Welcome Guest ( Log In | Register )

4 Pages < 1 2 3 4 >Bottom

Outline · [ Standard ] · Linear+

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

views
     
TSman3k
post Aug 21 2010, 08:48 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


er.. that's a bit hard to answer. It's findable in various fighter forums. For example: Forum > Game Section > Character Section. There will be various discussions about a character's move/combo-linking inside the spesific thread.

Or you can try reading Characters Faqs at:
http://www.gamefaqs.com/ps2/932469-the-kin...ighters-xi/faqs

There's no direct answer to this. Each character faq will state something like "this move can now be connected to that move in what condition" bla,bla,bla. So after knowing, you will have to test those moves yourself. You may also try searching character tutorials in youtube.

This post has been edited by man3k: Aug 21 2010, 08:57 PM
TSman3k
post Aug 22 2010, 12:01 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


Iori's yaotome bug is simply unforgivable. But that kind of DM bug only happens when you hit your opponent away just before executing a DM. It won't happen if u directly DM without pushing your opponent before it. The other bug is not K's but Kyo's. He suddenly does an instant block without the user actually doing it.

This post has been edited by man3k: Aug 22 2010, 06:42 PM
TSman3k
post Aug 26 2010, 04:25 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


lol Iori Yaotome bug still happening in vid 137, but i reckon that iori player is very patient. Waiting for chance to strike back with HD mode is very rewarding. If it were me i already frustrated since most of his new moves always disadvantage at countering. Up until now, i still haven't managed to do his backward kick move. Really not used to it. The other combinations are fine/doable for me. I'm still getting used to Iori's HP > Forward + LP 2x > Half-Quarterback + Kick > Half-Quarterback + Punch Combo (Can cycle this part several times) > Half-QuarterForward + Punch (Grab, Slam & Bounce) > Shoryruken Claw (This part is optional) > Yaotome DM like shown in the video where he own Elisabeth. Meaning i can begin the combo with a Forward + LP 2x. But still not used to begin with Backward Kick.

As for Kyo's combo (1st Kyo vs Andy match) it's Running Forward Jump > Down + HP (On Air, Double Hand Knock) > Standing HP > Down Forward + HK (Slide Kick) > Immediately Activate HD Mode (Dash Forward Automatically) > Standing HP again > Down Forward + HK (Slide Kick again) > 75 Shiki Kick (Double Forward Kick) to Juggle > Back, Down, Back + Kick (Oboro Guruma Triple Kick) > Forward, Down, Forward + Punch (Oniyaki) > Triple Kick again > Oniyaki again > Double Forward Kick > Triple Kick > Air Orochinagi Finish.

People like to use K coz he is nearly strong-tier character. Not only slightly faster than Kyo, also has many combo variations.

Kyo's EX Oniyaki actually can score 10 hits, i like it.. tongue.gif Later people jump i counter with that sure regret one. laugh.gif Can use this as cheap finish.

That Kyo player in vid 136 is oso steady, u can see he was Guard-Crushed already but still maintain. Sadly we can't see how long his guard open. (To confirm if it's really 3 seconds) since K player immediately attack right after GC. Still, u can see now. GC in XIII has it's merits coz u have the time to attack GC'ed opponent unlike 02UM.

Too bad that kyo player didn't use NeoMAX as MAX Cancel. Only do as Standalone. Coz after the enemy fall, you can use Kototsuki Yoh (Half-Quaterback + Kick) The skill where he does elbow & grab explosion. Right after elbow hit, you can MAX Cancel into NeoMAX.

That's Mature, not Vice. Coz blonde hair.

New stuff to Read:
http://www.4gamer.net/games/111/G011100/20100820077/
QUOTE
( ) are personal comments

- The fundamental settings, plot, and conclusion to the Ash storyline was already set seven years ago when the chapter started. On the other hand, the team storylines are made up during each of the game's development. (Note: KOFXI's Magaki storyline gives a good overview on the identity of the Kanochi gang.)

- After XI, SNKP made multiple prototypes for a new KOF and it took them quite some time to come up with XII. Some parts of XIII were developed simultaneously with XII.

