Bandeiras
"There's something familiar about Bandeiras. When designer Ogura was drawing his design, he was like '"He's the new main character.'" He's not a main character, but he's loved that much." - Kuroki
Hein
"We had a hard time with Hein, as his character took a while to be determined. At first, I was thinking he would have moves based on chess. Also I was thinking he would be a clean freak who wouldn't touch anything except with his fingertips. I even considered having him throw away his gloves after each fight. I think you get the picture of how much we struggled with him." - KUROKI
Kim
"Air Houou Kyaku is a move where Kim attacks in the air and then comes back down to continue the attack. There are variations where he can do it on the ground. My favorite is where he smacks the opponent to the ground from midair and follows after them, which came from the Maximum Impact series version of the move. I wanted to pay a tribute. Thanks, Maximum Impact!" - WATANABE
Kukri
When Ogura designed Kukri, I felt like "This is it!" The model came out awesome and his animations made it even better. But how do I say this... Oda's personal touch was added, so the character came out kind of weird. In other words though, it came out SNK-ish. I have an actual model of the face. Hopefully one day I can show it to you all." - KUROKI
Kyo
"As part of the design goals, we wanted to captivate new fans. That's why even though Kyo is the main character, we decided to drastically change his hair and outfit. Of course, we figured previous fans wouldn't like it, but we wanted to challenge ourselves by trying to create a new KOF. If you play Kyo, fans will start to realize it's the same old Kyo" - KUROKI
Leona
"Due to designer Ogura, Leona's chest ended up being pretty robust. The effect of physics lended nicely to her chest's motion... The animation ultimately looked stunning, even becoming popular on the internet." - KUROKI
Love
"Love is also an addition from a slot machine, and at first I was hesitant to include her, but it worked out. Personally she reminds me of B. Jenet, but since she was created by the Fatal Fury dev team, I think it's acceptable." - KUROKI
Luong
"When we first saw her in-game, I was surprised to see her large stature compared to the other female characters. We had a random conversation about if we should keep her that way or not. I don't remember how it started, but we somehow ended up sticking with it. As an art director, I was hesitant, and I thought Watanabe would disagree. But instead he loved it, so we ended up keeping it." - KUROKI
Robert
"Robert's design changed slightly over the years, but since it's been more than 20 years, he started to look outdated. So we decided to rethink his image and modernized him. I asked Ogura to use a famous American actor as a reference. He came out pretty badass." - KUROKI
Terry
"Many of KOF's main staff came from the Fatal Fury series. Because of that, there were so many sentimental feelings towards Terry. It took time to finalize his design - even designer Ogura had a hard time. His model was recreated and polished four times, along with many retakes by the motion capture team. Due to all the hard work, the fans seem to love it, so I feel good about it." - KUROKI
Verse
"I asked Oda, "How does Verse talk?" and he responded with "Veeeeeerrrrrrrrse!!!!" I was like, "You've got to be kidding me, it's a joke, right?" Then in an early build, I heard him: "Veeeeeerrrrrrrrse!!!!"' - KUROKI
Angel
"When you think of Angel, you think of "'Unchain."' But to program these moves into her AI effectively, it took 3 times longer than other characters. When the difficulty is set to level 5, her Unchain moves become pretty tricky, so if you're not sure how to use them, please reference the CPU-controlled Angel." - ANDO
Athena
"We need to make various sound effects for KOF, and Athena in particular seems to have many. But since her character's pretty much set in stone, the work tends to be easy. She's a staple character, and she's a fun character to work on every time." - ASANAKA
Chang
"Chang has a big body, short legs, and carries an iron ball. Because of that, when he gets thrown or hit with some moves, various issues come up. He was one of the hardest characters to work with. During his short animation for the Climax special move, when his back took up all of the screen, I practically felt defeated." - ANDO
K'
"K' is the main character from the NESTS Saga. The same team that handled the BGM for K' in KOF '99 and KOF 2000 created his BGM again for this project. I love its electronic sound feels out of place in the Derelict Church stage. Isn't that sort of juxtaposition cool? I hope you enjoy the new K' Team BGM." - ASANAKA
Kensou
"I had a difficult time modeling Kensou's face. It would come out too young, too good looking, or too old, and I had to iterate on it many times." - KUROKI
Mai
"Mai is a very popular character overseas, so there was a lot of pressure to get her right. I'm confident she'll live up the expectations everyone has, so please look forward to her figure." - KUROKI
Nelson
"We had a hard time with Nelson due to his robotic arm. The battle system is 2D, so the arm needed to be placed in the back, but depending on the movement, it made things complicated for the game designers and the artists. At one point, I was like, '"Maybe both arms should be robotic.'" But in the end, he came out pretty cool." - ANDO
Shun'ei
"Shun'ei's design was done by a younger designer instead of Ogura. It's a design that's meant to be more appealing to the female audience. I felt it'd be nice if this character was the reason they'd play this game. He might remind you a little bit of Rock Howard... Let's just say it's the same people who were involved with his design." - KUROKI
Xanadu
"Xanadu was popular among the staff. I was worried because characters that are popular among the staff usually don't fare as well among players. On top of that, Oda's design specs were so personalized, it was concerning. But in the end, I think he came out well." - KUROKI