http://game.snkplaymore.co.jp/official/kof...cter/index.html
Saiki and Evil Ash Theme kickass. Great boss battle theme.
KOF XIII [Arcade|Console], Ash Crimson Saga Conclusion
KOF XIII [Arcade|Console], Ash Crimson Saga Conclusion
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Aug 6 2010, 09:06 PM
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1,007 posts Joined: Apr 2007 |
http://game.snkplaymore.co.jp/official/kof...cter/index.html
Saiki and Evil Ash Theme kickass. Great boss battle theme. |
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Aug 8 2010, 01:48 PM
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59 posts Joined: May 2010 |
A new KoF? WOOT NICE
EDITS: No wait, I see something ... OMFG NO NO NO, THEY CHANGED Athena's COSTUME, NO I WANT THE DARK BLUE ONE, it looked better This post has been edited by totallagness: Aug 8 2010, 01:52 PM |
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Aug 8 2010, 08:48 PM
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1,007 posts Joined: Apr 2007 |
^ Fear not, there are colour swap for every characters in KoF XIII.
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Aug 9 2010, 04:43 PM
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214 posts Joined: Sep 2005 |
When is the console version coming out? Can't wait for it...
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Aug 13 2010, 11:11 PM
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52 posts Joined: Jan 2006 From: Johor Bahru |
I AM LOVING the personal impressions for KOF XIII Arcade version so far:
http://www.neogaf.com/forum/showpost.php?p...&postcount=3889 http://www.neogaf.com/forum/showpost.php?p...&postcount=3903 This post has been edited by man3k: Aug 13 2010, 11:11 PM |
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Aug 14 2010, 03:24 AM
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649 posts Joined: Jan 2007 From: Cheras |
I'm kind of curious, one of those posts says that it's slower while a KOF XI/XII player said it's faster.
And it seems like it's still as buggy and glitch ridden as XII if not more. At this point the only redeeming quality is the graphics? |
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Aug 14 2010, 07:18 PM
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52 posts Joined: Jan 2006 From: Johor Bahru |
It's actually faster 98. But just a bit slower than XI (fastest KOF so far), and helluva lot faster than XII (slowest KOF ever). To simplify, XIII speed is somewhere between 2002-XI.
About the bugs, those are minor (infinite & float) issues caused by Vice and Ralf (which will be fixed before console release). Previous handcuff bugs concerning raiden and elisabeth does not occur anymore (not that it didn't happened before in Street Fighter). Graphics are not the only redeeming qualities for XIII, go read stuff about HyperDrive Mode, NeoMAX, The New Damage Scaling to understand. IMHO, the fighter with the best balance is Virtua Fighter 5, followed with either Street Fighter IV or Tekken 6, and then BlazBlue. I just hope KOF XIII isn't too far behind any of those. This post has been edited by man3k: Aug 21 2010, 07:15 AM |
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Aug 15 2010, 11:00 AM
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1,007 posts Joined: Apr 2007 |
Kof 13 have suprb control just like Kof XI. Connecting combo are pretty easy and fun to do it compare to KoF2002 Um. This alone is good reason to get it once it released in console version.
