scrubs complaining about kof 13. hilarious. id beat the dirt out of all you fuckers on a bad day, with no practice for 3 months. waaah, my shitty old kofâs are different then 2012 kofâs. fuck outta here. im just being defensive because i love kof 13 (lol), like what you want, who cares, but that niceness aside, gtfo as if 13 still isnt a great game. to bad i dont have steam, id destroy most you nigs talking, free. dem shitty old, clunky kofâs. ew. iâll take the tolerable nonsense of some characters in kof13, then anything previously, and anything capcom.
kof 13 anime? lol gtfo. kof talk on srk is seeing what all the scrubs and mediocre players have to say, nothing else. sometimes people act as if kof 13 is blasphemy, and im just confused, especially as someone who play 2k2 and 98 pretty hardcore for over a year, and by the end was like this game is just okay i guess, but was severely impressed by kof 13 before i even got it. i remember early on even bala was like, people dont like it in mexico, but its better then the previous kofâs, and is a great game.
i guess on top of that, in comparison to capcom games also, im like, kof 13 isnt good enough for kof purist, jesus christ. i mean whatever, people have made their reasons of why they liked certain things over 13, and to each their own, but i just dont see the hate. people act like hd mode has negated all smart shit in kof 13, or the change in hitboxes, ex moves, blah blah. not saying anyone has to like 13, but outside of laban, i question if anyone actually spent decent time playing and learning vs a good 98 or 2k2 player. i dont know shit about UM.
not saying 2k2 and 98 are atrocious piles of trash, but the kof 13 hate in here right now has to be balanced. i love the game, im better then you all, and kof 13 even with its natural fg flaws, is still god like, and leagues above its fg counterparts.
Youâll note me and Laban never really said itâs a bad game, we just donât like it because itâs not very KOF. I came up with Laban, nowhere near as good as he is though.
Am I included in âall youâ as well? Dunno, I took top 8 at last yearâs NCR for KOF XIII without even practicing or playing it. Iâd hope Iâd stand a chance.
Itâs good to be passionate about oneâs game and it could be disheartening when others put it down unjustly. Holding that anger and calling people out wonât change the way they perceive. Even if one feels justified in doing so, antagonizing others doesnât move them to oneâs side and no one really wins. If it were me, Iâd talk about XIIIâs good points that sets it apart from other KOFs and why I like those aspects.
The few things I did like about XIII were Ryoâs cr.D having the furthest range it ever had as well as having his old cl.D now his general st.D, which lends itself well to pressure and blockstrings. I liked how Mai didnât have a slide on her df.B so she could do running cr.B pressure more easily without having a slide interfering with the minute inputs to do so (I really think her df.B slide to be relegated to df.D kind of like Kingâs slide.) I like Terryâs cancelable far B although I wish f.A was cancelable like in 98 (but f.A hitting once is really good; if it was cancelable, itâs be easy to check people and string from afar.) I like how no character can seem to low-profile Robertâs Koken. I like Saikiâs far D and I wish Ash had that. Ralfâs dive punch is now safe and I like that (I generally like his redesign other than the unsafe stuff he has against guard rolls.) I like how Ralf has 98 far C barring hitting crouchers, 02-like far D with more range, and 02-like st.CD. I ADORE Athenaâs cl.D and I wish she had that in other KOFs (although I do like her cl.D far C link in 02/UM), first time she got a good âcl.D Mexican Upper.â The only things I like about Leona in XIII is j.C crossing up more easily and her new far D.
I think I said this in another thread, but I think XIII just needs one or two major revisions to make it one of my favorite KOF games. The leap from XIII Arcade to Climax was huge and a huge step in the right direction. The game just needs more refinement, itâs like a gem in the rough.
If people like playing it the way it is now, thatâs cool too and I respect that. At the end of the day, we like playing fighting games.
Alot of the Vice changes were dope, though she still feels slightly incomplete, and XIII Billy is probably my second favorite incarnation of the character.
I seem to be able to pull off really complex executions with a ps2 analog stick. The only downside is thereâs too much thumb movement involved but the precision is still far better than any dpad or stick that Iâve used. Iâm thinking about completely sanding down analog, all the way down to the stump just to see how it feels.
Kinda silly but fun. There should be match videos for sure on Nicovideo and I think a-cho should have some on youtube. Also Iori vs. Chin is a 10-0 match up on the sea-side pier stage.
The game itself is just full jumps (hops were introduced to KOF in 96), forward dash, sidesteps, and charge bar. You could decrease the opponentâs meter by taunting. The game is pretty SF footsie- esque for the most part compared to later KOF titles. Then the Fatal Fury characters can crouch walk like they could back in Fatal Fury for whatever reason. Thereâs more specific nuances that I donât know about 95, but itâs certainly unique and the best of its type being the 94-95 era of KOF. In 94, you couldnât even change the characters you played and had to commit to the whole team. If you wanted to play Kyo, you had to play all of Team Japan and canât pick and choose. 95 introduced edit select and allowed players to choose specific characters out of each of their teams.
Before some one calls it out being too broken. You can only do that on the first battle on that stage. As the next rounds they jump in from the side then do their intro animation then the round starts. So never select a fatal fury team character first on character select or never set Chin to first.
Different. Itâs closer to 94-95 than other KOF titles since there are no hops. If anything, NGBC is a better version of SVC: Chaos. Both have more or less the same mechanics; NGBC refined the mechanics and design decisions to be better streamlined. Whatâs kinda interesting is that it has a forward dash that transitions into a run, either stage is cancelable into an attack to stop momentum. But yeah, the closest analogy is that itâs a mix of 95 and SVC: Chaos and some original elements.
I dunno about worst, but many people donât like 01 and 03 for competitive reasons. 01 due to balance and 03 due to Duo Lon and that the game feels really bad in terms of control. 01 feels alright until you start finding the silly anywhere juggles, glitches, etc. 03 feels bad for me before I even delve into what makes the balance wack, aka Duo Lon. Feels like Iâm wading through moist, caking mud.
Personally I like XI, but I feel that Kula ruins the game for me. That and a bunch of zoners arenât that good and were intentionally nerfed to âmake the game faster.â I think the game needs a UM and make sure that jump ins donât do crazy hitstun.
Speaking of XI, it doesnât have alternate guard so command throw characters like Ralf and Clark got boosted up a notch now that they have easier tick throw set ups without needing to think about breaking alternate guard attempts.