Kings of Fighters XV Preview

Channel:
Subscribers:
27
Published on ● Video Link: https://www.youtube.com/watch?v=Qy3sRc0CJ8U



Duration: 6:33
117 views
0


The King of Fighters XV Preview
The King of Fighters XV has gotten off to a great start with the Open Beta we received last month. However, now that we got the Second Beta out of the way, the game has improved massively, and clearly, SNK is taking the feedback given by players. How can we come to this impression? Well, it’s a matter of perspective and prediction.
The King of Fighters XV second beta gave players access to 8 characters different from the first beta, 2 of which were the new characters… Or rather, “new” if you don’t want to count K’9999’s obvious inclusion. I know that it’s supposed to be a reimagination of the character, but as I’ve learned, the character is pretty one-to-one the same. Down to his name, even (Khronen is a play on words in Japanese which roughly translates to K/4/9).
Regardless, the other new character we have access to is Isla. This character focuses on ranged attacks and mobility options that she uses to play keep-away from the player while closing in on her target the moment she needs to. In my opinion, Isla is going to be a zoner’s dream due to how versatile her movement options are.
However, that should probably speak a lot about how diverse the KOF XV roster really is. Even with such limited insight, you can feel every character fitting very specific niches. Terry, for example, has become more aggressive with his movement options and is now a very aggressive rushdown with good mobility tools while Ryo retains some of his Shotokan roots and plays by the same rules despite his fireball being locked to an EX.
This is going to be where my criticism comes from, however. As a long-time KOF fan, I noticed that many characters got changed for the sake of pacing. Not to mention, a lot of their options have been changed in terms of the motions that need to be done.
For example, Terry’s Rising Tackle used to be a move with a charge motion (Hold Down for a bit before moving the stick upwards and pressing kick). However, in The King of Fighters XV, this move was changed for a Dragon Punch (or Shoryuken) motion. Ryo’s fireball as mentioned before was changed to be part of his EX attack rather than sticking to a charge motion.
You’ll find plenty of examples like this in every single one of the characters in KOF XV. This change might be a bit controversial, but I feel like we’re going to make some compromises with the motions that need to be done. Before an FGC elitist comes here saying that we should have pretzel motions or other dumb stuff like that, KOF XV has limited itself to having Half Circle motions, Quarter Circles (and double variations), DPs, and Guilty Gear Strive’s Super motion for Climax Attacks (half-circle back, forward + KP).
Don’t worry, the characters aren’t neutered down for the purpose of simplicity. In fact, KOF XV is the next step in terms of having players graduate from DBFZ’s simple controls because it introduces new variations for motions that players can still gradually get accustomed to. The moves themselves are still there, they just have been repurposed.
Since we got the accessibility topic done, we should talk about the meat and gritty of the game. The rollback works. The End.

Like its predecessors, The King of Fighters XV uses a fighting system involving teams composed of three fighters. The parry system also returns under the name Shatter Strike. It also reincorporates the common MAX Mode system where fighters can use stronger techniques once energy bars are filled. The game features a wide variety of online modes, including Ranked Match, Casual Match, Room Match, and Online Training.[2]
The single button "Rush" from The King of Fighters XIV reappears and updated to help newcomers perform combos and super moves easier. Destructoid compared it with a fully charged Focus Attack from Street Fighter IV.[3] Shatter Strike was designed mainly as a defensive system but it can be used offensively when making use of guard points. It will also be adjusted as it is apparently quite strong in the demo. In XIV, combos from quick activation was the main way max mode was used so the gauge consumption was increased from 1 to 2 to prevent players from being overwhelmed. Neutral state in XIV was not seen often so in XV attack power and guard crush are increased when neutral is activated. Since Max Mode activations in neutral were almost nonexistent in King of Fighters XIV, the developers are giving more incentive to players to not just use it as a combo extender.

#thekingoffightersxv
#kingoffighterxv
#gamepreview
#یوتیوبرشو







Tags:
Fighting game
Kings of fighters
Kings of fighters xv
Kings of fighters xv preview
Kof xv
Kof2022
anime fighters
fighters
fighting game
fighting game community
fighting games
fighting games 2022
kof
kof 15
kof xv
kof15
kofxv
snk
snk corporation
subaru xv
the king of fighters
the king of fighters xv
xv años
拳皇
拳皇15
格闘ゲーム



Other Statistics

The King of Fighters XV Statistics For Bazifar30

Bazifar30 currently has 117 views spread across 1 video for The King of Fighters XV. His channel published less than an hour of The King of Fighters XV content, less than 0.74% of the total video content that Bazifar30 has uploaded to YouTube.