King of Fighters XIII is out on PS3 and 360!

I’m one of those players that actually play 98 on a consistent basis on GGPO against Asian and Hispanic players and could keep up with them. Based on what I played of KOF XIII Console at EVO, the balancing is going in the correct direction so I feel confident in the designs the team is making. Dune reported, though, at the Akihabara build is that blocking gives more meter than it did in the Arcade version. That is, when an opponent throws a projectile, the defender actually builds more meter than the person executing the projectile. So I as well think that needs to be fixed. The character buffs and nerfs are being handled appropriately, no one over buffed nor over nerfed. Problem is that SNKP Devs intentionally want the DLC characters to be stronger than the rest of the cast so people are encouraged to buy those characters, and Iori with Flames was available for testing at Akihabara and he is pretty damn good. The issue with this Iori is that he’s like the old school 98 Iori in the sense he has a tool for every situation among having great damage output. Dune reported that most top players are pretty cold blooded and try to stick with the cheapest characters and that from how the builds are progressing, Raiden might be dropped out of most teams while having Iori with Flames take his place.

I’d say as long as the devs don’t do anything drastic, KOF XIII has a chance to become a great game that would be able to stand the test of 10 years that 98 and 02 have done. Though in Japan, 02um is the hot stuff so it kinda overshadows XIII; especially since XIII’s system is very similar to 02um in general. There’s a few kinks to work out, but on its own it’s a really solid game that feels good.

If you have any particular/specific questions, feel free to ask.

This DreamCancel podcast has a good amount of info on console/arcade differences and balancing.
http://dreamcancel.com/podcast/DriveCancelRadioEp5.mp3

Edit: They talk a bit about the southtown arcade ranbats and EVO tourneys in the beginning. They don’t start talking about the console version differences until around 17-18 min.

Classic Iori?! Im cop’in this game.

I listed out the changes found so far from Frionel’s e-live podcast which you can find here:
http://www.snk-capcom.com/?p=5989

Keep in mind there could be more changes that weren’t found or further modifications before the finalized version.

Kyo

• hcb+K is unsafe on block.
•[FONT=arial] EX Air Orochinagi added. Completely invulnerable and very fast. Beats most everything as an air-to-air.[/FONT]
• qcf+D will connect after df.D midscreen.
• [FONT=arial]Sidenote: [/FONT]Since Kyo can no longer delay the second kick (both hits of qcf+K are automatic) there’s always a gap that can be punished with an invincible reversal after blocking the first upkick.

Benimaru

• qcf+AC locks opponent in air for a juggle. This can lead to crossup/under resets or more damaging combos.
• Neomax is much faster, but not invulnerable.
• dp+K was reportedly faster

Daimon

• dp+K (DC) hcf+C works anywhere but has an odd timing.
• j.CD may only cause a counterwire against a grounded opponent?

Terry

• Real Bout style cr.A cr.C chain combo added. The chained cr.C cancels into specials and DMs, but not command normals.
• Crack Shoot is roughly -1 against standing opponents, +1 against crouching opponents.
• All hits of Neomax connect properly now. Terry is fully invulnerable during the DM.

Andy

• Cr.D starts up slower but has the exact same hitbox.
• Cr.C hits twice like 02UM Andy. Can easily be hitconfirmed into HD mode or specials.
• A version Zaneiken is now safe on block. I’ll note that I was able to punish this buffed version at the EVO build with Duo Lon’s qcf+AC so it can only be punished by certain fast moves.
• Andy had a 100% guardcrush blockstring for 1 meter and full HD mode, but this no longer guardcrushes in the console version.
• Kept his invincible and safe hcf+BD. One of the few remaining safe reversals.

Joe

• dp+D has a lot of invuln like in XII, but it’s still starts up really slow. DP+B is very fast but not invuln.
• EX Screw Upper will launch the opponent into the air and deal damage when the opponent falls down? No longer should drop the opponent out on hit and always gets full damage.
• Screw Straight Neomax has faster startup. Joe isn’t invulnerable though.
• Screw Upper can be MAX Canceled into Screw Straight Neomax. Joe will wait and automatically time the Neomax to connect as the opponent falls down from the tornado.

Ryo

• dp+A starts up faster and is difficult to punish on block. Think of O.Ryu’s old dp+A in '98.
• f.B parry starts up faster. There was no mention of the df.B parry.
• hcb+BD starts and travels faster. Confirms easily off of st.D and should punish harder than the standard B version. Should be good for punishing moves that are safe on block by spacing.

Robert

• f.A is a launcher if uncanceled.
• The last kick of Robert’s EX Ranbu does 100 damage, up from 50.

Takuma

• Stun combo is tighter and requires more hits. Landing it builds less meter than before.
• hcb+BD used to let the player run through the opponent to switch sides or escape the corner though this is now fixed.
• The wakeup frame infinites on him are fixed.

Iori

• qcb+AC is no longer invuln.
• dp+AC launches the opponent higher on hit and can be followup up with new juggles.
• Iori can no longer cross up a standing opponent with a short hop.
• qcb+D still safe on block

Mature

• dp+AC is still invuln but now unsafe on block.
• qcb+K is + frames on block to the point where you can do cl.C as a frametrap afterward.

