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King Of Fighters XIII discussion thread

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  • Registered Users Posts: 18,697 ✭✭✭✭K.O.Kiki


    Ah, good old Sony.


  • Closed Accounts Posts: 1,131 ✭✭✭Azure_sky


    Will it still be released for Xbox in October? It seems every game I intended to buy this year are constantly being pushed back.


  • Registered Users Posts: 1,762 ✭✭✭Yreval


    Nope - the hold-up applies to all versions, which leads me to think that the Sony thing might not be completely true.


  • Registered Users Posts: 1,762 ✭✭✭Yreval


    Rising Star Games officially confirms the November 25th release date:

    http://www.risingstargames.com/games/the-king-of-fighters-xiii-xbox-360.html


  • Registered Users Posts: 3,911 ✭✭✭Mr.Saturn


    I've been playing through KOF '03 again, occurs to me that it took a good while to finish that storyline.


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  • Registered Users Posts: 1,762 ✭✭✭Yreval




  • Registered Users Posts: 3,911 ✭✭✭Mr.Saturn


    Honestly, this game cannot come out quick enough.


  • Registered Users Posts: 1,762 ✭✭✭Yreval


    A sample of the Iori that fans of classic KOF know and love:



  • Registered Users Posts: 18,697 ✭✭✭✭K.O.Kiki


    Ooooh maaaan, those 2D backgrounds look DELICIOUS!


  • Registered Users Posts: 1,966 ✭✭✭Scavenger XIII


    I hated the original backgrounds but I'm loving the new console ones, look much more like what you'd expect to see in KOF.


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  • Registered Users Posts: 1,762 ✭✭✭Yreval


    First set of console version changes are now on the official site.

    Translation from here: http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13301.shtml#58783
    System
    Neomax only uses 2 power meters during 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
    * Fierce 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 fierce
    - 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 time. 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 fierce 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 Gatling 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 Fierce 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, and 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 when it reaches 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 have become effective tactics. Her Neomax has also been buffed.



    Leona
    * Voltec Launcher chips less guard meter
    - Strike Arch (directon move) comes out faster
    * Fierce V-Slasher has different angle; weak travels short, fierce 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, fierce, 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 Koou comes out faster and has quicker recovery. Still can't be comboed from a normal or direction attack.
    - Fierce 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 Fierce Ryuuko Ranbu, so please try using him.



    Mature
    * Ebony Tears comes out faster. Can hit opponent afterwards
    * Weak Metal Massacre is a one hit attack
    * EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
    - EX Despair doesn't move Mature behind the opponent 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 fierce 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.


  • Registered Users Posts: 18,697 ✭✭✭✭K.O.Kiki


    Hwa Jai buffs :)

    Can't wait to try out Team Muay Thai (Hwa/King/Joe).


  • Registered Users Posts: 1,762 ✭✭✭Yreval


    http://orochinagi.com/2011/10/kof-96-ps3-review

    SNK have been releasing the older KOFs on PSN over the past few months with online play - let's see what's going on with KOF '96...
    The netcode itself was a shocker. If you remember the ‘95 review, the game played with a friend in Japan was completely unplayable. We tried again with 96. It was smooth!!! There was noticeable input delay but considering the distance between us, this is a tremendous improvement and creates even higher hopes for XIII.

    EDIT: Second batch of console balance changes has been released and translated. (http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13301.shtml#58865) Notice the absence of random nerfs to low-tier characters - take note Capcom.

    Here's a video showing some of the changes:



  • Registered Users Posts: 1,762 ✭✭✭Yreval




  • Registered Users Posts: 2,237 ✭✭✭Owwmykneecap


    No spectator mode = game can die in a fire as far as I am concerned.

    not good enough.


  • Registered Users Posts: 18,697 ✭✭✭✭K.O.Kiki


    No spectator mode = game can die in a fire as far as I am concerned.

    not good enough.
    Have you confirmed that it is an absent feature?


