A 6th thing worth mentioning, especially for those with a SF background: jumps and hops with A and B are very powerful, as they have about the same hitstun from C and D buttons and lead to crossups (mostly B).
Depends on the character, not every j.A and j.B are made equal. Many j.Bs, for example, are quick horizontal air-to-airs that don't hit deep to hit crouchers.
@@section-le4jy In KoF, the buttons are called A B C and D. In later games they replaced the letters with some pictures of legs and fists or something, but for most of the games, it says A B C and D.
@@section-le4jy you can call it whatever you want. ABCD are LP LK HP HK. However ABCD are quicker to type and recognize in combo notation. To each their own really.
I love that KOF is getting the spotlight with KOF 15. I grew up loving the classic games on the Dreamcast and PS2 ports. Your channel rules dude and helps me be a better player.
@@twinblades-thewilltokeeplo6084 that depends on how much you move the lever, if you wanted to get there with that jump from one side of the screen to the other you keep the lever in the direction where you want to go, if it is one short movement it's fast and short you don't keep pressing the lever in the final direction.
Realizing instead of doing qcb, hcf C+D for climax moves you just can do qcb twice then forward+C+D has helped a lot for consistancy and allowing for more tight defence. You can also do qcf twice then back+C+D instead of qcf,hcb motion. Just wish there was an alternative for double half circle moves as I have trouble getting them off in Shermie combos.
Same, sometimes just focusing on the back-forward back-forward of the motion helps it come out faster, but it's not reliable enough for my liking. I've always found the double half circle motions to be the hardest to pull off consistently.
KOF used to be an arcade cabinet game, so a lot of these command inputs were made for arcade controls, where being able to hold the stick with your entire hand makes it easier to do some of these moves as compared to using your thumb on the joycon or using a keyboard. They cannot simplify the commands as it will unfair to old KOF veterans that have spent years memorizing and mastering their combos.
KoF really is a different fighter for sure with all the mobility, getting used to the neutral is probably the hardest part of the game for me. I think one thing you should've mentioned about jumps and hops is that a jumping attack, is usually an overhead that can chain into close heavy attack, so you can use that for a basic mix up with a jumping overhead, or an empty hop into low attacks.
I never really thought about the close/far heavy thing. Guess I'm that old that it always seemed natural. The one thing I always have to explain to people about SNK fighters is the buffering of commands into the next to string specials and supers together.
Came the like stayed for the hop lesson. Noticed difference in jumps but never really registered that there was 3 types and just been launching myself lol. Thanks!
Hardest thing for me is knowing how deep I have to do a jump in button to get the grounded button to combo. I rarely see this mentioned anywhere, And knowing that being negative on block doesn't always mean you give up your turn. I also find the super windows being kinda weird across the cast to be a pain to get used to regardless of if i'm holding the button. (It's more about the window where the inputs are actually stored from and until - sometimes you can put it really early for some chars and sometimes it's variable on a single character. Shermie air grab super feels like you get ages or it to store the input, but do the ground grab super afterwards using that same timing and that doesn't get stored)
I know its nothing to do with the vid but I really dislike the explosion and fireball effects.. they just look... off... the character models and backgrounds are great though.
First, great video! I'm returning to fighting games such as KoF or SF and this is very helpful for me, so thank you! I know this video is some months old but do these things apply too to older KoF versions as well? I see that movement detection in KoF XV is more efficient than, let's say, KoF '97. The principles here are almost the same for '97 but for some reason, I keep struggling to connect combos by using these mechanics. Is there any material/resource available to practice how to connect combos in older KoF versions?
I'm really enjoying the demo, after a 30 year hiatus from the series lol. While I do wish there were a few more command normals per character, I still find the combat to be really deep and fun, especially the variety in movement. I'll always be a Street Fighter guy, but I like this enough to eventually get it. They need to come off that MSRP nonsense though, can't drop $150 on a game that's 2 years old. Bundle me, bay bay!
You cannot combo a "basic" grab. Holding forward/backward strong punch/kick for any fighter when you are in the opponent's face will do the basic grab (some fighters can do this air to air). But you can combo "special" grabs for fighters that have one. Clark's Argentine Backbreaker for instance can combo off pretty much any of his ground normal attacks (most commonly a strong punch near opponent); just takes some practice getting the timing right.
