KOF XIII Announced

Discussion in 'General' started by Emerald_Wolf, Feb 25, 2010.

  1. jinxhand

    jinxhand Well-Known Member

    Here's another write up by PhoeniX posted on www.dreamcancel.com. Hopefully this helps people understand KOF's depth, and that its not just the jumps in the game or that its "SF with glitches"... Enjoy!!!

    The King of Details #2: Throws by PhoeniX

    <span style="font-size: 11pt">The King of Details #2: Throws</span>
    This article will discuss the various aspects of throws that come into play in KOF games. The things I’ll discuss in this article are the Types of throw, throw invincibility, throw teching and Alternate Guard.

    <span style="font-size: 11pt">Types of throws</span>
    Throws can be divided up into two large categories. First there are the normal throws, these are throws that every single character has. The second type are the command throws. Command throws can be further subdivided into two main categories Delayed throws and instant throws. Like in other fighting games, throws cannot be blocked, but if you are in blockstun, you are invincible to throws. During regular hitstun though, you can be hit by command throws. This is different from most other fighting games, and this makes it so that you can in fact combo into throws in KOF.

    Normal throws are universally executed by either using f/b+C when close for a forward throw, or f/b+D when close for a backward throw. Normal throws can be teched to avoid the damage and knockdown.

    Command throws can never be teched. And thus have to be avoided in different ways. Command throws come in two general varieties, ones that have an 0 frames of startup, and ones that have several frames of startup before connecting.

    Instant throws are very effective at punishing moves that would normally be safe on block, because even a move that is -1 on block can be punished. Because instant throws are so fast they can also beat out a lot of moves in their startup, even if they are very fast. Instant throws will even beat meaties on wakeup if used as a reversal.

    Delayed throws have a slow startup, which means that they cannot be used as extremely reliable punishes and reversals as easily as instant throws. Very often though, part of the startup, or the complete startup of a delayed throw is invincible. This makes even delayed throws quite effective to beat out opponent’s attacks.

    <span style="font-size: 11pt">Throw invincibility</span>
    Tick throws are not as effective in The King of Fighters as they are in Street Fighter 2. After hitstun and blockstun a character is invincible to throws for 9 frames. Fighters without throw invincibility allow you to do a throw the instant the opponent comes out of hitstun and blockstun (A.K.A. a perfect tick throw). In The King of Fighters the player that comes out of hitstun or blockstun will always be able to throw out a light attack before he becomes throwable again. Therefore, to successfully hit a tickthrow in KOF, you first have to scare your opponent from pressing any buttons at all.

    Another situation when someone has throw invincibility is on wakeup. When you wakeup normally in The King of Fighters, you are invincible to throws for 8 frames. If you reversal with a special, you are invincible to throws for 9 frames. I’ll discuss this increase of throw invincibility for reversals in a later edition of The King of Details. If you recovery roll your knockdown, you forfeit all throw invincibility.

    In older Fighting Games like Street Fighter 2, it is possible to grab someone out of jump startup. In KOF the startup of a jump is invincible to throws. In KOF you are also unthrowable on your landing frames. This is an important aspect for baiting out throws. Players can use their delayed invincible throws as reversals to make the opponent whiff their jump-in attack and land to get hit by the grab, but if the jumping player anticipates this, he can jump instantly after the moment he lands, he will not be throwable for a single frame as both landing and jump startup frames are invincible.

    As discussed earlier hitstun itself is not unthrowable, unlike most other fighters. Hitstun caused by jump normals is unthrowable, this makes it impossible to combo straight into a throw from a jump attack. Command jump normals do cause throwable hitstun. For example, Iori can combo his j.b+B into his command throw (hcb, f+P) but he cannot combo jump C into his command throw.

    <span style="font-size: 11pt">Throw teching</span>
    Teching of normal throws has a fairly large window in KOF. Depending on the throw and the character it is either 16 frames or 10 frames. For example, Kyo’s b/f+C in KOF2002UM has a 16 frame tech window, but Billy’s b/f+D in KOF2002UM has a 10 frame tech window. Many players have reported that the Tech window in The King of Fighters XIII seems closer to the 10 frames than the 16 frames, this has yet to be tested thoroughly.

    The way throws are teched differs from KOF to KOF, but it it the same in KOF2002UM and KOFXIII, so I will use these two games as a basis. Whenever you are thrown and you want to tech, you need to hold any direction and press the button of the corresponding throw. So, if Iori throws you with b/f+C you can hold d/b+C to tech. And if Billy throws you with his b/f+D throw you can hold b+D to tech. This seems to imply that you need to guess which throw your opponent is going to use to tech. But you can option select it easily. Whenever someone throws you, you can quickly tap both C and D in succession and it will tech both throws. The movement needed to do this is a lot like piano-ing or “p-linking†in Street Fighter 4.

