Kof xiii

The #1 Reason XII failed (outside of Japan anyways) was the netcode, It’s like SNK stopped giving a fuck - and I heard that 2002:UM on XBL won’t have netcode at all?!?!?

thats not true

It’s not like Mai fanboys even play her because of her moves.
Hell, I know most of the people who complained about her not being XII have never even played her in KOF.

IIRC, her main wall dive attack was the Flying Squirrel, and in KOF you can do that move in the air without the wall dive. It shouldn’t nerf her too badly. As long as she has her Air down D ass attack she should be fine.

Thank you - I was worried.

Fuck this I’m not getting fooled again

I really liked the build of 12, I found it to be a really good engine. Although I did find somethings to be painfully dull after sometime and the CC system needs some large tweaks. The combo engine became really stale as well. But if they can round some things out, I’ll still play and support SNK if they give a decent effort worthy of the KOF this time around.

Some of the things about the combo engine does need work. The problem that I find with the combo system is that it doesn’t have the “combo strings” like in 98 and 2002. Add that, along with the juggle system and you have something good.

The combos are the same, it’s just that they added unnecessary comboing into Blowback attacks and comboing out of them without needing counter hit. It just made everyone’s bnbs the same. Terry could still do cr.b, cr.a, df.c xx burning knuckle; Leona had st.c, f.b xx Excalibur; Kyo kept st.C xx hop kicks, any sort of follow up. The game just encouraged st.C/D, CD, special because it’s just easy and looks cool but in essence makes everyone seems too similar. It’s other factors that made XII not feel as KOF as it should such as throws, rolls, far and close normals, universal bnbs, and lack of special move variety and mechanics (such as delay throws from Clark, rekkas, proximity unblockables, SNK/KOF nuances that make KOF unique). “Combo/Block Strings” are still present such as Terry doing st.c, df.c xx power wave or Kyo doing st.c, f.b xx qcf+p.

reaction to the first couple of pages
honestly, jut stop whining.some of you hate 12. we get it. Quit… Whining. This was supposed to be an info thread, not your fighting game diary. If you like footsies and fireballs, hit up sf2.

Can you teach me how to lose?

Because KOF doesn’t have footsies right?

Not that anyone is necessarily interested, but here are the improvements I’d like to see made to KOF XII’s system:

  • Add a low guard attack. Not too essential perhaps, but I feel the current guard attack makes it a bit too easy to counter attacks. I also think it looks a bit strange when a low kick is countered by a high block.
  • Increase the damage scaling for CC combos, but especially for when the same move is used more than once. For example, if Terry does Burning Knuckle three times in a row, the damage scaling would be greater than if he did Burning Knuckle, Crack Shot, and Rising Tackle. This idea is intended to balance out how easy a CC combo is to do and how damaging it is.
  • In general, I want the CC system to stay the same, but I think the bar should fill a bit faster when taking damage than when attacking. Now, I know this would make it seem a bit more like SF4’s Ultra system, which I know isn’t universally loved. But, if one player is just dominating a match, they already are rewarded with a rapidly-filling super bar, so I don’t think they’d be hurt by less access to CC. I don’t think it’s unfair for the CC to offer losing players a greater chance to turn the match around, especially because activating them would still be situational.

Here are some other additions I’d like to see, more out of personal preference than balance or anything:

  • Guard attacks shouldn’t be able to counter supers. I just think it looks silly.
  • Critical taunts. Okay, stay with me on this. It’s probably safe to assume that SNK will give characters their taunts back in XIII. Imagine if, after scoring a CC, the player immediately taunts. What I think should happen is (1) super flash, as if they had input a DM (2) the player taunts the opponent causing (3) the opponent falls to the ground, their super meter completely drained. You couldn’t follow it up with any kind of attack so it wouldn’t have much impact on actual gameplay. But it would be a homage to classic SNK games (alternatively they could just give this ability to Ryo and Robert) and I think it would be hilarious.

No offense man, but even if I or others support you on your list of wants, lets please get the wishlists out of this thread.
A new thread will have to be made for new info, seeing as this thread is going down as every other KOF thread that doesn’t talk about actual gameplay.

Enough wishlists, just be patient. We’ll have a good idea where they are going at the end of the month, which is not long from now.

Thank you. Someone with some sense. The 25th can’t come soon enough.

This here is the only man with common sense.

KOF XIII event on the 25th, loketests start on the 26th.

nah, more like foolishness judging XIII simply based on what XII turned out to be.

that’s like people claiming Third Strike before release would turn out to be garbage after being disappointed with A New Generation.

I wouldn’t blame them either. Doesn’t matter common sense tells you if they were willing to sell us an obviously unfinished product they are more then willing to do it again. If you are able to put your faith into SNK-Playmore, then by all means do so. I am going to take the sensible route and say screw SNK-Playmore. They are going to have to do a whole lot to convince me. No amount of promoting is going to change my opinion either. They can make all the announcements they want. Show all the ingame footage to their hearts content. It will still not sway me in the least. This is how bad I feel SNK-Playmore has done with its previous title. I understand how much all of us have a love for the KOF series. That doesn’t excuse them from selling IMO undoubtedly the worse game in the KOF series. So I will reserve my disgust for KOFXII for KOFXIII until proven otherwise.

Eh, it’s like every other KOF. 94 was shit then 95 was god send. 96 was trash then 97 was amazing and further followed up by 98. 99 was iffy but refined by 00. 01 was absolute trash and 02 was actually some miracle by the next year. 03 again was trash and it sharpened up by XI. KOF has time and time again proven that when SNK tries something new such as the Advanced, Strikers, and Tag systems that SNK makes some bad first iteration of it, quite similarly to Capcom making World Warrior, Alpha 1, New Generation, etc. Arcsys seemingly doesn’t have this track record, but the only series that Arcsys consistently updates and refines is the GGXX series and just now with BB; and we know how GG was before XX and the monstrosity that BBCT was. As long as SNK doesn’t do anything radical like give the game both strikers and tag, it will likely come out alright.