The King of Fighters XIII/KOF-i News Thread

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Re: The King of Fighters XIII/KOF-i News Thread

Post by ZeroSoulreaver » Tue Oct 18, 2011 19:03

Glad to hear this, though I have no idea how far NoCal and SoCal are from each other. IGN just posting stuff and giving no info, whats up with that?

Now they need to test US to UK connection :lol:

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Re: The King of Fighters XIII/KOF-i News Thread

Post by SonicTempest » Tue Oct 18, 2011 19:16

Aram stated San Francisco to Irvine as being about 425 miles. Granted, it's 425 miles through some of the most densely wired up areas of the country...

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Re: The King of Fighters XIII/KOF-i News Thread

Post by Foxhole » Wed Oct 19, 2011 02:57

So at least that means I can play you SS. Norcal to Socal is further from Vancouver to Seattle.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by SonicTempest » Thu Oct 20, 2011 15:22

http://game.snkplaymore.co.jp/official/ ... st_46.html" onclick="window.open(this.href);return false;

Part two of balance changes. The Prof has thrown up a preliminary translation here:
http://www.mmcafe.com/" onclick="window.open(this.href);return false;
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 normal 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 dragon". 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 normal 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 limited, 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.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by Loona » Fri Oct 21, 2011 03:32

Online demonstration at Gamespot

Alternate link: http://www.gamespot.com/ps3/action/the- ... eo/6341359" onclick="window.open(this.href);return false;
Last edited by Loona on Fri Oct 21, 2011 04:03, edited 1 time in total.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by SonicTempest » Fri Oct 21, 2011 03:43

Salient points from the video:
- No spectator mode, reconfirmed
- Online demo was from San Francisco to Irvine again - display showed four bars which is the maximum.
- One of the players pulled off a HD combo so it does seem like it's quite playable at that distance at least
- Atlus has been doing international testing with Europe, Canada and Japan, although Aram didn't go into details on that
- 360 version was shown. Loading time between rounds was about six seconds, which seems reasonable enough.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by SonicTempest » Tue Oct 25, 2011 18:55



If this video is any indication, it sounds like the preorder bonus soundtrack features OST rather than AST tracks. Rather a pity.

EDIT: Looking at the track list they seem to have covered all their bases, although they really should have just left out KOF2001 and 2002. Also, boo @ no KD-0079.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by SonicTempest » Wed Oct 26, 2011 04:17

http://www.elive.pro/en/watch/ZCfOCNXc3b5t" onclick="window.open(this.href);return false;

Go to 5:20. Xiaohai and Dakou are joining eLivePro to join Oogosho and Dune on their KOF lineup!

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Re: The King of Fighters XIII/KOF-i News Thread

Post by hadoolket » Wed Oct 26, 2011 06:17

no ast versions, huh, well, people will be missing out on snk music depo's more fantastic past studio quality setups that put a lot of other game music to shame.

if there's any time to strike for snk, the time might as well be now, because a few people are making quite dejected comments about capcom's upcoming titles. this is delicious.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by KIRBYSIM » Thu Oct 27, 2011 01:08

Hey guys! I'm new here, pleased to meet you (well... "meet"... sorta).

Anyway, there's going to be some sort of games preview event in my neighbourhood later (I live in Asia), and KOF13 is one of the titles that'll be shown here so I was wondering if there's anything in particular anybody would like me to check/see in the console version?

I'm an SF player myself though. Have dabbled in a few KOFs but was never good at them. Looking forward to KOF13 (it looks so much more interesting than... coughcoughSomethingFighter4cough)!

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Re: The King of Fighters XIII/KOF-i News Thread

Post by Gunsmith » Thu Oct 27, 2011 03:59

Hello there! Nice to sort of meet you!
I'd like you to check if Saiki is unlocked already, and if there are any dlc characters on show, any info in their moves etc would be appreciated!

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Re: The King of Fighters XIII/KOF-i News Thread

Post by ZeroSoulreaver » Thu Oct 27, 2011 12:21

Also can you tell us about any interesting character color pallets? We need more nude characters!...hopefully female for once.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by Shiny » Thu Oct 27, 2011 15:04

Whatever information we don't have that you can get a hold of would be great.

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Re: The King of Fighters XIII/KOF-i News Thread

Post by Foxhole » Thu Oct 27, 2011 15:55

Tell me about KOF 2k style Kyo if he exists!

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Re: The King of Fighters XIII/KOF-i News Thread

Post by KIRBYSIM » Thu Oct 27, 2011 21:41

Thanks guys!

Sadly the build I checked out did not have the DLC characters. Just Saiki and Billy.

On alternate colour schemes, sorry I only read your message after I got home so I didn't pay any attention to alternate colour schemes. :-( Did play around with the colour customisation mode though.

I haven't been following the updates on the game very closely so I don't know what exactly is new info yet, but there was a bunch of stuff that was interesting to me... I'll get to them pretty soon.

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