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

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TSman3k
post Mar 25 2010, 11:36 PM, updated 14y ago

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As of today, The King of Fighters XIII (13) is safely announced at Bella Salle Hall, Akihabara.



What fans are happy about:
- Gameplay speed is now similar to KOF2002UM
- Zoom-In camera view ala Art of Fighting is now GONE FOR GOOD! No more/less pixellated graphics
- HyperDrive Mode (similar to Max Mode in 2002) [Can be activated while attacking]
- EX Attack for Normal Skill and Supers
- Super Flash (Need clarification)
- Super K.O (Need clarification)
- 35 playable characters
- Kyo Kusanagi can now launch the Orochinagi in Mid-air
- Kyo's fire will now ignite his opponent, just like the original KOF
- Terry Bogard has his Buster Wolf back now
- King is wearing her AOF outfit
- Mai Shiranui is back
- Custom Color selection at the Character Selection Screen, no need to memorize colors using punch/kick buttons
- Long Haired Ash Crimson will be the Final Boss? (Need clarification)
- New Skill Additions
- Updated Game Interface
- Story available, conclusion of the Ash Saga

The less favoured:
- Buffed characters are still buffed (though they are faster now)
- Character intro replaced with readable dialogue

Pictures to feast your eyes:
http://www.neogaf.com/forum/showpost.php?p...9&postcount=611

Character Art & Screenshots:
http://news.dengeki.com/elem/000/000/249/249137/index-3.html

Event Pictures:
http://www.gpara.com/article/cms_show.php?...=19790&c_num=56

Official Site: http://game.snkplaymore.co.jp/official/kof-xiii/

It is also said that KOF XIII will be available at Tougeki 2010.

This post has been edited by man3k: Dec 16 2010, 04:23 PM
Vorador
post Mar 26 2010, 12:03 AM

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NOticed the characters selection screen? Ash is at the middle where boss used to be...
TSman3k
post Mar 26 2010, 12:08 AM

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Yeah, i know. Try watching the 7th video on that youtube account. There's a picture of Long-Haired Ash in the intro. The reason why people are speculating him to be the final boss. Anyways, this a good chance for ash haters to beat him up for good. tongue.gif But there's also Mukai & gang in the intro. So i can't say for sure who's the boss yet.

I'm expecting the KOF story to move onto the Hizoku Clan (Lin from 2000's EX clan) when KOF reaches 14. Those guys had an eye for Kensou's Dragon Power.

This post has been edited by man3k: Mar 26 2010, 12:15 AM
Vorador
post Mar 26 2010, 12:11 AM

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but also a good chance to get raped by Ash in a$$.
kEazYc
post Mar 26 2010, 12:23 AM

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hope they dun screw up this time... lol
kianweic
post Mar 26 2010, 07:56 AM

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Is this on PC or will be on PC in the future?

This post has been edited by kianweic: Mar 26 2010, 07:57 AM
0300078
post Mar 26 2010, 09:06 AM

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hope it can make a come back..... if it fails again.... this franchise is dead joh.
Deimos Tel`Arin
post Mar 26 2010, 11:09 AM

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got pc version ke?
TSman3k
post Mar 26 2010, 02:57 PM

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Takde, i just happen to make this topic here because the console version is not announced yet. So as of this time KOF XIII is still an Arcade Game. With the Beta still in progress. sweat.gif

EDIT: No Offense meant to bro deimos, i had to bold the sentence to avoid misunderstanding. smile.gif Mod carely move this topic when the time comes.

This post has been edited by man3k: Mar 28 2010, 08:17 AM
Vorador
post Mar 26 2010, 04:10 PM

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PC version is avail up to KOF 2003 then no more....
SUSmylife4nerzhul
post Mar 26 2010, 04:14 PM

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i dun see Takuma/Mr. Karate

no rugal/adelheid oso

phail.

This post has been edited by mylife4nerzhul: Mar 26 2010, 04:17 PM
TSman3k
post Mar 27 2010, 12:33 AM

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Adelheid (rugal's son) probably will be making an appearance, there's a picture of his sister here. Like i said the game is still in Beta, there will be more characters/functions/updates revealed along the way. As you can see the character selection screen still has free/empty slots. Plus, knowing that Yuri has team-up with her usual women's team. There's a high chance that Takuma will join Ryo & Robert. Unless, they put in Marco from Garou: Mark of the Wolves/Fatal Fury 4.

Vorador the pc version you mention is an emulator. There will be none for it again as SNKP has moved on to a new arcade hardware (Taito Type X2). They're not using Neo-Geo anymore to counter piracy.

Some of you are confused why KOF is not the same as the old days. This is because the current SNKP is using a new development team after their bankruptcy back in 2001. Most of the original development team has moved and set up a new company called DIMPS. Which is now helping capcom produce Super/Street Fighter IV. They're also popular for the recent DBZ games and will be releasing a new Sonic The Hedgehog 4 for Sega.

It's hard to comment on them, you can say they're new with KOF or at least making a different approach. Recent KOF games have been lacking the spirit/personality/functions/characters and probably more. But being a fan, i can't stop loving KOF for some reason. You either support it or just move to a different game. I mean, since the new Playmore has resurrected KOF. Why don't we support it and help make it a better game? Unless you'd rather leave the legacy buried than seeing it tainted with the current direction.

To me, KOF is special. Not even Street Fighter could replace it. Even with the original KOF team helping SF4 development. The gameplay/system is different and will never feel like KOF, period. Don't make the wrong assumption, i still play SF and every other fighting games out there.

Comparing XII to XIII, there have been significant progress. Considering the new team. I'd say they're halfway to their former glory.

This post has been edited by man3k: Mar 28 2010, 08:19 AM
SUSultimateheaven
post Mar 27 2010, 02:52 PM

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^taito type x2 already have emulator.blazblue continuum shift already hacked and playable on pc.get it on nearest torrent.after all TTX2 is a pc actualy...
ashburn98
post Mar 27 2010, 03:25 PM

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Is this for PC? Otherwise wrong section bro.
Angel of Deth
post Mar 27 2010, 04:41 PM

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for me KOF saga always have better storyline, character, boss, gameplay, background music than SF.
Vorador
post Mar 27 2010, 06:52 PM

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man3k,

Hey bro... no need to be so obvious... ... I'm happily play 2002 on my comp anyway...

ultimateheaven,

Are you sure that blaze blue C is emulator, I tot that's full PC version? (Oh man I love lychye fei ling... ...)
TSman3k
post Mar 28 2010, 07:36 AM

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It's up to the fans wether to support it or not. I can't bare to see SNK bankrupt again. grumble.gif On 2nd thought, i might just try it to satisfy my curiousity. tongue.gif

EDIT: The emulator is real, but only some games are playable. It's still Work in Progress, probably months/years away from being full-featured. doh.gif Yes i know the TTX2 is basically an arcade hardware based on PC. Same with Sega Lindbergh. Seriously, i really don't see this one coming. Took a while for it to be hacked. I'll toy around with the emulator until the console version comes.

This post has been edited by man3k: Mar 29 2010, 03:27 AM
SUSultimateheaven
post Mar 28 2010, 07:53 PM

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>vorador

yeah,the continuum shift on pc actually emulated.thats why no story,mission,etc only arcade and yeah litchi is good and sexy
btw,good news is calamity trigger cumming to pc this year.

played KOFXII eventho no storyline but i liek the graphic very much and importantly.....IORI STILL KICK ASS!!!
TSman3k
post Mar 29 2010, 05:30 AM

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OK, finally some insights on KOF XIII directly from the Producer. It's a French interview so i had to use a Web Translator. I recommend using Google Translator for an easier/better understanding. Couldn't paste the translations from Google so i pasted Yahoo Translations instead:

An exclusive interview Neo-Arcadia de Masaaki Kukino, Producer of The King off Fighters XIII. It is Ben, writer for RetroGames, corresponding Japan in particular for GameFan and which passes half of the year to Japan, which owes this interview, large a thank you to him!

Yesterday took place the official presentation of The King off Fighters XIII in Akihabara, in “Beautiful Room”, located in one of the last tower of the district which overhangs the principal avenue. An event which brought together at least 200 people in a room which could receive 100 from them. May one Shiranui giantess of 5 meter out of 20 recovered the frontage, a first positive note before the presentation of the play. The evening revealed the new characters, the novel modes of plays as well as the presence of KOF XIII in Tougeki. One evening particularly successful, SNK Playmore having put small dishes in the large ones with the doubling frame of Athena 98 as master of ceremony as well as the appearance of Matsumoto Sayuki, an idol with measurements of 91/60/90, perfect in cosplay of May Shiranui.
But until we all wait, it was to see the play turning. Only 2 spectators could test themselves with the play yesterday evening, 2 privileged few hours because it is the opening of Loketest today. After a very discussed episode XII, this XIII are very awaited the turning among the fans.
They is goshawks of a coffee after the first day of LokeTest to GameCenter Hey! in Akihabara that Masaaki Kukino, the Range Producer de The King off Fighters XIII speaks to us about this new episode:

I do not teach you anything if I say to you that this KOF is very awaited! The XII were a revival in the series, but it did not know to bring together all the fans. Impatience and concerns were large goshawks of this “thirteenth” episode. How did you approach the development of such a continuation?

And well with KOF XII we had made a very new KOF, we had left in a new direction, more mainstream. The XII were a failure, but we did not develop the XIII according to this failure, but really like a title with whole share. In fact when we presented the XII, we develop already the XIII!
Of course, we really took into account criticisms on the XII, we made not badly research in this direction, in order to include/understand what did not go. That the players reassure themselves, we spent much time to regulate these problems so that one does not find them in the XIII.

Moreover can you speak to us a little about the system of play, which it compared to the XII brings?

And well as we presented yesterday, there is first of all the system Hyper Drive Mode, one can badly make not combo. And there are also the EX super furies. In fact to summarize, we wanted to make more dynamic system, faster but such an accessible. The combos are thus easy to realize but there is a margin of progression, one can build several tactics of plays for the confrontations, I really think that the players will like that!

The initial reactions which one hears say that KOF XIII approaches much the 2002.

We particularly did not develop KOF XIII by thinking that we were going to make a KOF 2002 (a), but inside series KOF much of interesting elements are present in 2002. One can say that XIII benefit from the experiments of the last KOF since the 2002.

In this KOF one finds May, King and Yuri, they were very awaited by the fans, but there remain still several characters who did not present, apparently 6. I suspect well that the readers of Neo-Arcadia will not have early product of exclusiveness, but I risk myself with some questions: Is casting already completely stopped?

Hahaha. I can answer this one: Yes.

Among will these 6 characters, be there newcomers where they come all from old KOF?

Ha, there I give my joker! (to laugh)

A small last on the subject, in KOF XII it did not have there a boss. Can this time one hope to face a boss?

Haha, I see. And well in the XIII scenario is based on Ash, principal scenario bases it is already finished and in this one a Boss is included. I cannot say some of advantage, but He will be announced soon!

Is the play announced finalized to 70%, which are the 30% remaining?

And well, there are initially the characters who do not have yet were introduced. The balance of the play also which is not completed, not badly adjustments are thus to make thus that elements of the scenario which can be brought. In short, that includes/understands much thing, but this loketest will allow us advance enormously. We analyze the parties, look at imbalances, which does not go and also what likes. The players can also leave their opinion by filling out a questionnaire, we take all that in account. Our teams are very attentive with the played parts.

Contrary to did Capcom with Super Street Fighter IV you present a version of arcade, think that the market arcade is always priority?

It is true that for the versus fighting the majority can be played on line on console, but we want to preserve this aspect of the versus fighting where the players can clash in truth on terminals. Before offering a version comforts we preferred privileged the players of arcade.

Some say that the exit comforts KOF XII was too fast compared to its exit arcade, with the passing that you think about it? Do you think of keeping the same timing for KOF XIII?