Completely neglected the most difficult part of this game: How do to DO combos. There is a trick that the game doesnt tell you in the tutorial, in which you hold down the button of your previous move in order to buffer your next move. If you don't do this trick, doing combos in this game is becomes really difficult.
Please elaborate on this. I've heard folks say this before but no one has been able to fully explain it in detail. For example, are you talking about super cancels? Or, are you just talking about normal into special moves? No one so far has clarified this.
@@mikemalone4867 Check first video: KoF XV Input Tricks and Shortcuts: How to make execution and Combos easier in King of Fighters 15. Second video: King of fighters easier than you think! Use these techniques to make things even easier! Third video: KOFXV Alternate Inputs/ Input Shortcuts Explained.
The best way to explain this is that each move has a "recovery time". You must have already input the next move before the first move's recovery time is complete for it to count as a combo, and not wait for the full animation of the move to finish before inputting the next move. However, don't spam moves too quickly either or the subsequent moves won't register. You will find it easier to start a combo off a strong punch/kick as they have longer recovery than a quick jab, giving you more time to input the next move. It takes trial and error to get the timing right, and it will be different for every fighter cos they all move different, some hit quicker and some hit slow and heavy. I will advice you to try out all fighters so you can get a handle for how unique and different they feel to control (which also gives some insight into defeating them) before you choose the ones you want to main. You cannot make combos out of every single move either, as some moves count as "combo finishers" meaning a following move cannot be input. Why a lot of people don't "get" KOF is cos it has more variables with timing than most other fighting games. KOF is also places more emphasis on combos than any other game, where high level players pride themselves in being able to string together tediously long and difficult combos, sometimes long enough to obliterate 100% of the opponent's health
I love these kinds of videos. Keep ‘em coming, JM! Good stuff. How is Yuri in this game? She used to be one of my favorites in ‘98 and ‘01. She was also pretty fun in CvSNK
A small correction regarding max mode: level 2 supers do not cost one more bar, but also a part of the gauge of max mode. That's how you make a chain of DM > SDM > Climax
What kind of mic do you use, jmcrofts? How do you go about not picking up game audio when you record and you don't use a headset? Do you think your mic would work as well when playing games with a friend next to you as it does when you play alone?
The reason you don't hear background noise is probably software, not hardware. There are programa that "learn" and filter out what's bot voice or coming from a certain distance from the mic. Not sure how well that would work with someone beside you.
I have seem reports of matchmaking issues for PC, not sure if consoles also have the same issue? My advice is see if there are discord channels or other social media sites that people use to set up games. That or if the matchmaking does have issues contact SNK and hope for a patch. Sucks buts that's all I can think of
Question, do any of you feel that running/dashing in XV is a bit harder? Sometimes my dash input fails and my character only walks. Especially after hitting down opponent.
Hops feel impossible to be consistent with on anything that doesn't have a microswitch. For example, most game pads use a silicone membrane, and getting the diagonal to register takes more pressure than is required to do a hop. I can really only neutral hop consistently since I don't have to worry about adding a forward/back input as well. I really wish there was something of a button input to help like holding an attack button before the jump or something.
Try the Xbox controller, it's not foamy underneath the Dpad like a dualshock. It clicks, there's small springs in it. They break quite easy but are much better. Think that's what your talking about when your saying about silicone membrane
Please add meaningful descriptions to timestamps so folks can easily see what the content is and skip it if nothing is new to them. 1. Close normals 2. Different jumps 3. Combo structure 4. Anti-air 5. Meter usage
That's counter to the interest of professional youtubers in many cases. He needs you to watch through the video to increase attention metrics which increases how much the youtube algorithm recommends the video. That's why lists are popular video types.
Am I the only one who would prefer that proximity normals become command normals so that I can get the move I want without getting screwed over? I very often get Angel's st.D instead of c.D and somehow it whiffs. I would rather c.D be 4D or something.
I don't think it would map very well to a command honestly. If it did it would change the games neutral. Part of what makes KOF what it is is the way good combos require short range. If the proximity normals were command normals that would change. It doesn't bother me personally, but if there was a way for it to be more accessible to more people without changing the neutral I'd be all for it.
It's worth mentioning though since not all fighting games work the same, and the knowledge helps newcomers who are interested in picking up KOF XV. For example someone that comes from SF, GG, or melty will likely be used to a gattling/ string system where you can cancel into super from most attacks. In KOF that is not the case, as most cast don't allow far heavies to cancel to specials (with some exceptions).
