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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > The KOF Universe > King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
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Tizoc
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1725 on: 06 of May of 2012, 10:23:05 am »

Quote from: Yuki Yagami on 06 of May of 2012, 09:29:55 am
http://tieba.baidu.com/p/1568036599

They are the new sprites (other than Geese, Igniz and Orochi) shown at the KOF-i 2012 trading cards that are not seen before in any form as Achievement trophies (Heidern, Adelheid, Rose and TFTP members) or a staff-only sprite contest (Oswald and Momoko).

http://cyberfanatix.com/forums/index.php/topic,583.msg55788.html#msg55788

Thanks, but I thought everyone pretty much expects it to be a dream match game.
Wonder if they'll be added to the game in the near future?
« Last Edit: 06 of May of 2012, 10:28:11 am by Tizoc » Logged

j/k, happy Ryu is best Ryu.


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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1726 on: 20 of August of 2012, 09:59:25 am »

Reviving this for diversionary purposes...

Put all the XIV stuff here...

Team-wise, I'll say, if XIV is a new saga, the only "safe to say" teams that will be intact from KOF XIII will be the Fatal Fury Team and K' Team.

I'll discuss a gameplay mechanic for KOF XIV which I call "the Flow"...

"Flow Mode" somewhat replaces the HyperDrive Mode. Flow's functions are similar to HyperDrive but it has differences...

-Flow Mode, when activated neutralizes projectile attacks when activated. But with exceptions (ex. Haoh Sho Ko Ken or Orochinagi) and Physical projectiles (ex. Zanei Ken or Burn Knuckle)
-Flow Mode continues even if you miss. But it ends automatically when you get hit or get "Counter Flow". Once hit, you get a 5-second cooldown before you can use it again.
-Unlike HyperDrive, Flow Gauge has a 5-second cooldown before it can be used again.

"Counter Flow" is a mix of KOF XII's Critical Counter and Hyper Drive. This is activated when a character is in a middle of a physical enemy attack (except for throws, command grabs or projectile attacks).

- CF Mode sends the enemy on a juggle state and gives you unlimited cancels. It nullifies your enemy's Flow gauge when activated.
- CF Mode increases your damage by 50% but only lasts half the time of the Flow Mode.
- CF Mode ends if you end it similar to a HyperDrive in XIII (ex. with a NeoMAX) or if you miss after a Critical Counter in XII.
- After a CF mode, the Flow Gauge has a 10-second cooldown before it can be used again.

Is there a way to avoid it in becoming a Capcom-style comeback mechanic? Is there a way to make more useful and practical? Do you have any better gameplay ideas than mine? Any gameplay suggestions are welcome.
« Last Edit: 20 of August of 2012, 10:38:53 am by Yuki Yagami » Logged

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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1727 on: 20 of August of 2012, 01:14:44 pm »

Please, no more "custom combos" and extra nonsense modes.

Go back to the traditional KOF1998 style and keep it that way. 1 gauge - Power Gauge. That's it. There can be a Max Mode that gives a slight power increase and allow you to activate SDM's for 1 extra power stock like in 98 and the Quick Max from 98UM could be in there too.

Super Cancels cost 1 extra bar like in 2k2.

No max cancels/dream cancels.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1728 on: 20 of August of 2012, 03:09:32 pm »

SNK is trolling with us, do you think that all of these characters will be in the next KOF?

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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1729 on: 20 of August of 2012, 03:39:45 pm »

You are months late on that.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1730 on: 20 of August of 2012, 04:58:03 pm »

Oh god ! it's hard to add all of these bosses unless it's ultimate dream match of Ash Saga !
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1731 on: 20 of August of 2012, 06:38:54 pm »

I want those bosses too but unfortunately end bosses are not used in VS mode..but if balanced for VS then hell yeah then they should take the time to add them
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1732 on: 20 of August of 2012, 08:38:53 pm »

Quote from: Running Wild on 20 of August of 2012, 01:14:44 pm
Please, no more "custom combos" and extra nonsense modes.

Go back to the traditional KOF1998 style and keep it that way. 1 gauge - Power Gauge. That's it. There can be a Max Mode that gives a slight power increase and allow you to activate SDM's for 1 extra power stock like in 98 and the Quick Max from 98UM could be in there too.

Super Cancels cost 1 extra bar like in 2k2.

No max cancels/dream cancels.

Perhaps your idea could be better with a little tweaks. Although either keep MAX Cancels or just integrate MAX Cancel to the Super Cancels.

Although I want to keep the EX moves, except it uses 50% of the power gauge to execute it.