And well, we left the version arcade in first but with the advent of the new consoles, the PS3 and Xbox360, we wanted to leave very quickly KOF to above give pleasure with the players. It was wanted that the players can benefit quickly from the versus on line. For KOF XIII, I confirm that There is of course a version comforts envisaged, but I cannot say some to you more before the official announcement.

Can you say to us if one can hope to play KOF XIII on our consoles this year?

Haha, afflicted, I cannot really say some more, it will still be necessary to wait a little for the official announcement.

The other good news of yesterday was the advertisement of KOF XIII in Tougeki.

Yes, completely! Yesterday at the time of the presentation of KOF XIII it is Masashi Sawatari, the organizer of Tougeki which came to make the advertisement; This year there will be KOF XIII and KOF 2002 Unlimited. Of course, being one of the titles chosen in Tougeki for the developers is very important. That gives him a considerable weight and the emulation that creates in the gaming rooms makes it possible a title to be thorough and to be much played. Especially that in Japan the important vents as that of yesterday are rather rare, Tougeki allows a beautiful visibility for the plays of bastons. I think that will be enthralling and that the players will be able to burst itself above!

Which message would like to address to you to your French fans?

KOF is a play liked from beyond Japan and particularly in France, and we give best us even during the development in order to satisfy all the fans. I know that in France there are not many rooms of arcade, but I hope that you will on the occasion of you to test there and to burst you above!

Source: http://www.neo-arcadia.com/2010/03/26/kofx...view-exclusive/

This post has been edited by man3k: Mar 29 2010, 05:36 AM
Shadow Kun
post Mar 29 2010, 11:11 AM

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QUOTE(man3k @ Mar 27 2010, 12:33 AM)
» Click to show Spoiler - click again to hide... «
so that's why XII looks like crap and SF4 suddenly looks awsum. i never loved SF and hated KoF before that.
TSman3k
post Mar 30 2010, 03:53 PM

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Yep, everything is like reversed now. Even Shinkirou, KOF's original Illustrator is now with Capcom. You can see tons of his artwork for the recent Tatsunoko vs Capcom and the upcoming Marvel VS Capcom 3.

KOF 2002 Unlimited Match for the PS2 was lucky enough because SNKP was smart to hire Hiroaki (Shinkirou's so called Protege). However, he's not a permanent staff. Just a Freelancer.

I really am lost of words why SNKP did not use Hiroaki's Art for the current KOF arc. Fans seem to love it, it was one of the main factors why KOF02UM surpassed Star Ocean 4 sales chart in Japan in the early weeks (besides the game itself retaining the old system).

The animation in KOF XII was lovely, but most people hated the art direction. It has lost the mature feeling. Not to mention redoing the character sprites in HD consumes time. Which is why they opted to use each characters basic/oldschool move instead of redoing all previously updated skills which is too much. Gradually, they'll be added in a more later KOF series.

Now you know why it's important to read the credits after finish playing the game! smile.gif

BTW, KOF XIII official site is now updated with each team's OST at the characters page. /Loving It

Update: Another interview translation, this time with the Game Director.

KOF XIII Intro + Promotion Video

This post has been edited by man3k: Jun 20 2010, 03:41 AM
kding2
post Jun 13 2010, 10:26 PM

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KoF XIII has immense hype. But still, I have the feeling that KoF XIII going to be HIT.

and do anyone here have any idea when it going to be released?
Vorador
post Jun 14 2010, 12:22 AM

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I want see the final boss fight only lar... ... I can see in the intro Mukai is there... (and some other scary looking boys and girls)
kianweic
post Jun 14 2010, 10:19 PM

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Is this the one on PS3?

I am kinda confused by the number.
TSman3k
post Jun 14 2010, 11:16 PM

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No, this is the improved sequel. Which will be in the arcades later this year. The console port isn't announced yet. Should move this topic to another section anytime later.

Updates regarding the game mechanics can be seen here:
http://game.snkplaymore.co.jp/official/kof-xiii/blog/

This post has been edited by man3k: Jun 14 2010, 11:41 PM
kding2
post Jun 16 2010, 10:23 PM

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This is definitely must buy game for me for this year or next year.
kianweic
post Jun 18 2010, 09:34 PM

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Actually I stop following KOF after 2003 or something.

That's like 7 years ago.

Are there still new iterations of KOF every year?
TSman3k
post Jun 20 2010, 03:16 AM

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They're not making it on yearly basis anymore since the technology switch. KOF XII and above is made using a unique process called 2D Dot Graphics.

Hit link the link below:
user posted image
http://kofaniv.snkplaymore.co.jp/english/i...d_dot/index.php

It took them 3 years to finalize the new game engine, last year's KOF XII was experimental/incomplete. Thus the fan rage around the globe. KOF XIII intends to fix that with more character rosters, skills and updated game mechanics. Personally, with XIII i think the system is almost complete. But there is still half of the entire accumulated roster to catch up (30). With the previous KOF 2002 Unlimited Match having 60+ characters covering from the Orochi to N.E.S.T.S Saga. Add it up with another 10 to 20 of folks from the Ash saga would be a serious pain. Which is why they had to skip several characters according to Story Flow.

This post has been edited by man3k: Jun 20 2010, 03:53 AM
kianweic
post Jun 20 2010, 09:16 AM

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The characters in 2D Dot Graphics looks amazing.

Grapplers looked more buffed than before. Even the normal characters looked quite buff compared to the last series I played.
kding2
post Jun 20 2010, 11:57 PM

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For those who played KoF XII....What kind of single player mode does it offer?

How many matches?
Got ending?
Angel of Deth
post Jun 21 2010, 01:03 AM

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why since Playmore take over, the BGM and animation of KOF since 2000 went downhill? is it most of them have left the developer team?
kianweic
post Jun 22 2010, 08:00 AM

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I should give the older KOF a try in ICMY gathering sometimes.

The last time I was there, somebody brought the KOF for PS3.

Should be pretty fun especially with arcade sticks.
TSman3k
post Jun 24 2010, 02:07 AM

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http://game.watch.impress.co.jp/docs/news/...622_376033.html
The arcade version will be available in Japan Next Month on 14/7. Now we wait for the console announcement.

kding2 you should really skip KOF XII. Without proper understanding it could deeply dampen your interest for KOF XIII. There's no story for it anyway so just wait for XIII.

Angel of Deth, KOF2000 was still developed by the original team. It was their last. Those guys are now in a new company called DIMPS, who collaborate with Capcom to produce Super/Street Fighter IV. Maybe at the time, issues concerning the previous SNK that's nearing bankruptcy made it hard for all of them. KOF2001 SHOULD BE THE WORST KOF EVER since it was Playmore's first task after take-over. But they managed to pull back the majority of Fan Confidence for 2002 since it was created based on KOF98 core. 2003 barely have acceptable soundtracks though, neither was the system any good. But it was an important release for the current Ash Saga. 2003 also introduced us to Rugal's Son Adelheid and his Sister Rose. It was clear that rose has been possesed/manipulated by Botan (Mukai's underling) in 2003 Ending. Only to return in XIII to announce the latest Tournament.

For XI in PS2, i have mixed feelings. They made the interface much better with bright anime stylings. But the system was pretty much an updated version from 2003. With the addition of Dream Cancels, a higher level of Super Cancel.

Now, XIII is the real deal. After the huge mess they caused in XII. SNKP have no other options than Do or Die. It's like KOF 2002 with XII graphics and Story Continuation from 2003 and XI. They even add NeoMAX to par-up with SFIV's Ultra. So longtime players should know the drill already. It's gonna be good.

Good news is, SNKP managed to get back SHA-V. The guy responsible for the Jazzy Saxaphone music for Iori Yagami. If i'm not wrong he is the only person to return from the original music cast. Personally, the only track in XIII that has the soulfull feel to the old days were:

http://www.youtube.com/watch?v=O2DUrpGvtCM
+
http://www.youtube.com/watch?v=qvPOkRY086o
+
http://www.youtube.com/watch?v=V5LUktho6eU

Btw, here's a new page regarding KOF XIII Special Video Updates: http://game.snkplaymore.co.jp/official/kof-xiii/countdown/

This post has been edited by man3k: Jul 5 2010, 01:13 AM
kding2
post Jun 24 2010, 07:24 PM

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Well, In my opinion, KoF XI is the best KoF that I played. I just like everything about it.

As for the Dream match such as 98 and 2002, i just can't get into it.
TSman3k
post Jun 29 2010, 05:41 PM

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No Problem dude, everyone has their own opinions... smile.gif But to simply put, most koffers prefer 98/2002 due to the system balance. A small example, i don't like the character tagging in 2003 & XI because it feels like ripping of Capcom Crossover Series or Tekken Tag. People still prefer 3 on 3 the classic way. Nor did people like the Striker system back in 99 - 2001. Striker in 99 feels dumb coz you can't move while summoning them. In 2000 this has been fixed but i guess people still dislike it. 2001 striker was worse coz need to deduct power level. But in 98/98UM/2002/2002UM and XIII it's all about individual skill. XI was a mix between the new tagging and cancel systems, hence why i have mixed feelings for it. But i do agree it was better than 03.

More videos of KOF XIII, this time it's a Technical Reference Feature. rclxm9.gif New videos everyday!

Ash Crimson:
http://www.youtube.com/watch?v=r4WhEc_pjOE

Elisabeth, Duo Lon and Shen Woo:
http://www.youtube.com/watch?v=gFX8UBiyo8w

Benimaru & Goro:
http://www.youtube.com/watch?v=EXurbPgzWek

Kyo Kusanagi:
http://www.youtube.com/watch?v=KIlyOUbMvC0

As you can see, the technical reference videos explain the use of EX, Supers, NeoMAX and basic ways to Chain them.

This post has been edited by man3k: Jun 29 2010, 06:16 PM
kding2
post Jul 4 2010, 01:53 AM

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Oh man...Every time there is a new video posted, it make me want KOF XIII console release NOW !

Nice video and Kyo's Orochinagi finally become useful.
TSman3k
post Jul 4 2010, 02:13 PM

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Yeah i like how they linked Kyo's Orochinagi from Oboro Guruma Kick. I never liked Kyo 94-95 stance but XII & XIII changed my perception.

Terry Bogard Tech Vid:
http://www.youtube.com/watch?v=bfxLAjjdckw

HP > Burning Knuckle > EX Burning Knuckle > EX Buster Wolf > Neomax

Andy & Joe Tech Vid:
http://www.youtube.com/watch?v=TJ5qVBA3QjU

Takuma Combo Vid:
http://www.youtube.com/watch?v=SuCkKcVE74o

Ryo Combo Vid:
http://www.youtube.com/watch?v=Cub--0zXs1s

They've added effects for Tenchi Haohken NeoMax

Robert Combo Vid:
http://www.youtube.com/watch?v=V1U_5rCax8Y

Athena Tech Vid:
http://www.youtube.com/watch?v=ibSZvON1U2M

Sie Kensou & Chin Tech Vid:
http://www.youtube.com/watch?v=5H73NEY7sfQ

Good to see kensou's air attack is back

Ralf Tech Vid:
http://www.youtube.com/watch?v=pVSOO7o3nZA

Clark & Leona Tech Vid:
http://www.youtube.com/watch?v=s6UC-91WLYI

Clark's combo is Restored that's for sure, I miss leona's kicks... i like her old outfit more tongue.gif

Mature Combo Vid:
http://www.youtube.com/watch?v=IG6jUFGdtXQ

Vice Combo Vid:
http://www.youtube.com/watch?v=YEJmraZMWXM

Iori Super + Neomax:
http://www.youtube.com/watch?v=rIl-_Li-yZg

They added blood backdrops for his neomax
kding2
post Jul 4 2010, 02:23 PM

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Don't you think it is funny that Kyo revert back to his classic style to beat someone stronger than Geonitz?

If I not mistaken, in the story-wise, Kyo 96 changed his fighting stance to melee fire punch because he can't beat Geonitz with his classic style.

However, the triple kick to the air is definitely better than RED Kick.