    In the original KOF2002 you could tech both types of normal throws by simply pressing C and D at the same time and in KOF98 you can tech with any one button regardless which button the opponent used to throw you with.

    When you are thrown during a normal move, command normal move, Roll or CD attack, you cannot tech a throw. If you are grabbed during a special move or super you can tech a throw. In KOF98 you can always tech a throw.

    <span style="font-size: 11pt">Alternate Guard</span>
    As mentioned earlier, you can only attempt tick throws if you have scared your opponent into not pressing buttons. But even when the defending player is too scared to press buttons, he can still defend against tick throws with a technique called Alternate Guard.

    If you block an attack, you can continue to stay in block animation, and remain unthrowable, by quickly alternating between standing guard and crouching guard. You know you are doing it correctly if you are not moving backwards when alternate guarding.

    To stop an opponent from alternate guarding, you have to exploit the fact that they’re not blocking low for some part of their alternate guard movement, and thus you need to throw out a low to beat the alternate guarding. This can be quite difficult, because the opponent can choose to block high for a very short time, and block low for much longer when alternate guarding.

    Below we see an example of Orochi Yashiro doing a tick throw with cr.A to hcf+P on a crouch blocking Mai. The second part of the video the Mai player alternate guards, and this time the tickthrow does not hit Mai. In fact none of Orochi Yashiro’s grabs are able to hit her anymore for as long as the Mai player decides to continue to alternate guard.



    Needless to say, alternate guard is an essential technique to defend against grappler type characters.

    Although Alternate Guard is present in The King of Fighters XIII, it has a much less important role for several reasons. First of all, it is a lot more difficult to alternate guard in KOFXIII and requires much quicker movement than in older KOFs. Secondly, some characters lack the ability to Alternate Guard all together. For example, Maxima cannot Alternate Guard at all.
     
  2. Chanchai

    Chanchai Well-Known Member

    Thanks for keeping up with the updates jinxhand ^_^

    I heard this from iPlayWinner, here's a very new update--an interview that talks about the game coming up and that they are really working on the netcode!

    Source: Rising Star Games Interview

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">1) Our first question directly hits most of SpekSNK members. Rising Star Games released Samurai Shodown Sen in Europe, but it was REALLY hard to find at Spain stores, so we're really concerned about this: Will The King of Fighters XIII get a big enough print for Spain stores?

    We will try our best to get the numbers into Spanish retailers, but whether we get the support of retail or not there are still other avenues to get hold of a copy. At this moment I cannot say how much support we will get, but the picture should become clearer by the end of October. Rest assured that we are a PAL publisher and we always aim to get as many copies as possible into stores in all our territories.


    2) Will October 28th be the release date like for japanese version? If so, wich will be the retail price? When will spanish players be able to preorder it other than Amazon.es?

    We recently announced November 25th as the release date. This date will be the same as Japan and only a few days after the US release, so we are still on course for a near-simultaneous worldwide release. Retail prices often vary by retailer so I cannot give a specific price, but it will be very competitive against other new releases out at this time. Spanish players should already be able to pre-order at all retailers stocking the game but the timing and availability is down to the individual retailer.


    3) As far as we know, North american publisher Atlus is going to release a 4 CD KOF soundtrack pack as a pre-order bonus, and japanese version will include a free DLC character into its pre-order as well. Will european release have any pre-order bonus, too? If so, can you advance us something about it? Do you plan any Collector's Edition for the game?

    We have recently announced that there will be a 4 CD KOF soundtrack pack as a pre-order bonus in Europe. This will be a limited run offer so get your pre-orders in now!

    Also, Rising Star Games will also offer some extras with the PAL release. This includes a poster with an image on one side and edited moves list on the reverse, a data disc including artwork, wallpapers, videos and a visual story of the Ash Saga to this point. Finally, we are also looking into offering reversible sleeves, so you can choose to use the standard pack image or the alternate image.


    4) Our biggest concern about the game is the online netcode. What we can expect in terms of netcode? Will it work smoothly and lag free? Will it be at same level of its strongest competitors like Super Street Fighter IV and BlazBlue C.S.?

    SNKP are working on a new netcode designed specifically for KOF XIII and it will be optimised for broadband and fibre optic connections. As SNKP are still working on it I don’t have any more information, but we all recognise that a good netcode is essential to the success of KOF XIII and are working hard to make this happen.