Fighting games are already difficult to get into, the multiple types of jumps in this game is going to make it even harder, not to mention it will destroy most if not all of projectiles attacks. No safe place to launch fireball and can't do corner trap. :'( :'(
There's definitely still fireball use in the game, it just looks different from games like Street Fighter. Watch characters like Mai and Athena, they can use projectiles really well and Mai can even confirm into her level 3 off her fan projectile. Corner traps work too, Vanessa (SUPER top tier right now) can get people into the corner and keep them there pretty easily.
@@SP_Sour Yes, you can throw projectiles if you are an idiot. There is no safe place because of all the jumps. How is corner trap going to work if there is super jump??? You sure you know how 2d fighting games work???
@@jakesmith5278 if you space well you can still punish hops/jumps. I mean I watched competitive players do tornado uppers with Joe a lot, so obviously fireballs are still useful even in high level play. Also some characters like King can do fireball mid air, so they can fireball a jumping opponent. You just got to get some perspective. Hops been in kof for a long time, and it gives kof its own style of neutral play. Look up gameplay of xiaohai or the recent japan tournament streamed on snk official UA-cam channel and you can see how fireball is used there.
It is mechanically a really really good game. There are 39 chars Day one. The netcode works well. It’s a well made and fun game - I agree it looks ugly but in terms of gameplay system it is stellar
I personally think the 3D models look fine. Price is for sure a bit expensive if you aren't invested in KOF, since there isn't a lot of singleplayer content and it's got a bit of a learning curve. That said KOF is a fun fighting game series, and KOF XV has the potential to be a great entry point for newcomers if SNK can iron out balance and matchmaking issues.
A 6th thing worth mentioning, especially for those with a SF background: jumps and hops with A and B are very powerful, as they have about the same hitstun from C and D buttons and lead to crossups (mostly B).
Depends on the character, not every j.A and j.B are made equal. Many j.Bs, for example, are quick horizontal air-to-airs that don't hit deep to hit crouchers.
@@AirLancer I gotta ask why doesn't the fgc just call the button by it's in game name? light punch, heavy punch etc...
@@section-le4jy In KoF, the buttons are called A B C and D. In later games they replaced the letters with some pictures of legs and fists or something, but for most of the games, it says A B C and D.
@@section-le4jy you can call it whatever you want. ABCD are LP LK HP HK. However ABCD are quicker to type and recognize in combo notation. To each their own really.
Do you have any idea how to do cross-ups (aka the jump attack that places you behind the opponent)? I still haven't figured it out.
I love that KOF is getting the spotlight with KOF 15. I grew up loving the classic games on the Dreamcast and PS2 ports. Your channel rules dude and helps me be a better player.
The hardest thing for me in kof as a street fighter player is hopping.
What I didn't understand about hopping was that you don't need to tap up forward you can hold forward and tap up.
For short hop the stick movement is ✔️ almost a "V" of standing you make the stick down very briefly and then up forward.
@@KaibaBlanco wait. Won't that be hyper hop instead? Do let me know! It's my first kof. Lol
@@twinblades-thewilltokeeplo6084 that depends on how much you move the lever, if you wanted to get there with that jump from one side of the screen to the other you keep the lever in the direction where you want to go, if it is one short movement it's fast and short you don't keep pressing the lever in the final direction.
@@KaibaBlanco Appreciate it. Will give it a try!
Realizing instead of doing qcb, hcf C+D for climax moves you just can do qcb twice then forward+C+D has helped a lot for consistancy and allowing for more tight defence. You can also do qcf twice then back+C+D instead of qcf,hcb motion. Just wish there was an alternative for double half circle moves as I have trouble getting them off in Shermie combos.
Same, sometimes just focusing on the back-forward back-forward of the motion helps it come out faster, but it's not reliable enough for my liking. I've always found the double half circle motions to be the hardest to pull off consistently.
Oof better use the number notations. plz
For double half circle inputs, I just do double full circle inputs as I find it to be way easier to pull off (gotta churn that butter quick tho lol)
KOF used to be an arcade cabinet game, so a lot of these command inputs were made for arcade controls, where being able to hold the stick with your entire hand makes it easier to do some of these moves as compared to using your thumb on the joycon or using a keyboard.
They cannot simplify the commands as it will unfair to old KOF veterans that have spent years memorizing and mastering their combos.
KoF really is a different fighter for sure with all the mobility, getting used to the neutral is probably the hardest part of the game for me.
