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 KOF XIII [Arcade|Console], Ash Crimson Saga Conclusion

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kding2
post Aug 31 2010, 10:33 AM

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QUOTE
U missed digesting some points in the recent interview translation i gave, KOF XIII Game Director said they're making Kyo like a Shoto character.


What interview? I guess I must have missed it.

QUOTE
Like i said before, these aren't the same people who make KOF since 94. That's why they have different ideas on how to make KOF. It's not really a bad thing that Kyo's Triple Kick or Elbow & Grab Explosion is more effective. But it just doesn't feel right when he's using more of his leg rather than his hands. Yeah, i've been using it lot since XII.


Well, I just find that is funny when Kyo was supposed to be fist-fighting character due to his fire-punch attack..and able to produce flame with his hand.

It is doesn't matter which Kyo is it from, you can find most of time, Kyo use his regular kick (df+HK) and qcf+KK and rdp+K more than his qcf+A/C and dp+A/C to win the battle. Those SNKP don't know what are they talking about about Kyo LOL. Maybe Kyo secretly learning from Kim...

Even me found myself using a lot of R.E.D kick and Double Kick To Air than his punch-chain-combo.

QUOTE
See? he needs 16 seconds which is quite long. U can rush with a variety of Guard-Crush combo before he unleash that crazy dropkick. Keep in mind, bulky/big characters have a higher GC meter so it's not easy to GC them. But we can force the player to UNhold earlier if we rush like crazy, make him fall or simply grab them to cancel their charge. (fall & grab cancels any hold/charge attack)


As for Raiden, Dropkick is one of the attack that actually made me "WOW" due to the insane damage. Even without the dropkick, Raiden actually very strong. Compare to other grappler in Kof13, he is actually flexible and strong enough to fight against those top-tier characters. No wonder he is so popular nowadays. It is not the bad thing though.

QUOTE
XIII character balancing is Very Different from previous kof. Each character has their owns strength's and weaknesses again certain character types. Maybe u should practice playing KOF XII if u have a PS3 or 360. That should help clear ur doubts about the current character playstyle.


I'm not getting KOF12 because of its price and lacks of stage and bosses fight.

QUOTE
Maybe they do this in order to combat Projectile Spam.


I guess you are right about this.
TSman3k
post Sep 2 2010, 09:13 PM

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http://www.play-asia.com/The_King_of_Fight...en-70-3yik.html

I'd buy this ya know... cute stuff

This post has been edited by man3k: Sep 12 2010, 08:00 PM
kding2
post Sep 10 2010, 01:06 PM

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http://www.youtube.com/watch?v=VynVJVTXWvY

Wow..freaking unreal combo hit for Haw Jai, Takuma, Leona, Ash..
TSman3k
post Sep 12 2010, 08:07 PM

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I've been away from the PC for Raya, but i'm back with more GOOD NEWS about KOF XIII. Will reply on your previous post sometime later after i relax a bit (just came back home).

1st of all:
http://www.imnextonline.com/2010/09/11/arc...ue-top-10-list/

KOF XIII Arcade Version is getting LOVE from players in Japan.

2nd:
http://www.imnextonline.com/2010/09/09/kof...fxiii-a-sucess/

KOF XIII Arcade Version SOLD OUT! Success~

This post has been edited by man3k: Sep 15 2010, 03:13 AM
kding2
post Sep 14 2010, 11:35 PM

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It seems the numbers of KoF13 videos starting to decline...Sad...No new and exciting video for these few days.
TSman3k
post Sep 15 2010, 03:12 AM

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ArcadeInfinity just posted 6 new videos yesterday.. i also found a recent Singaporean KOF XIII Tournament vid:

http://www.youtube.com/watch?v=Fuzzne1Z9rI

With this video, i confirm Kyo can connect/combo into Air Orochinagi after doing Oniyaki hmm.gif So Triple Kick is not the only connector. Also to note, 69 hit Takuma Combo!