    5) Which play options will we find in Online Mode? Are we going to be able to fight in Single Battle mode or just in Team Battle mode? Will it be possible to activate online match requests while we play Story or Arcade modes? Is there going to be any search filters to find matches such as player's level and region/conection speed?

    I’ll have more information on this once the netcode is finalised, but the target is to offer several search option, by region, by name, by friends list. SNKP are working hard to give players the best possible online experience.


    6) In KOF XIII Arcade version, 7 characters have alternate outfits, such as Raiden/Big Bear, Takuma/Mr.Karate, etc. Thanks to recent playable builds we already know that Kyo Kusanagi and Elisabeth will have this kind of alternate outfits too. Can we expect more characters having this feature?

    The alternate outfits will be included in the console version, but I cannot comment right now on whether more will be available in the future.


    7) Iori with the power of flames has been announced as a DLC character recently (and it seems it won't be the only one). Wich will be the price for him? Is there going to be DLC content other than extra characters? Any plans for a demo on XboxLive and PlayStation Store?

    We haven’t decided on the cost of the DLC characters yet, but we will keep it competitive and not charge too much. They will come in character ‘packs’ which include the character and a couple of extras. We’re still working on the details at the moment, instead concentrating on getting the final packaged game ready for release. As soon as more has been decided I will let you know. Unfortunately there will not be a demo available before release.


    8) It's common that console versions of The King of Fighters add their bosses as playable characters. Is it the case of KOF XIII? Will we be able to play as the boss version of Saiki and / or Evil Ash?

    I cannot comment on this right now.


    9) Any plans for publishing an official guide for the game? What about a KOF themed Arcade Stick?

    At the moment there is no plan for an official guide, but the idea of a KOF themed Arcade Stick really interests me. It was something I wanted to do before but wasn’t able to for numerous reasons and I see KOF XIII as an ideal game to try again. If anything materialised be sure I will keep the community informed.


    10) Are we going to see more SNK Playmore games in Europe thanks to Rising Star Games? Can you talk us a bit about your current relationship with SNK Playmore?

    We have a very good relationship with SNKP, ever since we released Samurai Shodown Sen. I am in constant dialogue with my counterpart in Osaka and everything is working very well. We need to focus on KOF XIII for now, it deserves our full attention, but Rising Star Games would be very happy to work with SNKP again on future projects.


    11) Could you send a message to all Spanish players who are awaiting KOF XIII for home consoles with true excitement?

    We are extremely happy to have a game that has such great and loyal fans, no matter which territory they are in. For Spanish fans, we will of course try to do as best we can to gain support and communicate with your communities. We really do value our relationship with communities and if there is anything you would like to know please feel free to contact us. I believe that we have one of the best versions of KOF and it will not be long now before you can all experience it. Be patient, you will not be disappointed by KOF XIII.


    12) Any final surprises you want to uncover for us?

    Sorry, no surprises at this time </div></div>
     
  3. Shoju

    Shoju Well-Known Member

    Very interesting read, thanks for putting it up. There's some VF like elements there.
     
  4. jinxhand

    jinxhand Well-Known Member

    That's all I'm trying to do really is point that out... It might not have all that's there in terms of ETEG and things of that nature, but for a 2D fighter it's got alot in it... I'm willing to point out that its as deep as (if not deeper than) 3S, and more tier friendly, especially now that XIII has been balanced for the console. So even if you pick Chin and you're fighting K' or Kyo, it's not gonna be the equivalent to a Sean vs Chun/Ken/Urien/Dudley matchup. Chin is stupid low tier, but still has a chance because of the game's system, and he can dish out good damage still.

    If you know the fundamentals, things in KOF don't necessarily become matchup dependent, as in SF, so imo its even more VF-like in that a LI vs LE matchup won't necessarily be in Lei-Fei's favor automatically because he's technically "stronger" and has better options. I'm sure we've all seen characters who have been deemed as low tier put up good fights and win against equally strong if not stronger high/top tier players. I'm sure others might disagree with me on that, but that's great for discussion, so its fine with me.

    PhoeniX just released "King of Details #3", which deals alot with Buffering. I'll post it here later today. In the meantime, aside from hoping for great netcode, what do you guys hope to see or get out of KOF XIII??? For me, I just hope the scene grows stronger (just like when VF5FS drops). Too many times I see people playing games they don't like only because their friends are playing it, or because there's more comp in that game. That's gotta change imo... Hopefully, this (and VF5FS) change that...
     
