KOF XIII System Discussion Thread

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Re: KOF XIII System Discussion Thread

Post by MichelS » Mon Jun 20, 2011 06:18

Dark_Chaotix wrote:At anytime or is it fixed? ^^
From my experience at any time if during a super doing a long combo such a K', Kensou or Ryo.

I have seen anyone using this against me during matches in HK though.
It seems to be quite rare to have 5 power stock and the full HD bar.
You often have opportunity to increase damage with the EX moves with Dream Cancel during combos.

It might be more effective because of the damage decrease while having a long combos.

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Re: KOF XIII System Discussion Thread

Post by dobiqwolf » Mon Jun 20, 2011 23:33

I was looking for a list of property for everyone EX moves but cannot find it...
someone help please

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Tue Jun 21, 2011 00:08

go look at snkp's technical ref videos
And dreamcancel's wiki

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Re: KOF XIII System Discussion Thread

Post by dobiqwolf » Tue Jun 21, 2011 13:44

SonicTempest wrote:The prof elaborated on this a little bit:
Professor @ MMCafe wrote: To elaborate a bit more on the previously mentioned input timeframes, technically, it's not really meant to be a setting that increases input time although that turns out to be the result. It's more of a byproduct for a setting that deals with issues on the Vewlix, the Taito Type X family's official arcade cabinet. For anyone interested, here's an explanation.

Taito currently offers three products in its Vewlix lineup, two of which is mainstream.
Red Cabinet (Vewlix F)- The standard cabinet. Costs around 500,000 yen per unit.
Blue Cabinet (Vewlix L)- The cheap cabinet. Costs around 320,000 yen per unit.

The Blue cabinet is affordable for arcade operators, but hardcore players tend to despise it. One of the reasons behind the huge price difference is that it uses a cheaper LCD about 2 frames slower on average.

For KOF13, SNKP coped with the latency differences between the two Vewlix cabinets by providing an option that purposely adds two frames of latency into the game (apparently just input latency) so that playing on the red cabinet would feel about the same response speed as on the blue cabinet. It should be on as the default shipment setting.

When the option is turned off, the simulatated latency gets cut off. But the thing is, the input timeframe shortens as well. So for instance, a command that has a window of 4 frames would shorten to 2 frames.


Many of the arcades use third party LCD cabinets, and you never know which setting the game is on until you play it.



As of December, Taito now offers the new Lightblue Cabinet (Vewlix Diamond), which has a good LCD like the red cabinet and an improved I/O board. The system is available for the relatively affordable price of around 780,000 yen per set of 2 units. (Around 870,000 w/ nesicalive server.)
So really they left this option in because of Taito's messed up budget cabinet.
this is lag not leniency and the option in the board is for lag, I had to turn it off because I couldnt start a combo from a jumping attack.
You cannot change the input leniency and to be honest it is better than 2k2 but not as dumb as SF4 so you still need a minimum of skill.

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Re: KOF XIII System Discussion Thread

Post by Robocop Two » Tue Jul 05, 2011 23:02

It is really wierd that you can turn lag on and off but I just hope that this sort of thing doesn't make it's way into console versions.

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Re: KOF XIII System Discussion Thread

Post by Toxic Avanger » Wed Jul 06, 2011 05:49

Robocop Two wrote:It is really wierd that you can turn lag on and off but I just hope that this sort of thing doesn't make it's way into console versions.
¬¬ Duh! this HAS to make it to consoles as is one of the most useful options ever added to the game.

On the default screen 1:1 (780p) you have absolutely no control latency at all so there is no need to turn it on.
If you aren't playing on the default resolution 1:1, it's likely that the TV / monitor that you are using has some extra visual latency thus extra latency should be configured in order to "match" the control latency to the visual one.

+ Latency ALWAYS OFF is bad, since it screws up with those that don't have access to the 1:1 configuration and furthermore is bad for online, since online should be programed around expected latency and unexpected latency.
+ Latency ALWAYS ON is crap, because it means that your controls "are active" for way too long and thus the faster you play, the easiest it is for the AI to "made up" moves from your movements (absolutely every MVS KoF has problems when you run behind a jumping enemy or a enemy rolls on top of you; the moment "your controls invert themselves" everything goes to crap since you are technically pressing many directions simultaneously and thus pressing a button will definitively not get you what you want).


- Thus, latency should be configurable. Happy Endo! *xx

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Thu Aug 25, 2011 12:00

Have any of you guys heard or seen anyone use "option select" in xiii with any characters??

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Sat Aug 27, 2011 02:19

if you don't know what option select is, have a look at this video

- to quickly summarise: it means inputting a command which works for more than one outcome. In the video below they show how LK has priority over LP, so when you hit LP + LK, LK always comes out. Holding db + LP + LK will perform crouching LK, but when the opponent tries to throw you, it will count as a tech throw ( bk + LP + LK). This is the CPU selecting an outcome where there are more than one. I.e. selecting an option. The tech throw option has priority over crouching LK.

As long as you understand the priorities of options, there are certain situations where mashing specific buttons will definitely save your ass.



Now whether this applies to KOF XIII has yet to be properly tested and I've been too busy with the site. So, any takers?

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Re: KOF XIII System Discussion Thread

Post by Toxic Avanger » Sat Aug 27, 2011 02:51

Gunsmith wrote:Now whether this applies to KOF XIII has yet to be properly tested and I've been too busy with the site. So, any takers?
At least in the original games there it where many stupid things there for the player. For example Kim doing something like " fwd .C " after certain circumstances (like after a cross up) already created a stupid mix up where you either get everything you try to do throwed off or your evasive maneuvers get thrown or your jumps get hit into a combo.

People who use these type of crap should throw themselves over a cliff. Fighting games are about control and accuracy, if you want "undo" command go play Battlechess or Dragonquest.

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Sat Aug 27, 2011 04:47

I just want concrete evidence to support that it is in there from what ive heard, and if it does work like sf the shitty system does.

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Re: KOF XIII System Discussion Thread

Post by ZeroSoulreaver » Sat Aug 27, 2011 13:55

Does anyone know if KOFXIII will have shortcuts and will it have negative edge? I dislike shortcuts in my fighting games! Don't wanna be able to push down-forward( this motion df ) on accident and get a full move. Negative edge I don't mind having though.

Calm before the rage xmad

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Sun Aug 28, 2011 03:15

ZeroSoulreaver wrote:Does anyone know if KOFXIII will have shortcuts and will it have negative edge?
No.

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Re: KOF XIII System Discussion Thread

Post by The Monster » Sun Aug 28, 2011 07:25

Dark_Chaotix wrote:
ZeroSoulreaver wrote:Does anyone know if KOFXIII will have shortcuts and will it have negative edge?
No.
Image

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Re: KOF XIII System Discussion Thread

Post by ZeroSoulreaver » Mon Aug 29, 2011 10:40

Thank goodness! That answer just made my month.

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Re: KOF XIII System Discussion Thread

Post by kadosho » Mon Aug 29, 2011 17:46

Not being like SF is what made me love KOF in the first place. Although I don't mind SF's control scheme, some moves seem literally impossible.
But KOF has always felt a bit more balanced in the control perspective. At least you know, and understand the input command that is in motion, and the outcome till the HDSM actually connects or gets cancelled.

^^: Hurrah!

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