KOF XIII System Discussion Thread
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Use this thread to discuss general game mechanics that aren't specific to any given character.
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Re: KOF XIII System Discussion Thread
Here's a system summary to get things started.
= Dash
= Backstep
( ) = forward roll
= backward roll
= knockdown attack
after being knocked down = recovery roll
/ when close to the opponent = forward throw
/ when close to the opponent = reverse throw
/ / when being thrown = throw escape
( / ) while guarding = guard cancel forward roll
while guarding = guard cancel backward roll
while guarding = guard cancel knockdown attack
Start button = Taunt
EX moves
EX moves are done by pressing both punch/kick buttons when inputting a special move or a DM, and have additional special properties on top of the regular versions. They cost an additional power stock. Not all DMs have EX versions, but every character has at least one EX DM.
NeoMAX DMs
Every character has a NeoMAX DM that they can do if they have 3 power stocks and a full hyperdrive gauge or are in Hyperdrive mode with 3 stocks.
Drive cancels
These cost 50% of the hyperdrive gauge and let you cancel from certain special moves to other special moves. You can drive cancel in and out of the EX versions of these moves too.
Super cancels
These cost 50% of the hyperdrive gauge and let you cancel from certain special moves to a DM, EX DM or NeoMAX DM.
MAX cancels
This lets you cancel from a DM or EX DM to a NeoMAX DM. Can only be done in Hyperdrive mode.
Hyperdrive mode
During Hyperdrive mode, all drive/super cancels don't cost any additional drive gauge. You can cancel into Hyperdrive mode from normal and command attacks by pressing B+C as the attack hits.
= Dash
= Backstep
( ) = forward roll
= backward roll
= knockdown attack
after being knocked down = recovery roll
/ when close to the opponent = forward throw
/ when close to the opponent = reverse throw
/ / when being thrown = throw escape
( / ) while guarding = guard cancel forward roll
while guarding = guard cancel backward roll
while guarding = guard cancel knockdown attack
Start button = Taunt
EX moves
EX moves are done by pressing both punch/kick buttons when inputting a special move or a DM, and have additional special properties on top of the regular versions. They cost an additional power stock. Not all DMs have EX versions, but every character has at least one EX DM.
NeoMAX DMs
Every character has a NeoMAX DM that they can do if they have 3 power stocks and a full hyperdrive gauge or are in Hyperdrive mode with 3 stocks.
Drive cancels
These cost 50% of the hyperdrive gauge and let you cancel from certain special moves to other special moves. You can drive cancel in and out of the EX versions of these moves too.
Super cancels
These cost 50% of the hyperdrive gauge and let you cancel from certain special moves to a DM, EX DM or NeoMAX DM.
MAX cancels
This lets you cancel from a DM or EX DM to a NeoMAX DM. Can only be done in Hyperdrive mode.
Hyperdrive mode
During Hyperdrive mode, all drive/super cancels don't cost any additional drive gauge. You can cancel into Hyperdrive mode from normal and command attacks by pressing B+C as the attack hits.
- Dark_Chaotix
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Re: KOF XIII System Discussion Thread
Im assuming they also got rid of the b,b~f dash they had in xii?
- Toxic Avanger
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Re: KOF XIII System Discussion Thread
Yes, it's gone (I really liked that one).Dark_Chaotix wrote:Im assuming they also got rid of the b,b~f dash they had in xii?
Then again, XIII back steps resemble more the old games (in XII, neither the long back steps nor the short ones resemble too much the previous game ones in length and speed).
- Yuki Yagami
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Re: KOF XIII System Discussion Thread
Damage Scaling Noted by Dune (as translated by Professor @ MMCafe)
Notes by Dune
Notes by Dune
1. Damage scaling doesn't seem to differ whether you're in Hyper Drive mode or not.
2. Scaling is done according to the number of moves you've done, and not the number of hits. For example, whether you do a fierce punch into a super or a zanretsuken into a super, the damage from the super is the same.
3. The Scaleback rate is 5 percent per attack. Dune hasn't checked what happens after 20 attacks (because in theory, that'll be a 100% scaleback rate).
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Re: KOF XIII System Discussion Thread
Ah good to see. Would like to see more development on this.
So in regards to the activation of HD, comparing it to 2k2, is it true that the sC automatically comes out and it moves forward the same as xii? How would the rate the system of easy of use and versatility?
So in regards to the activation of HD, comparing it to 2k2, is it true that the sC automatically comes out and it moves forward the same as xii? How would the rate the system of easy of use and versatility?