  5. Dragonps

    Dragonps Well-Known Member

    PSN:
    ENGDragon83
    XBL:
    ENGDragon83
    Great write up Jinxhand really can't wait to get my hands on it now the more I read about the system and the characters the more I want it.

    Just wish it hadn't been put back [​IMG]
     
  6. Chanchai

    Chanchai Well-Known Member

    KOF '96 just came out on PSN (Neo Geo Station) and I'm hearing from various people that the netcode actually seems good (or at least better than SSFIV).

    Hopefully that's a great sign ^_^
     
  7. jinxhand

    jinxhand Well-Known Member

    Yeah I bought '95 when it dropped, and the netcode is good for that. It's a trip, I was talking to a DC member, and he mentioned how the netcode for 02UM on xbla is getting better. We came to the conclusion that SNK is possibly "secretly" testing out their netcode in these games, especially 02UM. There have been quite a few patches since the announcement of XIII, and they are well aware of the bane of their success that is netcode performance (or lack thereof). I and a few others on DreamCancel requested if we could be apart of some sort of "beta testing" for XIII, and I think unbeknownst to us to a degree (or indirectly) we might very well be apart of it already...

    98 is still meh imo, but its still some improvement, as in the gameplay doesn't crawl anymore.

    Anyway, here's PhoeniX's write up. Enjoy!!!

    The King of Details #3: Buffering Tricks and Motion Shortcuts

    Author: PhoeniX

    The King of Fighters has a couple of buffering tricks that most people are unaware of, but make some parts of execution a lot easier. In the first part I will discuss the intricacies of the ‘hold button buffer’ and the second part will discuss input shortcuts, finally I will discuss some input tricks to make difficult cancels easier.

    <span style="font-size: 11pt">Hold button buffer</span>
    This trick is something very few people know about, which is a real shame because it significantly improves your chances of hitting links to super and reversals.

    In several set situations, if you hold down the attack button, it will repeat the input for several frames for you, which mean it no longer requires accurate timing to hit a move as soon as possible.

    <span style="font-size: 11pt">Wakeup reversal hold button buffer</span>
    The most important part where you can use this buffer is for reversals. Depending on the type of move you reversal with, the buffer is bigger. The hold button buffer trick does not work if you want to do a wakeup normal, you have exactly 1 frame to reversal with a normal. When you want to reversal Roll, reversal st.CD or reversal MAX mode activate (in KOF2002 and KOF2002UM), you can get a window of up to 4 frames by holding down the respective buttons.

    Reversal specials and supers require a little bit of explanation. Both these moves, when used as a reversal can actually be executed one frame earlier than other moves. This is also the reason why throw invincibility increases by one frame when you reversal with a special or super. Therefore, even without the hold button buffer trick, the reversal window is 2 frames, on one of the frames you simply reversal earlier.

    With the hold button buffer trick specials can be used as reversal for a grand total of 9 frames + 1 extra frame if you reversal on the second frame. Which leads to a total of 10 frames. The hold button buffer for reversal supers is enormous, you get 24 frames + 1 extra frame of the natural 2 frame reversal window giving a 25 frame reversal window, that is almost half a second! Such a large reversal window is unheard of in fighting games.

    <span style="font-size: 11pt">Regular reversal hold button buffer</span>
    This same hold button trick can be used for reversalling out of hit or blockstun, or doing a move straight out of the recovery of your own move.
    The buffer windows are: 1 frame for normals, 4 frames for Rolls, st.CD and MAX mode activation. Specials have a buffer window of 14 frames, but never come out on the first frame after hitstun/blockstun/recovery but rather on the second frame. Supers have a buffer window of 20 frames, but do not come out on the first frame after hitstun/blockstun/recovery but on the third frame.

    <span style="font-size: 11pt">Jump hold button buffer</span>
    During any type of jump you can also buffer a command so that it comes out on the very first possible frame after landing. This is very important for grapplers that need their empty jump throws to come out as soon as possible.

    There are a few technicalities you need to know. If you buffer a special move early in the air, a jump normal will come out, once this normal becomes active in the air, the buffer is flushed, and the special won’t come out the moment you land. If you first do a jump normal, and then start buffering with another button press you can make use of the full buffer.

    There are no buffer frames for normals, so it takes exactly 1 frame for it to come out. 3 frames for Rolls, st.CD and MAX mode activation. 13 frames for specials and 23 frames for supers.

    <span style="font-size: 11pt">Conclusion</span>
    This is a lot of data with numbers, which might not mean that much to you. The bottom line is, if you are having trouble timing reversals, empty jump throws or links into super, try holding down the button, to make the chance of hitting these tight timings much easier.

