Here are some new kof Xlll screens for the console version
http://www.andriasang.com/e/galleries/2011/07/01/kofxiii_screens/
Good stuff, thanks for the link. I really dig the new stages and whatever may be Billy’s Neomax.
One of them looks like a gorgeous Pao Pao Cafe remake (the cafe first appeared in Fatal Fury 1)!
There is an industrial stage, (is that Lawrence Blood next to Krauser, who’s behind them? Hey that girl on the left looks like Billy’s sister, Lilly Kane!)
and of course that mysterious ruins stage seen earlier.
“http://twitter.com/matsushita_8bit/status/86699408049184768
Oh, so the new backgrounds have been announced! The concept behind them are “Easy to the eye, undisturbing to the gameplay (give the spectators regular physiques)”, “Release previous KOF backgrounds and new backgrounds in beautiful HD quality”. They’re the effort of hard work by the background’s staff!”
“http://twitter.com/matsushita_8bit/status/86701450096422912
So that’s the concept behind having the previous backgrounds, but they might’ve taken my request when I said “I’d love to see the old KOF backgrounds in HD quality”. The old stages in HD will really make your heart pound, they look like High-res NeoGeo!”
"“We released new info on the console version of KOFXIII; the release date, price, and that Billy will be added in as a new character. Today was just a part of the unveiling, more details weill be disclosed later. Maybe it’s about time we had the development staff come out.”
“There will be a downloadable character as a pre-order bonus. What kind of character could it be…”
It better be Momoko! But knowing SNKP, it’s probably Iori98. >.> There’s gotta be more characters being added!
I’ve never played the arcade version of XIII but are the inputs supposed to be strict? I’m playing the “PC” version and the game is really unforgiving with QCF/QCB inputs.
No they shouldn’t. Press N when it asks you “4 way joystick”.
I’ve been using Xpadder because for whatever reason it’s not detecting my stick in the type x config. I get stuck on the “press a button for p1 joystick up” part, nothing I do on the keyboard or stick is detected.
Love the new stages. I wish they would replace all of Nona’s old ugly-ass stages.
Not too thrilled to hear about DLC characters, though.
DLC characters is a good thing, it helps pay back SNKP for their extra hard work, and players get what they pay for. SNKP already went above and beyond the amount of money they invested in the sprites and building new sprites for the home version. You don’t see any other company delivering as much heart and detail to the sprites and backgrounds that require tons more time and work than any other fighting game.
And as far as we know, only one of the characters is DLC (and they are currently a secret), which is the pre-order bonus. It’s just as possible the rest of the characters being added are already on the disk.
SNKP isn’t the first to use DLC as pre-order incentives and it won’t be the last. The DLC market has proven DLC always sells, and can sell big.
Yeah I don’t particularly care that much. I mean, I bought all of the Hot Shots Golf: Out of Bounds DLC. Don’t mind paying a few for extra characters that get released over a period of time. It’s not like there will a new character a day for 30 days at 10 USD each. If there is yo ughhhhhhhhhhhhhh
I’m seeing that yo ughhhhhhh thing all over the place, still don’t know where it originated from.
Does anyone know if iori has his flames?
Copy/Paste
Iori’s command grab reminds me of Orochi Yashiro’s grab.
If hcb+A/C, dp+C, j. D gets the opponent to the corner from, like, the players starting prositions, the opponent will not fully land at the corner. There will be enough space for Iori to jump inside between the opponent and corner. I think this can be very useful for mind games and resets.
Is this guy serious? KOF XIII has been out in arcades for so long. Countless videos have been uploaded and this guy asks something like that?
Take a look.
Maybe they were in hibernation since KOFXII. Or maybe they are asking if the console version will include his flames version.
You have the right idea. Yes. After a hit reset, Iori can run under the opponent and land on the other side and perform a meaty as the opponent lands on the ground. Iori can ambiguously set up his cross under by actually delaying the run or starting it early. So, Iori could land on either side. What’s scary is that Iori has enough time to run under then do his j.4B over the opponent as a cross up. Iori could do a j.C safe-hop on an opponent from the front after a hit reset. Iori could mix up that with a hyper hop over with a j.4B as the opponent lands. Iori could mix up tick, command throws any time during that progression. When the opponent alternate guards, Iori can rush easily with run forward st.B, cl.B, and cr.B pressure to break it; Iori doesn’t have a f.B overhead to mess him up on that walk-forward pressure. Iori can combo a cl.B into command throw so Iori could do a high or low mix up that combos back into the mix up. What’s even dirtier is that Iori could cross up more easily with j.C as well so that makes cross-ups and non-cross-ups more ambiguous. In any hitconfirm combo longer than a simple cl.B xx command throw, Iori can do a knockdown with qcb+A and have the frame advantage to set up the next mix up after knockdown, unlike with ending with dp+P. Essentially, Iori is now O. Yashiro with a scarier mix up game and better cr.Bs to break alternate guards. So, tick throws are more viable and more scary.
Not so sure about dp+C > j.D. That’ll need some testing to see if a run under works. I’m feeling that it might not garner enough time, but let’s see.
Also did the combo stuff/move list!
Anyway, as for the framedata, it’s been mentioned, we won’t be working on it until the other stuff is done, it was more of a proof of concept thing (and a very time consuming one at that).
I feel that Frame Data in KOF can be pretty deceptive, in general there are a lot more ways to dodge moves, especially those that give massive frame advantage in KOF, making frametraps a lot less about the amount of frames in between two attacks, but rather if your opponent guesses right what next move is coming up as to avoid it.
This doesn’t mean KOF framedata is irrelevant, but it’s a bit more dependant on the hitbox data, and it’s difficult to read if you come from an SF mindset, where there are a lot more beefier moves with more frame advantage and such.
How many different types of jumps are in kof xiii? Is it just like 98? I’m trying to learn about the system, I havent played much kof.
Yes, it’s just like 98. In 98, though, doing a Full Backwards Jump and a Full Neutral Jump allowed you to Air Block. This isn’t the case in XIII. The amount of the kinds of jumps in the game are the same though.
Is there any forum thread, article or video that explains the system of 13?
Like about EX moves, max mode, how the combo system works, the guard roll thing and all that.
Check the Dream Cancel wiki.