- Hwa Jai was chosen in XIII for multiple reasons:1.He seemed like he'd be an interesting character /2.He's often appeared in previous Neogeo game's stage backgrounds and he's somewhat known /3.People wouldn't care if the developers played around with his creation, unlike other popular characters /4.With Raiden in Kim's team, Hwa seemed like the perfect extra teammate /5.They wanted a funny character that has impact. (Note: And it was easy to make him by using Joes sprites, but that of course wasn't mentioned)

- There was originally no hyperdrive meter and drive cancels used the power meter. But the developers decided that adding a new meter would give more depth to the game and give more things for players to learn. Beginners and normal players can start off by playing with just the power meter, and learn to use the drives as they advance. (Note: Nice concept, and drive cancelings are fun to do. However, there's also the downside; the new system lets advanced players annihilate beginners very quickly even compared to previous KOF titles)

- The developers balanced the game so that not all the characters would be "almighty". They purposely balanced the game in a way that each of the characters have certain opponents that they're strong against. That way, KOF's 3-on-3 system works well. (Note: In competitive play, everyone just picks the Almighties)

-For instance, with team Japan, Kyo was developed as a shoto character who can shoot projectiles and do anti-airs, making him good at fighting from a distance. Goro on the other hand is a close-range character, and Benimaru was created to fight in mid-range. (Note: Kyo has no need to fight like a Shoto)

-XIII uses the same rendering techniques as XII in which the sprites are made from 3D models. The developers had an easier time with XIII since they already figured out the methods. A Physics engine and inverse kinematics is used for their movement, but there's a lot of manual fixing by hand to make their movements look better. (Note: K's body isn't separated into 4 colors in his 3D model stage.)

-The 3D models are not nessesarily realistic in terms of body balance since it's for a game; for example, their size of their fists are large in comparison to their heads. (Note: Deforming on the body balance is quite essencial for games.)

-The 3D models are only for reference and details, such as the face and coloring, are done by hand. Also, the model only has diffuse reflection toon shadings; specular reflection highlights (the gloss) are added by hand.

Think my post ended yet? Close enough... 2 more vids of KOF XIII from US, ArcadeInfinity:

http://www.youtube.com/watch?v=AYqSKREd7m8
In order to do two MAX drop kicks, you have to hold down the B AND D button for 16 seconds, in the meantime he loses the ability to Crossup D, down B combos, command grab (hcf+K), jump CDs, stand CDs, Guard Cancel CDs, AB rolling and AB tech roll. He's not broken, but he's damn scary.

http://www.youtube.com/watch?v=1Z_BLGh4Nfk

This post has been edited by man3k: Aug 26 2010, 03:29 PM
TSman3k
post Aug 28 2010, 07:38 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


2 More New Videos from ArcadeInfinity US Tournament:
http://www.youtube.com/watch?v=xuevcMWwbRw
http://www.youtube.com/watch?v=s2QTJDTGQuM

It seems the folks there are trying to immitate Japanese player steadyness by allowing Mature in Tournaments too.

Did u notice. Leona's slash attacks are now all hand-based. No more kick expansions like her past version. Maybe they think it's no use giving her a leg move since she's not showing her thighs anymore lol :\ At this rate i think she may be a bit disadvanted to newer KOF girls like Kula. Since her moves are less this time around. She was like KOF's version of Cammy.

That aura-charged ability, i still remember Ash and Shen Woo have this move since 2003. Only this time it's a lot stronger if combine with HyperDrive.

This post has been edited by man3k: Aug 28 2010, 02:09 PM
TSman3k
post Aug 28 2010, 08:35 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


I can't guarantee if easy mode will be available for consoles or not. But for sure, rumble support will be available! Last time XII got rumble support when you do or receive a DM. Syok~

Play Online with friends la... haha biggrin.gif As hard as it sounds, trophy freaks will still try and challenge the world.

http://game.snkplaymore.co.jp/official/kof...08/post_28.html

This week's blog is about illustrator interviews, they made some "XIII Style" sample renditions for some characters. So that fans know how would they look if those characters were in XIII.

Next update will feature interview with Eisuke Ogura. The current KOF Illustrator. Can't Wait!

This post has been edited by man3k: Aug 29 2010, 02:33 AM
TSman3k
post Aug 29 2010, 02:39 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


i thought i've deleted that question before u replied, sorry.