    It is not really clear yet whether this ‘hold button to buffer’ trick is available in KOFXIII. In XIII this is not really an issue, as buffering windows are very large already. Doing reversals is not that difficult, even without holding the button down.

    <span style="font-size: 11pt">Input shortcuts</span>
    There are some input shortcuts, that may make life easier in the King of Fighters. These shortcuts work in KOF2002/UM and KOF98/UM. KOFXIII has shortcuts too, but they are somewhat different and they are discussed on the SRK Wiki.

    <span style="font-size: 11pt">Half-circle motions</span>
    For Half-circle motions you can skip the diagonals and still get the right move. This is generally not that important, but is very good to know for Andy in 2002/UM for example. Normally his db,f+P overlaps with his hcf+P move. his hcf+P move is a proximity unblockable, and only comes out if your opponent is in range and in a hittable state. db,f+P comes out regardless and is very bad on block. If you input Andy’s cl.C xx hcf+P, while hitting all the diagonals, on hit cl.C xx hcf+P connects, but on block cl.C xx db,f+P comes out and leaves you wide open for punishment.

    But, if you input this as cl.C xx back, down, forward + Punch or back, down, down-forward, forward + P, on hit cl.C xx hcf+P comes out and on block only the safe cl.C comes out. Needless to say, this shortcut can save your life.

    This trick, by extension incorporates all other motions that contain a half circle motion. so 2xhcb+P can skip the diagonals. For qcf,hcb+P you cannot skip the diagonals in the qcf, but you can skip them in the hcb portion.

    <span style="font-size: 11pt">Dragon punch motions</span>
    This shortcut is not as useful as the one mentioned above, but is still good to know. A traditional dragon punch can be input as forward, down, down-forward. In KOF you can also input it as forward, down, forward.

    <span style="font-size: 11pt">Special Input Blocking</span>
    To new players, a combo like Iori’s cl.C xx f+A xx qcf, hcb+P can be quite difficult. There is a specific buffering trick to make this motion a lot easier.

    This combo cannot be input als cl.C qcf+A, hcb+P because qcf+A is a move (his fireball). If you press and hold an attack button, you can no longer do any special or super moves moves, only normals and command normals, until you release the attack button. So you can do the above combo as follows:
    press and hold cl.C, qcf+A, release C, hcb+P and the combo will work.

    Because you hold C, you can no longer do specials, and qcf+A simply registers only the f+A part since this is a command normal. Then you release C to allow specials and supers again, then you do hcb+P and the input parser will see that you have done qcf,hcb+P and register it as a super.

    Another character that has a lot of use for this trick is (Orochi) Chris. It can be quite trick to do cr.BA f+A without accidentally inputting cr.BA xx qcf+A. But if you press and hold B you can just input cr.B(hold)A qcf+A (release B) xx anything.

    Sadly this trick is gone completely in KOFXIII.

    <span style="font-size: 11pt">Buffer breaking trick</span>
    This trick is used to cancel normals into super in an easier way. For example in KOF98 it is not that easy to cancel cl.C into 2xqcf+P, and if you try to buffer it as qcf+C qcf+P, qcf+C comes out instead of close C. In KOF (and this includes KOFXIII) you can ‘break’ the special buffer by including a direction not part of a special motion. For example back.

    So to do the above combo you can buffer it in the following way: down, down-forward, forward, back, press C, down, down-forward, forward, press Punch. This way close C into super comes out.

    You can also use down, to do cr.C into super: down, down-forward, forward, down, press C down-forward, forward, press Punch.

    This can also be used if you buffer a qcf, but make up your mind and decide you just want to do the normal, press back and then the normal. to simply get the normal. Or, of course, if you do qcb, you can press forward to get the normal.


    ------------------------------------------------------------------------------------------------------------------------------------------

    Ok, I know this post is mad long, Gunsmith (orochinagi.com) had translated some notes regarding Classic Iori. Here ya go:

    Quick notes
    - He has his f+B instead of regular Iori’s df+C
    - He has his Yamibarai, Oniyaki, Kototsuki In and Aoibana.
    - EX Yamibarai behaves like his old Ya Sakazuki/Eight Wine Cups DM
    - EX Kototsuki is a different move from the regular version. It might have uses besides just landing it normally?
    - No Saika after EX Yaotome
    - Which Iori is more powerful? Depends on your play style preferences (lol)
    - There are a bunch of little differences between regular Iori and flame Iori:
    1) You can’t recovery roll after regular Iori’s Yaotome, but you can after flame Iori’s
    2) Regular Iori’s EX Yaotome will pass through a Psycho Ball, while flame Iori’s won’t
    So even if they share some of the same moves there are subtle differences you’ll pick up on while playing.
    - Flame Iori’s stage is a remake of the KOF’95 rival team stage with ‘those three’ in the background (the USA Sports Team, lol). There are also some details that will surprise Iori fans in the background
    Looking at the videos, he can DC his regular Aoibana into his EX Aoibana…which leads to juggle possibilities.

