Starlight777 Posted October 11, 2011 Posted October 11, 2011 Everytime I see this thread I now think to myself "It's just a month and a few weeks, don't lose control :("
A.B.A-can-do Posted October 11, 2011 Posted October 11, 2011 I lose control of my bodily functions everytime I think about how awesome this game will be.
Blade Posted October 11, 2011 Posted October 11, 2011 So there's a delay, huh. What's the date pushed back to? November?
Blade Posted October 11, 2011 Posted October 11, 2011 Damn. Now I got TWO fighting games to think about... But Batman takes priority.
omegaryuji Posted October 13, 2011 Posted October 13, 2011 Partial changelog blog for console version posted by SNK. Translation by the Professor at MMCafe: SNKPlaymore has updated its blog and they're finally releasing official details on the character balance changes. They'll be revealed in random order in 4 weekly updates starting today. http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/10/post_46.html This translation is a rushed job so there might be some minor mistakes. It's a damn lot of work too. Asterisk * notes that the move is featured on the sample video. http://www.youtube.com/watch?v=YQd_Q_RrCIs&feature=player_embedded System Neomax only uses 2 power meters durinh HD mode (3 meters when not in HD) Hwa Jai - All frames on Drink super have been changed (apparently, its recovery is faster) * Ground CD has changed. Moves forward and has invincibility to low attacks * Feirce Dragon Tail has faster recovery; can be connected to a normal move after it hits * Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw - Weak Dragon Tail comes out faster and connects from a feirce - EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage. - EX Dragon Tail chips less guard meter Producer Yamamoto says: Hwa has a lot of changes, like for example, his Weak Backbreaker is a 1F hit now. The recovery on his drink is different so it might be usable in a combo. Benimaru - Flying Drill has faster recovery, normal hit can connect afterwards * EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited. They can be attacked with another move, or even get pushed by running to the edge of the screen. * EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be "placed" on the screen. * EX Collider hits less times. That means less scaling for the combo to come afterwards. * Neomax comes out faster, MAX cancel's timing is different. Invincibility runs out before the hit detection comes out. - Fierce/EX Super Lightning Kick does more damage. On a full hit, the feirce version's damage has been raised from 70>100, EX from 135>192. - Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch. - EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219 Producer Yamamoto says: We've balanced him so that even the attacks that weren't being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it. Clark * His Stepping (Forward+BD) is faster * Weak SAB has full-body autoguard but comes out slower than before - EX SAB>Flying Elbow can be MAX canceled - EX Gateling Attack's invincibility runs out when its hit detection comes out. Projectile invincibility doesn't, even after hit detection comes out. - If Fierce or EX Gateling gets blocked, the Afterattack throw won't come out any more * Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Feice punch (2nd hit)>VulcanPunch>SAB Producer Yamamoto says: He's a throw character so we've buffed his throws. With moves like his Weak SAB, his front step, amd being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower. Mai - Kaschousen comes out faster, also has quicker recovery * Ukibane (down +B in air) has different trajectory than Arcade, recovery time has been changed * Musasabi(from ground) can be canceled to Floating attack * WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes * EX air Shinobibachi added in game. Invincible until hit detection comes out. - Crouching FP has more cancelable frames - Weak Ryuenbu has more vertical hitbox *Neomax comes out faster and freezes time after flying to the edge of screen Producer Yamamoto says: We've balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch are effective tactics. Her Neomax has also been buffed. Leona * Voltec Launcher chips less guard meter - Strike Arch (directon move) comes out faster * Feirce V-Slasher has different angle; weak travels short, feirce goes far. EX version is the same as the arcade. - Ground Saber has longer recovery when blocked. About even when fierce version gets blocked. - Moon Slasher has less hitback when blocked. All of them (weak, feirce, EX) are easier to get punished than the arcade. - EX X-Caliber comes out faster. Still can't be comboed from a normal or direction attack. Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We've balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she's a character that's good in various occasions such as air-to-air combat or against projectiles. Takuma - Jump CD comes out faster - Stun value on attacks has been lowered * EX Kyokugen Kohou comes out faster and has quicker recovery. Still can't be comboed from a normal or direction attack. - Feirce Ryuuko Ranbu comes out faster. It's still slower than the weak version, but it has invincibility until after the hit detection comes out. - Weak Hienshippukyaku's damage reduced from 70 to 50. Producer Yamamoto says: He has less stun values than the arcade, but he's still easier to dizzy the opponent than other characters. Also, it's not written above but damages on his other specials have also been raised, and he's a character that can do high damage. He's been buffed in a lot of places like his air CD and invincible Feirce Ryuuko Ranbu, so please try using him. Mature * Ebony Tears comes out faster. Can hit opponnent afterwards * Weak Metal Massacre is a one hit attack * EX Deathclaw puts crouching opponent into pushback hit state. If the opponent is crouching during 1-4 hits, a feirce Metal Massacre can still combo with a drivecancel. - EX Despair doesn't move to the opponent's back even if they're crouching Producer Yamamoto says: Ebony Tears is a lot easier to use now. Weak Metal Massacre has been changed to a single hit and does less scaling, so it might be useful for fast paced matches. Shen * Gekiken Fakeout has faster recovery. It'll fail if the kick button is pressed too soon. Gekiken maxed out will chip half the opponent's guard meter *Danken(throw) comes out slower. Neither weak nor feirce has invincibility. However, it can be Drivecanceled. *Danken(reflect) builds up meter on a success. No drive meter buildup. *EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable Producer Yamamoto says: We've did a lot of adjustments to his Danken. The throw version is no longer 1F, but it can be drive canceled for additional damage. Gekiken's feint has quicker recovery so it can be used to lengthen attack strings. Shen getting better recovery on qcf+C~K and Leona getting worse recovery on (b)~f+K are both weird to me, but overall, most of it makes sense, so...yeah. The Benimaru and Mature buffs in particular sound really nice.