So, in KOF XIII, every character only have 1 SDM instead of 2?
TSman3k
post Jul 5 2010, 12:58 AM

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I have several opinions behind Kyo's change:

- The current SNKP didn't have enough time or expertise to make his fire punching combo animations. XIII was more focused on new characters, so previous characters only have minor graphic adjustments excluding Combos & Neomax.

- Since the main enemy now (ash) is a projectile user, maybe they want to suit kyo in-line with his current nemesis?

- Since SFIV comeback, many fighting games have taken the approach of returning back to "Roots". Including KOF. Since SNKP staff are mostly new people they're afraid of screwing the franchise. So returning to old roots is better than giving the characters unsuitable extensions. Hence why they're mixing classic & new elements on the current installment. In short, the new team is taking time to restudy KOF.

- Kyo's Oboro Guruma (the triple kick) is actually more similar to Shingo's version than to his own original in 94/95. SNKP knew too well changing kyo back to a projectile user has it's weaknesses so they had to add something. Yeah, R.E.D kick is almost useless i'm glad they changed to this.

Ryo back to his Art of Fighting, bulky self. Terry seems updated with his Buster Wolf given back. Andy looks like his old Fatal Fury 1-2 look. I prefer his FF3 or Real Bout outfit. Even Mai is currently portrayed using her Real Bout look where the cloth behind her back is different. King is back to her AOF styling, without jacket. I think those decisions were made to suit each character with the current Anime Graphics Styling. Unlike previous titles which has more mature/realism design.

If i had to blame someone, it's gotta be the guy who designs the sprite/in-game character graphic. On the other hand i am mostly satisfied with the new illustrator because he is able to capture the essence the character he drew.

Take this picture of the Kyoukugen Team for example. At a glance you're reminded Art of Fighting 3 Ryo if you played it before. Which is good.
user posted image
But in-game appearance? It's another matter of mixed feelings..

The transition to new sprite/in-game designers have both good & bad implications. Some characters look bad, some others look very good. Have u seen K' Dash XIII sprite? It's AWESOME! However looking back at King, Ralf or Athena. You'll have some regrets.

In XIII, each character has 2 DM/SDM. But only 1 NeoMAX. Almost every skill has an EX version, not just supers. You can see a blue-ish aura when EX are used for specials. For EX supers, it will display red-ish aura.

This post has been edited by man3k: Jul 5 2010, 03:49 AM
kding2
post Jul 5 2010, 12:46 PM

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Well, they made Athena into FAThena...which cracked my heart when I saw her. Kof XI Athena is the best though.

Speaking of projectile attack, I wonder why they changed a lot of projectile attack to short range in Kof 96 and then bring it back again for almost all characters in KoFXIII... It is not like projectile attack actually affect the gameplay since everyone in KOF can dodge-roll.

The long-range projectile attack is a hell in Street Fighter though...

Kyo have 2 SDM right? So far, I only saw Orochinagi and the one where a pillar of fire blasting through the whol stage...I assume that is Neomax...So what is the other SDM? The punch one?

It is sad that Kyo has become a kick user compare to fist user...Haha
TSman3k
post Jul 5 2010, 01:45 PM

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Kyo's mid-air orochinagi is considered as his 2nd DM/SDM, although it's not really a new move. Yeah i missed his old mu-shiki 2000 version where he punches in ultra-fast motion. But i think that resembles his fire punching self too much so they didn't include it coz it would not suit his current playstyle. But they did use the same phrase "Kore de, Kimeru Ze!" for it.

About the short range projectile issue, i'm not sure maybe they just want to differ him from Robert. Well, they did maintain his newer moves from KOF like the Hien Shippu Kyaku & Tenchi Haohken Fist.

Kim Kaphwan Combo Vid:
http://www.youtube.com/watch?v=SMr2rFeQ77o

Damn, so powerfull drool.gif The Phoenix Kick of Justice!

Hwa Jai Combo Vid:
http://www.youtube.com/watch?v=cpEQcZ1mBwk

This is what happens when you mix Adon with Joe Higashi.. shocking.gif

Raiden Combo Vid:
http://www.youtube.com/watch?v=SVIODHyfTB0

Clothsline from Hell/Super Lariat anyone?? Also a character from FF2.

This post has been edited by man3k: Jul 12 2010, 06:01 PM
kding2
post Jul 5 2010, 08:25 PM

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Well, it is kinda shame that this game isn't popular or have enough discussion about it. I guess KoF isn't never popular among other fighting game.

As for KoF XIII Iori, I kinda have mixed feeling for him. Sure that he now pretty dominate in the close range but without the blue flame kind make him not so-Iori to me. I wonder why is he able to fight without the flame....I thought he should ended up like Chizuru, a cripple.

So who is your favorite KoF bosses and game? Just being curious.


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post Jul 5 2010, 08:53 PM

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Being a KOF fan is hard like who are staying far from he big town. Over here, the local arcade only has KOF2002. Hearing all the good things from KOFXIII, I can't help but wonder where or when will I be able to play on one of those machines. Best bet is KL and Penang. Haizz....
kding2
post Jul 5 2010, 09:09 PM

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QUOTE(funnyTONE @ Jul 5 2010, 08:53 PM)
Being a KOF fan is hard like who are staying far from he big town. Over here, the local arcade only has KOF2002. Hearing all the good things from KOFXIII, I can't help but wonder where or when will I be able to play on one of those machines. Best bet is KL and Penang. Haizz....
*
Well, at least your area has the arcade center. Compare to my area, you cannot even find one arcade machine. So no KoF XIII for me until the console release. I can only enjoy the KoF XIII from the youtube site...Haha
kianweic
post Jul 6 2010, 07:47 AM

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QUOTE(man3k @ Jul 5 2010, 01:45 PM)
Kyo's mid-air orochinagi is considered as his 2nd DM/SDM, although it's not really a new move. Yeah i missed his old mu-shiki 2000 version where he punches in ultra-fast motion. But i think that resembles his fire punching self too much so they didn't include it coz it would not suit his current playstyle. But they did use the same phrase "Kore de, Kimeru Ze!" for it.

About the short range projectile issue, i'm not sure maybe they just want to differ him from Robert. Well, they did maintain his newer moves from KOF like the Hien Shippu Kyaku & Tenchi Haohken Fist.

Kim Kaphwan Combo Vid:
http://www.youtube.com/watch?v=SMr2rFeQ77o

Damn, so powerfull drool.gif The Phoenix Kick of Justice!

Hwa Jai Combo Vid:
http://www.youtube.com/watch?v=cpEQcZ1mBwk

This is what happens when you mix Adon with Joe Higashi.. shocking.gif Hwa Jai is an old character from Fatal Fury 2. Dunno why they restored this character.

Raiden Combo Vid:
http://www.youtube.com/watch?v=SVIODHyfTB0

Clothsline from Hell/Super Lariat anyone?? Also a character from FF2.
*
Those looked fantastic.

Is this the one available on PS3?

Combos are quite powerful in KOF, takes out 75% of the opponent's life bar.
TSman3k
post Jul 6 2010, 06:08 PM

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QUOTE(kding2 @ Jul 5 2010, 08:25 PM)
Well, it is kinda shame that this game isn't popular or have enough discussion about it.

As for XIII Iori, I kinda have mixed feeling for him. Sure that he now pretty dominate in the close range but without the blue flame kind make him not so-Iori to me. I wonder why is he able to fight without the flame....I thought he should ended up like Chizuru, a cripple.

So who is your favorite KoF bosses and game? Just being curious.
*

You won't know about the new iori if you haven't played him. Iori in XII was the worst. Yeah they wanna pull the same thing they did to Kyo back in 99 where he dominates in close range. But due to the less-experienced new production team, XII Iori was short of "connecting skills" and slow in speed compared to other character. His XII form couldn't even face Chin Gentsai. Let alone fight Joe, Robert or even Kyo. It's a death sentence i tell u. sweat.gif Only recently in XIII, Iori has been given the proper speed and skills. Hopefully he'll rise again as top tier.

Actually, i have read Translations of Pre-KOF XIII Story from various forums. They said Kagura Chizuru was only weakened since she was attacked when guarding the orochi seal. She's not crippled, it's just that she doesn't have her powers anymore so she couldn't suppress orochi's influence. Although the seal barrier was broken. Orochi did not come out as it takes time for a full revival. But the seal breakage has exposed the orochi power to the villains Ash & Co. This has also lead to the resurrection of Mature & Vice as their serpent souls came out to re-aid Iori Yagami. All pre-story available on official web but in Japanese.

As for why iori is still able to fight without his flames. I think he's too popular to not show up in KOF. Too Risky for the developers regarding sales. laugh.gif So they made up a reason on how he can still use his claw/murder technique. Fans are still hoping for iori to regain his powers in XIII Ending. Respectively, Kyo Kusanagi also lost a large portion of his powers back in 99-2000 after the fight with orochi and being experimented by N.E.S.T.S cartel. In 2001 he regained his powers through the use of forbidden technique the "524 Mu-Shiki Kamijiri" (God's Dust). But in XI+ he's back to normal with Benimaru & Goro supporting him.

Favourite Boss? hmm.. i dunno, maybe Krizalid coz he's cool and one of the KOF bosses that give most of the "intimidation" feeling other of Rugal & Goenitz . If only he doesn't spam "Typhoon Rage" so much.

It's not announced yet, but for sure KOF XIII will come to the consoles some time later. Those damaging combos are the result of HyperDrive Mode (Skill Cancelling), 1 Level Super & NeoMAX (3 Level Supers) fitting for a reason.

http://www.youtube.com/watch?v=j076z-NHYW8
Side Topic: Fans love the old Iori Yagami =D

This post has been edited by man3k: Jul 6 2010, 06:38 PM
kding2
post Jul 6 2010, 09:30 PM

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QUOTE
As for why iori is still able to fight without his flames. I think he's too popular to not show up in KOF. Too Risky for the developers regarding sales.  So they made up a reason on how he can still use his claw/murder technique. Fans are still hoping for iori to regain his powers in XIII Ending. Respectively, Kyo Kusanagi also lost a large portion of his powers back in 99-2000 after the fight with orochi and being experimented by N.E.S.T.S cartel. In 2001 he regained his powers through the use of forbidden technique the "524 Mu-Shiki Kamijiri" (God's Dust). But in XI+ he's back to normal with Benimaru & Goro supporting him.


What? Kyo lost his portion of the power? In what way? because the N.E.S.T Kyo can use all his attack and his SDM in those game...No sign of him being weak at all to me.

And if XI Kyo is at the strongest form, then it must be really shame for him to got OHKO by Blood Riot Yagami...Haha tongue.gif

As for KoF XIII, I hope that we going to fight more than 2 boss characters. Preferable like KoF 97 where you fight Orochi Team, Blood Iori/Leona then only Orochi. ( 5 bosses)

and I hope that we going to have an anime ending for each team members. Hope that KoF XIII won't be flop this time.
TSman3k
post Jul 6 2010, 09:42 PM

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http://www.89890.com/comic/8677/4/?5

The comics explained it that way so i'll just believe it. I didn't say XI Kyo was his strongest form, it's just that he's back to being a cheery/bright hero like he used to be. Unlike in 99-2001 he was consumed with vengeance.

New Tech Vids of Yagami Team & Kyokugen flex.gif

http://www.youtube.com/watch?v=vCabeLhO2_o

http://www.youtube.com/watch?v=jk6pULuOck8

http://www.youtube.com/watch?v=C299OL3EB8k

If you're looking for KOF with multiple boss, you should really try KOF 2002 Unlimited Match for the PS2. It's not the original 2002 but a Remake. Fight Bosses from 99 to 2001.

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

This post has been edited by man3k: Jul 7 2010, 06:36 PM
kding2
post Jul 7 2010, 08:30 PM

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QUOTE
The comics explained it that way so i'll just believe it. I didn't say XI Kyo was his strongest form, it's just that he's back to being a cheery/bright hero like he used to be. Unlike in 99-2001 he was consumed with vengeance.


Is that comic even canon at the first place?

and Iori's team is wick. Every of them are crazy psychopath and they slash a lot with their claw.