I think one thing you should've mentioned about jumps and hops is that a jumping attack, is usually an overhead that can chain into close heavy attack, so you can use that for a basic mix up with a jumping overhead, or an empty hop into low attacks.
I never really thought about the close/far heavy thing. Guess I'm that old that it always seemed natural.
The one thing I always have to explain to people about SNK fighters is the buffering of commands into the next to string specials and supers together.
This actually makes me wanna play kof
Came the like stayed for the hop lesson. Noticed difference in jumps but never really registered that there was 3 types and just been launching myself lol. Thanks!
Technically 4 but maybe you mean 3 amor than normal.
It's been an uphill battle but this game is so fun. Happy to see people helping folks like me try to take a KOF seriously for the first time!
Thanks for this. Just got the Game last night so I'm completely new to this and this stuff helps. 🙂👍
Hardest thing for me is knowing how deep I have to do a jump in button to get the grounded button to combo. I rarely see this mentioned anywhere, And knowing that being negative on block doesn't always mean you give up your turn.
I also find the super windows being kinda weird across the cast to be a pain to get used to regardless of if i'm holding the button. (It's more about the window where the inputs are actually stored from and until - sometimes you can put it really early for some chars and sometimes it's variable on a single character. Shermie air grab super feels like you get ages or it to store the input, but do the ground grab super afterwards using that same timing and that doesn't get stored)
Stuff like this is why I've stayed a subscriber :)
Can SNK just add this video into the official tutorial menu?
Damn you explained a lot of things I didn't know, I just bought this a week ago but I was having a really hard time.
This videos is gold i understand every thing, the way you explain it is so simple
KOF...KOF...KOF...KOF!
More KOF!
Thanks for this! Especially the initial combo routes are tough for me.
It’s crazy how both you and Justin have your video content timed to be released at the same time bro!
K's head rolling and bouncing as Clark jumped around in this video made me lol
New KOF players must also learn about running normal grabs. This can be done by running first (tap f 2x) then b+C/D when close to opponent.
I like the KoF content
I know its nothing to do with the vid but I really dislike the explosion and fireball effects.. they just look... off... the character models and backgrounds are great though.
First, great video! I'm returning to fighting games such as KoF or SF and this is very helpful for me, so thank you!
I know this video is some months old but do these things apply too to older KoF versions as well? I see that movement detection in KoF XV is more efficient than, let's say, KoF '97. The principles here are almost the same for '97 but for some reason, I keep struggling to connect combos by using these mechanics. Is there any material/resource available to practice how to connect combos in older KoF versions?
This video was super useful!
Thanks bro
I'm really enjoying the demo, after a 30 year hiatus from the series lol. While I do wish there were a few more command normals per character, I still find the combat to be really deep and fun, especially the variety in movement. I'll always be a Street Fighter guy, but I like this enough to eventually get it. They need to come off that MSRP nonsense though, can't drop $150 on a game that's 2 years old. Bundle me, bay bay!
ex version of chars' dp come out faster btw. nice for wake up and countering hop pressure
what about normals into command grabs? that is another unique thing in kof series
You can combo into grabs
You cannot combo a "basic" grab.
Holding forward/backward strong punch/kick for any fighter when you are in the opponent's face will do the basic grab (some fighters can do this air to air).
But you can combo "special" grabs for fighters that have one.
Clark's Argentine Backbreaker for instance can combo off pretty much any of his ground normal attacks (most commonly a strong punch near opponent); just takes some practice getting the timing right.
Completely neglected the most difficult part of this game: How do to DO combos. There is a trick that the game doesnt tell you in the tutorial, in which you hold down the button of your previous move in order to buffer your next move. If you don't do this trick, doing combos in this game is becomes really difficult.
Please elaborate on this. I've heard folks say this before but no one has been able to fully explain it in detail. For example, are you talking about super cancels? Or, are you just talking about normal into special moves? No one so far has clarified this.
@@mikemalone4867 Check first video: KoF XV Input Tricks and Shortcuts: How to make execution and Combos easier in King of Fighters 15. Second video: King of fighters easier than you think! Use these techniques to make things even easier! Third video: KOFXV Alternate Inputs/ Input Shortcuts Explained.
@@Zugetzu Thank you so much!
The best way to explain this is that each move has a "recovery time". You must have already input the next move before the first move's recovery time is complete for it to count as a combo, and not wait for the full animation of the move to finish before inputting the next move.