Hecatom Posted October 17, 2011 Author Posted October 17, 2011 http://shoryuken.com/2011/10/17/king-of-fighters-xiii-online-demo-match/ http://uk.ign.com/videos/2011/10/14/king-of-fighters-xiii-extended-online-footage
omegaryuji Posted October 18, 2011 Posted October 18, 2011 Because context always helps, this is what Atlus's PR manager Aram had to say about the online demo video: The videos showing offline matches against AI opponents were taken on the second-to-easiest AI setting, which explains why the AI simply stands there. The primary purpose of my visit to their offices, which was to give them a hands-on of the netcode, is represented in the video of a full, start-to-finish online match. That match was conducted between myself, located in San Francisco, CA, and a member of our production staff down in Irvine, CA (Bay area CA versus Southern CA). Unfortunately, the nature of the video and the lack of the write-up fail to offer any additional context. I'll ask you all to be a bit patient, as there's plenty more coverage of the game, including the netcode, hitting soon, including an On the Spot stage demo, filmed live at GameSpot HQ, which also features a full online match. Thank you for all of your passion; this community really is second to none!
Star-Demon Posted October 18, 2011 Posted October 18, 2011 I really want to play this game. I'm sad that Mature and maybe Leona are the only characters I would want to play. No Vanessa No Foxy No Angel No Malin No Jenet But I can troll with Zone Athena, right? RIGHT?
Chazmobile Posted October 18, 2011 Posted October 18, 2011 I really want to play this game. I'm sad that Mature and maybe Leona are the only characters I would want to play. No Vanessa No Foxy No Angel No Malin No Jenet But I can troll with Zone Athena, right? RIGHT? Man, I feel your pain. Not detracting anything away from this amazing game. But, I want my Foxy back.......
Vulcan422 Posted October 18, 2011 Posted October 18, 2011 Vanessa Since this KOF is focused on rushdown, I don't see the reason why she's not in this one. She'd be awesome in this game. Foxy She'd be pretty interesting too. She was only in two fucking games for Christ's sake. Angel Fuck Angel. Her voice is annoying and her playstyle is stupid. You want a Luchador, play Ramon. He's like El Fuerte but with a manly eyepatch. Malin Fuck Malin. Stupid ripoff design from Karin and C. Viper does the "weapons = cheating" thing better. Jenet Even though she might not fit the metagame, I support this just because I love having her bitchslap people with her shoe. But I can troll with Zone Athena, right? RIGHT? Yes.
Mightfo Posted October 18, 2011 Posted October 18, 2011 Fuck Angel. Her voice is annoying and her playstyle is stupid. You want a Luchador, play Ramon. He's like El Fuerte but with a manly eyepatch. angel's moveset is amazing and ramon doesnt even compare stay free Fuck Malin. Stupid ripoff design from Karin and C. Viper does the "weapons = cheating" thing better. except unlike viper and karin, malin is actually entertaining and cool
Star-Demon Posted October 18, 2011 Posted October 18, 2011 WTH Angel is awesome and cool. And I like her and Jam's voice. :P So is Malin... I noticed that the gameplay is faster than older games. I might REALLY enjoy it, although I kinda liked the KOF pace.
Tsuki Garyuu Posted October 18, 2011 Posted October 18, 2011 Anyone remember the themes here? It sounds like more of those old KOF themes SNK is bringing back.
