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..

Later people jump i counter with that sure regret one.

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_BLGh4NfkThis post has been edited by man3k: Aug 26 2010, 03:29 PM