KOF XIII System Discussion Thread
- Dark_Chaotix
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In regards to crossups, are they like they were of old and actually stay backturned?
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Re: KOF XIII System Discussion Thread
Just like Tekken 1, there isn't an animation where the enemy is back turned and eating damage; the same as XII.... You might thing that is odd or something, but I remember other snk games with that same detail (yet, I don't remember the exact names... I think the real bouts, maybe, har har).Dark_Chaotix wrote:In regards to crossups, are they like they were of old and actually stay backturned?
In XII or XIII, it looks totally weird when you knock down a cross up attempt, aside from that it isn't that strange. Of course that means that some stupidly dumb specific combos are gone (like, that 3 or 4 naraku in a combo that Kyo used to have against Chang in some games).
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Re: KOF XIII System Discussion Thread
So its still like xii....ok cool
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Re: KOF XIII System Discussion Thread
Since when did the game have a button selection?? And what types are there available ?
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Re: KOF XIII System Discussion Thread
Since Blazblue started it.Dark_Chaotix wrote:Since when did the game have a button selection??
Tradition SNK style and Capcom style.And what types are there available ?
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Re: KOF XIII System Discussion Thread
capcom style??
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Re: KOF XIII System Discussion Thread
Console style.
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Re: KOF XIII System Discussion Thread
ah ok thanks.
wait...so I assume that snk style is
abc
d
??
wait...so I assume that snk style is
abc
d
??
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Re: KOF XIII System Discussion Thread
in a row.
I guess they did it so people can get used to the button layouts before the console version comes out.
I guess they did it so people can get used to the button layouts before the console version comes out.
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Re: KOF XIII System Discussion Thread
Oh , so it has 8 button across the board?? I wish it was like that for other games, or it would be cool if you could buy a card and save your button layout so no matter where you go you will always have your button setup.
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Re: KOF XIII System Discussion Thread
Just to correct something:
Version 1 of control scheme is classic style:
Version 2 is
Version 1 of control scheme is classic style:
Version 2 is
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Re: KOF XIII System Discussion Thread
Tidbits from the Arcadia mook, released today:
- Neo Max moves generally do 450 (e.g. Kyo's does 10 x 45, Takuma, Clark) or 480 (e.g. Ash, Raiden, Ryo)) damage. There are exceptions though, e.g. Duolon's (10*40 damage), Goro (500).
Damage scaling:
- Every hit past the first one takes a 5% damage scaling cut.
- Damage scaling is normally capped at 20%. However, there are some moves (supposed to be limited to certain DMs/EX DMs/Neo Maxes) whose damage scaling is capped at 50% (Example given in the mook is if you have a 100 damage attack, no the 18th hit, you'd expect the damage to be 100 x (1- (17*0.05)) = 15, but the actual damage is 20. No actual example of a move in game is given however!)
- When doing a Max Cancel, the Neo Max ignores the regular damage scaling formula, but suffers damage scaling equal to the DM that was used for the Max Cancel. TLDR: Max Cancelling gives you slightly better damage scaling.
- Some multi hit DMs suffer the same damage scaling through all hits (e.g. if the first hit of a 6 hit DM suffers from 75% damage scaling, all 6 hits are scaled to 75%)
- Some moves are free from damage scaling entirely. Supposed to be common for the last hit of "Lock" type moves (once the first hit connects, the rest of the move connects as though the opponent is caught).
- Lowest damage value in the game is 4, hence if moves would suffer from damage scaling that would push them to a value less than 4, it's bumped up to 4.
Guard crush:
- Most characters have a guard crush bar limit of 100 points. Ralf and Clark have 120, Maxima and Daimon have 150, making them harder to guard crush
- Opponent being guard crushed is vulnerable for 3 counts of the timer
- Guard crush bar recovers at rate of 9 points per second.
Drive Cancels:
- You can't DC out of moves that were blocked.
- Can't DC out of projectiles/ most command grabs (Goro can DC from k)
- Can't DC from weak version of move to strong version of move and vice versa.
- Can DC from non-EX version to EX version, but not vice versa.