However, don't spam moves too quickly either or the subsequent moves won't register.
You will find it easier to start a combo off a strong punch/kick as they have longer recovery than a quick jab, giving you more time to input the next move.
It takes trial and error to get the timing right, and it will be different for every fighter cos they all move different, some hit quicker and some hit slow and heavy.
I will advice you to try out all fighters so you can get a handle for how unique and different they feel to control (which also gives some insight into defeating them) before you choose the ones you want to main.
You cannot make combos out of every single move either, as some moves count as "combo finishers" meaning a following move cannot be input.
Why a lot of people don't "get" KOF is cos it has more variables with timing than most other fighting games.
KOF is also places more emphasis on combos than any other game, where high level players pride themselves in being able to string together tediously long and difficult combos, sometimes long enough to obliterate 100% of the opponent's health
I love these kinds of videos. Keep ‘em coming, JM!
Good stuff.
How is Yuri in this game? She used to be one of my favorites in ‘98 and ‘01. She was also pretty fun in CvSNK
I want to ask a question
how to run forward and have a quick punch or kick throw?
66, then 44 and take a throw, is too slow
A small correction regarding max mode: level 2 supers do not cost one more bar, but also a part of the gauge of max mode. That's how you make a chain of DM > SDM > Climax
I see Yuri in the thumbnail, I click.
Do tournament / high level commentary
What kind of mic do you use, jmcrofts? How do you go about not picking up game audio when you record and you don't use a headset? Do you think your mic would work as well when playing games with a friend next to you as it does when you play alone?
The reason you don't hear background noise is probably software, not hardware. There are programa that "learn" and filter out what's bot voice or coming from a certain distance from the mic. Not sure how well that would work with someone beside you.
Very nicely put together awesome video I'm old school KOF player so I already know all this but way to help the beginners great job 👍👍👍
Good to see Yuri getting the love she deserves
Liked the video
I played couple someone play like Street Fighter. Which is so insane.
JM: please hit that like button, I'll keep it short🧛♂️
Me: yes master 🧟♂️
The reason Im addicted to kof is because of the hopping I’m a guiltygear player but I need to learn this game
thanks
No button hold trick, guv'nor?
I never played KOF and bought KOF 14 some time ago. Are the jumps the same in that game too? I assume so..
yes, it's been like that for years
@@jesusantonio6740 thank you!
It would be cool if you label your tips, man. Ya know, for references. 👌
What a great video!
Awesome
*looks at thumbnail*
Hmm, yes, I sure should be doing supers and playing yuri. c:
As someone much more familiar with '98, *why does MAX Mode cost 2 meters?*
because people were talking shit about it costing only 1 in XIV
Bro supers are so hard in this game. I cant even get past Terry's 2nd combo trail.
I don't like the not being able to get constant games on Xbox smh any suggestions?
Not much you can do bro, if you're into fgc games might wanna invest into a Sony console
@@Creammm69 nah never doing dual systems again I'm good
Buy a pc gamer the big games always are in ps4/5/pc
I have seem reports of matchmaking issues for PC, not sure if consoles also have the same issue?
My advice is see if there are discord channels or other social media sites that people use to set up games. That or if the matchmaking does have issues contact SNK and hope for a patch. Sucks buts that's all I can think of
14th comment I’ll take it thanks for the videos awesome stuff as always
Ehmmm RULE number ONE: ABUSE down b, ALL special moves done with light attacks chain off them.
Can you talk about the Option select?
👍
punkdagod must see video as SFV gameplay habits carried over to game KOF 15
Capcom: Censor R. Mika's butt for the REEE community!
SNK: Needs more butts.
So this game is Street Fighter Alpha 2 with 3 characters instead of 1? xD
Question, do any of you feel that running/dashing in XV is a bit harder? Sometimes my dash input fails and my character only walks. Especially after hitting down opponent.
I think it's an issue introduced in the latest patch. I saw people on reddit reporting the issue and hopefully snk will look into it
@@SleepyRickyC92 thank god it isn't just me.
Yo I thought this was just me
They fix it now
Hops feel impossible to be consistent with on anything that doesn't have a microswitch. For example, most game pads use a silicone membrane, and getting the diagonal to register takes more pressure than is required to do a hop. I can really only neutral hop consistently since I don't have to worry about adding a forward/back input as well. I really wish there was something of a button input to help like holding an attack button before the jump or something.