- Toxic Avanger
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Re: KOF XIII System Discussion Thread
No. After activating the the HD bar the character only dashes forward like in the arksys HnK game (attack -> boost button).Dark_Chaotix wrote:Ah good to see. Would like to see more development on this.
So in regards to the activation of HD, comparing it to 2k2, is it true that the sC automatically comes out and it moves forward the same as xii? How would the rate the system of easy of use and versatility?
There have been videos already where the player does close standing C -> BC -> low kick or cls C -> BC -> command move or cls C -> BC -> nothing (this was probably a mess up); it only looks "automatic" because is just so easy to do attack, cancel, attack; unlike 2k2 where you needed a certain strict timing with the dashing with some characters.
quoting from another thread.
The cost is 50% for the super cancels.SonicTempest wrote:Doesn't it cost 50% drive gauge to SC? Unless that last -> isn't a super cancel.Glimmerous.Fop wrote: Here's a very devastating Drive Cancel combo that I discovered. It deals about 50% damage (!!):
(2 Drive Stocks, 1 Super Bar)
(Jump / ) , , , , DC , DC ,
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Re: KOF XIII System Discussion Thread
OK, I have a question:
For characters who have moves with follow-ups and/or multiple inputs for a "single" move; if you initiate the command with the EX version of the move, do you have to input everything as if it were an EX move (with both buttons, that is), or just the first "move"?
For characters who have moves with follow-ups and/or multiple inputs for a "single" move; if you initiate the command with the EX version of the move, do you have to input everything as if it were an EX move (with both buttons, that is), or just the first "move"?
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Re: KOF XIII System Discussion Thread
Not entirely catching your question there, but for example if you're using K' and trying to do EX Second Shot (qcf+P -> f+B), you just do qcf+AC -> f+B and its EX version will come out.Max wrote:OK, I have a question:
For characters who have moves with follow-ups and/or multiple inputs for a "single" move; if you initiate the command with the EX version of the move, do you have to input everything as if it were an EX move (with both buttons, that is), or just the first "move"?
Would like to add to what Toxic Avanger said above about HD actiuvation, your character will automatically dash forward if you're doing a mid-move, but it's entirely up to you to do anything before or during the dash. So you can do a HD mode fail like me by pressing BC and immediately pressing anything afterwards.
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Re: KOF XIII System Discussion Thread
In regards to HD mode, can you bypass like 2k2 could?? Like old maxima cB, cB, +BC etc.
And have anyone found certain links into DM via BC bypass aswell? EG : Yashiro cA, cA, sA, sB, x2 BC
And have anyone found certain links into DM via BC bypass aswell? EG : Yashiro cA, cA, sA, sB, x2 BC
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Re: KOF XIII System Discussion Thread
Yeah… I should have worded that better. Thanks. I was wondering about exactly that, and also about moves like Duo's x3. Do all 3 inputs have to be with both buttons?PenPen wrote:Not entirely catching your question there, but for example if you're using K' and trying to do EX Second Shot (qcf+P -> f+B), you just do +AC -> f+B and its EX version will come out.Max wrote:OK, I have a question:
For characters who have moves with follow-ups and/or multiple inputs for a "single" move; if you initiate the command with the EX version of the move, do you have to input everything as if it were an EX move (with both buttons, that is), or just the first "move"?
Would like to add to what Toxic Avanger said above about HD actiuvation, your character will automatically dash forward if you're doing a mid-move, but it's entirely up to you to do anything before or during the dash. So you can do a HD mode fail like me by pressing BC and immediately pressing anything afterwards.
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Re: KOF XIII System Discussion Thread
I'm pretty sure you just need to press both buttons for the first variation, then for the rest you can press either.Max wrote: Yeah… I should have worded that better. Thanks. I was wondering about exactly that, and also about moves like Duo's qcf .P x3. Do all 3 inputs have to be with both buttons?
- fiol
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Re: KOF XIII System Discussion Thread
is this the right thread?
Iori Training clip from HOng KOng:
Iori Training clip from HOng KOng:
- Yuki Yagami
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Re: KOF XIII System Discussion Thread
http://orochinagi.com/forums/viewtopic.php?f=79&t=2935" onclick="window.open(this.href);return false;fiol wrote:is this the right thread?
Iori Training clip from HOng KOng:
^ This one (and i posted the video already in the correct thread)
- fiol
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Re: KOF XIII System Discussion Thread
sorry mate ^_^Yuki Yagami wrote:http://orochinagi.com/forums/viewtopic.php?f=79&t=2935" onclick="window.open(this.href);return false;fiol wrote:is this the right thread?
Iori Training clip from HOng KOng:
^ This one (and i posted the video already in the correct thread)