King of fighters xiv11/10/2022 At the higher levels of competitive play, King of Fighters 14 promises to thrill audiences, while simultaneously presenting live commentators with one of their greatest challenges yet.įor the lone single player, it's a more routine offering. The result of this breadth is both extreme complexity and extreme flexibility. There are Special moves, Super Special moves, MAX Super Special moves and Climax Super Special Moves, each one a more ludicrous escalation and a further interaction to lean how and when to deploy. There are also Command Throws (which can't be countered), a feature known as Blow Back (which smashes your opponent against the facing wall to instantly create distance between you) and Emergency Evasion, a move similar to Street Fighter 3's parries, which can also be used to recover quickly when knocked down. Beyond these powerful EX moves, there are no fewer than three levels of 'Supers'. This provides a short-lived boost at the cost of a single bar of meter and allows you to trigger an unlimited number of special attacks while active. King of Fighters 13's HD system is gone, replaced with the MAX Mode mechanic from earlier instalments. Work your way through the expansive training mode and you soon come to understand the sheer range of mechanics folded into the game. Auto-combos may seem like an inexcusable dumbing down, but in reality they allow every player to ease into a new character, while, for experts, the capacity to interrupt the stream of attacks with cancels and special moves makes this a fundamental building block for advanced play, rather than a redundant training wheel. If you have some special meter accrued, it will even tag on an explosive finisher. Close the distance to an opponent and mash the light punch button and every character in the game will execute a dazzling combo. In fact, Oda has said that, of all games in the series, he wants King of Fighters 14 to be "the easiest to play."Įnter the 'Rush Combo'. But director Yasuyuki Oda, the battle designer for genre classic Garou: Mark of the Wolves who previously worked on Capcom's Street Fighter 4 (you couldn't make this up) understands only too well the need to lower the bar of entry in order to make a commercial fighting game success in the 21st Century. The series' notorious technical depths remain (there are, for example, three types of jump, each one with a different range, each one triggered by a slightly different joystick waggle). While the counter displays '60' at the start of each bout, it takes around a second and a half to go down by one unit, so despite appearances a round in King of Fighter 14 lasts for about 90 seconds. The aim, as ever, is to be the last player standing. In the event of a draw, both characters are deemed to have lost, and each player must move on to the next character in line. Knock-out one of the opponent's characters and, when their replacement arrives, you gain some health back, the amount of which is dependent on how much time was left on the clock when the previous round ended (a mechanic that's never explained). So it is that King of Fighters 14 makes a return that's welcome not only for reviving a beloved series, but also to diversify the field.įor beginners, the greatest difference between King of Fighters and its rivals is that this is three vs three game, although, unlike in Marvel vs Capcom your chosen trio cannot tag in and out during rounds. In video games, as in government, one can never underestimate the value of strong opposition without it, complacency sets in and the urge to deliver deadens - here's looking at you, Street Fighter 5. Street Fighter's renaissance was left largely unchallenged. Like a prizefighter falling from the wagon, King of Fighters tumbled into relative obscurity in the early 2000s, a victim, in part, of SNK's tumultuous corporate wrangling.
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