Star-Demon Posted October 18, 2011 Posted October 18, 2011 I played a little 2002UM (my fav) and KOF11...What should I know if I want to transition?
Hecatom Posted October 18, 2011 Author Posted October 18, 2011 angel's moveset is amazing and ramon doesnt even compare while yes angel is really amazing, no need to diss ramon they are equally awesome
Koozebanian Fazoob Posted October 18, 2011 Posted October 18, 2011 while yes angel is really amazing, no need to diss ramon they are equally awesome Pretty much. They both play completely differently as well. Both are good characters that are sadly missing from 13. I played a little 2002UM (my fav) and KOF11...What should I know if I want to transition? 2k2UM is the closest to 13 there is, but they're still pretty different. Basically they separated the Max cancel system from the super system, so now you have a Drive Meter specifically for cancels, and a Super Meter. You can use 50% of the Drive Meter for a single special->special or special->super cancel. Or if you have a full meter, you can activate Hyper Drive, which lets you make as many cancels as you can until the meter runs out (sort of like 2k2 Max mode in that sense). The Hyper Drive activation cancel is a little different from Max activation cancel from 2k2 because it will slide you forward when you use it, so it's easier to use. Also, Drive Canceling in 13 is a lot more loose, you can cancel most specials into most other specials or supers, including canceling a special into it's EX version. They also added EX Specials and EX Supers (which use 1 and 2 meter respectively), and Neomax which is a 3 stock super (or 2 stocks in HD Mode). EX Specials tend to be either super fast, super invincible, or super safe. EX Supers tend to be more bigger damage. Neomax is the most biggest damage and some have funny properties. Also you might not want to write out Yuri in 13 as someone to play, they managed to make her really fun in it. This coming from someone who did not care for her at all previously. Athena isn't a bad choice though, but I personally like her 2k2UM version a bit better.
Vulcan422 Posted October 19, 2011 Posted October 19, 2011 Anyone remember the themes here? It sounds like more of those old KOF themes SNK is bringing back. 1st vid: Queen (Elisabeth Team theme from XI) 2nd vid: A Stiff Neck for Geese (Boss Team theme from '96)
Mightfo Posted October 19, 2011 Posted October 19, 2011 I noticed that the gameplay is faster than older games. i dunno if i would say its faster than older game, but i feel like people use "fast" and "slow" with regards to fighting games in quite varied ways :P kof definitely has its own enjoyable pace/feel though, yes while yes angel is really amazing, no need to diss ramon they are equally awesome aha im sorry i was just disappointed when i tried ramon in 2002um, i was excited to try him but i didnt really enjoy him my bad~ I played a little 2002UM (my fav) and KOF11...What should I know if I want to transition? like described, max/neomax systems are different also, screen is wider, so that has some effect on movement, zoning, etc
omegaryuji Posted October 19, 2011 Posted October 19, 2011 I played a little 2002UM (my fav) and KOF11...What should I know if I want to transition? Controls are like 11, without tagging. Gameplay is like 2002UM, with easier BC mode. System changes are like what other people said. I think the IP rights to Angel (and May Lee, and possibly Foxy) are owned by Eolith, which is at least part of why they're not in the games after 2002 (aside from 2002UM, where I guess SNK struck a deal with them). Jenet is mentioned in the women's team story as failing to get through qualifiers or something. I think Vanessa might also be mentioned in the story somewhere about being on a mission elsewhere, but I'm probably wrong on that (definitely do wish she was in though...would've fit nicely with the DC/HDC system). Malin probably just isn't popular enough to be desired and not obscure/"WTF?!" enough yet to get the Duck King/Raiden/Hwa Jai treatment. Also, for the pace, I'd say it feels slightly slower than 2002, but that might just be the built-in latency on the arcade version.
Koozebanian Fazoob Posted October 19, 2011 Posted October 19, 2011 Nah, I think 13 is actually a bit slower than 2k2 overall as well, especially in the combo department. 2k2 Max combos are blisteringly fast at times.
Mightfo Posted October 19, 2011 Posted October 19, 2011 (edited) Well, when people use "fast/slow," they can refer to a number of things How quickly someone successfully rushed down/gets zoned out, like how many steps you have to take to get past zoning. How quickly some gets cornered How often big damage is dealt How fast combos are How fast moves actually are overall How quick inputs have to be How "Fast" pressure is(high/low speed, escape windows, etc) How jumping is How long matches generally are(due to combination of damage, how long combos take, and "how long neutral takes") Which is kind of why I hate when people use fast/slow, because they will refer to very different things and the evaluation is based on what they are looking at(like when some characters have much more floaty jumps than others) i havent played either enough to really compare the two in many of these categories Edited October 19, 2011 by Mightfo
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