Try the Xbox controller, it's not foamy underneath the Dpad like a dualshock.
It clicks, there's small springs in it.
They break quite easy but are much better.
Think that's what your talking about when your saying about silicone membrane
KoF is the last fighting game where stick is better than pad largely for this reason
Please add meaningful descriptions to timestamps so folks can easily see what the content is and skip it if nothing is new to them.
1. Close normals
2. Different jumps
3. Combo structure
4. Anti-air
5. Meter usage
That's counter to the interest of professional youtubers in many cases. He needs you to watch through the video to increase attention metrics which increases how much the youtube algorithm recommends the video. That's why lists are popular video types.
Fun game but a dead game on the Xbox Series X. I can't find a game at all online. $90 wasted on the Omega edition
Am I the only one who would prefer that proximity normals become command normals so that I can get the move I want without getting screwed over? I very often get Angel's st.D instead of c.D and somehow it whiffs. I would rather c.D be 4D or something.
Lol i agree my kula get screwed over alot like that but maybe it just takes some getting use to
I don't think it would map very well to a command honestly. If it did it would change the games neutral. Part of what makes KOF what it is is the way good combos require short range. If the proximity normals were command normals that would change. It doesn't bother me personally, but if there was a way for it to be more accessible to more people without changing the neutral I'd be all for it.
WHY DOESNT ANYBODY TALK ABOUT HOW "AUTO COMBOS" RUIN/FORCE YOU IN TO LOW LIGHT COMBOS STARTERS TO AVOID AUTO MASH SMH FK C'MON SPEAK UP
It's crazy that we have to explain close normals.
It's worth mentioning though since not all fighting games work the same, and the knowledge helps newcomers who are interested in picking up KOF XV. For example someone that comes from SF, GG, or melty will likely be used to a gattling/ string system where you can cancel into super from most attacks. In KOF that is not the case, as most cast don't allow far heavies to cancel to specials (with some exceptions).
It really bothers me that these high fidelity models are replicating 2d sprite animations. Everything looks jank
lol your comment is 5 years behind. KoF XV looks amazingly good
Fighting games are already difficult to get into, the multiple types of jumps in this game is going to make it even harder, not to mention it will destroy most if not all of projectiles attacks. No safe place to launch fireball and can't do corner trap. :'( :'(
There's definitely still fireball use in the game, it just looks different from games like Street Fighter. Watch characters like Mai and Athena, they can use projectiles really well and Mai can even confirm into her level 3 off her fan projectile.
Corner traps work too, Vanessa (SUPER top tier right now) can get people into the corner and keep them there pretty easily.
@@SP_Sour Yes, you can throw projectiles if you are an idiot. There is no safe place because of all the jumps. How is corner trap going to work if there is super jump??? You sure you know how 2d fighting games work???
@@jakesmith5278 don’t play king of fighters.
@@scaleitback1055 Can not take criticism, f#ck off!
@@jakesmith5278 if you space well you can still punish hops/jumps. I mean I watched competitive players do tornado uppers with Joe a lot, so obviously fireballs are still useful even in high level play.
Also some characters like King can do fireball mid air, so they can fireball a jumping opponent.
You just got to get some perspective. Hops been in kof for a long time, and it gives kof its own style of neutral play. Look up gameplay of xiaohai or the recent japan tournament streamed on snk official UA-cam channel and you can see how fireball is used there.
Why would number two is a "should know"-thing..? It's literally one of the first things in the tutorial.
Because despite it being in the tutorial somehow people still don’t know about it or pass it off as a mechanic thats not really necessary.
@@itraynell Well that's just stupid.
@@IppoX90 Yeah, you would think that people who’ve never played this kind of fighting game before would actually go through the tutorial, but nope.
The graphics looks so outdated. Nothing new same old. This game is only for hardcore fans. Or people who used to play this as a kid. Not worth buying
It is mechanically a really really good game. There are 39 chars Day one. The netcode works well. It’s a well made and fun game - I agree it looks ugly but in terms of gameplay system it is stellar
I personally think the 3D models look fine. Price is for sure a bit expensive if you aren't invested in KOF, since there isn't a lot of singleplayer content and it's got a bit of a learning curve.
That said KOF is a fun fighting game series, and KOF XV has the potential to be a great entry point for newcomers if SNK can iron out balance and matchmaking issues.
I get worse and worse at these games every year, I pretty much gave up and only play for the endings now. Its wack I know 😔