It seems in this game, Ex is everything. Ex made SDM look stupid. I hope that the power bar can be stock in quick fashion since the game involved with a lot of meter bar.

As for KoF 2002 UM, it is Japanese version right?

This post has been edited by kding2: Jul 7 2010, 08:33 PM
TSman3k
post Jul 8 2010, 01:13 AM

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http://www.vgmuseum.com/end/neogeo/b/kof99sp.htm
http://www.vgmuseum.com/end/neogeo/b/kof2ksp.htm

i know KOF comics tends to exaggerate more than it's original in-game story. But it's still an official licensed material so i'd say it's partly true. Even in the original game ending in 99 kyo did have a vengefull dialog with nests cartel. 2000 also featured the same thing with Kyo & Iori mocking Clone Zero after winning. It's just that 2001 didn't have a proper ending due to playmore's hasty takeover. Hence why they did a remake for 2002UM which includes bosses from 99 to 2002. 02UM managed to beat Star Ocean 4 early sales. They even made 02UM Tougeki Edition (Super Battle Opera) due to high demand.

Capcom's SF license is currently owned by it's US Dept. So most of SF merchandise is in the form of american goods. Only some materials like Artbook and The Game itself were made from Japan. Unlike SNK they have long sticked with HK Comic Artists since 96. Since Playmore takeover, now KOF is being largely distributed in Korea but still not as popular as Tekken though.

Yeah 2002UM is Japanese but screw that it's dream match anyway. I mean even tho it doesn't have story 02UM did justice for what 2001 lacked hard. Menu's are in English so it's not a problem. smile.gif

NeoMAX requires 3 level so that people won't spam since it has 50-60% damage (without cancel combo). 3 level supers aren't a big issue since it was already done back in 2000. U only need 4-5 levels if u want to cancel-combo with other skills before connecting with SDM or NEO or BOTH. NeoMAX is doable with only 3 Levels, but it's not cancellable that way.

Maybe you're worried if NEO's need 3 level then you won't have sufficient time to charge power in a fight. I understand that, in actual KOF XIII fight vids.. u can see the power meter fills up moderately. Life damage in XIII is slightly lower/more balanced so you won't die so fast. sweat.gif But i think people will do EX, DM & SDM more than NeoMAX itself in this game. Maybe SNKP wanted the NeoMAX to be a Last Resort for players. The fastest 3 level i've seen is on the end of 1st round, so players will most likely save it for the 2nd round or later. Unlike SF4 some players will spam Ultra's when they fill up very quickly.

http://www.youtube.com/user/ReXXXSoprano#p/u/7/h3jsaU8WuXQ

The announcer voice in this video is so classy! thumbup.gif

This post has been edited by man3k: Jul 8 2010, 02:28 AM
Vorador
post Jul 8 2010, 01:17 AM

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ya agreed, Krizalid is the most aggressive boss overall, nonstop jump to you and attack. But my fav sitll Igniz, handsome (^^)
kding2
post Jul 8 2010, 07:58 AM

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Well, I like Magaki.

His theme is damn classy and epic. Not only that, he has special win quote for every characters he defeated.

QUOTE
The announcer voice in this video is so classy!


You're about this one. Among other announcer in other KoF series, this one is quite good.

QUOTE
Yeah 2002UM is Japanese but screw that it's dream match anyway. I mean even tho it doesn't have story 02UM did justice for what 2001 lacked hard. Menu's are in English so it's not a problem


Then I guess it is kinda pointless to pick team members since there is no ending for each team...Team edit all the way?

And I quite disappointed with KoF 98 UM since the Hardest AI is pretty much sucks...I mean, I beat the whole stages only with one character. ONE CHARACTER..What the hell..After all, I have high expectation on the Lv7 AI..Haha

Will there an improvement for 2002 UM AI? I planning to get this in this weekend.
TSman3k
post Jul 8 2010, 03:18 PM

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If you're THAT level already then i see no point for you to get 02UM. It's been some time i haven't played it since i sold away my PS2 in return for my PS3 now. I think the A.I is only slightly better so no point getting it if you want challenge. tongue.gif But you may want to test Nameless, a remake of K9999 character and those selectable bosses.

Finally, the long awaited Team K' NeoMAX vids:
http://www.youtube.com/watch?v=oVZFk9pUCK8

K' Dash NeoMAX looks almost the same as Nameless from 02UM. Only there is no girl image and his fire igniting stance is downwards. Still cool though..

http://www.youtube.com/watch?v=yDy5Xrk5W8o

Hell Drag + Proton Cannon, 95% Damage! grumble.gif Somebody is Bound to be Pissed Off~ laugh.gif It'd be nice to see someone having the will to survive after being hit with this.

http://www.youtube.com/watch?v=nmD0cQPIucw

Damage at the last part seems meh

Team Kim Tech Vids:
http://www.youtube.com/watch?v=kk1GSnHwA-A
http://www.youtube.com/watch?v=5bUwnGP_HGQ

This post has been edited by man3k: Jul 8 2010, 06:45 PM
kding2
post Jul 8 2010, 11:00 PM

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Well, although I somewhat complain about the AI, in my deepest heart, I actually enjoy trashing them over and over again..Haha.. I going to get 2002 UM in this weekend. 98 UM don't has anything to offer for me any longer.

Even still, I still prefer XI as I loved everything about it.

Really hope there would be a lot of anime cutscene in Kof XIII.

And do you played SFVI?
TSman3k
post Jul 9 2010, 10:29 AM

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Yeah i did play SFIV and Super SFIV but had sold it to fund for newer PS3 games. sleep.gif

KOF XIII - Aim for Tougeki Episode 4:
http://www.youtube.com/watch?v=-ptsyT-_vl8

They really need to add delay time for Athena's Psycho Ball... it's so unfair!

I'm not sure wether they will add anime cutscenes for XIII ending. As far as i know, their ending graphics will most likely be similar to the one u see on XIII intro. It's anime style but not a video like SFIV. Well, i'm not surpised since SNKP isn't a big company like Capcom, hiring anime studios does have cost.

K Tech Vid:
http://www.youtube.com/watch?v=86jHgHypau0

Maxima & Kula Tech Vid:
http://www.youtube.com/watch?v=9sBJCsCsBIY

This post has been edited by man3k: Jul 9 2010, 06:16 PM
kding2
post Jul 9 2010, 12:26 PM

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What does tougeki means?

as what is your opinion about SFVI series? Do you enjoy it?
Peterbigeyes
post Jul 9 2010, 12:29 PM

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Not sur eif this is accurate.

Tougeki - Super Battle Opera (闘劇, Tōgeki?, lit. fighting play), also known as the Arcadia Cup Tournament
TSman3k
post Jul 9 2010, 06:21 PM

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I'll reply to that later in PM, better not disturb other game fans.. rolleyes.gif Tougeki means Super Battle Opera, it's a fighting game championship in Japan. Only games that are considered worthy will be featured in the event. Aiming KOF XIII for Tougeki means SNKP is serious to revive the franchise.

This post has been edited by man3k: Jul 10 2010, 01:49 PM
kding2
post Jul 10 2010, 12:48 AM

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LOL at that video.

Nobody love Ground Orochinagi. Everyone love Air Orochinagi...and Athena's psycho ball is crazy. The player who use Athena is very good...same goes to Kyo.

While Terry and Ryo don't stand a chance at all.

Seriously, I think SNkP kinda overdid with Kyo. I never know that Classic Kyo actually that good...

This post has been edited by kding2: Jul 10 2010, 12:50 AM
TSman3k
post Jul 12 2010, 12:52 PM

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I think Yuzuko (Terry/Ryo/Kyo) would have won if Athena wasn't overpowered. Kyo is strong in XIII, but Duo Lon is far crazier.

Here's 4 page worth of new screenies:
http://news.dengeki.com/elem/000/000/278/278975/index-4.html

Among the things i've noticed is they have extended KOF XIII Intro. KOF XIII will also support Continue Service. It is also one of the first fighting game that supports training & challenge mode in arcade.

Higher-Res screens also available: http://japan.gamespot.com/arcade/screensho...635p-297,00.htm

Update: KOF XIII Official Wallpaper
http://game.snkplaymore.co.jp/download/index.php

This post has been edited by man3k: Jul 13 2010, 01:03 AM
Peterbigeyes
post Jul 12 2010, 01:18 PM

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Sigh, I'm so gonna get addicted again
Shadow Kun
post Jul 12 2010, 11:26 PM

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the game started to look an awful lot like blazblue :\
TSman3k
post Jul 13 2010, 01:18 AM

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I have to firmly disagree, although the graphics have been revamped and the Supers have been somewhat exaggerated. KOF is still KOF. It fits nicely between SF and Guilty Gear. You can't blindly mash a continuous combo in KOF, even in XIII. The play style is simply different. Don't let the new hit effects cloud your judgement. Even with HyperDrive Mode which is similar to 02's Max Mode, you can only cancel special moves. Which requires excellent timing and command rotation. It is clearly different from GG or BB where you can make continuous hits just by linking normal punchs and kicks. Now, i'm not saying GG/BB couldn't do the same. It's just that the game focuses more on other gameplay mechanics.

Here's a new vid, Mitsuhiro Ichiki (Yuzuko) playing against 3 KOF XIII Development Staff:
http://www.youtube.com/watch?v=Juhy_pz5rT8

This is one of the best match videos so far.. he really put an effort fighting those staff who already memory combo connections like the back of their hand. thumbup.gif

This post has been edited by man3k: Jul 14 2010, 03:36 PM
Peterbigeyes
post Jul 13 2010, 12:33 PM

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Yea, games have to evolve sooner or later no? If KoF remains the same every year and not improve, it wil die off like the other 324392 v.s games everywhere.

kding2
post Jul 14 2010, 12:51 PM

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King of Fighters XIII official opening

http://www.youtube.com/watch?v=NXc9_4-kqhY

and the music is kickass!
kianweic
post Jul 14 2010, 02:50 PM

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Let me post it here:



This post has been edited by kianweic: Jul 14 2010, 02:51 PM
TSman3k
post Jul 14 2010, 08:23 PM

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Nice update, but there's more!

Some of you may already know, Yuri & King's clothes can be torn with an aura K.O just like KOF94-95.

Light Review from MMcafe:
QUOTE
I'll make a short compilation from online reports later on if you want; people freak out when they get talked to.

My personal impression, it feels different from any of the previous KOFs. The game speed, hit delay, and character's size ratio to the whole screen makes it feel a bit to me like, say, somewhere in between Real Bout 2 and KOF98. You'll still be seeing a lot of jumps, but they can be punished from reaction. It feels like a step back into the old days, and at the same time, a step forward into the next decade with the new systems. Which is probably why I'm liking the game thus far.

The combos that worked in previous games still generally work, but there's a lot more to learn thanks to the drive meter. Though, I have a feeling that in the end, people might conclude that long combos scales away too much damage and drain meters ineffectively. Still, it's an additional freedom and option of strategy that's been added to the game.

Some of the Neomaxes comes out so fast that you can hit it right after a guard, and that takes away a nice chunk of life because there's no scaling. The way some of the Neomaxes can punish you after a careless move feels almost like the Revenge Attacks from vanilla SF4. Though of course it's justified in XIII when keeping in mind the required meters. And again, you have to think about whether it's worthwhile to burst out all that meter, or to hold on it for the later rounds. Strategy, strategy.

Of course, if there's any abusive bugs or moves, that spoils all the efforts that's been put into the game system. Hopefully that won't be much of the case.

Kyo Win Pose, shot after Arcade Release Gameplay: http://a.imageshack.us/img6/8062/693740.jpg

A fraction of Several Character Ending Images (SPOILER ALERT! WARNING, DO NOT CLICK IF YOU'RE NOT READY!!) mega_shok.gif
» Click to show Spoiler - click again to hide... «


This post has been edited by man3k: Jul 14 2010, 08:42 PM
kding2
post Jul 14 2010, 08:52 PM

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This is the first time I actually impressed with the ending..It is well-written in my opinion. Unlike other KoF ending, this one actually have the emotion impact to the players.

