

So, you have to be pretty self-conscious about your meter expenditure even if you are the most basic of auto combo spammers. The strength of the super will depend on how much meter is available to you at the moment.

Why? Because even if it’s the same usual “Mash Light punch to get a quick combo out”, the finisher always will be a super. This is the reason why I believe that the auto-combo system in The King of Fighters XV is actually pretty balanced for what it sets out to do. It’s crucial to be very aware of how much meter you spend because the meter that your point character uses is the meter that the anchor character might need. Meter management is one of the most important aspects behind KOF XV’s combat. KOF XV has a bigger emphasis on building up meter. The character you pick first will go first after they get KO’d, the second character will show up, so on and so forth. Unlike DBFZ, you cannot switch between those characters. Joking aside, the game focuses on 1v1 fights with 3 different characters. Since we got the accessibility topic done, we should talk about the meat and gritty of the game. The moves themselves are still there, they just have been repurposed. 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. 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).ĭon’t worry, the characters aren’t neutered down for the purpose of simplicity. 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. You’ll find plenty of examples like this in every single one of the characters in KOF XV.
#The king of fighters xv initial release date Pc#
Related Story Ule Lopez Tekken 8 Announced at State of Play, Will Launch on PC and Next-Gen Ryo’s fireball as mentioned before was changed to be part of his EX attack rather than sticking to a charge motion. However, in The King of Fighters XV, this move was changed for a Dragon Punch (or Shoryuken) motion.

Not to mention, a lot of their options have been changed in terms of the motions that need to be done.įor 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). As a long-time KOF fan, I noticed that many characters got changed for the sake of pacing. This is going to be where my criticism comes from, however. 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. Even with such limited insight, you can feel every character fitting very specific niches. However, that should probably speak a lot about how diverse the KOF XV roster really is. In my opinion, Isla is going to be a zoner’s dream due to how versatile her movement options are. 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. Regardless, the other new character we have access to is Isla. Either that or he is simply going to run away in fear after seeing Kula back in KOF XV. Does this mean that the ending of KOF 2001 is canon now? You know, the one where he pisses off to parts unknown (also known as legal continuity hell) with Angel after ditching Kula in the middle of nowhere? I mean, I’d rather that is canon and he just came back as Khronen hoping that nobody remembers who he was after his 20-year long vacation.