  • Registered Users Posts: 3,911 ✭✭✭Mr.Saturn


    What's spectator mode? Google is linking me too Facebook MMOs.


  • Registered Users Posts: 2,237 ✭✭✭Owwmykneecap


    Lobbies with multiple people , winner stays on, and you can view the matches you are not taking part in, like SSFIV.

    it's confirmed to not be supported.


  • Registered Users Posts: 1,966 ✭✭✭Scavenger XIII


    Vanilla didn't have no damn spectator mode and everybody bought it.


  • Moderators Posts: 8,678 ✭✭✭D4RK ONION


    Vanilla didn't have no damn spectator mode and everybody bought it.

    It didn't have multiple person lobbies though right? Just 2 player.


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  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    D4RK ONION wrote: »
    It didn't have multiple person lobbies though right? Just 2 player.

    It was also, you know, the game that brought fighting games back from the edge and facilitated the existence of games like KoFXIII as a proof of concept.


  • Closed Accounts Posts: 2,878 ✭✭✭bush


    Spectator mode is over rated.


  • Registered Users Posts: 2,237 ✭✭✭Owwmykneecap


    Only by the ardently anti social.


  • Registered Users Posts: 3,911 ✭✭✭Mr.Saturn


    It was also, you know, the game that brought fighting games back from the edge and facilitated the existence of games like KoFXIII as a proof of concept.

    KoF would be still going regardless. I mean, SFIV's existence ensured that SNK wouldn't make the same mistakes as they did with XII, but I imagine XIII would've been coming anyways.


  • Registered Users Posts: 3,239 ✭✭✭UberPrinny_Baal


    Only by the ardently anti social.

    Or people who prefer actually playing, over watching others play.


  • Registered Users Posts: 1,762 ✭✭✭Yreval


    Mr.Saturn wrote: »
    KoF would be still going regardless. I mean, SFIV's existence ensured that SNK wouldn't make the same mistakes as they did with XII, but I imagine XIII would've been coming anyways.

    Yep. When the old SNK went under in 2001 everyone assumed that was the end of KOF - but look where we are now.


  • Registered Users Posts: 3,911 ✭✭✭Mr.Saturn


    Yreval wrote: »
    Yep. When the old SNK went under in 2001 everyone assumed that was the end of KOF - but look where we are now.

    I know! Even when SNK died, KoF was still getting updates 'til proper SNK took back over in 2002, and the franchise still had frequent releases after dropping the annual aspect. XII was in development two years before SFIV was even confirmed as happening, so don't imagine it served as a feasibility study.


  • Registered Users Posts: 1,966 ✭✭✭Scavenger XIII


    People aren't still claiming SF4 revived fighting games are they?


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    People aren't still claiming SF4 revived fighting games are they?

    Yes, how silly of me, so how many KOF headlined streams have you seen from the western world in the last couple of years?

    Or MK?

    Or Marvel, even?

    Or Blaz Blue?

    Or Arcana Heart?

    Or whatever doujinshi game people were currently claiming was the saviour of fighting games?

    Or lets look more locally, if it wasn't directly for SF4, this forum wouldn't exist.

    The Republics fighting game scene were a few disjointed people. The Norths had given up on the ranking battles.

    So yes, without bias, SF4 was a hugely important game for our scene, and brought a huge burst of light for the genre, and there's evidence for that.

    Bear in mind 60% of people who play SF are in America, those numbers didn't come from 3s online.

    EDIT: Just to point out I am a big fan of KoF and and really looking forward to getting my hands on XIII. Facts are facts though.


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  • Registered Users Posts: 1,966 ✭✭✭Scavenger XIII


    You're quite right you won't see many streams and big tournaments for those games, which reinforces my point.

    SF4 revived Street Fighter, other fighting franchises were hanging in there with their handful of dedicated fans and they aren't much better off now.


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