As for the final boss, I don't like it. I hate naked man.

Final Boss Video

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

It seems that MuscleMan isn't the final boss..I am happy with that...

This post has been edited by kding2: Jul 15 2010, 12:37 AM
Shadow Kun
post Jul 15 2010, 01:43 AM

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QUOTE(man3k @ Jul 13 2010, 01:18 AM)
I have to firmly disagree, although the graphics have been revamped and the Supers have been somewhat exaggerated. KOF is still KOF. It fits nicely between SF and Guilty Gear. You can't blindly mash a continuous combo in KOF, even in XIII. The play style is simply different. Don't let the new hit effects cloud your judgement. Even with HyperDrive Mode which is similar to 02's Max Mode, you can only cancel special moves. Which requires excellent timing and command rotation. It is clearly different from GG or BB where you can make continuous hits just by linking normal punchs and kicks. Now, i'm not saying GG/BB couldn't do the same. It's just that  the game focuses more on other gameplay mechanics.

Here's a new vid, Mitsuhiro Ichiki (Yuzuko) playing against 3 KOF XIII Development Staff:
http://www.youtube.com/watch?v=Juhy_pz5rT8

This is one of the best match videos so far.. he really put an effort fighting those staff who already memory combo connections like the back of their hand. thumbup.gif
*
dude, chill. that's why i said it LOOKS like blazblue, not plays like it. and after i posted that one i take a peek at blazblue finisher compilation video and they are WAAAAY exaggerated. it looks truly awesome though.
Peterbigeyes
post Jul 15 2010, 01:45 PM

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QUOTE(Shadow Kun @ Jul 15 2010, 01:43 AM)
dude, chill. that's why i said it LOOKS like blazblue, not plays like it. and after i posted that one i take a peek at blazblue finisher compilation video and they are WAAAAY exaggerated. it looks truly awesome though.
*
Damn, the graphics of Athena's skills are just wicked!
TSman3k
post Jul 15 2010, 04:04 PM

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It seems that i have misjudged you. I apologize if i was wrong. In no way was i mad or belittling your knowledge. smile.gif

Thx for the vid kding2, It looks like the same guy who did the ending for XI still doing XIII's ending. I kinda disprefer his style of drawing. But it does have that cinematic feeling.

A bunch of other team endings have been posted on youtube:
http://www.youtube.com/user/sugarboy12201984

Dunno if anyone has noticed this but...
» Click to show Spoiler - click again to hide... «

KOF XIII Plot Revealed: http://shoryuken.com/f308/king-fighters-13...tml#post9208424

It's actually a very nice plot i'd say, if only ash wasn't flamboyant/ghey and stuff... Could've been better.

This post has been edited by man3k: Jul 17 2010, 05:04 PM
kding2
post Jul 17 2010, 07:24 PM

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Already read the plot summary but still, it got me. It seems that the plot for this saga is extremely well-written IMO. Unlike other KoF series when it were pretty straight-forward (good vs evil), KoF XIII actually caught me off-guard.

Since that I already know more about the Ash, the intro opening theme sound very sad yet heroic especially you can see Ash slowly walking to somewhere in the opening.

Overall, KoF XIII don't disappointed me. I really want the GAME NOW !!!

ARGHHHH!!

As for Kyo and Iori, you guys suck. Still bickering with each other for stupid rivalry while Ash slowly developed into a better protagonist than both of you.

By the way, is any KL's arcade center got KOf XIII?

This post has been edited by kding2: Jul 17 2010, 07:28 PM
TSman3k
post Jul 18 2010, 08:05 PM

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Yeah, seriously the plot about Ash caught me unknowingly too. I didn't expect he was going to defy destiny. In that sense, he has a similarity to Iori Yagami.

From what i know, SNKP hired several novelists to do KOF XIII character dialogs (Pre-Fight Dialogs). But i'm not sure wether they did help crafting story plot.

About Kyo & Iori suddenly fighting right after Ash's dissappearance...
» Click to show Spoiler - click again to hide... «


This post has been edited by man3k: Jul 18 2010, 08:16 PM
kianweic
post Jul 19 2010, 10:59 AM

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Fatal Fury's team ending is quite funny.

Unfortunately, the videos weren't captured nicely.
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post Jul 19 2010, 11:56 AM

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hohoho i dun play kof but i like what i see in this one.

» Click to show Spoiler - click again to hide... «

kding2
post Jul 19 2010, 12:52 PM

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QUOTE(man3k @ Jul 18 2010, 08:05 PM)
Yeah, seriously the plot about Ash caught me unknowingly too. I didn't expect he was going to defy destiny. In that sense, he has a similarity to Iori Yagami.

From what i know, SNKP hired several novelists to do KOF XIII character dialogs (Pre-Fight Dialogs). But i'm not sure wether they did help crafting story plot.

About Kyo & Iori suddenly fighting right after Ash's dissappearance...
» Click to show Spoiler - click again to hide... «

*
About Kyo & Iori suddenly fighting right after Ash's dissappearance...

» Click to show Spoiler - click again to hide... «

kangaxx
post Jul 19 2010, 01:01 PM

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did...they render Mai's bouncy in HD sprites?
TSman3k
post Jul 19 2010, 01:58 PM

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All KOF XII & XIII sprites are in HD. On the previous XII, they viewed the sprites a bit too close, so XII sprites end up looking pixellated even though they're actually high resolution. Character Sprites in XIII are displayed a bit smaller so that players will see the characters in a normal way just like every other fighting game. This has resulted the background sprites looking a bit larger/more space than usual. But it's not a problem, since KOF style of gameplay is about Rushdowns.

Kding2, guess i'll just have to wait for the English version in US arcade recordings or Console for a better confirmation then.

This post has been edited by man3k: Jul 19 2010, 02:05 PM
Shadow Kun
post Jul 21 2010, 03:00 PM

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QUOTE(man3k @ Jul 18 2010, 08:05 PM)
Yeah, seriously the plot about Ash caught me unknowingly too. I didn't expect he was going to defy destiny. In that sense, he has a similarity to Iori Yagami.

From what i know, SNKP hired several novelists to do KOF XIII character dialogs (Pre-Fight Dialogs). But i'm not sure wether they did help crafting story plot.

About Kyo & Iori suddenly fighting right after Ash's dissappearance...
» Click to show Spoiler - click again to hide... «

*
so in the end..

» Click to show Spoiler - click again to hide... «

Vorador
post Jul 21 2010, 03:54 PM

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That final boss is clearly a horny b*****d, beside being naked all the time, he nonstop catching our Mai and touch her tra la la.
kding2
post Jul 21 2010, 07:05 PM

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Why is Saiki is better boss than Seth SFVI.

I mean, the naked muscular man who acting like "pondan" and still pwning you without effort..Just look at the way he walking. Putting his left hand on the waist while walking slowly toward his opponent. Freaking awesome.

It seems that he has crazy imbalance meanie grab (->+SP/SK). His grab range is huge.

Even so, Shadow Ash > Saiki in term of design, performance, theme and epic pwning.

So, is any Msian played the KoF XIII yet?

This post has been edited by kding2: Jul 21 2010, 07:05 PM
Vorador
post Jul 21 2010, 10:59 PM

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But KOF boss means IMBA... where's his full screen full bar attack...
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
Vorador
post Jul 22 2010, 12:44 AM

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QUOTE(kding2 @ Jul 21 2010, 11:05 PM)
Shadow Ash has one. Just like Orochi and Magaki..Instead of being white and pink, it is BLACK smoke.  biggrin.gif
*
oh... cool, but now the video for final boss is too little...
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

TSman3k
post Jul 23 2010, 04:58 PM

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QUOTE(Shadow Kun @ Jul 21 2010, 03:00 PM)
so in the end..
» Click to show Spoiler - click again to hide... «
*

» Click to show Spoiler - click again to hide... «


This post has been edited by man3k: Jul 24 2010, 01:02 AM
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*
Vorador
post Jul 25 2010, 07:00 PM

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QUOTE(man3k @ Jul 23 2010, 04:58 PM)
» Click to show Spoiler - click again to hide... «

*
OMg.. plz not another Rugal boss again!
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.
Vorador
post Jul 25 2010, 08:48 PM

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But 2002 Rugal is scary... he's so fast and ... Upgraded Genocide Cutter!

May be the next dream match, Rugal (yes I'm pretty sure must be him again) will have full screen attack... ...


Shadow Kun
post Jul 26 2010, 09:17 AM

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QUOTE(man3k @ Jul 23 2010, 04:58 PM)
» Click to show Spoiler - click again to hide... «

*
that's not tragic. just, sucks. lol.

i like 2002 rugal. he's one of the least cheap bosses compared to others. still beatable without any powerups unlike that goddamn igniz.
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.
TSman3k
post Jul 26 2010, 06:48 PM

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i can see everyone have their own ideas on which boss is cheaper to boot. yeah rugal's upgraded genocide cutter is somewhat unfair coz you can't get near him. So much life is lost just to block it and u end up giving a shoryu-type move after his landing. It's hard to beat rugal 02 with melee characters. So i often use 2 scapegoat character to charge power by doing projectiles and later spam SDM with my last man, most of the time K' Dash's Chain Drive. Sucks to admit, but it's hard for me to beat rugal 02/UM with Kyo. Rarely get to grab him with MAX2.

FTG game bosses tend to be overpowered these days, since players evolve along with the system from time to time. Developers are having a hard time to program an intelligent A.I. That's why bosses in games are made powerful and have invincible properties in their skills. Be it counter, teleport, powers filling up so fast, godly defense, insane damage.. you name it. I've seen videos where good players can defeat bosses while being fairly strategic. But for the rest of us, have we come to an age where we need to play dirty to defeat cheating bosses? Like it or not, players now need to cope up with powerup systems in order to win. I dun mind bosses having nearly-invincible skills, but programming them to play dirty so much is just the killing fun. Which is why i'm happy to see XIII boss seems "acceptable".

Omega Rugal 02UM:
http://www.youtube.com/watch?v=NeNETNGByiI

http://www.youtube.com/watch?v=2keZu2fuIY8
Igniz however, in 02UM. I think he has been tuned-down a bit.. makes him less hard.

KOF Bosses i hate the most should be:
Magaki (Spam triple projectile + Teleport hand from behind)
Rugal 02UM (Crazy Genocide Cutter + Hard to Reach & Grab)
Igniz 01 (Insane Damage & Defense) Partly due to 01 system, if only 1 character active & others set as striker it will have a better damage & defense. Vice-versa most likely having a hard time.

This post has been edited by man3k: Jul 27 2010, 08:10 AM
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.
Vorador
post Jul 26 2010, 10:22 PM

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Oh... I still remember Igniz... when his life is less than 15%, he will rush to 1 corner, then nonstop unlease the full screen waves... ... And do you guys ever notice? Igniz right, his super power DOES NOT require any power up to release... except the ultimate one.


Shadow Kun
post Jul 27 2010, 01:49 PM

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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?

This post has been edited by Shadow Kun: Jul 27 2010, 08:22 PM
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.
TSman3k
post Aug 2 2010, 03:33 PM

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http://www.youtube.com/watch?v=BzCBK0s0VUc
http://www.youtube.com/watch?v=vX6bwcu9Rd8
There's a new video from SNK HK Division, i couldn't understand hope u guys translate. (Although i think nothing important was said)

As for rest of player-updated videos, i've found 2 nice uploads:
http://www.youtube.com/user/ArcadeInfinity
http://www.youtube.com/user/Kane317

This post has been edited by man3k: Aug 2 2010, 07:23 PM
kianweic
post Aug 2 2010, 11:12 PM

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The King Of Fighters XIII Is Buggy And Needs Special Rules

user posted image
QUOTE
Arcade fighting game The King of Fighters XIII not only features jiggly ninja Mai Shiranui, it also features lots of bugs. That's why the game needs special rules for tournament play.

