King of Fighters XIII is out on PS3 and 360!

What I meant by that was that it’s bad that at this point in development it still needs work.
So much work in fact that they had to delay release.

That has me worried.

Well, does anyone know on which console most of the online community will be? I live in the middle of nowhere basically, so I’m still trying to get a feel for this, instead of buying both console versions.

I’m definitely getting the PS3 version and during an interview at Dreamcancel where some friends and other players were asked, most of them are getting it for PS3 as well. I would get the PS3 version and go from there.

Rolling PS3 as well.

Yup, PS3 here too.

PS3 FTW!!!

Seems most will be on PS3 though I myself only have a 360 atm.

Yeah, I will be playing it on the 360 as well.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/10/post_46.html

[KOFXIII Character Adjustments Part 1]

Thanks to SNK-Capcom for a more clarified translation:
http://www.snk-capcom.com/?p=6558

http://youtu.be/YQd_Q_RrCIs

System
Neomax only uses 2 power meters during HD mode (3 meters when not in HD)

Hwa Jai

  • All frames on Drink super have been changed (apparently, its recovery is faster)
  • Ground CD has changed. Moves forward and has invincibility to low attacks
  • Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
  • Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw
  • Weak Dragon Tail comes out faster and connects from a fierce
  • EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage.
  • EX Dragon Tail chips less guard meter

Producer Yamamoto says: Hwa has a lot of changes, like for example, his Weak Backbreaker is a 1F hit now. The recovery on his drink is different so it might be usable in a combo.

Benimaru

  • Flying Drill has faster recovery, normal hit can connect afterwards
  • EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
  • EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
  • EX Collider hits less times. That means less scaling for the combo to come afterwards.
  • Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
  • Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
  • Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
  • EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219

Producer Yamamoto says: We’ve balanced him so that even the attacks that weren’t being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.

Clark

  • His Stepping (Forward+BD) is faster
  • Weak SAB has full-body autoguard but comes out slower than before
  • EX SAB>Flying Elbow can be MAX canceled
  • EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
  • If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
  • Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.

Mai

  • Kaschousen comes out faster, also has quicker recovery
  • Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
  • Musasabi(from ground) can be canceled to Floating attack
  • WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
  • EX air Shinobibachi added in game. Invincible until hit detection comes out.
  • Crouching FP has more cancelable frames
  • Weak Ryuenbu has more vertical hitbox
  • Neomax comes out faster and freezes time when it reaches the edge of screen

Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.

Leona

  • Voltec Launcher chips less guard meter
  • Strike Arch (directon move) comes out faster
  • Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
  • Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
  • Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
  • EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.

Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We’ve balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against projectiles.

Takuma

  • Jump CD comes out faster
  • Stun value on attacks has been lowered
  • EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
  • Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
  • Weak Hienshippukyaku’s damage reduced from 70 to 50.

Producer Yamamoto says:
He has less stun values than the arcade, but he’s still easier to dizzy the opponent than other characters. Also, it’s not written above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.

Mature

  • Ebony Tears comes out faster. Can hit opponent afterwards
  • Weak Metal Massacre is a one hit attack
  • EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
  • EX Despair doesn’t move Mature behind the opponent even if they’re crouching

Producer Yamamoto says:
Ebony Tears is a lot easier to use now. Weak Metal Massacre has been changed to a single hit and does less scaling, so it might be useful for fast paced matches.

Shen

  • Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
    Gekiken maxed out will chip half the opponent’s guard meter
  • Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
  • Danken(reflect) builds up meter on a success. No drive meter buildup.
  • EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable

Producer Yamamoto says: We’ve did a lot of adjustments to his Danken. The throw version is no longer 1F, but it can be drive canceled for additional damage. Gekiken’s feint has quicker recovery so it can be used to lengthen attack strings. ”

You’re not alone. I only have a 360 as well, & I’m picking this game up for that system.

Benimaru’s gonna be all over the place.

^ Good, because he was going to be on my team lol.

Another live vote over here. If the divide actually causes a problem, I suppose that is a good thing. :slight_smile:

PS3 here as well

I have both systems now but I don’t have a stick for 360 and I’m not paying for xbox live…but there’s one problem I don’t want to update my ps3 F!@#$%^&*(), I don’t know what to do.

I really like his buffs, but I’m more happy about Shen’s nerfs :smiley:

I’ll be on XBL.

My only worry is that there won’t be a big enough online community for this game.

Self high five!!!

Oh and you can’t be posting my old boy ddp like that. He was that guy back then when I used to like wrestling.

http://kof.kayac.jp/en/
http://itunes.apple.com/us/app/id449518556?l=jp&ls=1&mt=8

about cvs3
http://www.complex.com/video-games/2011/10/comic-con-interview-yoshinori-ono-talks-about-bringing-the-tekken-and-street-fighter-universes-together/page/7

If I could, I’d be on both. I’ll be hanging with the 360 crowd.

Wtf with the Leona nerfs from hell? Ah well, she’s still my starter.