    Here's the source: orochinagi.com
     
  8. Chanchai

    Chanchai Well-Known Member

    Thanks a lot for the repost!

    The buffer tricks and motion shortcuts are going to be really helpful for me as some combos were really frustrating to do before. I don't expect the combos to be worlds easier, but every bit of help... helps!

    I better give props on Dream Cancel as well ^_^
     
  9. Chanchai

    Chanchai Well-Known Member

    Couple of random questions to Jinxhand ^_^

    1) Is there a buffer system explanation for why K' can do his QCF, HCB+A+C with an alternative motion of QCF x 2, back+A+C? Also, for clarification, QCF, back+A+C does not work.

    2) Did Garou Mark of the Wolves really get taken off of xbox live marketplace? It doesn't affect me personally because I already have it, but... Trying to go to it in xbox live or even at the marketplace website shows an empty image for cover art. While it looks like purchasing options are still available on the website, it seems like people are unable to buy it on Live (a friend says he can't buy it on Live).
     
  10. jinxhand

    jinxhand Well-Known Member

    I think the game just reads the shortcuts as actual motions for the moves... It's kinda like how you can do fd,df+C instead of the whole motion, or when you're running you can hold down df and you'll still run, which allows you to buffer in other things...

    Geese is like that, too... You can simply do hcb,hcb, df+P and his Raging Storm comes out without the actual "pretzel" motion being used... Someone on the threads recently posted a crazier way to do a pretzel motion, because they couldn't get the motion out any other way... I'll take a look into that and see if there's any specifics involved with that...

    You know what, the same thing can be done in SF4 actually... I saw a video of someone doing ridiculous motions, only to do a hadoken...

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">2) Did Garou Mark of the Wolves really get taken off of xbox live marketplace? It doesn't affect me personally because I already have it, but... Trying to go to it in xbox live or even at the marketplace website shows an empty image for cover art. While it looks like purchasing options are still available on the website, it seems like people are unable to buy it on Live (a friend says he can't buy it on Live). </div></div>

    As far as I know, I didn't see it get removed... There are some games on live that don't show pictures, but after awhile it will show up.. I know 02UM had an ad pic in the marketplace (initially it didn't), but if you saw someone playing it the friends section in your dashboard, the pic wouldn't show up at all. Now it shows up no matter where you see it...

    If it did get removed, I know they're gonna put it back in... Maybe its some maintenance of some sorts... I know back in like '06 I tried getting Galaga again, because I couldn't transfer the game from console to memory unit, and it was removed from the marketplace. Then I realized that if I purchased it already, I could just redownload it for free. They ended up putting the game back in the marketplace though. M$ is strange like that...
     
  11. jinxhand

    jinxhand Well-Known Member

    Here's a huge list that was posted in 2 different parts on DreamCancel, but originally from the SNK blog which was translated by The Professor and posted on MMCafe. Some of this might be rehashed info, but enjoy it nonetheless!!!

    Part 1 ----------

    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.

    Part 2 ----------

    Changes in game system:
    Hitstun for normal jump attacks have been shortened.

    Special attacks in the air have generally been tuned to come out faster, and combos from canceling normal moves in the air that could be done in the arcade version are still present in the game.

    Elisabeth
    - Etincelles builds up less meter
    - Ex Reverie-geler has a longer recovery time on a success. Because of that, normal moves can’t be used for the additional hit. The recovery time can be canceled with a special.
    - An Ex version of her Reverie-souhaiter and Reverie-prier have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the need of meter. However, supers will not turn into an Ex.
    * Grand Rafale’s damage has been dropped from 200 to 150.
    - Noble-Blanche has longer invincibility.
    - Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it does a full hit at the corner.
    * Grand Rafale has more cancelable frames for MAX cancel.

    Producer Yamamoto says: With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral, so please try things out. Grand Rafale’s damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

    Terry
    * Crouching A > Crouching C is a chain combo. Can be canceled.
    * Normal Buster Wolf’s dashing speed is now identical to the EX version. But the Invincibility is the same as before.
    - Far D’s recovery time has been shortened.
    - Standing CD’s hit detection lasts a bit longer.
    * Trinity Geyser’s hitbox has been changed so that it actually hits 3 times.

