Playing KoF14 Demo (Update)
9 years ago
~The cry of a Wolf is not the ending of its journey but the beginning of anew~
Have to say....
the low quality in the graphics is complimented by the movement while playing the game. So far, it's pretty much KoF 13 but in 3D.
One major change is the EX moves is like 13's "HD Gauge" but you can't cancel Specials like you could.
It's like an even trade but "Max Gauge" turns all Supers into EX Supers and gives you access to your EX moves as long as the meter remains. It's interesting that it consumes one Super Stock to turn into a "Time Meter" and that's meters all you have access for you EX moves and some normal cancel opportunities.
Being one of the long playing KoF fans, the movement doesn't feel stale. It could as I'm so used to SNK's mechanical engineering. It's really 3D KoF 13 as far as the cosmetic look.
Characters are given multiple supers (up to 4 at least) that you can dish out against your friends in the long run. SNK remains to give us an entertaining and enjoyable gameplay experience from what I'm seeing from the demo.
Not only can I Super Cancel from one Super to another, I can mix it up so it won't be the same thing over and over.
For example, I can do Kyo's signature super but Super Cancel into the 1000 Years Kusanagi Training or I can go 1000 Years and cancel into his 99 DM where he delivers a double flame punch on you. Sorry, I don't remember every KoF moves name because a lot of them are in Japanese. That's one of my flaws with KoF games.
POWER GEYSER!
the low quality in the graphics is complimented by the movement while playing the game. So far, it's pretty much KoF 13 but in 3D.
One major change is the EX moves is like 13's "HD Gauge" but you can't cancel Specials like you could.
It's like an even trade but "Max Gauge" turns all Supers into EX Supers and gives you access to your EX moves as long as the meter remains. It's interesting that it consumes one Super Stock to turn into a "Time Meter" and that's meters all you have access for you EX moves and some normal cancel opportunities.
Being one of the long playing KoF fans, the movement doesn't feel stale. It could as I'm so used to SNK's mechanical engineering. It's really 3D KoF 13 as far as the cosmetic look.
Characters are given multiple supers (up to 4 at least) that you can dish out against your friends in the long run. SNK remains to give us an entertaining and enjoyable gameplay experience from what I'm seeing from the demo.
Not only can I Super Cancel from one Super to another, I can mix it up so it won't be the same thing over and over.
For example, I can do Kyo's signature super but Super Cancel into the 1000 Years Kusanagi Training or I can go 1000 Years and cancel into his 99 DM where he delivers a double flame punch on you. Sorry, I don't remember every KoF moves name because a lot of them are in Japanese. That's one of my flaws with KoF games.
POWER GEYSER!
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