    :qmparto:
    :qmparto:
    :qmparto:
  35. Wesker

    Ya, es bastante LOL eso, especialmente cuando el KOF XIII despertó mas hype que este xD

  36. Vorador

    El CEO de SNKP es Cristiano Ronaldo :tf:

  37. Toribio

    Nice gameplay but ugly graphics

  38. roberts_2

    Compra segura cuando esté por debajo de 5€ :feliz:

  39. NeoRock

    Yo no diría tanto. Después de ver más vídeos yo pagaría entre 15 y 20 euros, sólo por lo que me recuerda al 98.

  40. Frágment

    Supuestamente, esta sería la forma de combear en KOF XIV…

    http://www.youtube.com/watch?v=sEKA_ooNJKE
      Pinche aquí

    A little video to get a better understanding on what kind of combos we would had if KOF XIII had KOF XIV new Maxmode system.

    In KOF XIV, in the PSX build, Maxmode allow you to use "free" Ex moves (they deplete the timer like HD cancel did in XIII), but you can no more HD cancel special moves and Ex moves like before.

    The activation costs one super meter.

    Since the Maxmode timer is reduced by half when you do a quickmax activation, the number of Ex Moves available will be reduced. I assumed that your last character (with the longest Maxmode time) will be able to do at least 3 Ex moves before depletting his maxmode timer.

    The other rule is that you can super cancel any special move or ex move in to an EX DM or Neomax/Climax during the Maxmode.

    With these informations in mind, I tried to see what kind of combos we'll have if we assumed that the characters moves kept the same properties as in XIII.

    The combos on this video are 100% irrelevant, and were made only for curiosity and fun!

    Also it's my first Combo movie, so sorry for the very poor cut and quality ^^'

  41. Kim_Min_Aitor
    Frágment wrote:Supuestamente, esta sería la forma de combear en KOF XIV…

    http://www.youtube.com/watch?v=sEKA_ooNJKE
      Pinche aquí

    A little video to get a better understanding on what kind of combos we would had if KOF XIII had KOF XIV new Maxmode system.

    In KOF XIV, in the PSX build, Maxmode allow you to use "free" Ex moves (they deplete the timer like HD cancel did in XIII), but you can no more HD cancel special moves and Ex moves like before.

    The activation costs one super meter.

    Since the Maxmode timer is reduced by half when you do a quickmax activation, the number of Ex Moves available will be reduced. I assumed that your last character (with the longest Maxmode time) will be able to do at least 3 Ex moves before depletting his maxmode timer.

    The other rule is that you can super cancel any special move or ex move in to an EX DM or Neomax/Climax during the Maxmode.

    With these informations in mind, I tried to see what kind of combos we'll have if we assumed that the characters moves kept the same properties as in XIII.

    The combos on this video are 100% irrelevant, and were made only for curiosity and fun!

    Also it's my first Combo movie, so sorry for the very poor cut and quality ^^'

    Dos dudas:
    ¿cuantos Ex moves podrían hacer el 1º y el 2º luchador antes de agotar el Max Mode, ya sea activación normal o rápida?
    Los supercancel se pueden hacer tanto en modo normal como Max Mode, pero supongo que en ambos casos tendrán un coste de un supermeter, ¿no? ¿O es más barato en Max Mode?

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