Kof xiii

KOF XIII will be more of a side fun game for me like SF IV is right now. I am for SNK good or bad. {NEO-GEO Gold owner speaking voice}

My main games or KOF XII and Tekken 6 also for anybody wanting to pick up playing KOF XII the Brady Guide for KOF XII has awsome info in there breaking down the sub system play and good advice on mix-ups and ranging strats. If you need frame data go to Geese Tower and look for KOF XII frame data.

Ha,Ha no more like supporting SNK since I got my AES rought. I own every copy of KOF on AES and XI, ALL FF, AND ALL AOF. ALL SS on AES as well except SSVS and Tenka. My support of SNK is consitant good or bad. Look at my dam avatar.

IMO, AOF3 was the definitive sprite design for SNK and easily 1 of the best looking 2D sprites I’ve ever seen. The sprites were vibrant, realistic and perfectly proprotioned…had they made AOF3 style sprites but scaled into HD quality we would have the best looking 2D sprites of all time.

Dunno, never was a fan of Rotoscoped sprites. Just feels so artificial without “soul”

I don’t mind “style”, but I like style with some sense of realism and proportion. The design approach with AOF3 can easily be as stylish as say something like BB,LB2 or MOTW, it doesn’t always have to be aritical or dull.

so, apparently, duolon has a new move qcb + A or C. What really pisses me off, is that he doesnt have his 2nd rekka chain from XI, and his backwards teleport from XII, damn and his LDM. Srsly Snk…f...*. y.o.u.

I liked KOF12 for its simplicity (though it felt rushed) and the CC. I’ll have to agree that Clark got destroyed. :c/ I tried to see if I could do the hold bk, hold fwd LP - QCF LP - QCF P combo. No dice. In fact, it’s hard to connect anything with him here. I did find it weird they made his gatling punch a DM in KOF XI…Other than that, I think KOF XII is fun when played with another person. It’s decent, but you see the potential of it, and that irks you. I have no complaints. I love KOF so I try to support SNKP anyway I can. Been getting the older games for PS2 and NGPC.

I mostly played Ryo. I was really shocked Mai didn’t make it the first time around. Leona was done very well I thought. I can tell they went with her 96 especially that they used the V slasher as her DM. Kinda wish they used a different one. Oh well. We’ll probably see more DMs this time around.

I think my predictions in who’s coming into KOF XIII since it seems that there’s six more slots.

-I think Shingo will be in this one. One, I saw an empty slot in Iori’s team. Either he’ll fill that spot due to his “connection” with Iori. I don’t know if they’d do Single Entires anymore. Or Vice could make a return. From death.LOL. Or possibly Adelheid could fill that spot. Two, he may try to help Chizuru again by aiding Kyo and Iori. Plus, he’s growing as a fighter, so we’d probably see how much he improves or if he has anything to do with the outcome of Ash’s pursuit.
-K’ would be awesome to see, especially everyone’s asking for him. With that said, Maxima or Kula or maybe both would have to come. Whip maybe. If he doesn’t form a team with him, he could join with someone who needs his help.
-The next ones would be tough because since Chin’s back, Momoko would have no where to join unless she formed her own team or joined someone else’s.
-Kim and Raiden, both from Fatal Fury would probably have Duck King fill that spot. OR…Blue Mary.
-A dark Ash or some sort of evil Ash would probably be an unlockable. After all, Ash has Iori and Chizuru’s powers. It only comes down to will he get Kyo’s? Will Ash die? Will Chizuru heal and partake anymore in anything? -Would Orochi return? I mention Orochi because until we know the story for this installment, there has to be a reason why Mature has returned or if she even died. Since she has an eye patch, it may be possible Iori just ripped out her eye and Vice could’ve been the only one killed.

  • Antikyokugen team probably won’t return (as awesome as they are. I really like how they did Kasumi in XI and in 98UM. Haven’t played others yet she’s in aside from AOF3…I’m too attached to 94 - 98. I have played 99 as well.)
  • I see an empty slot in the Kyokugen team. Takuma’s gotta be in.

So…
Adelheid
Shingo
K’
maybe Kula or Maxima (possibly even since there’s a team empty, that team may be K’, Maxima, and Kula)
Duck King or Mary
Takuma

Who’d I’d love to be in:
-Yamazaki. I love this dude. It would be great to see him in another game.
-Though it couldn’t be possible at all, either Yashiro or Shermie. I like using Yashiro a lot. Shermie has a lot of character to her.
-Heavy D! Out of the USA Team, he was THE best character. He improved A LOT in 98 that he immediately became a great great character.
-Vanessa. she’s incredibly awesome. Plus, more females wouldn’t hurt.