Vice

• st.D xx st.D is a new chain combo. The second hit can’t be canceled outside of HD mode, but it should be BC-able.
• qcb+AC starts up faster.

Elizabeth

• qcf+A builds little meter.
• qcf,hcb+P damage toned down.
•[FONT=arial]qcf,qcf+AC[/FONT] explodes on hit, meaning it no longer pushes the opponent back and can be punished more easily on block.
-qcb+AC counter followup recovery can only be canceled into a special.
• Older qcf,hcb+P combos didn’t work in the newest build, but it may have been possible from the EVO build. May work from different timings or setups.
• New move: qcf/qcb+BD command dash. Faster, projectile invulnerable and has lower body invuln. If you cancel this EX dash into a special, it becomes an EX special for free (i.e. costs no Drive or Super Meter).

Duo Lon

• EX f.A leaves player at larger frame advantage. Links easily into heavy normals now. Possible to hitconfirm into f.AC, link cl.D and BC into HD combo.
• HD combos last longer. Probably means that f.A cancels normally instead of being a HDC.
• Neomax does more damage.
• qcb+A startup is faster. Feels like a normal projectile’s startup.
FONT=arial qcf+P x3 (DC) qcb+A, qcf,hcb+P no longer works due to faster qcb+A speed.[/FONT]

Shen Woo

• qcf+C builds miniscule meter and does 50% guard damage from a full charge.
• Command grab is drive cancelable

Mai (now the captain of the Women Team)

• j.2B safer on block.
• Musasabi no Mai is really safe. If spaced at the enemy’s feet even 3 frame moves can’t punish.
• EX Air DM is fully invulnerable. Like V-Slasher it beats everything as an air-to-air.
• qcb+A has a higher hitbox and anti-airs better.
• Neomax tracks the opponent and moves faster. Air OK. Startup invincible.
• st.B st.D chain combo. Not cancelable, but can be used to hitconfirm into HD mode.
• Possible to combo after EX air DM.

King

• df.D always cancelable
• Neomax does full damage if it connects.

Yuri

• [FONT=arial]Has an i[/FONT]nstant version of hcb+K command grab. Connects from cr.B st.B hitconfirm.
• hcb+K is drive cancelable
• Can’t cross up a standing opponent.

K’

• j.B cannot crossup, period.
• Cannot crossup standing characters, but j.C and j.D can crossup crouchers.
• Outside of corner K’ can’t do cl.C f.A xx qcf+A f+D; second shell will whiff. This means no long midscreen hitconfirms unless you want to spend a meter for EX Ein trigger which makes the f+D connect.
• Narrow Spike recovers slower. Less safe abare tactic. Only dp+A links afterward in corner BnBs.
• HD combos are still intact.
• Basic bnbs are weaker.
• Ein trigger is not neutral on block. If feels near 02 OG status on block though not quite as negative. Meaty Ein Trigger pressure is gone.
• Normal Air Minute Spike is an anywhere juggle. The recovery is huge though.

Kula

• qcb+BD is not invulnerable. It can hop over low attacks kinda like the XI version but it will lose to meaty attacks. All combos are intact.
• hcb,hcb+AC is faster and connects in juggles. While the damage is low it travels fullscreen fast and makes Kula invincible while doing so.

Maxima

• Air qcb+C makes Maxima land with air trajectory. Can be used more offensively to get in on the opponent instead of pushing him out as in the Arcade version.
• No longer possible to cancel a backdash into air qcb+A to build meter.
• Neomax is faster!
• Damage nerfed just slightly, though he can still do simple fatal combos.
• [FONT=arial]Frionel didn’t mention anything about EX Maxima Press though at the EVO build it didn’t push Maxima back on block and was easier to punish*.*[/FONT]

Kim

•[FONT=arial] Can do qcb,hcf+BD in the air.[/FONT]
• qcf,qcf+K could start up faster.

Raiden

• Level 4 dropkick requires 32 seconds.
• Cannot combo after midscreen dropkick.
• Level 4 dropkick is still safe on block. Weaker versions are punishable.
• AA Bomber grab freezes the screen for a second.

Hwa Jai

• New st.CD. He jumps up and move forward before attacking. Makes Hwa Jai unthrowable.
• dp+B has a long window of invincibility. Strong anti-air.
• qcf,hcb+A is an instant grab DM. Deals 300 damage when drunk.
• Can only land one qcf+P before ending a juggle with DM.
• If hit out of the drinking DM’s recovery Hwa Jai stays drunk.
• qcb+B is faster and works as a combo ender. Seemed safer against command grab punishes.

Athena

• cl.C f.B xx Phoenix Arrow connects against all crouching opponents.
• EX Teleport can be canceled into any Special, DM, or Neomax at any time. Doing so costs no drive meter.

Kensou

• qcf,hcb+P is an instant grab DM
• st.B st.C chain combo. Hitconfirms into HD mode: cr.B cr.B st.B st.C BC…
• qcb+A projectile moves slower.
• Air qcb+P is safer on block.