Nobody found any KOF XIII Machines in Malaysia yet? cry.gif

This post has been edited by man3k: Sep 15 2010, 05:30 AM
nameless2
post Sep 27 2010, 01:01 PM

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i hate kof x111 bcoz their combo is very simple.i more prefer kof 2k2 bcoz i think it is more suitable to play as versus game.in kof x111 the character look so fat n big.WOW!!!!!!!!!!!!!!!!

kof x111 easy to make combo just using LP,HP,LK,HK, there is no cancel and stricker at all.the super power no nice at all.its very simple.GUYS ANY COMMENT??????
TSman3k
post Sep 28 2010, 04:20 AM

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Sometimes those "simple" & "boring" factors to you are "fun" to others. Any oldschool neogeo fan would prefer the realistic style like the classics but i came to accept the fact the old SNK is DEAD. KOF won't be like how it used to be but that doesn't necessarily mean it would turn out bad.

I used to hate XII artstyle which is the same for XIII. But after a while i got used to it since not everybody on the roster was drawn too different from their original style. Drawing has many styles and reasoning behind it. Just because some characters in the new KOF is drawn bigger/wider/bulkier it doesn't mean they have turned fat. It's just a different way to express their characteristics according to the illustrators mind.

For example one would think Takuma has gone fat, but on another side of thinking it could've just been the illustrator's way of showing how "i forgot the word" his clothes are.

The VS Fighting scene has changed through the years, SNK not only had to worry about Capcom. But they also need to keep an eye on the BlazBlue series which is talk of the town nowadays. It's not surprising at all that SNKP went to "anime graphics" this time around to gain new fans while maintaining the core. Makes more sense since it's not the original development team anymore.

Striker? Most KOF player worldwide hate the striker system and prefer original 3vs3 so i don't need to elaborate.

I acknowledge the fact that newer KOF has easier combo connection. But to say as easy as just combining LP/HP/LK/HK would be a joke. This is KOF we're talking about not Guilty Gear or BlazBlue. For a simple "scratch" damage of 2-4 hits is doable but that's it. U really need to do moves or specials to gain more. Heck, i'm beginning to think that you're actually talking about XII and not XIII. I hope i'm wrong but my instinct tells me the other way.

No Cancel? U seriously must be talking about XII. XIII not only maintains cancelling, it makes it go over the top! The hyperdrive meter is all about crazy cancels you've never seen before. I suggest u read from the beginning of this topic and check out what you've been missing greatly.

TBPH, most KOF fans are just "shocked" that their first "original" copy of KOF since the old days sucked big time. But let's leave that at it's own since we have a better sequel now.

Back to Topic:
http://shoryuken.com/content/tons-high-lev...ters-xiii-1907/
&
http://cyberfanatix.com/snkp-president-soi...oya-steps-down/

This post has been edited by man3k: Oct 15 2010, 06:48 AM
kding2
post Oct 13 2010, 04:06 PM

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Saiki Exhibition High Quality

http://www.youtube.com/watch?v=f965rOtfKSk

Evil Ash Exhibition High Quality

http://www.youtube.com/watch?v=UZU_LI3cTkc&feature=related
TSman3k
post Oct 15 2010, 07:09 AM

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I'm happy to hear that KOF XIII Arcade Patch 1.1 fixed the bug that SBO/Tougeki 2010 Banned. Goro & Takuma back to normal, they need to collect power in order to do EX Attack. Unlike before, they were bugged. Coz both of them can do EX attack without the need of power meter. So no more variable EX meter for these two. Every character need to have a certain amount of power to launch an EX attack.

- No more infinite combo spam for Mature & Joe user.
- All bugs that cause the game to freeze have been removed
- The bug where opponents could escape from the last hit of Iori’s Yaotome has also been fixed
- Hwa Jai’s bug where he disappears off the screen has been fixed
- The lag in K’s guard cancel forward roll has been removed
- Dash rolls now have less startup (faster/frame cut?)
- K’s color variations have been adjusted
- Raiden takes damage when getting hit out of his anti-air throw
- Kyo’s 1-frame SDM Orochinagi can be guarded by the CPU (Kyo's 2 Level Orochinagi, Very Fast Move is now blockable)
Kyoyagami
post Oct 18 2010, 05:45 PM

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QUOTE(man3k @ Oct 15 2010, 07:09 AM)
I'm happy to hear that KOF XIII Arcade Patch 1.1 fixed the bug that SBO/Tougeki 2010 Banned. Goro & Takuma back to normal, they need to collect power in order to do EX Attack. Unlike before, they were bugged. Coz both of them can do EX attack without the need of power meter. So no more variable EX meter for these two. Every character need to have a certain amount of power to launch an EX attack.

