KoF XIII General Discussion: Part II

So now expressing dislike for something is scrubby? Yesh, we must joyously like all the things.

but Sako always sat in the training mode… lol
but this is why i like 2002UM than 98/98UM… i like them both. its no1 and no.2 KOF for me but 02UM offer both gameplay, 98 or long combo. you can play without max mode combo or you can pick character that have very good and easy max combo but still need very good FG fundamental to use them in a match… or you excel in both of them…

In any game you need to sit in training mode for even things like spacing. You need to figure out where the optimal range to throw fireballs is. You need to know where you have the best frame advantage off the fireball and where you have enough time that if someone tries to jump the fireball you can successfully AA them. Or you need to know the range where fast fireballs are hard to react to.

I’m actually someone who hates combo practice, but I don’t find with KOF 13 that I have to learn the absolute best combos or else I can’t win. You can generally get by with slack heavy combos for a long time.

I respect if people liked the older style KOF games, but while KOF 13 might be different it is still a game where it is hard to scrub out a good player.

yea… i am just kidding about Sako thing…lol

Your dislike of training mode isn’t what makes this statement scrubby. It’s the idea that you feel someone who worked harder than you shouldn’t beat you.

Allow me to make an analogy:

“I think it’s disheartening to play basketball and basically lose because someone worked on their dribbling/shooting for many more hours than I did.”

etc etc etc

Maybe that’s not what you intended to say.

IE, you’re stating the influence that SF4 had on the fighting game genre and on all fighting game dev’s mindset ruined fighters all across the board for an entire generation?
if so,
I concur.
Its what I’ve been saying for over a year.

ever since sf2hf, my main has always been Ryu.
in SF4 its juri.
why don’t I ever play Ryu in SF4?
far standing roundhouse.
this move was ryu’s bnb anti-air.
in sf4 its useless.
why?
because ryu’s far standing roundhouse in SF4 has less active frames for its hitbox. and also its hitbox is much smaller than SF2’s.
so I cant anti-air a reckless foolish jump in…with this correctly timed and spaced roundhouse normal I know should and would beat said foolish reckless jump in.
which, after somehow my anti-air normal loses to said retarded jump in and I get punished severely for actually making the right call and executing that right call properly…makes me wanna put my head through the wall and throw my stick out the window.
if that isn’t bad enough they create insane hitboxes on certain jump ins that are near impossible to punish with a normal. like seth’s dive, or sakura’s jump in hp, or juri’s jump in hp, Bison’s jump in hp, Honda’s jump in mp, etc etc…not to mention the abomination of acute dive kicks like yun, yang, and rufus that can be vortex fodder after a hard knockdown…in a game with no roll out evasion.

Capcom wants players to get rewarded for their “bravery” and to speed up the tempo of this slow as snails game by making jump ins more of a reward than a risk no matter how foolish the jump in may be.
so they did this to speed up the pace of the game.
And why is the game slow as snails?
ultra.
here’s the jist of every SF4 match.
get a life lead early till opponent gets ultra meter, then intentionally discontinue your offensive momentum, lay off & sit back, turtle like a bitch, and hope and pray you don’t get hit with something that leads to ultra.
so how do we speed up the tempo of a match?
remove ultra…or at least diminish the damage it causes?
god no, lets just diminish the hitboxes and active frames of every anti-air normal we know of while increasing the hitbox of jump ins, reduce the jumper’s hurtbox, and keep the active frames of said jump in attack out there for as long as possible.

and that’s only the top layer of whats wrong with SF4.

Yoshinori Ono is a moon laser and monocle away from being the next Bond villain.

ruined killed SF…and KOF.
Or at least him and the entire SF development staff.

I intended to say that it was disheartening. That the win is legit from hard work. Not a problem with hard work => results. But something about in annoys me, and the difference in reward for playing mainly footsies vs. raw combo can just get out of hand sometimes. Like, make 10 reads, miss one, take more damage than those ten one or two-move punishes each with a read behind it did. At that point the feeling becomes “what’s the fucking point, everyone will eventually guess wrong that one time and die”. I don’t mind long, technical combos being rewarded, but I do mind them being rewarded a hell of a lot more than the lower execution more reads/spacing approach because at that point a combo-heavy approach just becomes mandatory, not something you do because you enjoy it and it gives you better results, and it’s a direction just about every modern fighter sans Divekick is going in.