I’m GLAD King is back, along with Yuri. I’m wondering with moveset with Yuri though. Probably her 94 moveset. If it’s like her XI moveset, that would be AWESOME. The fact you could hold her fireball a bit longer was cool. Liked that. I used to not like that particular moveset, but the more I tried comboing with her, it grew on me.

Calm down, those movelists aren’t complete. Ive seen him done the backwards teleport as well as both rekkas in a japanese vid. The port costs meter now, if you cancel it from the rekkas, though.

I see, thanks a lot, and yeah sorry about that but after seeing what they did to him in XII Id get mad if they did something similar. BTW does someone know whats his new move like?

Oswald or Yamazaki are all I’m asking for at this point.

I ll tell you who is in

Vice with Iori and Mature
Hwa Jai with Kim and Raiden
Takuma with Ryo and Robert
then Iori 98 and Billy Kane

this was known since last year when they “hacked” the XII disc and saw all these other unfinished chars , mark my words.
And the last 3 guys are probably the 3 character sketches that came up shortly after XII’s release.

ya the movelist says it’s only 70% done i assume… so judging from that i can pretty much guarantee these…

duo lon will most likely get his activation DM back since shen has his…
beni got his 97 command throw back… :smiley: still missing at least 1 more move
goro also got his 97 delay command throw back… :smiley:
terry got rising tackle back… he should be getting at least 2 more moves
and glad to see iori get his cross-up back… wonder what d/f C is gonna be???
mature looks about complete…

and for kim i would rather see fat ass gone and be replaced with either chang, choi… or duck, mary… or billy, yamazaki… but since fat ass won’t leave i guess i be happy with mary/duck/jhun… billy/yamazaki could join iori’s team though i’m pretty sure that’s for vice… for the empty team i rather see k’, kula, maxima/venessa than a new face team… and of course takuma is a given…

imo if they have enough success with XIII and they put in k’, kula, maxima and takuma, vice & mary in this version …then they should re-release the title with 4 more teams… new face team… duck, billy, yamazaki team… venessa, heavy D, rick stroud aka boxer team… and yashiro, shermie & chris team maybe riot form as well… with edited teams of kim, chang, choi… and mary, jhun & raiden… and have ash, chizuru, and 97 riot iori but not broken …just for the style have single entries… with dark ash, chizuru, and riot iori and maybe adelheid or Ron too as mid-bosses… and w/e secret clan that’s been trying to revive orochi mukai & magaki & shion’s group leader as the Boss of the game… plus have Orochi as the Final Boss…!!!

now that imho would first of be an even Better ending to a KOF Saga even better than 97 + it would sell HUGE and be very profitable for SNKP… because SF4 is doing it & BB is doing it …why not KOFXIII too???

Clark still sucks tho.

i come up with a bunch of good ideas and that’s all u have to say? i didn’t even mention anything selfish …just hoping the best for SNKP…if they r smart they should approach it like that… it’s like guaranteed success …please hardcore fans, please fanboys & please n00bs/media… if kofxiii or kofxiii : ultimate or w/e is to sell millions of copies then they have to think like sf4 or tekken6 or sc4… not copying them but learn how to make money off of n00bs/media …while keeping fanboys intact…

You wouldn’t get such replies if you weren’t making such GameFAQs style posts.

Even if Iori only ripped out one of Mature’s eyes and she didn’t die, why would she still team up with him? lol
I really hope that team with nobody in it yet are three new characters from Those From The Past and NOT K’ and his crew.

BDSM? Or maybe she put in the police report that she fell down the stairs.

Anyways, considering the track record of XI, Neowave and XII I’m guessing there’ll be at least a couple characters added for the console release. I think at least K’ will make it in by then considering their supposed need to pander to the fans. It’s hard to watch the loc tests and know there won’t be a home release for a while, it really does look like leaps and bounds above XII. The more I watch the more I want to see Oswald and Vanessa animated like this.

Are Ralf and Clark actually different characters again in XII?

Here is more updates - credit to SonicTempest on ON forums.

System notes:
CHANGES FROM THE PREVIOUS VERSION

GRAPHICS

  • Characters are smaller and it’s easier to see the full screen.
  • As of now there aren’t any stages that make it hard to see the characters.