- No more infinite combo spam for Mature & Joe user.
- All bugs that cause the game to freeze have been removed
- The bug where opponents could escape from the last hit of Iori’s Yaotome has also been fixed
- Hwa Jai’s bug where he disappears off the screen has been fixed
- The lag in K’s guard cancel forward roll has been removed
- Dash rolls now have less startup (faster/frame cut?)
- K’s color variations have been adjusted
- Raiden takes damage when getting hit out of his anti-air throw
- Kyo’s 1-frame SDM Orochinagi can be guarded by the CPU (Kyo's 2 Level Orochinagi, Very Fast Move is now blockable)
*
Frankly speaking, WHEN THEY HELL THEY ARE GOING TO TAKE OUT THE STUPID DROPKICK DAMAGE??? Tension giler. Dropkick, LP, Dropkick, LP, NeoMAx, 98%. WTF?

And thank God no more infinites, no more bugs on the EXs. Its like super cheating using Takuma (Not that he's not strong enough).
kding2
post Oct 19 2010, 11:49 PM

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So, is any KL arcade center got this game yet?
TSman3k
post Oct 23 2010, 02:49 PM

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QUOTE(Kyoyagami @ Oct 18 2010, 05:45 PM)
Frankly speaking, WHEN THE HELL THEY ARE GOING TO TAKE OUT THE STUPID DROPKICK DAMAGE??? Tension giler. Dropkick, LP, Dropkick, LP, NeoMAx, 98%. WTF?

And thank God no more infinites, no more bugs on the EXs. Its like super cheating using Takuma (Not that he's not strong enough).
*

Someone from SRK forums said this about the matter:
QUOTE
The properties of Raiden's dropkick (comboability, speed, etc.) are unchanged, but the amount of time required to charge them has been increased substantially. Level 3 has been increased to 16+ seconds and level four has been increased to 25+ seconds.


This post has been edited by man3k: Oct 23 2010, 02:50 PM
Kyoyagami
post Oct 25 2010, 11:09 AM

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QUOTE(kding2 @ Oct 19 2010, 11:49 PM)
So, is any KL arcade center got this game yet?
*
Most likely won't happen, but we won't know for sure.

QUOTE(man3k @ Oct 23 2010, 02:49 PM)
Someone from SRK forums said this about the matter:
*
At least it can't start that damaging anymore. Perhaps the 2nd Dropkick might not connect. so it'll be straight to Neomax then.
TSman3k
post Oct 28 2010, 02:09 AM

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http://shoryuken.com/content/console-king-...line-play-2223/

Finally, a glitter of Hope for KOF XIII Console Version. Slated for the 1st Quarter of 2011. Damn, is SNKP serious with this? I mean Q1 2011 is crowded with Mortal Kombat 9 and Marvel VS Capcom 3 that would be OVERKILL. I don't think MK9 would bring any sort of impact. But MvC3 is definitely a force to be reckoned with since it's gameplay system caters to both Novice & Pro players. They should release it at least 2 month earlier than those titles.

This post has been edited by man3k: Oct 28 2010, 09:41 AM
Kyoyagami
post Oct 29 2010, 10:31 AM

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Considering how we're not getting this in our arcades, apa boleh buat.
TSman3k
post Jan 3 2011, 02:07 PM

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- Mistaken Fake news deleted

This post has been edited by man3k: Jan 21 2011, 07:12 PM
fendy_kjg
post Jan 17 2011, 08:38 PM

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kofxii comics

guys can someone translate it to english ?? just want to know the plot n story line .. thanks.. drool.gif drool.gif
noobie123
post Feb 17 2011, 02:18 PM

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Is already Q1 and next month is the last month of Q1 i wonder when is the actual date they gonna launch this game. I play KOF since 94 till xi and I switch to SF4 due to console base. I think hoping for a arcade version in Malaysia is hopeless just pray hard for console version...

Feel so painful discussing about the game and combo without touching it...
Kyoyagami
post May 10 2011, 11:40 AM

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Well, if you guys are interested, there's a machine at TKA Penang.

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