Despite it is buggy, it don't stop those Japanese players to tramp over those bug user. There are couples of videos where bug being abused yet those players still lost. |
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Aug 16 2010, 02:44 AM
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52 posts Joined: Jan 2006 From: Johor Bahru |
Well said kding2, now for a bunch of system-related information:
QUOTE Damage scaling: - Every hit past the first one takes a 5% damage scaling cut. - Damage scaling is normally capped at 20%. However, there are some moves (supposed to be limited to certain DMs/EX DMs/Neo Maxes) whose damage scaling is capped at 50% (Example given in the mook is if you have a 100 damage attack, no the 18th hit, you’d expect the damage to be 100 x (1- (17*0.05)) = 15, but the actual damage is 20. No actual example of a move in game is given however!) - When doing a Max Cancel, the Neo Max ignores the regular damage scaling formula, but suffers damage scaling equal to the DM that was used for the Max Cancel. TLDR: Max Cancelling gives you slightly better damage scaling. - Some multi hit DMs suffer the same damage scaling through all hits (e.g. if the first hit of a 6 hit DM suffers from 75% damage scaling, all 6 hits are scaled to 75%) - Some moves are free from damage scaling entirely. Supposed to be common for the last hit of “Lock” type moves (once the first hit connects, the rest of the move connects as though the opponent is caught). - Lowest damage value in the game is 4, hence if moves would suffer from damage scaling that would push them to a value less than 4, it’s bumped up to 4. Guard crush: - Most characters have a guard crush bar limit of 100 points. Ralf and Clark have 120, Maxima and Daimon have 150, making them harder to guard crush - Opponent being guard crushed is vulnerable for 3 counts of the timer - Guard crush bar recovers at rate of 9 points per second. Drive Cancels: - You can’t DC out of moves that were blocked. - Can’t DC out of projectiles/ most command grabs (Goro can DC from dp.K) - Can’t DC from weak version of move to strong version of move and vice versa. - Can DC from non-EX version to EX version, but not vice versa. - Can’t DC from one move into the same move. Super Cancels - CAN SC from projectiles - CAN SC blocked moves - CAN SC from certain moves without hitting like kara cancel. (example picture shown is Robert SCing (into Ranbu?) after a fireball while the opponent is on the other end of the screen) Hyper Drive Mode - Can only do when Drive bar is full. - Can Hyper Drive in mid-air. There’s no Hyper drive animation like on the ground, but if you do BC in air apparently your character automatically does a jump C after going into Hyper Drive mode. - Some characters can do some bypass type stuff. Example was Leona, where doing mid air qcf~hcb+BC automatically does her V-Slasher (If hit, I guess you can immediately do a Max Cancel). - On ground activation, if you do a Hyper Drive Cancel from a normal/command move, character automatically dashes forward slightly. During this dash animation, if you input a motion/press a button, the dash animation stops. - Can cancel from special moves to Neo Max - Can Hyper Drive cancel even when moves are blocked. http://www.imnextonline.com/2010/08/13/kof...iled/#more-1522 This post has been edited by man3k: Aug 16 2010, 06:22 PM |
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Aug 17 2010, 12:32 AM
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1,007 posts Joined: Apr 2007 |
So what is the point of Guard Crush when it automatically full when crushed?
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Aug 17 2010, 12:58 AM
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621 posts Joined: Sep 2008 From: Middle of Nowhere |
QUOTE(kding2 @ Jul 27 2010, 10:51 PM) I don't see much difference either but then 2002 UM is completely a new game..Remake? This isn't what I call remake when you changing 95% of everything. i didnt mean the whole game. i just mean the boss, rugal. if it's the same rugal from 02 then it's nice. spamming certain move works against this dude.There only couples of thing that I don't like about KoF 2002 UM is that there is no single player vs scaling against bosses and no-continue for Rugal battle. The rest actually nice although those background stage are dull like hell. KoF XI is better. |
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Aug 17 2010, 01:57 AM
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52 posts Joined: Jan 2006 From: Johor Bahru |
QUOTE(kding2 @ Aug 17 2010, 12:32 AM) They said the guard crush recovery rate is by 9 points per second. Lets say if a character's normal GC rate is 100, then recovering 9 points per second to make it back to 100 takes some time. So no problem, it's not suddenly full after GC. We just need to know which attack does the most damage on those GC meter, so that the opponent will be vulnerable faster. This post has been edited by man3k: Aug 17 2010, 02:21 AM |
