yeah man I can’t wait for what the future holds in KOF XIII. Let’s make some progress!!
This is the test for the snk community people. If scr fails to produce in hype and turnout I fear snk/atlus will not support our USA community! If you’re a snk head and have away to make it to scr then please get out there. The future of the snk community in America is in your hands.
kof13 stick
I see it the same way as you do man, since SoCal is know to have the biggest KOF community in the US we have to show good numbers and the most support from the community and get everybody HYPED across the country!
In agreement with you too Larry…I really hope the SNK USA community represent.
[media=youtube]fGS8b506QHE[/media]
http://www.atlus.com/res/kofxiii_faithful_soundtracktrailer_1a.jpg
that pre order gift is sexy
I’ve never tried a Korean stick before. Doesn’t look too bad though. Besides that I think everyone should show support and go to all major tournaments in their areas. The more support the SNK community shows the more chances the game will be in other majors around the US. I’ll be at SCR for sure not just to show support but to compete and have fun.
Hey guys, I’m looking to run Terry on my team when the game comes out, and I wanted to know a few things; I’ll ask here since I don’t see a terry thread around.
what position of the team should terry best be on? can he do good damage without meter compared to the rest of the cast, an focus on building meter, or should he be on the second or third spot on the team?
does terry have any relatively safe block string enders against grapplers? I’m asking because I’ve heard that crack shoot is spacing dependent, and you can grab him with a 1 frame throw afterwards. I’d test this out myself but the game didn’t come out yet, so yeah.
any impressions on his changes on the console version. I can imagine what his buffs to his neomax mean (much more useful) but what about the buffs to his normals? I’m mostly wondering what his cr.A > cr.C chain will bring to the table for him.
Not to disregard anyone who will help you on SRK. But we have a pretty damn good XIII Terry Bogard thread on DC. Some answers for your questions may already be here to help.
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Terry
I’ll raise you one and put my Terry page up.
In past games, Terry was best used as battery as his typical bnbs did as much damage as comboing into his DMs. With Hyper Drive mode in XIII, Terry seems better to be put in Second position followed by Third position because not only he easily confirms into HD, but does pretty good damage with meter and HD. He could still do simple combos without needing to use either bar and do okay amounts of damage, so he doesn’t need to be put into third position kinda like how most people put Iori in there for optimal damage per combo. Most of the time, people do his standard 1 Drive 1 Meter combo and just build it back and use it again. So putting him second while consuming 1 Drive at a time while refilling it back to full at least before dying helps out a bit.
Terry’s cr.A > cr.C chain helps him out by giving him an alternative hitconfirm other than cr.A > df.C. It’s kind of a round-about way of fixing it, but Terry’s df.C would whiff in certain spacings upon block or hit in his attack strings and will leave him pretty open or waste damage conversion. So having his cr.C chain solves the problem without having to change the hitbox on df.C. So when you want to run in and do a low blockstring, cr.B > cr.A > df.C should work and feel better in that situation rather than ramming the stick back to get the cr.C chain. Then if you want to do high and low pressure and make sure the whole combo confirms, you could most probably do a hop j.D > cr.B > cr.A > cr.C and it’ll all connect whereas the df.C might be prone to miss. Since you’re not moving forward like in a run, you could just hold down or downback during the hop and while landing so you don’t have to suddenly change the position of the stick so suddenly so it’ll be easier to confirm a cr.A > cr.C there.
eLive Pro Xiaohai, Dakou, Dune, Oogosho
I’m so ready to play them at EVO. Most probably I’ll be dominated, but there will be a lot to learn; I can’t wait.
Crack Shoot’s safety seemed to vary if the opponent blocked high or low. Blocking high made Terry less advantageous afterward and likely quite vulnerable to command grabs, no less pressing a button afterward to maintain pressure. Even with solid spacing an EX grab could possibly catch him afterward, at least from most ‘normal’ blockstrings that have Terry close to the opponent. Claw Iori had a similar problem with his qcb+K move that was punishable on block, so he didn’t have any really good specials for ending blockstrings. Iori managed to get by due to having his usual high/low mixups in addition to his command grab (which while not instant lead to good damage) and his df.C overhead which goes into a near-fatal HD combo. So as an anchor Iori manages to get by pretty well from his damage.
Terry has fewer mixup options into a large combo and Dune and his associates felt even when they landed, his combos weren’t exceptionally damaging. His EX Crack Shoot is a nice overhead but it knocks down and takes a whole meter to use. He’d benefit if he had a safe, knockdown move to end blockstrings with as he’s traditionally had with Burn Knuckle (now unsafe in XIII) or Power Charge. Alas, Crack Shoot wasn’t noted as being different in the change list, though there’s a shadow of doubt if the lists contain absolutely every change. Perhaps his new chain can set up for a safer spacing on block, and if not he’ll have to rely more on Power Wave against the growing number of characters with command grabs. Characters like Fireball Kyo may face similar challenges as his ‘rungrab’ is even more punishable now, though Kyo managed to get away with it previously due to it only being unsafe against grabs while causing a knockdown on hit.
The only real answer is to wait until the console edition comes out and either read up on his new nuances or test them yourself. The SRK XIII wiki should be on fire for the first few weeks, so you can always keep an eye on Laban’s Terry page.
HOLD DAT!
I did not know there was a KOF 13 section on SRK wiki…friggin nice.
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/System_Guide
How come no videos though…?
Some of the video sections are just carryovers from the MvC3 wiki format. We have plans to add more videos down the line due to the console version being much easier to record, but also because the huge number of changes would quickly invalidate a video based on Version 1.1. So for now it’s just Dandy J’s tutorial. The same reasoning explains the half-finished nature of the wiki; much will change and many don’t want to touch anything until the latest incarnation is touchable.
If you want a system tutorial for the arcade version you can search around or read the current pages about the system mechanics.
Edit: Fixed the problem you mentioned.
Crackshoot’s frames on block are -2 for light version and -1 for heavy version. It’s -3 for the EX. However, the Strong version changes if you block low. You can also do Crackshoot after d.D, df+C
I can wait on the console version…I just thought that link would be kind of misleading for those expecting vids right now.
Edit: Saw that there are some youtube links…but to KOF in general.
so the soundtrack is going to be OST,:(… oh well I hope it has some tracks I don’t have yet to add to my collection. I’m getting ready for this,I pre ordered the game( I never pre-order games) I’m building a new stick, I bought a slim ps3 just for this, this bitch better be good i’m wasting a lot of moneyz.
Kyo… too beast. Only SNKP.
[media=youtube]U85vwDddyTs[/media]
translation by SonicTempest