In MTG, the beautiful thing is that you can play footsies inside the damn combo. It doesn’t happen in all matchups, but the ones it happens in it’s just amazing, and the reward for the fair player is high, because the unfair TOD style decks tend to be very fragile. So if someone wants to play fair and not do broken things, he totally can without feeling ridiculously punished for it.

in 02UM it has Nameless and Bao who basically if they touch you, you died (if they have the bar)… most of the match it just like that(exaggerate)… now in XIII, almost everyone are like that or feel like that… the gameplan has reduce to that… its too much for me is what i am trying to say… i love long and creative combo… but in KOFXIII they are too long and repetitive, to much juggle, look lazy, less intense and less beautiful as it 02UM counter part…
to add to that, one of the problem is most of the characters when they do their special moves, its not as good visually compare to the previous game… for example in XIII, when Flame Iori do his rekka, it look slower or lazy or less force/intensity used compare to the previous game. so when when we loop it in a long combo, it look less attractive for me.
kof xiii to kof is like starcraft 2 to broodwar(starcraft)… overall it is still kof but missing some of its important part in the gameplan/play. its too dependent on one big combo… and like starcraft 2, its came down to producing one big army and one big fight to win instead if multiple skirmish all over the map and couple of big fights.

and RunningWild in Dreamcancel forum brought up another interesting point and that is most of the characters lost their many of their trademark moves… and too add to that, some character like Duo Lon and Chin, they lost too many of their unique moves and unique fighting styles… in the previous kof , they might be a weak or okay characters but their playstyle or their moves were very beautiful and “artsy” that were unique to their respective martial art…

i am truly sorry for my terrible english… it is very hard for me to convey my feeling and thoughts… and i hope KOFXIII community will grow larger with a release of KOFXIII on Steam…

lets hope the steam edition netcode will be good enough that matches will be playable.
some people say its far better than console netcode with almost no noticeable lag, other people say its terrible and unplayable.
we’ll all find out on the 13th of September.
fingers crossed

Combos become routine after a long while. So at a competitive level everyone stops caring about how combos look. You’ve seen them so many times that they no longer become interesting unless someone pulls off a combo that shouldn’t be humanly possible.

I really never put emphasis on how a combo looks because at the end of the day it only matters how they function in the game.

I also know in the original 02 Vanessa and Angel had some obnoxiously boring infinities/100% combos. So they existed in older KOFs as well.

No offense, but KOF 13 isn’t even close to being on the level of starcraft 2. Startcraft 2 doesn’t even stay interesting in its own mechanics.

And I don’t find it dependent on one large combo. To get to the point where you need that large combo you have to be able to survive and deal damage with smaller combos.

IMO that’s viewing the game too much in the scope of the past games. It’s a trap that fighting game players always fall into.

Having come from a street fighter background I saw this all the time. People who played Super Turbo often hated Third Strike because it didn’t support zoning or it was too “parry heavy”. But it turned out to be a great game by the end of its lifetime just like ST originally was. It was just a very different style of game.

It’s ok of you don’t like KOF 13’s play style, but it is best to judge games on their own merit and not through the scope of past games. If the game works within its own mechanics then that’s all it needs. That’s why I think Starcraft 2 is much inferior because it doesn’t even stay consistently interesting within its own mechanics.

I would also warn against hating on the game too much because it can discourage people from playing it and that may cause them to miss out on the KOF franchise.

Your English is fine. Don’t worry.

Shen Woo’s 4 hit K.O.

KOFXIII STEAM EDITION IS NOW ONLINE FOR BETA TESTING FOR EVERY PRE-ORDERER.

THE NETCODE IS GOOD BUT NOT GREAT.
WORSE THAN GGPO BUT BETTER THAN SSF4AE2012 FOR PC.
LESS LAG SPIKES THAN AE AND MORE STABLE. GOOD CONNECTION WITH SOMEONE ALLOW FOR HD COMBOS AND SUPER CANCEL MOVES

I’m planning to get into KoF13 but I’d like some character recommendations.

Basically, I have poor execution. Which characters can I still play at their peak potential without having to do extremely difficult combos?

The most beginner friendly characters in this game are Andy, Terry, Shen, Billy, Ralf, (Claw) Iori, and Daimon.
Sense you’re still learning KOF as of now, use these as your references:
http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIII
http://dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIII_FAQS


KOFXIII for android now with the full roster

new interview

Are there really no voice-overs in the cinematics?

The cinematics is supposed to be subtitled, there is no voice over. I was wondering if there was an option to remove subtitles and I haven’t found any, more than likely a glitch that needs to be addressed.

Sorry if this is a silly question but I just got this game on steam yesterday but I don’t see some of the DLC characters that I thought came with the purchase (like Mr. Karate or Billy). Also I read somewhere that I need to “unlock” Saiki, if so how do I unlock this character and any others?