Chin

• qcb,hcf+P shoulder tackle deals a little less damage.
• Instead of countering with a cancelable kick Chin attacks with a backward roll. Better against projectiles, though worse for close ranged counters.
• EX counter has a shorter counter window.
• His Neomax can be directed at any direction from the startup instead of the default forward angle.

Leona

• The startup speed of EX Excalibur is improved and can be followed up on the ground and in combos: cl.D f.B qcb+AC, run forward cl.D… Instant overhead nj.D xx qcb+AC for a combo or big frame advantage.
• Midscreen HD combo doesn’t work anymore. Possibly removed, or maybe just more difficult as reported at EVO. Works in the corner.
• Baltic Launcher starts up faster.
• V-slasher still good for flying through attacks. EX version auto-angles at the opponent.

Ralf

• Vulcan Punch launches the opponent out after two hits.
• qcf+AC is faster.
• Galactica Phantom is chargeable. Becomes unblockable at full charge and does 500 damage. Unlike earlier versions a player can let go early to punish a roll or jump.
• Air qcf+P hits twice. Only the first hit is an overhead.

Clark
• hcf+B has guardframes and works as a delayed grab.
• There was some trouble trying to do an older combo into airgrab.
• [FONT=arial]Sidenote: [/FONT]There is no reversal superjump to escape his setups, unlike in 2002 UM.
• Sidenote: You can’t option select his air grab with j.A+C like you could in 2002 UM.

Ash
-qcb+AC/qcb+BD kiss launches a grounded opponent instead of hitting three times for lockdown. The new launch allows for midscreen followups and resets. Also the flame will automatically lock on to the opponent’s location now.
-Germinal (the sealing DM) costs no meter in Sans-culotte mode!

Finally, most the cast can deal heavy damage in HD mode due to Neomaxes only costing 2 meter while in this mode.


Thoughts?. Part of me wants to yell fake but the other part…Sorry if this is old by the way.

That’s a fake from some pixiv user.

Is it? Okay, one of my friends is going to be REALLY happy now. He really wants May Lee in.

Just remember, anything from Pixiv is pretty much fanart because it is a Japanese version of Deviantart but less stupid.

So for those that don’t know the 2 DLC characters seem to be-

KOF-i was also updated, now the Yagami and Elizabeth teams are playable. There is other stuff added too.

Welp, looks like I’m going to play (Kim/Raiden)/Takuma/Mr. Karate.

Hmm, I’m not sure how I feel about this game yet. I couldn’t believe the way SNK handled KoFXII. It was just atrocious, a beta, they just took the fans money and left the game hanging like dogshit and immediately went to XIII. I almost don’t want to buy this game just out of principle from the treatment of XII.

Also, for all the talk about beautiful hand drawn HD sprites, I found XII to look ugly, there wasn’t a good filter that made the game look crisp (Sharp characters with fuzzy backgrounds is the way it should be done, not the other way around lol).

But I do have to say I’m liking what I’m seeing so far from XIII. It appears they resized/fixed the sprites? And of course the animation has always looked gorgeous (possibly the 2nd best behind 3rd Strike). I haven’t kept up with the gameplay differences, but hoping it was improved. XII had some silly mechanics like the clashing thing. Is that stupid reflect attack where you press 2 button and immediately counter the opponents attack with your own attack still in? I found that way too easy and cheap in XII.

No, that mechanic isn’t in. If anything, this game plays like KOF 2002 UM with some tweaks here and there; but, it means that this version fundamentally plays like a “KOF” game and not the trash that XII was. XIII will be a good game. It plays like KOF, the balancing is going well, some characters are the most viable they’ve ever been, and etc.

Although it still was a bad game, I think SNKP was pressured to put out a KOF game after 5 years because SBO was pressuring them to put something out and was kinda forced to put out XII. Part of the reason XII wasn’t so good was also due to how Ignition handled the release and etc. Doesn’t excuse a bad game, but I’ve already forgiven SNKP for XII because XIII is that good.

So, rekka Kyo and serious Takuma confirmed?

More or less. Their portraits fit the blurs in the Famitsu article really well, especially the second blur and how Serious Mr.Karate’s stance fits it. There’s no faking this imo

Rekka Kyo is okay with me, though, I kind wish they would try their hands at some older characters. I understand why most of the DLC characters are swaps though, less time consuming I suppose. Serious Mr.Karate…that I feel kind of odd about. How different is he from Takuma in other games?

So where does K stand in the console version?

So what are likely changes between Takuma and Mr. Karate?

Running command throw, counter punch, if they’re going SvC Mr. Karate he might have a DP, and the big fireballl would be a regular special instead of a super. Basically, I see them making him 98 Takuma.

Upon the EVO build, I still see him being top 10 but he’s easier to deal with, less annoying. The tiers will shift not necessarily because he was nerfed, but because everyone was buffed up while K’ remained in the same spot with minor adjustments so other characters could deal with him better. He’ll still be an easy execution character that looks “cool” that a lot of people will lean towards, but there shouldn’t be any excuses to losing to him at all.