![]() Two bars also give you access to MAX Super Special Moves. ![]() ![]() MAX Super Special Moves and Climax Super Special Moves MAX Mode is possibly the most important mechanic in the game, and managing meter to maximize (ha, ha) access to this may become the cornerstone of the way the game is played. MAX Mode in XV also loses access to free Level 1 supers (XIV let you do so), but in turn, doesn’t consume the entire MAX gauge (this did in XIV). However, doing it mid-combo will activate MAX Mode (Quick), which causes your character to dash and continue the combo, but without the benefits of normal MAX Mode (In XIV, it behaved similarly but it did not cost an extra bar to do so). MAX Mode has two versions activating it in neutral gives you a longer duration, along with increased attack power and guard crush strength. However, this consequently causes MAX to be activated with two bars in this game (it needed one in XIV). First off, EX Special Moves can be used outside of MAX Mode (where they couldn’t in XIV). Two bars nets you access to MAX Mode, a returning mechanic from The King of Fighters XIV, however, it’s been changed up massively. ![]() By inputting quarter-circle forward and Heavy Punch + Heavy Kick, you perform a counterattack with guard point properties, allowing you to follow up afterward (akin to some specials causing a crumple state). One bar also gives you access to the Shatter Strike, a new mechanic to be introduced in this game. On the offensive side, you gain access to Super Special Moves (in essence, super attacks from other games), and Guard Cancels, which operate similar to V-Reversals in Street Fighter V. At one bar is where the options really start to open up. Alright, let’s break down the meter.Īt merely half a bar, you’re able to perform an EX special move, which gives you access to additional conversions and invincible reversals (such as Terry’s EX Rising Tackle). Having a bar will cause the auto combo to end with a Super Special Move or Climax Super Special Move. Capcom Infinite and Dragon Ball FighterZ). In essence, it’s a dial-a-combo by repeatedly pressing Light Punch (like auto combos in Marvel vs. Given that almost every single mechanic in the game (aside from things like tech rolls and throw escapes) is tied behind the meter, you need to be careful not to overspend it.Ī brief mention can be given to the new Rush mechanic, and what that does. The King of Fighters XV Open Beta 2 has much of what makes KOF KOF, and meter management is probably the most important aspect of it. The beta feels like it was playing it safe with what the characters do, as there isn’t anything like dedicated grapplers or zoners, for instance. The characters have a couple of niches that they fit into, such as Isla being very movement-based, having multiple specials she can use from the air, or Terry and Ryo being beginner-friendly characters that just about anybody can pick up and play. As for who is playable, eight characters are available to use, being KOF regular K’, Terry Bogard and Blue Mary (from the Fatal Fury series), Ryo Sakazaki (from Art of Fighting), Meitenkun (a returning Hero Team member from KOF XIV), Antonov (the sub-boss of XIV), Krohnen (a reimagined K9999 from The King of Fighters 2001), and Isla (a brand-new character). To keep it short none of the playable characters from the first King of Fighters XV open beta are playable this time around, but obviously will be later in the full release.
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