At Japan's Tougeki fighting game tournament, there are special rules in place regarding the game's bugs. Here are the bugs, and Tougeki's rules regarding them:

1. Hwa Jai's levitation
This bug, which can be activated while doing Hwa Jai's special move, causes the character the fly off the screen. According to Tougeki, the player that triggers this bug will be disqualified.

2. Vice's "Splash" Special Move Fisticuffs Lock
If the player uses Vice's "Splash" move and then begins trading ground attacks with their opponent, the opponent's character will get stuck in stun animation. The match will end only when time runs out. Tougeki states that the player playing as Vice will be disqualified.

3. Vice's "Overkill" Special Move Renders Certain Characters Unplayable
The combination of using the "Overkill" and a throw move to recovering character, causes these characters to become unplayable: Iori, Vice, Shen, Mature, Terry, Andy, Takuma, Ash, Mai and Maxima. Once again, the player playing as Vice, Tougeki notes, will be disqualified.

4. Ralf Jones' Neo Max Move Bug
Having Ralf use his Neo Max move to trade hits with any character in mid-air cause the opponent to get stuck floating. Players using Ralf will not be disqualified for this, Tougeki states, but will be required to bring their opponent back by using a weak jump attack. Then the match can resume.

All these bugs and rules regarding them make playing KOFXIII at Tougeki kinda like fighting in a minefield!

Bugs suck, but pinpointing them in the arcade version will hopefully ensure that they do not make their way into the final game. Think of this as beta testing!


Source: Kotaku

That screenshot looks amazing. Well done for a 2D fighter game.
TSman3k
post Aug 3 2010, 05:08 PM

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Regrettably the issue was only known after all the beta/location tests done for the arcade version. Good thing the console version is yet to come. Still got time to fix it.

This post has been edited by man3k: Aug 7 2010, 07:22 PM
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.
totallagness
post Aug 8 2010, 01:48 PM

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A new KoF? WOOT NICE biggrin.gif

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 cry.gif cry.gif cry.gif

This post has been edited by totallagness: Aug 8 2010, 01:52 PM
kding2
post Aug 8 2010, 08:48 PM

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^ Fear not, there are colour swap for every characters in KoF XIII.
Phantom Renegade
post Aug 9 2010, 04:43 PM

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When is the console version coming out? Can't wait for it...
TSman3k
post Aug 13 2010, 11:11 PM

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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
Yuki Ijuin
post Aug 14 2010, 03:24 AM

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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?
TSman3k
post Aug 14 2010, 07:18 PM

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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
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.
TSman3k
post Aug 16 2010, 02:44 AM

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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
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?
Shadow Kun
post Aug 17 2010, 12:58 AM

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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.

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.
*
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.
TSman3k
post Aug 17 2010, 01:57 AM

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QUOTE(kding2 @ Aug 17 2010, 12:32 AM)
So what is the point of Guard Crush when it automatically full when crushed?
*

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
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?
TSman3k
post Aug 18 2010, 02:10 AM

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QUOTE(kding2 @ Aug 17 2010, 11:43 PM)
But the opponent still can guard, right?
*
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
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.

TSman3k
post Aug 18 2010, 08:02 PM

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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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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
TSman3k
post Aug 18 2010, 09:05 PM

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Well of course, the game hasn't arrived in malaysia.. tongue.gif How to test?

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
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?
TSman3k
post Aug 20 2010, 01:16 AM

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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... sweat.gif

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. cool2.gif

This post has been edited by man3k: Dec 6 2011, 07:52 AM
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?
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post Aug 21 2010, 05:14 AM

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Nope, u don't need HD meter to do EX DM. Just 2 levels. Good 'ol style without any activations.

EX attacks execution same like SF4, 2 buttons of the moves command input. Example: Normal Yami Barai is Down > Forward + 1 Punch. EX version is Down > Forward + 2 Punch simultaneosly. U won't be mistaking this as EX DM since EX moves only have 1 rotation. Unlike DM's which has double rotations. EX Attack sometimes have the same damage as 1 level DM in certain conditions. For example, try doing an EX Oniyaki to an opponent who is just about to land. You will get many hits from it.

NeoMAX's HD meter requirement is nothing since it's always full unless you're activating HD mode for Cancelling. But i agree 3 level is a bit "leceh". This reminds me of KOF 2000. Yeah, can be used alone without any skill cancelling.

Something i forgot to mention
- Drive Cancelling a normal move to an EX Attack in Normal State will eat up half of the HD meter
- Super Cancelling to 1 or 2 Level DM will also eat half of the HD meter
- Solution? Activate HyperDrive Mode if u wanna go all-out skill cancelling
- Executing a NeoMAX will deplete all of the HD meter

Correction
- HD meter fills up when you're attacking or taking a hit. Not auto fill, my bad. This is done so that players will rush instead of turtling. In a way, the HyperDrive Mode works like SF4's Ultra. Where u are given a chance to take revenge. Only this time, the person who is actively attacking is also given a chance to go all-out skill cancelling since they are "hardworking" unlike the defensive player. So it's fair for both sides. If you really fight, u can get more power. If u always block, you can revenge after suffering a justifiable amount of damage.

http://www.youtube.com/watch?v=Q-LKq8_QsXs (Look at Goro) shocking.gif (Ok, NVM actually Goro & Takuma's EX Attack meter got bug. This has been fixed with Patch 1.1)

Btw, the Kyo user in that video is super awesome! http://www.youtube.com/watch?v=Q-LKq8_QsXs#t=2m43s drool.gif I'm drooling in excitement~ He should've just given a 3rd aeriel orochinagi for an unforgettable finish!

This post has been edited by man3k: Oct 15 2010, 07:00 AM
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?


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post Aug 21 2010, 08:09 PM

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I think it's worth it. It really depends on your situation as a player, if u think executing an EX attack will have a higher chance to hit rather than a DM (check your range). Then go for it.

Damage/Defence bonus for HD mode? Not sure. Maybe none. Coz you already get a lot of damage just by cancel-combo your attacks.

You don't need to activate HD Mode to launch a NeoMAX. Sometimes it is better if you activate it. Because the chances for it to hit is better when you're doing various attacks in combo before finishing off with NeoMAX. More Damage, but it's risky since you have to make sure you cancelling skills are going to hit your opponent. If not it will be for nothing and you will have to wait for the HD meter to refill in order to make another attempt to launch a NeoMAX.

Remember, when you activate HD Mode. Your character body will GLOW. So your enemy will be alerted/conscious of your behaviour. He/She will know that you're up to combo or NeoMAX. At times it is just better to launch NeoMAX in Normal State and surprise them.

This post has been edited by man3k: Oct 15 2010, 07:01 AM
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...
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post Aug 21 2010, 08:48 PM

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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
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.
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post Aug 22 2010, 12:01 AM

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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
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
TSman3k
post Aug 26 2010, 04:25 AM

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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
kding2
post Aug 26 2010, 11:16 PM

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QUOTE
(Note: And it was easy to make him by using Joes sprites, but that of course wasn't mentioned)


Haha....Lazy SnkP

I think Iori definitely is a very hard character to play and I love that those Japanese willing to try harder route instead of sticking on K and Kula and Elisabeth for all the time.

How long that we still need to wait for this game to arrive in Msia? cry.gif

New video:

http://www.youtube.com/watch?v=TL1Q4erRacM&feature=sub

Impressive Ash gameplay at 17:46

I'm glad that there are minority that actually broke the mold and use other characters instead of Kyo, K, Elisabeth and Kula.

This post has been edited by kding2: Aug 28 2010, 12:20 AM
TSman3k
post Aug 28 2010, 07:38 AM

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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
kding2
post Aug 28 2010, 07:12 PM

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After viewed countless JP video gameplay, I come to the conclusion that KoF13 isn't a newbie friendly game at all. One mistake, you can find your character eat long-ass combo over and over again. For those players who have hard time to perform combo, it is basically dead end for them. At this rate, I think I should avoid online gaming once it released...Haha
TSman3k
post Aug 28 2010, 08:35 PM

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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
kding2
post Aug 29 2010, 12:21 AM

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Why did you keep modified your post?

When I say hard, I mean the competitive scene.....It is so easy for those pro to juggle your character into air and continue pummel you to death. This will scare newbies away.

Newbies " LOL WHAT? I CAN'T DO ANYTHING. MY CHARACTERS GOT COMBO'ED TO DEATH...BAD GAME !! QUIT GAME !


TSman3k
post Aug 29 2010, 02:39 AM

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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
kding2
post Aug 30 2010, 01:03 PM

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New videos
139 ( MVP = Kyo Kusanagi)
http://www.youtube.com/watch?v=HtC3W1ED9pI&feature=sub

141 & 143 ( I haven't watch it yet)
http://www.youtube.com/watch?v=ntgNx3WQmcg
http://www.youtube.com/watch?v=ESvkC3Ur6p4




TSman3k
post Aug 30 2010, 03:28 PM

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Awesome K' owning on video 143 happy.gif
kding2
post Aug 30 2010, 10:29 PM

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http://www.youtube.com/watch?v=xzgQqOoG4wo

Finally someone play Mai, although Mai got raped in this video...

It is funny to see Kyo actually owning peoples with his kick more than his punch...and since when that the Kyo (hqb+K) so useful?

and why is the normal kick, punch does more damage to Guard meter than special attack? especially the Raiden's dropkick is crazy..The guard meter lose at least 50% of the meter when contact with Raiden's kick.

and Raiden slowly gaining his popularity. He is definitely the one of the popular grapple among other grapplers. Is he really that easy to use and powerful? Goro, Clark basically don't exist in these videos.

This post has been edited by kding2: Aug 30 2010, 10:37 PM
TSman3k
post Aug 31 2010, 04:12 AM

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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
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.
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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.
sinoffire
post May 10 2011, 05:05 PM

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woah..here oso got KOF thread ar??

does anyone knows any link to KOF manga/comic?? be it online or *ahem*. i wanna read the full story ler. been to their official webbie previously but failed.

wat i meant full story is those from beginning since '94 til todate. i know the storyline is different somehow on a yearly basis but it'll be bloody interesting to read it. icon_question.gif
TSman3k
post Jun 8 2011, 10:07 AM

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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
Phantom Renegade
post Jun 8 2011, 11:41 AM

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man3k.. this is super good news!!! Thanks man... exactly what I've been wanting to hear.
rikimtasu
post Jun 14 2011, 09:17 PM

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» Click to show Spoiler - click again to hide... «

kianweic
post Jun 14 2011, 09:26 PM

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KOF XIII on PC?
SUSKale92
post Jun 14 2011, 11:19 PM

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3D features in fighting sucks so badly SF IV is the sample example! biggrin.gif
Muahahaha!
rikimtasu
post Jun 14 2011, 11:30 PM

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QUOTE(kianweic @ Jun 14 2011, 09:26 PM)
KOF XIII on PC?
*
Don't talk about it too much... brows.gif
» Click to show Spoiler - click again to hide... «


This post has been edited by rikimtasu: Jun 14 2011, 11:50 PM
SUSsyurgatertinggi
post Jun 15 2011, 12:13 AM

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QUOTE(rikimtasu @ Jun 14 2011, 11:30 PM)
Don't talk about it too much... brows.gif
» Click to show Spoiler - click again to hide... «

*
izzit like blazblue and arcana hearts?you know,ripped from the arcade machine?

and if you are compassionate enough mind telling me more detail?in PM please brows.gif


edit:oh fark doujinstyle

This post has been edited by syurgatertinggi: Jun 15 2011, 12:21 AM
TSman3k
post Jun 16 2011, 05:00 AM

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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
kakicam
post Jun 16 2011, 07:10 AM

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QUOTE(rikimtasu @ Jun 14 2011, 09:17 PM)
» Click to show Spoiler - click again to hide... «

*
geez,, seriously
» Click to show Spoiler - click again to hide... «

kianweic
post Jun 17 2011, 07:46 AM

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How do I bet Evil Ash?