Free NeoMAX = Free SDMs from '98UM

As for the sprites...
All I can say is Whip and Shingo might replace Leona (50-50 chance) and Daimon (which they can easily written off as being hired as a Judo varsity coach and is not available) in XIV respectively. Only, and only if XIV is a new saga than a dream match

For the Characters....
AOF Rival Team (King, Mickey, John) (betting on this team since XI came out) Personally, I like King to be in a team not with either Women or Kyokugenryu Practitioners. (On another note: Probably another way to bring Oswald back with no Ash Crimson involved)

Lee Pai Long asks John Crawley to obtain the Dragon Pills, which Oswald is currently finding, due to his former military ties (seems Ralf and Clark knew Oswald before, based in their XI winquotes). Lee needs someone related to the military, so he asked John to enter KOF to find related information of the Pills.
John later visits his friend, Mickey Rogers in his boxing gym and asks him about KOF and strong opponents, with the info given to him by Lee. Mickey agrees and sees KOF as another way to improve his boxing skills.
They later visited King and John offers her to form a team with him and Mickey. King turns them down at first before he could ask her about the info Lee given to him. Because she thought that Mr. Big is involved, John mocks her softness due to her ties with the Kyokugenryu. King later regrets her actions and sees a note John dropped before him and Mickey were driven out of her bar.
With all hope lost, John and Mickey were almost to give up joining KOF until he notices he lost the info Lee given to him. King, wearing a bowler hat, later appears with the note. She forgives John and Mickey on her actions earlier and finally agrees to join KOF.
Another note: Might be the AOF counterpart of the Fatal Fury 1 of (Billy, Raiden, Hwa Jai) a.k.a. the 3 characters you face before the Boss(es).

Also, another plausible team I like to see in XIV is the Fatal Fury 2 Team (Mai, Kim, Big Bear)

Kim sees Big Bear at an airport. Kim "congratulates" Big Bear for unknown reasons. He thought of the previous tournament when he was Raiden back then. Kim is in Southtown to scout somebody to be "re-educated" by him but he finds no luck. Big Bear is about leave Southtown to join KOF and he invites Kim to join him. Kim agrees with Bear's proposal.
Mai, meanwhile was frustrated to hear that Yuri cannot join her (because Takuma asked Yuri to be on their team again) and King already left (after teaming up with John and Mickey) for KOF. Mai does not know though about John and Mickey, so she thought that she teamed up with Mary and Kasumi instead. She still insists that KOF is not complete without her.
Out of her frustration, she rushes back to the airport to go home until Kim and Big Bear met her. Mai explains that she might not be in KOF this time and she is heading home. Out of mercy, Kim and Big Bear invites her to their team. Mai, having tears of joy afterwards, thanks Kim and Big Bear for allowing her to join KOF with them.
As they left on a plane, unknown to them, Hwa Jai arrived on the airport late finding Kim and Big Bear, only to realize that they already left with Mai.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1733 on: 20 of August of 2012, 09:06:36 pm »

I think Max/Dream Cancel's are stupid. Cancel a super into a bigger super for another upwards 50% damage... that's dumb, and unnecessary.

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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1734 on: 20 of August of 2012, 11:25:33 pm »

I like dream cancels .... i can't deny that they are a little OP but they have such a lovely impact on the matches and they always look over the top awesome.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1735 on: 21 of August of 2012, 01:57:25 am »

Speculative Movelist time...

Mickey Rogers

Command Moves:
Left Upper - df+A
Low Straight - f+B

Special Moves:
Burning Upper - qcf+P
∟EX: Faster, Travels full-screen
Moving Upper - qcf+K
∟EX: Faster, deals more damage
Crazy Upper - dp+P
∟EX: Anti-air
Chopping Right - qcb+K (hold for more damage)
∟EX: Mickey travels across the screen, Autoguard
Combination - hcb+P
∟EX: increased invincibility

DMs:
Planet Gale: f, hcf+P
Rush Bomber: qcb, qcb+P
∟EX

NEOMAX
Galaxy Upper: qcb, hcf+AC (can be held)
(Mickey produces a huge energy pillar, Anti-air)

John Crawley

Command Moves:
Low Kick - df+B

Special Moves:
Mega Smash - qcf+P
∟EX: Causes wallbounce
Mega Bomber - dp+P (new Move, a hybrid of Ralf's Air Punch and Athena's Phoenix Arrow)
∟EX: Multiple hits
Flying Attack - qcb+P
∟EX: Has throw properties, unblockable
Overdrive Kick - qcb+K (press K up to 4x)
∟EX: Ranbu-esque travel, comes out faster
  Backhand - b+C
Spiral Leg Bomber - (air) qcb+K
∟EX: No recoil once the move ends

DMs:
Mega Smasher - qcf, qcf+P
∟EX
Atomic Smasher - qcf, hcb+P

NEOMAX:
Blitzkrieg Assault - qcb, qcb+BD
(Does a Backhand, Jumps over his opponent and does a Flying Attack as they fall on the ground and ends with an explosion)

EDIT:
Also, I have a question? Which Iori would you like to see in XIV? Flame, Claw or a combination of the two? For me, I like a hybrid of two styles which I call, "Slash and Burn" Iori

Iori Yagami (XIV Version Concept)
(Note: Personal version, real XIV Iori might be different)

Command Move:
Geshiki: Yumebiki - f+A
Geshiki: Yuriori  - (air) b+B
Geshiki: Goufu In "Shinigami" - f+B