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Aug 17 2010, 11:43 PM
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1,007 posts Joined: Apr 2007 |
QUOTE(man3k @ Aug 17 2010, 01:57 AM) They said the guard crush recovery rate is by 9 points per second. Lets say if a character's normal GC rate is 100, then recovering 9 points per second to make it back to 100 takes some time. So no problem, it's not suddenly full after GC. We just need to know which attack does the most damage on those GC meter, so that the opponent will be vulnerable faster. But the opponent still can guard, right? |
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Aug 18 2010, 02:10 AM
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52 posts Joined: Jan 2006 From: Johor Bahru |
QUOTE(kding2 @ Aug 17 2010, 11:43 PM) Only after the 3 count. The GC meter will reload by time. But since refilling the GC meter takes time. U should be able to crush their guard again if attack before they could fully refill. That's why i said u need to be fast to attack during opponent's GC. KOF doesn't have bursting like Guilty Gear or BlazBlue, so i doubt the opponent can escape your attack during GC. Unless you're late to take the oppurtunity. What makes u think the opponent can guard during GC? Any particular videos you've seen? or any notes i missed? This post has been edited by man3k: Aug 18 2010, 02:18 AM |
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Aug 18 2010, 07:03 PM
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1,007 posts Joined: Apr 2007 |
QUOTE(man3k @ Aug 18 2010, 02:10 AM) Only after the 3 count. The GC meter will reload by time. But since refilling the GC meter takes time. U should be able to crush their guard again if attack before they could fully refill. That's why i said u need to be fast to attack during opponent's GC. Well, I haven't seen any KoF13 video that have guard crushed so far...I am basing on what I saw in Kof 2002 Um (PS2) where I can easy guard after I got guard crushed by C.Zero attack.KOF doesn't have bursting like Guilty Gear or BlazBlue, so i doubt the opponent can escape your attack during GC. Unless you're late to take the oppurtunity. What makes u think the opponent can guard during GC? Any particular videos you've seen? or any notes i missed? But if what you said about the 3 seconds inability to guard is true, then I can see some merit of the guard crush system/meter. |
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Aug 18 2010, 08:02 PM
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52 posts Joined: Jan 2006 From: Johor Bahru |
hmm, as far as i know. 02UM and XIII was made by a different/seperate team. 02UM same team as 98UM (secondary). XII & XIII same team as XI (main team). Not letting your hopes up, but there's a chance it might be better.
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Aug 18 2010, 08:14 PM
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1,007 posts Joined: Apr 2007 |
QUOTE(man3k @ Aug 18 2010, 08:02 PM) hmm, as far as i know. 02UM and XIII was made by a different/seperate team. 02UM same team as 98UM (secondary). XII & XIII same team as XI (main team). Not letting your hopes up, but there's a chance it might be better. Ummmm..basically you yourself isn't sure about the Guard System in KoF13 as well? |
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Aug 18 2010, 09:05 PM
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52 posts Joined: Jan 2006 From: Johor Bahru |
Well of course, the game hasn't arrived in malaysia..
unsatisfied, i checked some XIII videos and found out the GC meters reduce in an acceptable manner. Blocking 2x strong punch/kick reduces around 1/4 of the GC meter. It's hard to see a GC on XIII videos, unless a really good player is bullying a noob. Which in most cases both sides are pretty good in most videos. As you may know, GC meters only reduced when the opponent is blocking your attack and not being hit by it. IMO, the best way to deliver a GC in XIII is to rush your opponent continuosly with HyperDrive Mode (Skill Cancelling). Since HD mode in XIII is longer than Max Mode in 02/UM, a successfull combo rush is possible to GC your opponent. Besides, the information about 3 sec. GC was translated from an official Arcadia Guide Book. I have the PDF scan of the book at hand, but it's not like i could understand it anyways. This post has been edited by man3k: Aug 19 2010, 06:37 AM |
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Aug 19 2010, 10:34 PM
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1,007 posts Joined: Apr 2007 |
If you have any awesome video to share, please share. At least this will keep this thread alive.