Having a hard time just dodging his fireballs.
rikimtasu
post Jun 17 2011, 10:27 AM

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QUOTE(kianweic @ Jun 17 2011, 07:46 AM)
How do I bet Evil Ash?

Having a hard time just dodging his fireballs.
*
Jump over it/roll over it,down heavy kick.
» Click to show Spoiler - click again to hide... «

kianweic
post Jun 17 2011, 11:27 AM

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The other red guy also a nightmare.

44 hit super and goes full screen.
TSman3k
post Jun 17 2011, 05:23 PM

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His fullscreen super i dun really mind, but it's really annoying when the bosses start to spam projectiles to no end.
kianweic
post Jun 17 2011, 10:53 PM

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QUOTE(man3k @ Jun 17 2011, 05:23 PM)
His fullscreen super i dun really mind, but it's really annoying when the bosses start to spam projectiles to no end.
*
Yeah, especially evil Ash.

Double projectiles plus almost instant recovery.
SUSsyurgatertinggi
post Jun 18 2011, 02:49 PM

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hey how to perform iori's neomax?
izzit continue after maiden masher just like bloom of the wolf?(KOF2000-XI)

TSman3k
post Jun 18 2011, 05:17 PM

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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.
SUSsyurgatertinggi
post Jun 18 2011, 08:24 PM

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QUOTE(man3k @ Jun 18 2011, 05:17 PM)
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.
*
okay okay just figure it out a few mins ago thx

his EX yaotome+ neomax can hit up to 80% damage,very damaging.
TSman3k
post Jun 29 2011, 05:02 PM

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First Additional Character reveal for console version: Billy Kane!

http://cyberfanatix.com/2011/06/29/billy-k...ion-first-scan/
Vorador
post Jun 29 2011, 10:22 PM

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QUOTE(man3k @ Jun 17 2011, 05:23 PM)
His fullscreen super i dun really mind, but it's really annoying when the bosses start to spam projectiles to no end.
*
Agreed, his projectile is endless one. I tried use him and I noticed I can spam it for entire round, super boring. (But I hate his grabbing move, slowly punch your character and can't do anything abt it)


Added on June 29, 2011, 10:29 pm
QUOTE(rikimtasu @ Jun 14 2011, 11:30 PM)
Don't talk about it too much... brows.gif
» Click to show Spoiler - click again to hide... «

*
QUOTE(rikimtasu @ Jun 17 2011, 10:27 AM)
Jump over it/roll over it,down heavy kick.
» Click to show Spoiler - click again to hide... «

*
Hey can I ask you, do you have any problem with the control? I noticed that those 426/ 624 moves are extremely hard to execute. For example Iori's 2624 + punch super move, or Daimon's 624624 + kick move... I can't execute them at all!

This post has been edited by Vorador: Jun 29 2011, 10:29 PM
TSman3k
post Jun 30 2011, 02:03 AM

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» Click to show Spoiler - click again to hide... «

My idea of evading saiki's grab attack/super is to let him walk toward me first, and counter with combo. Most of the time he managed to block or counter my attack if i were the one who run to him. (Since his grab range is far/cheating) So try play bait and see if u can make use of the HyperDrive mode to punish the boss with as much combo u can manage. The other way, reserve ur energy and spam with ranbu/continuous hit supers until he lose.

This post has been edited by man3k: Jun 30 2011, 02:15 AM
kianweic
post Jun 30 2011, 07:29 AM

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Where can I get the move list and some information on the combo meters and hyperdrive meters?

Thanks.
TSman3k
post Jun 30 2011, 09:14 AM

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Here: http://www.gamefaqs.com/arcade/990149-the-...xiii/faqs/60633

EDIT:
Concerning HyperDrive meter, i'll try to sum it up in the shortest way possible. The HD meter is basically divided in 2 Levels. 50% HD meter could do 1 to 2 Drive Cancels in a go. 100% full HD meter could probably do 3-4 cancels. But the best way is activate (B+C) the HD meter when it's 100% and blast through multiple HD cancel combos as long as the green HD meter hasn't depleted. Drive Cancels & HD Cancels is basically the same. Just the move cancelling manner without or with HD activation (less limitation). Cancel a normal move/combo with a super, Super Cancel. Cancel a super with NeoMAX finisher, then it's called MAX Cancel.

For EX attacks, a minimum 50% blinking HD meter + 1 level is needed.

This post has been edited by man3k: Jul 1 2011, 08:06 AM
kianweic
post Jun 30 2011, 09:19 AM

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QUOTE(man3k @ Jun 30 2011, 09:14 AM)
Here: http://www.gamefaqs.com/arcade/990149-the-...xiii/faqs/60633

Concerning HyperDrive meter, i'll try to sum it up in the shortest way possible. The HD meter is basically divided in 2 Levels. 50% HD meter could do 1 to 2 HD Cancels in a go. 100% full HD meter could probably do 3-4 cancels. But the best way is activate (B+C) the HD meter when it's 100% and blast through multiple cancel combos as long as the green HD meter hasn't depleted.

For EX attacks, a minimum 50% blinking HD meter + 1 level is needed.
*
Thanks for the explaination.

I will access gamefaqs once I get home from wokr.

trinityz
post Jul 1 2011, 01:47 PM

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Hey guys, i am running KOF XIII on PC and i encounter a very bad lag. I already enable the "Reduce Command Input Delay" and but still lag. It's like all the moves are slow motion! I am playing using arcade stick BTW. Anyone knows how to solved this? I think my system spec is sufficient (C2D, 3GB RAM, GT210)
rikimtasu
post Jul 1 2011, 02:01 PM

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QUOTE(trinityz @ Jul 1 2011, 01:47 PM)
Hey guys, i am running KOF XIII on PC and i encounter a very bad lag. I already enable the "Reduce Command Input Delay" and but still lag. It's like all the moves are slow motion! I am playing using arcade stick BTW. Anyone knows how to solved this? I think my system spec is sufficient (C2D, 3GB RAM, GT210)
*
Switch your 3D setting all the way to performance on the Nvidia control panel.
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post Jul 1 2011, 06:14 PM

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trinityz ur pc spec is quite good except the fact that ur GPU/3D Card is well.. uh, low-end. Hence the game might not be able to perform smoothly even on high performance settings. KOF XIII is a very animated hi-resolution 2D pixel game with some 3D objects on the background of certain stages (elephant, canoe). i reckon a minimum of GT 240/440 is needed if you're playing on a hi-res monitor.

» Click to show Spoiler - click again to hide... «


This post has been edited by man3k: Jul 1 2011, 07:35 PM
devil_x
post Jul 5 2011, 09:26 AM

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oooh yeah! october! 3 month to go, cant wait!
TSman3k
post Jul 7 2011, 11:28 PM

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The surprise doesn't end there, an iPhone port of KOF XIII was also announced:

http://orochinagi.com/2011/07/kof-i-gets-6-extra-characters
kianweic
post Jul 13 2011, 07:25 AM

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QUOTE(man3k @ Jul 7 2011, 11:28 PM)
The surprise doesn't end there, an iPhone port of KOF XIII was also announced:

http://orochinagi.com/2011/07/kof-i-gets-6-extra-characters
*
That is awesome, gonna get this for my iPad too.
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post Jul 16 2011, 03:49 PM

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QUOTE(man3k @ Jul 7 2011, 11:28 PM)
The surprise doesn't end there, an iPhone port of KOF XIII was also announced:

http://orochinagi.com/2011/07/kof-i-gets-6-extra-characters
*
It is out, now at USD7.99.

Will wait for sales.
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post Jul 16 2011, 05:18 PM

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this game terrible. i cannot even to config my usb ps1 pad
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post Jul 16 2011, 06:37 PM

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QUOTE(jimlim007 @ Jul 16 2011, 05:18 PM)
this game terrible. i cannot even to config my usb ps1 pad
*
Which version are you referring to?
jimlim007
post Jul 16 2011, 08:39 PM

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PC version XIII
kianweic
post Jul 17 2011, 08:50 AM

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King of Fighters XIII playable at EVO2011 and Otakon

user posted image
QUOTE
While it won't be one of the tournament's 5 official fighting games, the console version of King of Fighters XIII will so-totally be playable at this year's EVO2011 Championship Series. Attendees will have the opportunity to test-drive Atlus' 2D hold-out, as well as take part in a Q&A panel with one of the game's producers.

For anime aficionados whose interest in King of Fighters may be more artistic than adversarial, this year's Otakon will also play host to a sneak preview of the title, although no Q&A panel has been announced for the convention. According to its press release, Atlus has "committed to offer support to KOF XIII tournaments taking place at both EVO and Otakon," however no official tournaments have been announced for either event as of yet.


Source: Joystiq
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post Jul 19 2011, 08:48 AM

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QUOTE(jimlim007 @ Jul 16 2011, 05:18 PM)
this game terrible. i cannot even to config my usb ps1 pad
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PC version? use xpadder.

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post Jul 19 2011, 01:18 PM

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QUOTE(kianweic @ Jul 16 2011, 03:49 PM)
It is out, now at USD7.99. Will wait for sales.
*

i bought it on early release. Was worth every bit. Some say it already dethroned SF4 Volt on iPhone, but i'll remain skeptical. I think anyone would love KOF-i once they're used with the touch controls. KOF-I doesn't have actual story like the arcade or the upcoming console ver. It only has normal ash as final boss and dream match-like pictures before the credits. But anyhow it's already amazing to see them pull out those animations with responsive controls on the iphone.

This post has been edited by man3k: Jul 19 2011, 01:26 PM
kianweic
post Jul 19 2011, 02:29 PM

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QUOTE(man3k @ Jul 19 2011, 01:18 PM)
i bought it on early release. Was worth every bit. Some say it already dethroned SF4 Volt on iPhone, but i'll remain skeptical. I think anyone would love KOF-i once they're used with the touch controls. KOF-I doesn't have actual story like the arcade or the upcoming console ver. It only has normal ash as final boss and dream match-like pictures before the credits. But anyhow it's already amazing to see them pull out those animations with responsive controls on the iphone.
*
Dethrone SF4 Volt? That good.

I'll definitely get it during sales.

Fighting games on the go.
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post Jul 19 2011, 03:59 PM

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Screenshots direct from my iPhone 4:
http://s9.photobucket.com/albums/a58/man3k/KOF-i/

This post has been edited by man3k: Jul 19 2011, 04:03 PM
kianweic
post Jul 23 2011, 09:17 AM

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QUOTE(man3k @ Jul 19 2011, 03:59 PM)
Screenshots direct from my iPhone 4:
http://s9.photobucket.com/albums/a58/man3k/KOF-i/
*
How much mb does KOF XIII occupy for the iPhone version?
TSman3k
post Jul 23 2011, 02:19 PM

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224MB only for iPhone ver... smile.gif There will be additional character updates within this year. Mind you, the iPhone ver does not have Online multiplayer, only Offline & Bluetooth.

For those who hope the PS3/360 Console ver. of KOF XIII to be better than arcade & iPhone ver, you're in for a surprise! Have a look at this new european edition KOF XIII Trailer wink.gif



Also, EX Iori Yagami will be available for console ver as DLC:

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

This post has been edited by man3k: Nov 6 2011, 06:18 PM
kianweic
post Jul 30 2011, 09:12 AM

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Just bought King of Fighters for my iPad.

Downloading it now.
devil_x
post Aug 18 2011, 09:25 AM

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this is so slow~~~~~still waiting for PS3 ver. to come out~~~~
argh~~~so torturing~~~this waiting~~~
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post Aug 18 2011, 02:49 PM

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Cool bro, the wait should be worth it. We don't want another XII fiasco to ruin the KOF community don't we? smile.gif What we've seen so far may have proven that Playmore has met most of the demands made by fans from previous feedback. Have faith on the future Netcode...
devil_x
post Aug 19 2011, 01:53 PM

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well, i've played KOF ever since KOF95. and im still playing KOF98, 02 and XI. its very sad to see that KOF has died since 98. 02 has brought back some life, but then the hype has been kille by 03. then XI came out, but the hype is also short lived. only a handfull of ppl still playing it, and eventualy return to KOF02, coz most of the hardcore 98/02 players dont like the quick shift system, and most of the more "turtle" style players cant adapt to XI (if u noticed, XI is hard to play turtle).

i was so happy when SNK announced XII as a revamped KOF, for after 3 yrs after KOF XI. but then its failure killed all hope of reviving. but XIII is quite good, and i really looking forward for it. but my biggest hope is XIII will arrive in KL arcades. so far only Penang TKA has it i believe?

