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

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kding2
post Jul 21 2010, 11:05 PM

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QUOTE(Vorador @ Jul 21 2010, 10:59 PM)
But KOF boss means IMBA... where's his full screen full bar attack...
*
Shadow Ash has one. Just like Orochi and Magaki..Instead of being white and pink, it is BLACK smoke. biggrin.gif
kding2
post Jul 22 2010, 08:03 AM

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QUOTE(Vorador @ Jul 22 2010, 12:44 AM)
oh... cool, but now the video for final boss is too little...
*
Dark Ash Super move that hit all screen. (0.16s-0.18s)
http://www.youtube.com/watch?v=TIIdLN8rWSg
biggrin.gif

kding2
post Jul 25 2010, 06:01 PM

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So is any KL arcade center finally got KoF 13?

*me not from KL*
kding2
post Jul 25 2010, 08:35 PM

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Dream Match sucks because of the over-used Rugal as final boss. His Genocide Cutter is pure cheating as it defend from almost everything in the game.

The reason why I think KoF UM 2002 fails so badly due to Rugal..I mean, you need to beat Rugal in order to unlock the team ending and there is no continue for it.
kding2
post Jul 26 2010, 12:44 PM

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Ummm.can I know what kind of strategy that I need to use to beat Rugal 2002? I cannot even go near to him at all. Jump also die, walk to him also die.

His Genocide Cutter basically counter everything...unless I am using Boss character to fight him.
kding2
post Jul 26 2010, 09:39 PM

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And the main reason that I hate Rugal 2002 UM is that you are not given 2nd chance or continue to rematch...You have to beat him in one go if you want to see Team Ending Picture which is lame in my opinion.

But still, Magaki > Rugal 2002 Um since Magaki have random AI and harder to exploit.
kding2
post Jul 27 2010, 10:51 PM

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QUOTE(Shadow Kun @ Jul 27 2010, 01:49 PM)
hmm still didnt play 2002 UM. wonder where can i play this.


Added on July 27, 2010, 8:22 pmhmm after seeing the vid it seems that theres no difference between 2002 rugal and 2002UM rugal is it?
*
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.

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.
kding2
post Aug 6 2010, 09:06 PM

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http://game.snkplaymore.co.jp/official/kof...cter/index.html

Saiki and Evil Ash Theme kickass. Great boss battle theme.
kding2
post Aug 8 2010, 08:48 PM

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^ Fear not, there are colour swap for every characters in KoF XIII.
kding2
post Aug 15 2010, 11:00 AM

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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.
kding2
post Aug 17 2010, 12:32 AM

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So what is the point of Guard Crush when it automatically full when crushed?
kding2
post Aug 17 2010, 11:43 PM

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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?
kding2
post Aug 18 2010, 07:03 PM

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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.

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?
*
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.

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.

kding2
post Aug 18 2010, 08:14 PM

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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? blink.gif
kding2
post Aug 19 2010, 10:34 PM

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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?
kding2
post Aug 20 2010, 12:21 PM

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Ex Dm = Sdm and you don't need Hyper Drive Mode to do that?

How about Ex Attack? What kind of button you need to do to activate it?

Neomax = LDM = and it cost 3 power stock and HyperDrive meter? Wow..who going to use it since it is so hard to pull it out and the damage isn't much impressive compare to 3 DM execution. Neomax can be used standalone, right?
kding2
post Aug 21 2010, 08:09 AM

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For Kyo, Kyo Ex Orochinagi does more hits compare to original Orochinagi, right?...I glad that they didn't remove multiple hits for Orochinagi.

Some of your explanations are pretty hard to understand...Have to try the game by myself then I only can understand it completely how the system works...if only Msia have Kof13 now....

But does it really worth it to sacrifice one power stock for Ex attack instead of using it for DM?

As for Hyperdrive, it is just used for combo and cancelling right? There is no damage/defense bonus under this mode right?

As for Neomax, activate Hyperdrive is must because it would be easier to use Neomax to attack rather to use it standalone, right?


kding2
post Aug 21 2010, 08:19 PM

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I see..now I understand..a bit..haha..thanks for the information.

By the way, do you know any good website that list of all potentil combo for each characters?, especially for Kof XI?

Currently, I am playing kof Xi and I want to learn to do some basic combo...
kding2
post Aug 21 2010, 09:56 PM

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http://www.youtube.com/watch?v=PlrJVOm5uXQ

Iori bug and K'sdash bug.

So sad.
kding2
post Aug 24 2010, 07:04 PM

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New video, I assume.

http://www.youtube.com/watch?v=M7UPjfWXvhg

http://www.youtube.com/watch?v=Imja5x-0_gY

The Iori's fight kinda great to watch..At least it provide some good combo attack and owning. I glad some of the players picked other characters to fight. Kinda tired watching Elisabeth, K, and Kula keep owning.

The best of this video.. Vice got Neo-maxed by Kyo in the end of the video (video number 136)

and is those Japense players really that "steady"? They don't really mind about the bug abuse and they actually ALLOWED it in every video although most of those bug abusive players lose.

This post has been edited by kding2: Aug 24 2010, 07:11 PM

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