SYSTEM

  • All KOFXII systems (CC, sousai, guard attack) have been removed
  • BAKUSUTE(?) has probably not been made shorter (wtf is bakusute? it’s written in katakana)
  • Throws are back to lever + button motion
  • Kara cancels are possible again.

GAME SYSTEM

8- way lever + 4 buttons.

COUNTER HITS
Counter hits have a blue effect when they occur, similar to KOFXII but the effect isn’t the same.
A few counter hit animations are like KOFXII but the window is short, sort of like the interval between dashing and doing a strong attack.

GUARD CRUSH
Guard meter under the lifebar, your guard drops when it becomes empty. However at the current time it seems to recover much faster than it’s lost, so there haven’t been that many guard crushes seen. On top of that it looks like the guard crush window is very tight so it’s very hard to take advantage of it. Wondering if drive attacks will have a bigger effect on the guard meter.

GUARD CANCEL
Revived from older games. Costs 1 power stock. Does damage, but not possible to KO with it.

STUN
This has also returned. However unlike XI there’s no visible stun meter so it’s not possible to know when it’s going to happen.

POWER GAUGES
Return of multiple power stocks. You get one additional stock per team member that you lose (much like earlier games). Feels like they charge up faster than in previous games.

EX SPECIAL MOVES/DESPERATION MOVES
Use 1 stock to do powered up specials or DMs. The powering up depends on the move - might be more damage, invincibility, etc.
EX specials have a blue shadow sort of effect to them while EX DMs are red (versus yellow for regular DMs)

DRIVE GAUGE
Green gauge above the power gauge. The length increases by 50% every time you lose a character (so that the gauge is twice as long when you’re down to your last character). Fills up at about the same rate as the power gauge, so pretty quickly. However, whiffing special moves will not fill the drive gauge (although it still fills the power gauge).

DRIVE CANCEL
Can be used as soon as the drive gauge passes 50%, which means that on your last character it can be used up to four times.
You can cancel special moves as well as command moves that couldn’t normally be cancelled into other special moves and DMs.

HYPERDRIVE MODE
Press BC when the drive gauge is maxed out to activate. Your character will have a sort of hazy afterglow and will be able to do as many drive cancels as he wants. The gauge doesn’t fall faster if you do a cancel like in '02. However if you take any damage the mode ends.

Credit to Madman

Ash Crimson:

  • Continues to be a charge (akin Guile) character.
  • Weak Ventose seems to have changed it’s effect on impact (unsure of this bit). Strong Ventose is unchanged from 12.
  • EX Gene makes appear two bubbles. The position of the bubbles seems to be determined by the couple of buttons used.
  • Termidore can hit up to five times, but comes out faster.
  • Sans culotte does not have the “leader effect” like it did in XI and still lacks reach (so, it’s like XII).

Elizabeth
(Unsure of details / questions outside XII)

  • Seems to be greatly enhanced.
  • Added two moves Van de Boulogne,Grand Rafale
  • Strong “Van de Boulogne” can be connected from “Grand Rafale”
  • Strong “Van de Boulogne” seems to posses high body invincibility.
  • EX Noble Blanche (DM) The second half of the light sphere seems to advance, and seems to prevent guard cancel (Unusure about these lines).

Duo Lon

  • Added ?? soul curse, which can over power fireballs (EX only?). It has the apperance of a fog and it’s hard to tell if it hits
  • His EX DM feels like an hurricane mixer (it’s a move from bufalo man from the kinnikuman fame. It looks like Bryan 94’ DM).
  • Can’t cancel his Qcf punch into teleport without the usage of the bar.

Shen Woo

  • New far standing kick (It’s actually similar to Ken far standing round house in 3S).
  • Geki ken seems have slower recovery, EX geki ken knocks down.
  • Fuku Tora seems to gain reach and speed as an EX.
  • Tenren Ken is still short but quick. EX version has added range.
  • Tatsu geki ken (DM) seems to be the same as XI. EX is faster and has some invincibility.
  • The follow up from the DM seems to be missing (I’m reading this right?).
  • His old staple combo from XII, cls C -> fwd B -> Qcf + C -> Qcf + B -> DM can only be done by wasting a lot of drive bar.