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post Aug 19 2011, 02:37 PM

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Quick Shift is Tekken ripoff, it failed just like the Striker system in 99-01 which is similar to Backup Assist in Capcom Crossover series. Fans don't like It becoz it wasn't original and doesn't suit KOF's rushdown gameplay. The original backup system in KOF was when your character is dizzy and the remaining character at background would pop out to help.

Arcade machines are more than expensive nowadays, if KL SOGO doesn't have it's more likely that other places won't have it at all. Besides penang of course. The point is, arcade taukey won't bring in the game unless they are very sure of the response. Looking at how bad XI and XII did previously at the arcades it's no wonder stuff like this happen.

But regardless, SG is ahead of us now. Like way ahead. One of their players managed to get 5th place on EVO 2011. I was hoping any KOF player from MY would rise to the challenge.

XI used Atomiswave as their new hardware after NeoGeo, the same hardware as Guilty Gear X, X2 Reloaded and Isuka. That alone has already costed thousands and XI didn't do very well. U think arcade operators want to spend some other thousand to buy the current Taito Type X2 hardware just to bring in KOF XII & XIII? I don't think so. In future maybe lah but i don't see it coming soon, maybe after the massive hype storm (XIII). I'm glad Playmore finally sticked with TTX2 as their current arcade platform.

This post has been edited by man3k: Aug 19 2011, 02:50 PM
devil_x
post Aug 19 2011, 02:54 PM

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yeah, tats the thing. expensive. and even in KL, u only get to see XI in The Mines and Pacman(Old Klang Road). i like XI, simply becoz the graphics and sountrack is very cool. game play wise...it is still OK for me lar. one thing i dont like about quick shift is it takes away the "punishment" when the opponent did a mistake. one quick shift, knocks u away, and he is out of trouble, and if he is oswald/benimaru/kim, he could even do a hidden max while ur still in the air, and then, die...

mayb im outdated? i dont really accept action without punishment. if u miss a combo or do a wrong move, u shud be punished, even if its just a simple jab.

now KOF XIII returned to its famous 3 v 3, it shud be fun smile.gif but from what i observed from videos, i think this game favous alot for "turtle" style players a.k.a "fire ball, wait, shoryuken".
TSman3k
post Aug 19 2011, 08:08 PM

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I don't quite like XI gameplay wise, coz even tho it's fast the character control grip feels kinda loose. 02 was much better IMO. I like the control grip to be tight like 98/99. So u don't accidently jump unnecessarily like a noob. But too tight like SF i also don't like hahah.

In recent KOF titles like 98UM/02UM and XIII, it's kinda hard to guard crush? As if the GC meter is too long or the recovery rate for GC stun is too fast. Perhaps only specific attacks like HP/HK/CD could result to faster stun/gc.

As for punishment games, u need to master MaxMode or HyperDrive in order to deliver non-stop combos to the opponent. Then combine it with Max Cancels summore. If u can combine rushdown style of play along with the use of Hyperdrive, any turtling player can be punished. U can't really play wait in KOF since anyone could just do an emergency escape roll and whack u right after.

Another thing about XIII, the background is a lot more stretched now. So u will feel an extra distance even when running.

I dunno man, KOF is running out of new systems lately. The only thing saving KOF from total doom is the variety of cancels it has. HD Cancel, Super Cancel, Max Cancel. Playmore needs to improve on KOF's Defensive system.

This post has been edited by man3k: Aug 19 2011, 08:12 PM
kianweic
post Aug 19 2011, 09:03 PM

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post Sep 8 2011, 06:00 PM

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deleted to reduce same content*

This post has been edited by man3k: Sep 28 2011, 04:05 PM
kianweic
post Sep 8 2011, 09:06 PM

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This post has been edited by kianweic: Sep 8 2011, 09:06 PM
devil_x
post Sep 9 2011, 10:08 AM

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nice. the PS3 version will have flame Iori? cool! but all its moves retains his KOF02 movelist, nothing new =/

just a simple joke.....
Notice that Iori never changed his outfit since 1996, apart from the Striker in KOF2k, which conclude that Iori is.....poor! He cannt afford to buy new clothes?

Kyo on the other hand, changes his outfit almost every year.... hahahaha.
kianweic
post Sep 11 2011, 11:44 AM

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devil_x
post Sep 11 2011, 05:50 PM

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Iori Yagami (with the power of the flame)


Billy Kane


Saiki

kianweic
post Sep 11 2011, 05:53 PM

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post Sep 28 2011, 04:07 PM

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Console version release date delayed from October to 22nd November (a week after Ultimate Marvel VS Capcom 3 Release). SNK really has the balls to challenge Capcom.

This post has been edited by man3k: Sep 28 2011, 04:07 PM
devil_x
post Oct 6 2011, 12:01 PM

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October 22!

*set date on calander


edit:
ooops, just notice, u said delayed till 22 Nov 2011
><
noooooooooooooooooooooooo
doh.gif

This post has been edited by devil_x: Oct 7 2011, 09:14 AM
kianweic
post Oct 11 2011, 11:29 PM

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post Oct 24 2011, 12:56 AM

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ralf's jet vulcan punch, its totaly a reference to one piece luffy's jet gatling. of course, vulcan is more powerful than gatling
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post Nov 6 2011, 06:19 PM

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i got bored and decided to record something... dun bash me okay i know my skills are nowhere to begin with tongue.gif
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post Nov 7 2011, 08:22 AM

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post Nov 10 2011, 09:34 PM

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post Nov 24 2011, 02:47 PM

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who has bought it? how is the on9 game play? tongue.gif
kianweic
post Nov 24 2011, 09:31 PM

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QUOTE(devil_x @ Nov 24 2011, 02:47 PM)
who has bought it? how is the on9 game play? tongue.gif
*
Still deciding whether to get this or UMvC3.
devil_x
post Nov 25 2011, 09:20 AM

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QUOTE(kianweic @ Nov 24 2011, 09:31 PM)
Still deciding whether to get this or UMvC3.
*
buy both, then u borrow me KOF XIII, and u play UMvC3
whistling.gif
kianweic
post Nov 25 2011, 10:51 AM

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QUOTE(devil_x @ Nov 25 2011, 09:20 AM)
buy both, then u borrow me KOF XIII, and u play UMvC3
whistling.gif
*
With my schedule, I doubt I will have time to play any.

UMvC3 can wait for my pals to come over and play on my home theatre setup with two arcade sticks.
devil_x
post Nov 25 2011, 11:17 AM

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wow, nice man. wish i had a home theather. can blast the sound effects while playingn fighting games ><
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post Nov 25 2011, 11:44 AM

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QUOTE(devil_x @ Nov 25 2011, 11:17 AM)
wow, nice man. wish i had a home theather. can blast the sound effects while playingn fighting games ><
*
To be honest, fighting games doesn't sound as good as movies.

Lack of punch for bass. Sound effects lack direction.

Perhaps it's the optical output from PS3.
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post Dec 27 2011, 06:11 PM

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devil_x
post Jan 10 2012, 04:55 PM

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online is pretty bad...
anyone here play KOF XIII on9 locally?
noobie123
post Jan 10 2012, 05:01 PM

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QUOTE(devil_x @ Jan 10 2012, 04:55 PM)
online is pretty bad...
anyone here play KOF XIII on9 locally?
*
Add me "ckhon" and "hasukyo"... But both of us is on xbox live... Level quite noob if you don't mind...hahaha.
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post Jan 10 2012, 05:06 PM

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QUOTE(noobie123 @ Jan 10 2012, 05:01 PM)
Add me "ckhon" and "hasukyo"... But both of us is on xbox live... Level quite noob if you don't mind...hahaha.
*
aiya....im playing using PS3 wor...
sad.gif

btw in case u have PS3 as well, im devilXmai
noobie123
post Jan 10 2012, 05:10 PM

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QUOTE(devil_x @ Jan 10 2012, 05:06 PM)
aiya....im playing using PS3 wor...
sad.gif

btw in case u have PS3 as well, im devilXmai
*
Oh no too bad don't have pee ass 3... Only Egg's box..hahaha. Btw 14 January might have a gathering someone might bring along KOF XIII if there is enough player... Check it out Here


devil_x
post Jan 10 2012, 06:15 PM

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QUOTE(noobie123 @ Jan 10 2012, 05:10 PM)
Oh no too bad don't have pee ass 3... Only Egg's box..hahaha. Btw 14 January might have a gathering someone might bring along KOF XIII if there is enough player... Check it out Here
*
ooh LSD. haha back oredi
ok, can i join blush.gif

after i register acc in ICMY, i straight cant view that page tongue.gif
im in for KOF and Tekken
noobie123
post Jan 10 2012, 06:22 PM

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QUOTE(devil_x @ Jan 10 2012, 06:15 PM)
ooh LSD. haha back oredi
ok, can i join  blush.gif

after i register acc in ICMY, i straight cant view that page tongue.gif
im in for KOF and Tekken
*
Ya u need to wait for brother Kileak to approve then only u gain full access to the page. Don't forget to introduce urself at the main page... tongue.gif

My nick was ckhon there...

This post has been edited by noobie123: Jan 10 2012, 06:23 PM
kianweic
post Jan 11 2012, 09:07 AM

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QUOTE(noobie123 @ Jan 10 2012, 06:22 PM)
Ya u need to wait for brother Kileak to approve then only u gain full access to the page. Don't forget to introduce urself at the main page... tongue.gif

My nick was ckhon there...
*
ckhon82, the excellent Ibuki player?
noobie123
post Jan 11 2012, 10:46 AM

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QUOTE(kianweic @ Jan 11 2012, 09:07 AM)
ckhon82, the excellent Ibuki player?
*
Hahaha..where got excellent oh...tongue.gif

Yaya...same. Playing KOF and SSF4AE both nowadays.
kianweic
post Jan 12 2012, 06:36 AM

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QUOTE(noobie123 @ Jan 11 2012, 10:46 AM)
Hahaha..where got excellent oh...tongue.gif

Yaya...same. Playing KOF and SSF4AE both nowadays.
*
Been awhile since I went for any ICMY gatherings.

Still on weekly?
noobie123
post Jan 12 2012, 07:40 AM

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QUOTE(kianweic @ Jan 12 2012, 06:36 AM)
Been awhile since I went for any ICMY gatherings.

Still on weekly?
*
Yaya.. I think this weekend they have gathering. U may drop by if you free...
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post Jan 12 2012, 08:39 AM

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QUOTE(noobie123 @ Jan 12 2012, 07:40 AM)
Yaya.. I think this weekend they have gathering. U may drop by if you free...
*
Cool, will try to find time to go for it.
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post Jan 30 2012, 08:47 PM

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post Apr 20 2012, 05:01 PM

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just got my hands on the game. first impression is sadding cus lot of my fav chars has changed. so many absent moves. lookin forward to master the changes.
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From: Johor Bahru


http://itunes.apple.com/us/app/the-king-of...d507938960?mt=8

There's a new (2012) version of KOF-i for the iPhone/iPad. This version contains massive update including the long-awaited WIFI Mode. Sadly, this mode is not a free update for previous buyers. Instead, it's sold as a seperate title.

I heard complaints about the controls for KOF-i. Actually, it works marvellous if u ask me. Try Marvel VS Capcom 2 the control is a lot worse plus it's laggy for iPhone 4 users, needs to be on 4S.

This post has been edited by man3k: May 4 2012, 01:12 AM

 

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