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PerfidiousSinn

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I Suck At Fighting Games: The King of Fighters XIV

For a new player, The King of Fighters XIV is immediately overwhelming. There are 50 characters, multiple types of jumps, weird commands for supers and specials, and strict input leniency.

Also, you have to learn three characters instead of just one.

This is the document of my attempt to learn The King of Fighters XIV and see if new players can do the same.

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I am completely new to the King of Fighters franchise, and the tutorial quickly taught me one thing: everything you know about jumping is wrong. In other 2D fighters you can jump up, backwards, and forwards. Maybe an occasional superjump, but that's it. There usually aren't more “ways to jump” that aren't immediately obvious.

In KOF, you've got small jumps (hops), medium jumps (dashing or neutral start), and large jumps (dashing or neutral start). If you can't remember all of those and implement them correctly in matches, you can't play King of Fighters.

Each jump has different uses, and you need to change them up in order to approach properly. Hops are faster and harder to react to, but don't clear moves with large hitboxes or fireballs. Regular jumps are slower and easier to punish, but they can go over fireballs and those large hitbox moves.

Once I realized the “trick” to hopping is to just tap a direction and let the stick return to neutral, it became much easier. But I still spend time in the training room jumping around, making sure I can consistently get the jump I want.

I also had the aid of a great tutorial video on YouTube.

The King of Fighters XIV does provide ample tutorial material for new players. The basic tutorial is lengthy, giving text tips and making you try everything yourself. There's a story mode that lets you fight AI on a challenging but fair difficulty, and Trial mode that teaches five basic combos for every character in the game.

The single-player content like Story, Time Trials, Missions and Survival are important for getting new or casual players into a game. Its got nothing on games like Mortal Kombat X in terms of sheer number, but this is far from a barebones game. It's worth the price.

I noticed in the basic tutorial a hurdle that can trip up players attempting to learn the game. Super inputs are hard, and chaining multiple supers together is even harder. The most damaging combos in this game require you to cancel normals into MAX mode into multiple chained supers. If you don't want every match to Time Over, you'll likely need to implement some of those basic combos given to you in Trial Mode. But they are not easy.

Inputs for special moves are inputs that are simply not used in the majority of recent fighting games. Daimon's command throw is half-circle back, forward. Or as I like to call it, 632146. Even if you know number pad notation, that is not an input I've come across in any fighting game I've played.

Super cancel combos can require you to do things like Forward, Half-circle Forward into Quarter-Circle Forward, Quarter-Circle Back (641236 xx 2363214), shown in one of Yuri's Trials. This requires impeccable timing and speed or the combo will drop.

Then you have characters like Angel who are impossible to play if you haven't already been playing her for ten years.

I won some matches using basic fighting game skills like anti-airing consistently and confirming into short combos. But if you truly want to get good at KOF, you need clean, consistent inputs for chaining supers together. You need to realize and accept that the commands for your supers and special moves are generally more difficult than other fighting games.

If you have bad habits when inputting specials or sloppy inputs in general, the game will let you know. Your moves will not come out, and you need to really train and drill them down if you want to succeed.

I started playing fighting games in 2012, and none of the games I've played since have required the amount of precision for inputs as KOF. None have such complicated super inputs at all, and I'll admit that my skills were not up for the task without training. Nothing in this game came naturally or easily for me.

However, I would still recommend this game for newer players because of that reason. If you stick with it, this game will make you a better fighting game player in general. You'll sharpen up your inputs and execution, even if you just sit in training mode or Trials practicing. I noticed going from King of Fighters back to other games that combos felt easier to execute because they have more input leniency than this game does.

I have a few mechanical complaints about the game, where it gets too complex for its own good. There's both a guard gauge and a stun mechanic, so you're punished for being on defense for too long and for getting hit too much. I rarely ever see Stun in a match so I'm not sure why it's there. There's no visible Stun bar so you can't tell if you or the opponent is about to be stunned, which just seems like an oversight.