- Can't DC from one move into the same move.
Super Cancels
- CAN SC from projectiles
- CAN SC blocked moves
- CAN SC from certain moves without hitting like kara cancel. (example picture shown is Robert SCing (into Ranbu?) after a fireball while the opponent is on the other end of the screen)
Hyper Drive Mode
- Can only do when Drive bar is full.
- Can Hyper Drive in mid-air. There's no Hyper drive animation like on the ground, but if you do BC in air apparently your character automatically does a jump C after going into Hyper Drive mode.
- Some characters can do some bypass type stuff. Example was Leona, where doing mid air automatically does her V-Slasher (If hit, I guess you can immediately do a Max Cancel).
- On ground activation, if you do a Hyper Drive Cancel from a normal/command move, character automatically dashes forward slightly. During this dash animation, if you input a motion/press a button, the dash animation stops.
- Can cancel from special moves to Neo Max
- Can Hyper Drive cancel even when moves are blocked.
- Neo Max moves generally do 450 (e.g. Kyo's does 10 x 45, Takuma, Clark) or 480 (e.g. Ash, Raiden, Ryo)) damage. There are exceptions though, e.g. Duolon's (10*40 damage), Goro (500).
Damage scaling:
- Every hit past the first one takes a 5% damage scaling cut.
- Damage scaling is normally capped at 20%. However, there are some moves (supposed to be limited to certain DMs/EX DMs/Neo Maxes) whose damage scaling is capped at 50% (Example given in the mook is if you have a 100 damage attack, no the 18th hit, you'd expect the damage to be 100 x (1- (17*0.05)) = 15, but the actual damage is 20. No actual example of a move in game is given however!)
- When doing a Max Cancel, the Neo Max ignores the regular damage scaling formula, but suffers damage scaling equal to the DM that was used for the Max Cancel. TLDR: Max Cancelling gives you slightly better damage scaling.
- Some multi hit DMs suffer the same damage scaling through all hits (e.g. if the first hit of a 6 hit DM suffers from 75% damage scaling, all 6 hits are scaled to 75%)
- Some moves are free from damage scaling entirely. Supposed to be common for the last hit of "Lock" type moves (once the first hit connects, the rest of the move connects as though the opponent is caught).
- Lowest damage value in the game is 4, hence if moves would suffer from damage scaling that would push them to a value less than 4, it's bumped up to 4.
Guard crush:
- Most characters have a guard crush bar limit of 100 points. Ralf and Clark have 120, Maxima and Daimon have 150, making them harder to guard crush
- Opponent being guard crushed is vulnerable for 3 counts of the timer
- Guard crush bar recovers at rate of 9 points per second.
Drive Cancels:
- You can't DC out of moves that were blocked.
- Can't DC out of projectiles/ most command grabs (Goro can DC from k)
- Can't DC from weak version of move to strong version of move and vice versa.
- Can DC from non-EX version to EX version, but not vice versa.
- Can't DC from one move into the same move.
Super Cancels
- CAN SC from projectiles
- CAN SC blocked moves
- CAN SC from certain moves without hitting like kara cancel. (example picture shown is Robert SCing (into Ranbu?) after a fireball while the opponent is on the other end of the screen)
Hyper Drive Mode
- Can only do when Drive bar is full.
- Can Hyper Drive in mid-air. There's no Hyper drive animation like on the ground, but if you do BC in air apparently your character automatically does a jump C after going into Hyper Drive mode.
- Some characters can do some bypass type stuff. Example was Leona, where doing mid air automatically does her V-Slasher (If hit, I guess you can immediately do a Max Cancel).
- On ground activation, if you do a Hyper Drive Cancel from a normal/command move, character automatically dashes forward slightly. During this dash animation, if you input a motion/press a button, the dash animation stops.
- Can cancel from special moves to Neo Max
- Can Hyper Drive cancel even when moves are blocked.
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Re: KOF XIII System Discussion Thread
Thank you so much for all your hard work Perfect Stranger, we appreciate the contributions.
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Re: KOF XIII System Discussion Thread
Can you still cancel your backdashes like you can in XII?