Actually you can hop from running. What happens though is that because your character is running, if you an attempt a hop it will turn into a hyper hop. My technique of doing so is just holding forward when I run, then slightly nudge my stick/d-pad slightly up-forwards and let go so I get my hyper hop from a run. To do hops such as run forward into a backwards hyper hop, I do stuff like hold down-forward while I run to buffer the down part then hit up-back and let go quickly for the hop. I think you just have to practice and get more experience, it should come down naturally with time.
To select alternate colors, when you’re at the small menu to select your color after you select your character, just press start and you have another 10 colors to choose from. Press start again to go back to the first list. Relatively simple.
Yeah, KOF combos are pretty easy. If anything the normals in the game combo into command normals are pretty much like Ken’s st.mp st.hp target combo in 3s in terms of hitconfirming and what not. There’s more than simple 2-in-1s but isn’t as self-indulgent as other fighting games with larger bnbs and combos. It’s a nice medium I’d say.
I like the KoF XIII’s combo system. It seems to reward creativity over needlessly hard execution and 1-frame links and shit, but its not like dial-a-combo or constant chain combo madness like Marvel 3 or whatever.
Well, it’s mainly fundamentals. There are a few 1-2 frame links such as Kyo cr.B > cl.C or Leona’s cr.B > cr.C, but those aren’t so bad and the timing feels like it makes sense. Those are usually built in hitconfirms and frame traps so they’re good to learn.
Yeah, I like the focus on basic 2d fighter fundamentals and the universal systems at play. I think it makes it easier to use more than one character, which is important in a 3-on-3 game like KoF.
They ditched those HIDEOUS-ASS Japan, China and Brazil stages.
THANK THE MIGHTY LORD GOD.
I’m amazed that SNK has suddenly been struck by an attack of good taste and tried to nix as much of Nona’s ugly-shit caricatures. Sadly, they still missed the France and India stage.
Sorry, but that Nakoruru image is fake as Tila Tequila’s tits. She doesn’t even look remotely like the other in-game portraits.
i think it might have been because they have too much animation in them and in this game the bg’s dont animate. i think and at least hope they will be in the console version. those stages are beautiful and i could care less about how the background characters look.
i just got the iphone version and i have to say its really good… 1:1 in terms of gameplay though the sprites are lower res of course and have less frames. everything works exactly as it should. that being said, if they don’t tweak billy in the console version i can see him being top tier definitely. hes too rediculous… hes like a better 2k2 billy. ill give a writeup on him tomorrow.
and yes, nakoruru is the tutorial guide for the game.
not quite 1:1 in terms of gameplay. there’s no EX version of mai’s dive, or ash’s fireball, possibly due to how the controls work. and you can’t access all the normals.
but yeah, it’s a pretty nice phone port.
In the #SNKPlaymore chat Parapets pointed out that in this newly released trailer there’s something non arcade perfect:
At the end, terry does a maxcancel, and it takes two stocks instead of three. I wonder whether that’s going to be an actual change. Maybe it’s for 1v1 play only (though I don’t see how that would make sense), it sure would make a whole bunch of neomaxes a bit more attractive to use.