More from SonicTempest

ELISABETH (might be inaccurate since the author wasn’t familiar with Elisabeth in XII)

  • More effects on her moves
  • Regained dp+P and QCF,HCB+P
  • QCF,HCB+P connects after dp+C
  • dp+C has upper body invincibility. Low attacks beat it.
  • EX QCFx2+P fires off ‘light bullets’ during the second half of the move. Probably can be beaten by guard cancel rolling.

DUO LON

  • New move QCB+P. Fires off a haze that cancels fireballs (maybe the EX version only?). Looks like it has no hitbox…use it for mindgames?
  • When his EX DM hits something that looks like a high-speed hurricane mixer (Huh) appears.
  • Can’t cancel his QCF+Px3 into teleport without a drive cancel

SHEN WOO

  • Far standing D has a new animation. A high kick with slow startup.
  • Jump D crosses up easier
  • QCF+C has slower startup and more lag. The EX version knocks the opponent away.
  • EX QCB+A has more range and seemingly faster startup
  • QCF+K has small range as usual but the EX version has more range
  • QCFx2+P can probably be used the same was as it was in KOFXI. EX version is faster and has full-body invincibility - so much so you can use it as anti-air!
  • C,A,B,C DM is present, but no headbutt (NOOOOOOOOOOOOOOOOOOOOOOO!)
  • stand C, f+B, QCF+A DC QCF+K DC QCFx2+P is a combo, although this is the same combo that had some tough links in XII. Seems like poor use of the drive gauge (lol)
  • It’d be nice if he could do anything from low attacks…

KYO

  • Regained air d+C. Hard knockdown on an aerial opponents, long stun on grounded opponents. Can be used to cross up.
  • Can still combo stand B -> dp+P. On the second hit of dp+P you can drive cancel to QCF+K and combo to Orochinagi (ouch!)
  • QCF+P seems to have less lag?
  • Gained mid-air Orochinagi. Voice clip is ‘Kore de kimeru ze!’
  • Doesn’t seem to have changed much.
  • Seems very strong.

BENIMARU

  • Regained Benimaru Koreda (his command throw)
  • Might have regained his air throw?

DAIMON

  • Regained dp+K
  • HCF+A somehow managed to grab a standing Shen. Was it always like that? Might be stronger in terms of priority.

IORI

  • Gained a new command move df+C. Swings an arm downward as if he were hitting a stake. Hits mid.
  • Regained his air b+B
  • dp+P has more lag? EX version does two hits and floats the opponent.
  • HCF+P doesn’t launch the opponent so high that he can’t be seen anymore

MATURE

  • Despair (dp+P), Death Row (QCB+Px2), Ebony Tears (QCF,HCB+P) and Metal Massacre (QCB+K) regained
    (She has dp+P AND qcb K in KOFXII, but whatever)

TERRY

  • Can’t cancel standing B. Tried to cancel into a command move and failed.
  • far C cancellable
  • crouch D can be cancelled into command moves
  • far D has new animation. Looks like the KOFXI animation. Might be useful as an anti-air.
  • jump D crosses up easier. (seems like this is the case with a lot of characters)
  • df+C seems to have a bigger frontal hitbox
  • f+A comes out slower
  • Power Wave comes out slower but has less lag. EX version does 3 hits.
  • B Crack Shoot is an overhead and does multiple hits. EX version might hit mid and has faster startup. Hard knockdown on counter hits against an airborne opponent.
  • Burn Knuckle seems the same? EX version does multiple hits and makes the opponent fly upwards. Not sure if you can follow up afterwards.
  • Rising Tackle has no change. EX version goes vertically straight up and does something like 25 hits (lol) and has fast startup.

ANDY

  • Can’t brake Reppadan any more. Can still cross up with it, though.
  • EX Zaneiken can move from one side of the screen to another
  • EX Hishouken flies faster.
  • EX Choureppadan is good enough to be used as an anti-air.

JOE

  • Regained Ougon no Kakato (QCB+K). B version flies low while D version goes high, but neither has much lag.
  • Regained Bakuretsu Hurricane Tiger Kakato. Can be connected from weak attacks.
  • Slash Kick has more lag
  • D Tiger Kick has a lower trajectory
  • EX Hurricane Upper shoots 3 projectiles. Regular version has less lag?
  • Sliding is a command move, and knocks down even when cancelled into. More lag?

KIM

  • Regained mid-air Houou Kyaku.
  • f,f+D is now done as f,f+A

RAIDEN

  • Gained Super Drop Kick (hold K for ten seconds and release) and Crazy Train (QCFx2+P)
  • Regular version of Giant Bomb has more lag? EX version knocks the opponent up.