    Producer Yamamoto says: We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards at the corner.

    Goro
    - Crouching C’s recovery time has been shortened.
    - Kirikabugaeshi’s recovery time on a whiff has been shortened. Doesn’t cause a knockback when blocked.
    * EX Chou Ukemi can be canceled with a special during movement. Meaning that Goro can go straight into a throw from his invincible roll.
    * Kirikabugaeshi and Kumotsukaminage can be drive canceled.
    * A super cancel version of Jigoku-Gokurakuotoshi has been added to the game.
    * EX Chou Oosotogari’s recovery time on a whiff has been shortened.

    Producer Yamamoto says: As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

    Joe
    * Ex Screw Upper will stay in position when it hits. With this change, Joe can’t be punished afterward when he hits the opponent with it at the corner.
    * Sliding can be canceled with his Bakuretsuken. But not with any other specials.
    * Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
    * Slash Kick can be drive canceled.
    - EX Tiger Kick comes out faster. Has strong invincibility forwards.
    - Screw Straight comes out faster. It has no invincibility and it has the same shot number limit as projectiles. (No explanation on what this means. It may mean that you can’t do it while there’s a projectile on the screen.)

    Producer Yamamoto says: He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it at the corner without worrying. He does things a bit differently on a Max Cancel too.

    Ryo
    - Ryo travels more forward on Ko’ouken.
    * Joudannuke and Gedannuke is faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings.
    * Fierce Zanretsuken recovers faster on a hit. It can connect to a weak Zanretsuken at the corner.
    * Standalone Hyouchuuwari (meaning, not from cancel) comes out faster.
    - Weak Koho’s rising time/hit detection time has been shortened. But the move itself is faster, so it can be used for more occasions.
    * Weak Koho can be drive canceled and used for a juggle.
    - Haou Shoukouken comes out faster. It can be comboed from a fierce, or even be used as an anti-projectile.

    Producer Yamamoto says: We’ve mainly buffed up his defense, and it brings justice to his nickname “The invincible dragonâ€. Ryo’s unique moves, the Joudannuke and Gedannuke, have been extremely changed. His Gedannuke’s is especially fast, and aside from using it for defense, it can also be used to shorten his recovery on attacks. His Weak Koho’s motion is also faster than before, and it can be used in HD combos.

    Andy Bogard
    * Normal/high jump D has better hitbox for use in crossups.
    * Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
    * B>D is a chain combo. Can be canceled.
    * Chou Reppadan’s damage has been increased from 162 to 198.
    - EX Kuhadan’s invincibility has been taken out.
    * Chou Shin Soku Zan’eiken (Neomax) comes out faster.

    Producer Yamamoto says: We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.

    Athena
    * Phoenix Bomb (from Cancel) has a different trajectory from arcade version and hits a crouching opponent as a combo from a fierce.
    * Weak Phoenix Arrow has shorter recovery, but it also causes a shorter Hitstun to the opponent.
    * EX Psycho Teleport can be canceled with a special or super during motion. The Arcade version only allowed drive canceling near the end of the move, but it’s not as limite‚„ and it’s also a normal cancel now.
    - Standing CD comes out faster.
    * Athena doesn’t move back when doing her Shining Crystal Bit any more.

    Producer Yamamoto says: Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Together Since there’s less worries about being punished, it might be effective to use it with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

    Iori
    * Geshiki Kui (FD + C) has larger hitbox than before. Easier to attack opponent from his command throw.
    * Fierce Shogetsu moves more forward. It hits in most situations after close C> Yumebiki(F + A A) is done.
    * Yaotome (including EX) can’t be saferolled after it hits.
    * EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
    - Fierce Akegarasu has shorter recovery when blocked. Can’t be punished with normal moves.

    Producer Yamamoto says: With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
     
  12. jinxhand

    jinxhand Well-Known Member

    More info for you cats:



    Credit to Sonic Tempest and Biobooster:

    SYSTEM
    - DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
    - (shown in video) You now get more meter when you are hit by or block an opponent’s attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits. (NOTE: This is something that Dune pointed out in one of the interview videos that Kane317 did recently).

    CHIN GENTSAI
    - (shown in video) Chin can do a close C from his d,d+K stance
    - (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
    - (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
    - Chin’s defense no longer decreases when he has drink stocks
    - The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
    - His EX counter does less damage.

    Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK {Ex qcb+BD} has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.

    ASH
    - (shown in video) All versions of Genie stay on the screen longer.
    - (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
    - Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
    - B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
    - EX Genie now knocks away while retaining its juggling properties
    - (shown in video) Germinal now takes no gauge
    - (shown in video) Thermidor’s startup is faster
    - (shown in video) The version of EX Genie done using both kicks tracks the opponent.

    Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

    ROBERT
    - (shown in video) stand CD has faster startup
    - You can’t roll recover after being hit by his NEOMAX
    - (shown in video) LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.
    - (shown in video) his f+A floats the opponent upwards if done by itself
    - (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
    - EX Ryuuko Ranbu has more lag after being blocked.
    - (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
    - Haoh Shoukou Ken has faster startup and will combo from strong attacks.

    Yamamoto – There’s no invincibility on Robert’s f+LP {f.A}, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

    VICE
    - (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup.
    - (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
    - jump CD is faster.
    - (shown in video) EX Mayhem has faster startup.
    - (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
    - EX Decide has less lag and is easier to followup with normal attacks.
    - (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
    - (shown in video) Overkill can be MAX Cancelled.
    - Overkill’s command has been made easier. If the last input is in any downward direction it will register.
    - Damage adjustments:
    * Her f+A (when cancelled) does 45 damage (down from 70)
    * Her Overkill does 200 damage (down from 220)
    * Her EX Mayhem does 120 damage (down from 160)

    Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.

    RAIDEN
    - (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
    - Adjustments to Super Drop Kick (lol)
    * Charge times have been increased.
    * Invincibility removed
    * Guard crush ability has been reduced
    * Can no longer be connected after a guard cancel attack
    * Knocks the opponent away.
    - Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
    - (shown in video) Giant Bomb (feint) has less recovery
    - EX Raiden Bomb’s forward travel distance has been reduced.
    - (shown in video) Raiden Bomber now has complete invincibility.

    Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

    RALF
    - (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
    - (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
    - (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
    - (shown in video) Both versions of Galactica Phantom can be charged.
    - crouch D has less lag.

    Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

    KING
    - (shown in video) Jump D stays out longer
    - (shown in video) close C has faster startup
    - (shown in video) D Venom Strike (air) has a smaller recoil
    - far D has less lag
    - (shown in video) Slide can be cancelled without being cancelled into

    Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP {s.C} isn’t affected by scaling easily, please us it often as a combo starter.

    KYO (a new color was shown on the video)
    - (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
    - Kototsuki You (HCB+K) has more lag on block
    - (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
    - (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
    - far D has less lag.

    Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK {df.D > qcf+D}combo. Please try him out now that he has so many more attack options.
     
  13. Nuclear_Nikki

    Nuclear_Nikki Well-Known Member

    I'm looking forward to KOF13. Loving the huge character roster.
     
  14. Gernburgs

    Gernburgs Well-Known Member

    I'm surprised no one has posted anything.

    Has anyone tried out the Netcode???

    I want this game, but I just cannot trust SNK to give the game even a mediocre netcode... So if anyone has any feedback, I'd love to hear it.
     
  15. Cozby

    Cozby OMG Custom Title! W00T!

    PSN:
    CozzyHendrixx
    XBL:
    Stn Cozby
    i know me and jinxhand will be playing it. im in no rush to start playing but NEC is soon too. my team is prob kensou ken ash but i wanna mess with others obviously.
     
  16. Gernburgs

    Gernburgs Well-Known Member

    Oh, I'm down to play, but I was so emotionally crushed by the utter garbageness of KOF 12's netcode that I need confirmation it's at least OK before I buy the game.
     
  17. Chanchai

    Chanchai Well-Known Member

    I heard the netcode was good (the game was on sale early at some smaller stores). **Update** Another friend (though he's way in Hawaii) is telling me the netcode isn't as good on either system... Time to go browsing the forums...***

    Sadly, I forgot I made my order before I realized Amazon has release day shipping for less than a buck... so I'll be waiting for my PS3 copy until next week [​IMG]

    I am double dipping for KOF so I'll be getting it on 360 soonish as well.

    But yeah, so far the word is very good on the game!

    (Unless you trust IGN reviews which seem to have not known that KOF games typically have insanely "cheap" bosses).
     
  18. SDS_Overfiend1

    SDS_Overfiend1 Well-Known Member

    Good friends of mines who expected the lag to be present said it felt good online for our online distance. Much better than 12.
     
  19. CJA

    CJA Well-Known Member

    PSN:
    IzunaDrop25
    XBL:
    CJA25
    The online in this game is better than 12 but its still not good
     
  20. Gernburgs

    Gernburgs Well-Known Member

    I cannot understand how SNK could get hammered that hard over the netcode in 12 and still fail to deliver in 13. What are they thinking? It's just stupidity.
     

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