Special Moves:
104 Shiki : Nueuchi - dp+P
∟EX: 3 Hits, Increases invincibility
311 Shiki : Tsumagushi - dp+K
∟EX: Increased invincibility, passes projectiles
401 Shiki : Shogetsu - qcf+P
∟EX: Guard break properties, faster startup
217 Shiki : Aoihana - qcb+P (up to 3x)
∟EX: Faster startup, juggles opponent higher after second input, adds invincibility
129 Shiki : Akegarasu - qcb+K
∟EX: Increases invincibility, hitcount
203 Shiki : Tsuchitsubaki - hcf+K (Now causes explosions after Iori slams them to the ground)
∟EX: Faster startup, can OTG

DMs
Kin 1211 Shiki : Yaotome - qcf, hcb+P (Note: Flame Iori Version)
∟EX: Causes hard knockdown, faster startup
Ura 316 Shiki : Saika - qcf, qcf+P (Now a stand alone DM)

NEOMAX
Kin 1218 Shiki : Yatagarasu - qcf, qcf+BD
(Iori forms a crescent-shaped slash of purple flames that look like 3-crow legs (hence the name), Same properties as the XIII version though)
« Last Edit: 21 of August of 2012, 07:11:20 am by Yuki Yagami » Logged

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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1736 on: 21 of August of 2012, 11:33:00 am »

Quote from: Yuki Yagami on 21 of August of 2012, 01:57:25 am

EDIT:
Also, I have a question? Which Iori would you like to see in XIV? Flame, Claw or a combination of the two? For me, I like a hybrid of two styles which I call, "Slash and Burn" Iori

Iori Yagami (XIV Version Concept)
(Note: Personal version, real XIV Iori might be different)

Command Move:
Geshiki: Yumebiki - f+A
Geshiki: Yuriori  - (air) b+B
Geshiki: Goufu In "Shinigami" - f+B

Special Moves:
104 Shiki : Nueuchi - dp+P
∟EX: 3 Hits, Increases invincibility
311 Shiki : Tsumagushi - dp+K
∟EX: Increased invincibility, passes projectiles
401 Shiki : Shogetsu - qcf+P
∟EX: Guard break properties, faster startup
217 Shiki : Aoihana - qcb+P (up to 3x)
∟EX: Faster startup, juggles opponent higher after second input, adds invincibility
129 Shiki : Akegarasu - qcb+K
∟EX: Increases invincibility, hitcount
203 Shiki : Tsuchitsubaki - hcf+K (Now causes explosions after Iori slams them to the ground)
∟EX: Faster startup, can OTG

DMs
Kin 1211 Shiki : Yaotome - qcf, hcb+P (Note: Flame Iori Version)
∟EX: Causes hard knockdown, faster startup
Ura 316 Shiki : Saika - qcf, qcf+P (Now a stand alone DM)

NEOMAX
Kin 1218 Shiki : Yatagarasu - qcf, qcf+BD
(Iori forms a crescent-shaped slash of purple flames that look like 3-crow legs (hence the name), Same properties as the XIII version though)

I'll go with this Iori.

OK, for my daydreaming :

-Storywise, I'd rather see SNK re-started the universe FROM SCRATCH rather than Dream Match or Direct Sequel.
-Back to the early KOF concept of a Crossover Game. So, you'll see more characters from SNK Games being added like Rage of the Dragon and Fighters History. The Sports Team will also included as they actually a spoof of SNK's early sports-related game.
-Just like KOF XII and XIII, most characters appear more acurately acording to their original game from look, moveset, personality, and costume. Some characters like Chin, Kensou and Iori are the exeption since I prefer their XII/XIII version (Kensou's costume and personality in XII/XIII are more closely to his original game though). This is basic-wise. Of course there will be some added move to make them more update. But the basic foundation of the characters still kept.
-Perhaps, Alternate Costume.

Okay, that's the first. I'll added it latter.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1737 on: 21 of August of 2012, 01:57:49 pm »

Quote from: Dody on 21 of August of 2012, 11:33:00 am
So, you'll see more characters from SNK Games being added like Rage of the Dragon and Fighters History.

Those aren't SNK games.
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1738 on: 21 of August of 2012, 07:59:51 pm »

Quote from: Running Wild on 21 of August of 2012, 01:57:49 pm
Those aren't SNK games.

And I, agree with you for one.

Even ADK IPs that SNKP currently owns (like World Heroes and Aggressors) made more sense though.

Odd enough, Jin Fuha from AOF3 is memetically popular in Japan right now...
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Re: King Of Fighters XIV: Speculations, predictions and all that fanboy jazz
« Reply #1739 on: 22 of August of 2012, 02:19:06 am »

Quote from: Running Wild on 21 of August of 2012, 01:57:49 pm
Those aren't SNK games.

Quote from: Yuki Yagami on 21 of August of 2012, 07:59:51 pm
And I, agree with you for one.

Even ADK IPs that SNKP currently owns (like World Heroes and Aggressors) made more sense though.

Odd enough, Jin Fuha from AOF3 is memetically popular in Japan right now...

ROTD has released by SNK. And I think SNK own Data East's intelectual property. So Im sure they can use them both.

With that being said, I would love to adding ADK into KOF if they can't add FH and ROTD. Don't like the idea of putting the game who have different time frame like Samurai Showdown and Savage Reign though (FF and AOF are exception though lol).
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