King of Fighters XIII is out on PS3 and 360!

i’ll be on psn,

on a side note since i’m planning with k’ as my starter i’m wondering how they’ll nerf him.

From the EVO build, as I recall they changed his hop arc so that his j.D isn’t as abusable. Another thing is that there are minor damage nerfs all over for his attacks. His Second Shell follow up after Ein Trigger has been adjusted so it isn’t as easy to get the proper juggle. I think they mostly took away his j.B and j.D cross-ups leaving him with only j.C, as it should be. The recovery on Ein Trigger itself has been lengthened so he can’t just cr.B xx Ein > cr.B xx Ein > Ein, etc. all day. Stuff like that. He’ll still be a good/great character but more characters will be able to deal with him much better. So he’s adjusted just right while everyone else, such as Mai or Hwa Jai, got buffed up significantly to keep up.

She’s not that nerfed, if anything she’s at neutral advantages from buffs. Like her dumb annoying stuff got removed but her new arch for V-Slasher really makes up for a lot of things. Then she got a better EX-Xcalibur that should now work the way it should. She still has great zoning, confirming into a knockdown from cr.B without needing charge, j.A instant overhead xx V-Slasher works on the whole cast unlike past KOF games, EX Moon Slasher is still a great/annoying reversal (at least it’s more punishable), instant overhead neutral jump j.D into a knockdown without needing meter, among other things.

So her nerfs are pretty insignificant while her buffs outweigh what she actually lost.

I get your point. After re-reading the list, I can see now that I totally overreacted. I will just have to abuse her Moon Slasher a little less often. XD

Really good to hear that you like the changes, it makes me feel calm.

thanks for the info i appreciate it.

No problem guys. Also while re-reading the list, Leona’s f.B overhead is much faster. My body is ready

Blog updated

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/10/post_47.html

by The Professor

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 air combos from canceling AC are still present.

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 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 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 limite‚„ 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.

http://www.gamespot.com/ps3/action/the-king-of-fighters-xiii/video/6341359

So it looks like I have a PS3 now. My brother just picked one up for his bday. So now I have both PS3 and 360. I’ll probably be picking up the game for both systems.

Fuuuuuuu… man i see the date today nd get heart-broken coz the game shouldve been released a few days from now rather than being a whole fuckin’ month away >___<

Cheers to Atlus for putting out some videos now and contributing $1,000 dollars to the SCR KoF tournament pot!

Welcome to the club :slight_smile:

Well if I get sponsorship from microsft then it will be on 360 but I generally run everything on ps3 at final round. That way people don’t have to borrow sticks if thy want to play tekken or mk9. Tekken and mk9 are on the ps3 and so is blazblue for most tournaments.

Sponsorship from Microsoft! that’s great man, hopefully it happens for you :tup:

I personally don’t have a system preference as long as there are no major differences between each system, I think that anyone who is seriously about participating in major events should be prepared with a dual modded stick or pad which is not that expensive now days. I’ve had a dual modded TE since SF4 came out, I paid $250 for it and I still think it was a really good investment.

Yea dual mod sticks ftw. I need to get myself a dual mod stick soon myself since I only have a 306 stick. I do have a converter and PS2 stick though I can use on PS3. I hope the Microsoft sponsorship works out for you Shin.

PS3 owner here

Looking forward to getting bodied.

Right now kof13 will be in ps3 at FR15. Congrats to scr for getting atlus to sponsor their tournament. Let’s hope for the best and the tournament has a great kof13 turnout.

Awwww yeah DS3 pad all day erreday wea u @? But most probably I’ll just stick with the PS2 controller with a converter to avoid the mess.

Yeah man we are all really excited to have support from Atlus, I am personally going to do my best to make sure SCR2011 sets the standard for future KOF tournaments around the country. Having DC and Team Chaos working together is going to make this event epic.