ATHENA

  • Psycho Ball has less lag. EX version does 3 hits and has ‘penetrating power’ (?? goes through other fireballs, maybe?)
  • Regained Psychic Teleport. EX version included.
  • Throw animation has changed. Athena teleports to diagonally above the opponent and throws them.

KENSOU

  • Has normals from KOFXII but specials from his earlier versions.
  • Regained Chokyuudan (fireball), Ryusogeki (air QCB+P) and QCF,HCB+P DM.
  • Lost QCB+A, QCB+C from KOFXII
  • Still has QCB+K from KOFXII.
  • Pressing B+D makes him do his KOFXII backstep
  • Ryuugakusai has its command reversed (rdp+K instead of dp+K…the way it used to be)

CHIN

  • Didn’t see him much so no idea how he’s changed.

RYO

  • far D is the same as close D. Maybe they’ll change this?
  • far C cancellable
  • jump D crosses up easier
  • C Ko’ouken has more lag. EX version does 3 hits.
  • EX Kohou does 3 hits. No idea if there’s any effect on invincibility.
  • B Hienshippuukyaku is the same. D Hienshippuukyaku whiffs against crouchers. EX version is faster and resembles Takuma’s version of the move - it launches. Maybe you need to use a drive cancel to follow up?

ROBERT

  • Can cancel his low attacks
  • Has all his moves from KOFXII

RALF

  • Regained air QCF+P.
  • Vulcan Punch has more lag? Can’t connect a stand D after it anymore. Instead of that you can drive cancel to Galactica Phantom.

CLARK

  • Regained Gatling Attack
  • Still has his forward step move from XII

LEONA

  • Regular V-slasher has been weakened.

MAI

  • How to say this…she benefits a lot from the new system.
  • Both A and C Ryuuenbu have low lag and can be followed up with stand A in the corner. If the opponent is in mid-air even stand C is possible.
  • Musasabi no Mai is great for comboing in the corner. If you hit them near their feet (i.e. space it so that it hits them at the lower part of their hitbox) they shouldn’t be able to retaliate.
  • Hissatsu Shinobi Bachi is fast enough to combo from light attacks, and is damaging.
  • d.B -> B -> Hissatsu Shinobi Bachi DC Musasabi no Mai -> C Ryuuenbu -> Chou Hissatsu Shinobi Bachi is a combo.
  • Kachousen has slower startup but less lag
  • Jump CD felt a little too fast
  • She has an air throw which can be used in combos.
  • EX Chou Hissatsu Shinobi Bachi is invincible.

YURI

  • Gained a new move, midair df+B which is very much like Yun/Yang’s Raigekishuu from 3S. She changes trajectory suddenly with no voice clip so it’s a bit startling.
  • Raiohken has her jumping up to do the move again. Startup is slow. EX version shoots two fireballs.
  • Can’t charge up Ko’ouken? Haohshokoken is a DM.
  • Hyakuretsu Binta seems to have faster startup than usual.
  • Not sure how effective her Saiha is
  • Hien Hou’ou Kyaku connects from light attacks
  • df+D isn’t on her movelist, nor did I see it, so it probably doesn’t combo from light attacks (lol)

KING

  • Sliding is unsafe on block
  • Gained a mid-air Venom Strike. Flies horizontally with unlimited range.
  • Venom Strike is the same as it was. No high/low variations.
  • Tornado Kick is the '95 version. Doesn’t seem to have any invincibility.
  • DMs are Surprise Rose and Double Strike. Didn’t seem to have Illusion Dance.
  • Surprise Rose can cross up as King dives. Can escape by rolling.

ASH

  • Same old Guile clone (lol)
  • A Ventose has so little lag that you can combo it into a sweep if you’re close enough (can’t remember if the XII version was just like that). C version is unchanged.
  • EX version of Genie will make two flames appear on the screen. The locations probably depend on the two buttons you used to activate the EX version.
  • Thermidor has faster startup, but only does 5 hits
  • Sans-culotte has the same speed and lack of range. No other changes.

http://img.photobucket.com/albums/v231/takk28/kofxiiifamitsu.jpg wonder if this is real. Looks like it

Just to add to that list, Leona has regained close s.D (2-hit knee attack) and qcb+P no longer combos from xx, f+B midscreen.