KOF wasn't an easy game in the first place, so whatever the issue is with newcomers. If they think XIII is hard then most likely they'd better off playing either Capcom CrossOver series, BlazBlue or Dead or Alive. (I do not mean to insult, but those game does have an easier optional system for newcomers/casual players)

When Street Fighter IV first arrived. It wasn't easy either for newcomers. I still remember many newbies complain about they don't know how to "block" laugh.gif in various game forums. I don't think SF4 was saved from newcomer hate either. Coz SF4 doesn't have Auto option like in previous SF Zero/Alpha (Push 2 Buttons for Power). But since SF4 has many mobile "ports", the mobile versions may have a simpler execution method. For Example: SF4 I-phone Edition

I agree KOF XIII needs more "Defensive Options". But even in the simplest ftg games. Be it Marvel vs Capcom or Dead or Alive. Inevitably, newcomers will still get their ass kicked since experienced players have various tactic in mind. The ftg genre is a very cruel one. sweat.gif Whatever u do or whatever the developer tries in order to minimize the problem. A newcomer will still get beaten if they don't improve. The only difference is wether they will be beaten so bad or just enough to make them lose.

As an Example, BlazBlue has a Beginner Mode. In which players can easily access special combos and powers with only 1 button. But that does not guarantee they won't lose. Usually, the problem i see when newcomers lose a match. Most of them give-up easily. The reason? They are not willing to LEARN the game system or memorise/practice pre-programmed movelists. Although beginner mode works like a charm to make them play like an average. It cannot hide the fact that they cannot compete with experienced players. At Best, they can still enjoy the game with friends of the same level.

Previously in KOF XII, SNKP tried to make the game accessible to everyone with some new functions. Both Critical & Deadlock Counter were mainly accepted by newer fans of the series. But old fans think it was too easy and has no standard. It's hard to please both sides.

http://www.youtube.com/watch?v=RSywrQpJXo0

Critical Counters are done by countering an enemy attack with a Strong Punch just before the enemy attack arrives. U will be able to link custom-combos like what HyperDrive Mode in XIII offers. But C.C in XII has it's own meter just below the life bar (Replace Guard Crush Meter). Meanwhile, Deadlock Counter (Sousai) is similar to Clashing in Guilty Gear but with Special Moves Clashable.

In short, 3 things removed from XIII:
- Critical Counter (Clash Counter)
- Deadlock Counter (Clashing)
- HOLDable versions of C+D Knockdowns

Just because XII failed, it doesn't necessarily mean C.C, D.C and Holdable Knocks are at fault. Too bad really, i've almost taken a liking to those features.

This post has been edited by man3k: Aug 29 2010, 06:19 AM
TSman3k
post Aug 30 2010, 03:28 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


Awesome K' owning on video 143 happy.gif
TSman3k
post Aug 31 2010, 04:12 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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. By shotokan, meaning characters that their gameplay resembles Ryu/Ken/Akuma. WHICH IS VERY WRONG! Kyo is originally a mix between Shoto & Chinese Kenpo. His Fire-Punching combo has the same functions like Fei-Long's Triple Rekka-Punch. I dun have the slightest idea why SNKP themselves are MISLEADING the fact. Shame on them! Now u understand why kyo's kicks are more usable than ever.

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.

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.

The dropkick that Raiden uses is NOT a normal one. It's a Holdable version (charge attack) which stores up more Range & Damage. While holding that move, he will lose some of his combo-linking ability.

Someones comment on youtube in my previous post:
QUOTE
In order to do two MAX drop kicks, you have to hold down the B AND D button for 16 seconds, in the meantime he loses the ability to Crossup D, down B combos, command grab (hcf+K), jump CDs, stand CDs, Guard Cancel CDs, AB rolling and AB tech roll. He's not broken, but he's damn scary.
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)

Strong Punch & Strong Kick may deliver more damage compared to specials because of 1 simple fact. They HIT and they hit HARD. Unlike aura/projectiles sometimes when u throw they get Blocked with very minimal damage. Maybe they do this in order to combat Projectile Spam.