As for Kof 13 , there are Hyper Drive, Drive Cancel and Ex Mode? Right? So do you have any rough idea on how to perform those Ex Mode and Neomax? Is each of those mode cost your stock bar? |
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Aug 20 2010, 01:16 AM
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52 posts Joined: Jan 2006 From: Johor Bahru |
Nothing too new for now, you can go to http://dreamcancel.com/ for more XIII videos though.
EX Attacks (superior version of Specials). It depends on how many power stocks you have at the time. EX attacks not only give more damage and hits, it is also faster and further ranged. You can juggle a flying or faraway opponent with an EX attack to continue your combo. A Blue aura is visible when doing EX attacks. Certain character's EX Attack cannot be blocked. EX DM or better known as SDM in previous KOF are super specials that use 2 Level. Enpowered versions of super specials. Where in classic KOF u need to have 1/3 life. In 2000+ KOF you only need 2 or more power stocks to access this without having to lower your life points. To access it, just input the command rotation + 2 action buttons. Let's say if Orochinagi is Back > Down > Forward + 1 Punch (either 1 punch button of LP or HP). For EX DM/SDM u need to press both punchs or kicks. EX DM/SDM are stronger and faster than normal DM. In XIII, all characters can continue attacking after a DM or EX DM/SDM by cancelling the skill with a NeoMAX. Long Story Short, EX DM is a renamed SDM. HyperDrive Mode is simply an upgraded version of 02's Max Mode. But, in XIII you're not using power stock. Instead, there's a spesific Driver Meter (Green Color) for it just up of the power bar. HD meter fills when your're attacking or being attacked. When the HD meter is full, you can access it by pressing B+C simultaneosly (Low Kick + High Punch). Your character body will glow when HD mode is activated on ground and the character will automatically dash forward slightly. This HD Initiation Dash is used to shorten your range gap with your opponent, so that your combo rush is done easier. Drive Cancels are skills that are connected through HyperDrive Mode itself. Skills that cannot be connected in normal state. Just like 02/UM's Max Mode, you can cancel as much skills as you want as long as the HD meter is still activated after pressing B+C. In short, they're part of the HyperDrive Mode component. Super Cancels are the same like every other game. Cancelling a normal skill with a 1 or 2 Level DM. NeoMAX are the new HSDM or MAX2. If in KOF XI, you can do a Dream Cancel by comboing a Normal > Super Cancel into 1 or 2 level DM > Finally Dream Cancel into HSDM/MAX2 or also known as Leader Desperation Move. In XIII, you can combo a Normal > Super Cancel into 1 or 2 level DM > Finally MAX Cancel into NeoMAX. Again, it's pretty much the same thing with a new name. The only difference is, past SDM/LDM only need 2 power stock. But NeoMAX needs 3 level. So, in order to bust your opponent before MAX Cancelling (with either HyperDrive or Super Cancel or Both), you need an extra 1 or 2 level. Which is why the Maximum Power Stock in KOF XIII is 5 levels. HP > One Inch > HyperDrive > HP > Eins Trigger with Extension > Minute Spike with Extension (Clever, used this to chase his opponent) > Claw Byte > Super Cancel into Chain Drive > OraOraOra > MAX Cancel into NeoMAX Finish! NeoMAX input command is the same as SDM/LDM. But aside from needing the 3 level power stock, your Green HyperDrive Meter must also be full or currently activated in order to launch it. In this video, K has 1 more level left because the player only did a 1 level Chain Drive. It should be more damaging if he did a 2 level super before finishing off with NeoMAX. Whew~ That's pretty much everything i know so far... Note: Did u notice, K's Chain Drive is a bit different now. After throwing his glasses, he immediately elbow his opponent. At the time, the opponent is in pain for a moment. While K's glasses bounce back and he catches and wears it back while saying "Ikuze!" before resuming his combo. This post has been edited by man3k: Dec 6 2011, 07:52 AM |
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