The throw system never felt natural to me. Forward throws are always Forward+Heavy Punch, back throws are always Forward+Heavy Kick. Outside of grabbing someone out of a roll, I would usually just get a normal attack when attempting a throw, and I'm admittedly biased toward throws being LP+LK or (Throw Button) for fighting games.

Even if you're as terrible at fighting games as I am, I would recommend getting The King of Fighters XIV. If you stick with it and continue practicing with your chosen characters, this game will kick you into shape and make you better at fighting games overall. There's enough tutorial material and training options to help ease you into the fight, but the ceiling is high enough that you'll constantly make new discoveries with your team to improve your play.

Check out the tutorial video I linked earlier and this guide to choosing a character. You can and should play who you like, but if you're lost this will give you some easier starting points.

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6 Comments

7 Comments

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Technician

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Edited By Technician

Nice blog. I've definitely been neglecting this game and I keep telling myself "they patched it now, I should go back" but I don't for some reason. I'd like to play more of it for one of the reasons you pointed out which is to improve my inputs. King/Meitenkun/Hein was looking like my team a couple of months ago when I last played it, although it seems like Meitenkun/Hein have yellow dots in that pic you posted which is interesting.

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Chillicothe

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Neat roundup with a good mindset.

Man, this game has some great new characters. Antonov or KING OF DINOSAURS, Character of the Year candidates!

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IamTerics

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This was a good read. I started playing fighting games a couple of years ago and I touched KOF XIII a bit and I really liked it, but knew I was never going to fully grasp it. With XIV I have a pretty basic grasp. I went to ECT a couple of months ago and had a pretty good time playing people. My team was Andy/Gang-il/Silvy. Gang-Il was a my weak link really and probably cost me a lot of matches. I went 0-2 but I didn't feel like I was losing horrifically. I felt like I just haven't played the game enough compared and not like I was missing a huge amount of information. Haven't seriously touched it since though. I know what work I need to do and its just a lot of work on top of the hit or miss netcode. Still really like watching it though(more so when there's decent character variety).

Also you touch on this a bit but the inputs in KOF are super technical. Certain things are a bit weird, like its a running throws are easier when pressing back and a button. I'm still not good enough to use throws properly. But there are a ton of shortcuts on almost all of the difficult motions. Like 2363214, you can just do 236214 or even 2362364. The basic idea is that you can skip diagonals in some case and that inputs are held in "memory" longer than you think. So overlapping inputs can happen a lot, making special into super confirms easier, and generally opening up combo opportunities(like doing a "longcut" on a special so that it overlaps a shortcut for a super). This also works for buttons a bit too. You can just press and hold down buttons a bit earlier and they'll come out immediately after the current move. Its kind of confusing but its probably one of my favorite things about the game.

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Fredchuckdave

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As someone who's pretty good at KoF XIV you don't necessarily have to use all the jumps all the time, I'm fine with hopping in XIII but in XIV the controls don't like me or something, but I still have an ~80% win rate with Love/Mian/King, Love you just press down C and then win, Mian doesn't need to jump really (she flies), and King you just play footsies/fireballs and use standing HK. Note: haven't played since nerfs but I don't think they impacted this approach much.

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Zomgfruitbunnies

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Starting with K' is bad? Well, go figure. Maybe that's why I've never really gotten good at KoF but can K' pretty damn well. Haven't played XIV yet, but played a buttload of XIII. Go to trio has always been Kyo+Iori/Andy+K'. Could never play grapplers well, at all. The rare occasion I'd random Clark or Daimon against friends, and I kinda just fumble with the controls and lose.

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SensibleParty

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I definitely agree about KoF demanding more of your execution. I've always traditionally played grapplers in fighting games which gives you a different set of skills to other character archetypes. I was certainly never a "long combo" guy, or so I thought.

I started with King of Dinosaurs but quickly took a liking to Luong. After spending a week playing her I went back to SF5 and suddenly I could pull off all sorts of crazy combos I had never bothered to try before. I immediately picked up Juri and started doing max damage combos with like almost 100% accuracy. I agree that other fighting game players should put some time into KoF, even if they suck at it, it'll help a bunch!