This post has been edited by man3k: Aug 31 2010, 04:54 AM
TSman3k
post Sep 2 2010, 09:13 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Sep 12 2010, 08:07 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Sep 15 2010, 03:12 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Sep 28 2010, 04:20 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Oct 15 2010, 07:09 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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)
TSman3k
post Oct 23 2010, 02:49 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Oct 28 2010, 02:09 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


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
TSman3k
post Jan 3 2011, 02:07 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


- Mistaken Fake news deleted

This post has been edited by man3k: Jan 21 2011, 07:12 PM
TSman3k
post Jun 8 2011, 10:07 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


This news came out last night:

KOF XIII (13th) is confirmed coming to PS3/360 this October. Publisher has changed from Ignition to Atlus.
user posted image
rclxm9.gif

THE RETURN OF THE KING: ATLUS TO PUBLISH THE KING OF FIGHTERS XIII IN NORTH AMERICAThe legendary series returns to form.

IRVINE, CALIFORNIA — JUNE 7, 2011 — ATLUS today announced that it has secured North American publishing rights for THE KING OF FIGHTERS XIII, the latest entry in the legendary fighting franchise, for PlayStation®3 computer entertainment system (PS3™) and Xbox 360® video game and entertainment system from Microsoft.

With the triumphant return of fan favorite characters like Mai, K’, and Vice, extensive refinement of the core fighting engine based on community feedback, and vastly improved network functionality, THE KING OF FIGHTERS XIII represents the HD entry in the series that fans have been waiting for. Painstaking effort has been made to address every last concern following the last entry: fights play faster; the addition of over a half dozen play modes offers variety and replayability; the game’s beautifully rendered and animated character sprites are better distinguished from the backgrounds–which happen to be richer and more detailed; the camera perspective is less restricted; fighters have more moves, including new supers and the all-new NEOMAX supers; and much, much more!

“We are excited to work with ATLUS to bring THE KING OF FIGHTERS XIII to North America,” stated Ryo Mizufune, President of SNK PLAYMORE. “Fans have waited patiently for an HD iteration in the series that could live up to the proud tradition of classics like KOF ’98. We view KOF XIII as an opportunity to deliver a high definition KOF game that meets and exceeds fan expectations. We have worked very hard to listen to all of their concerns and suggestions, to incorporate all of their feedback and ideas, and we hope that XIII becomes one of their favorite games in the series.”

THE KING OF FIGHTERS XIII is scheduled to release on PlayStation 3 and Xbox 360 systems during the 2011 Holiday Season. For more info, visit http://www.atlus.com/kofxiii.

About THE KING OF FIGHTERS XIII

With a roster featuring over 30 hand-drawn fighters, a number of detailed stages bursting with life, over a half dozen play modes, a refined fighting engine built for speed and complete with new moves and supers, a vastly improved Online mode, and a host of other additions, tweaks, and enhancements, THE KING OF FIGHTERS XIII represents a rebirth for one of gaming’s longest tenured franchises and one of the most popular fighting brands ever.

This post has been edited by man3k: Jun 9 2011, 08:13 PM
TSman3k
post Jun 16 2011, 05:00 AM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


Yep, the version played on the PC is ripped from Taito Type X2. It's not really an emulator, because the arcade hardware itself is very similar to PC structure. Unlike the old days where several companies join to build special hardware.

Anyways, still gonna buy the PS3 version to show support & for online play.

EDIT: OK I'VE FOUND IT mwuahahaha

This post has been edited by man3k: Jun 16 2011, 06:46 AM
TSman3k
post Jun 17 2011, 05:23 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


His fullscreen super i dun really mind, but it's really annoying when the bosses start to spam projectiles to no end.
TSman3k
post Jun 18 2011, 05:17 PM

Getting Started
**
Junior Member
52 posts

Joined: Jan 2006
From: Johor Bahru


Yes, Iori's Neomax can be done both seperately or as finisher after maiden masher/yaotome. That would need a total of 4 to 5 power stocks/level. 1 for yaotome (optional 1 or 2 level super) + 3 for neomax.

Do remember, you will need a full blinking HyperDrive Meter (up of the power bar) before u can execute a NeoMAX. HD meter will rise should u attack or receive hit from enemy. Another way to easily fill the HD meter is by fullfilling Target Action.

4 Pages < 1 2 3 4 >Top
 

Change to:
| Lo-Fi Version
0.0270sec    1.36    6 queries    GZIP Disabled
Time is now: 23rd December 2025 - 08:18 AM