Whenever we pick up our pre-order is when we will have it installed at the arcade.
As far as I know, the next scheduled ranking battle is the week before Thanksgiving Break, the 20th. This is 2 days before console’s release. So, as far as I know, the last tournament with arcade will likely be the 20th unless we’re delaying it till the Sunday at the end of Thanskgiving break.
Or somehow the arcade got it 2 days early which would be SIIIICK!
We should delay it IMO. No point in competiting an outdated version when the new one comes out so soon.
Shit, I was thinking about adding a certain character to my team as a last hoorah for arcade, but this character will be pretty useless in console.
I’m excited. I’ll try to be there this Wednesday.
I saw you hit triple DP juggle with Liz on the stream archive. I wanted to watch KOF GFs live but I still had to play Marvel matches :(.
EX IORI let’s GO
EX Iori’s not a day 1 release character :3
Probably won’t be out till it’s out in JPN which is 1st of December
I’ll be stopping by on Sunday for some cvs2 in the afternoon, anyone want to get some games?
Come through to Southtown tomorrow! KOF, CvS2, SSFIV or Third Strike, doesn’t matter! Everything’s going to be a quarter tomorrow so swing through and play whatever you want to!
A quarter for every game was gdlk! Should make that a regular thing lol
Well, KoF XIII is probably gonna be on the quarter = time system that MvC3 is on. I don’t think it’d be any different than how it is now.
http://illinoisdeservesthetruth.typepad.com/.a/6a00e54f08fd108834014e88215302970d-300wi
Y’know, with the last ranbat for King of Fighters XIII v1.1 coming this Sunday and console edition coming a few days after, it’s understandable if you want to burn out until the game comes out. Tournament? Why would you? Well, it just so happens that if 12 or more players sign-up for KoF XIII this weekend, we will be adding an additional $100 dollars to the pot. With 12 players minimum, that’s $160 dollars in the pot. Good news indeed!
This weekend is not poverty when it comes to KOF. Wear that monacle and top hat with pride; money is on that table!
Don’t miss out, get in on that pap…I mean competition at Sunday, Southtown Arcade, 1PM PST SHARP!
Last hurrah! LETS DO ET!!!
Post deleted for Thread Derailing. Infraction given.
Moderator,
CPS IV
Get excited for tomorrow! Ranbats will be amazing and worthwhile!
You guys gotta come tomorrow if you’re a true KOFXIII fan! Dont miss the KOFXIII Arcade farewell tournament! Pay your respects to the game that put the NorCal KOF scene on the map!
I might go just to watch. Are there any differences between the arcade version and the upcoming home version?
Leezy, if you’d like, I can post what has been revealed in the KOF changes here. I actually will just go ahead and do it anyway. There’s also changes that aren’t listed or mentioned like damage for normals being buffed or reduced. Even top players in the game feel it’s hard to tell who is the best because of how balanced everything is.
System
-Neomax only uses 2 power meters during HD mode (3 meters when not in HD)
- The Hitstun on normal jump attacks have been reduced. (Meaning it’s harder to do combos)
- Special attacks in the air have generally been adjusted to come out faster, so combos from canceling normal moves in the air that could be done in the arcade version can still be done.
- DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
- (shown in video) You now get more meter when you are hit by or block an opponent’s attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits. (NOTE: This is something that Dune pointed out in one of the interview videos that Kane317 did recently).
*Backstep goes into air status in 1 frame. It can now be used in reversal situations to aid in providing options for escaping wake up attacks.
-Guard gauge replenish and rate: Gauge regain after blocking an attack occurs earlier than in the arcade, but the rate of regain is slower than in the arcade.
Hwa Jai
- All frames on Drink super have been changed (apparently, its recovery is faster)
- Ground CD has changed. Moves forward and has invincibility to low attacks
- Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
- Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw
- Weak Dragon Tail comes out faster and connects from a fierce
- EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage.
- EX Dragon Tail chips less guard meter
Benimaru
- Flying Drill has faster recovery, normal hit can connect afterwards
- EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
- EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
- EX Collider hits less times. That means less scaling for the combo to come afterwards.
- Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219
Clark
- His Stepping (Forward+BD) is faster
- Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
- Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB
Mai
- Kaschousen comes out faster, also has quicker recovery
- Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
- Musasabi(from ground) can be canceled to Floating attack
- WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
- EX air Shinobibachi added in game. Invincible until hit detection comes out.
- Crouching FP has more cancelable frames
- Weak Ryuenbu has more vertical hitbox
- Neomax comes out faster and freezes time when it reaches the edge of screen
Leona
- Voltec Launcher chips less guard meter
- Strike Arch (directon move) comes out faster
- Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.
Takuma
- Jump CD comes out faster
- Stun value on attacks has been lowered
- EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.
Mature
- Ebony Tears comes out faster. Can hit opponent afterwards
- Weak Metal Massacre is a one hit attack
- EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
- EX Despair doesn’t move Mature behind the opponent even if they’re crouching
Shen
- Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent’s guard meter - Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
- Danken(reflect) builds up meter on a success. No drive meter buildup.
- EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable
Elisabeth
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can’t be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
- Grand Rafale’s (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) has longer invincibility.
- Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
- Grand Rafale has more Max cancelable frames.
Terry
- Crouching A > Crouching C is a chain combo. Can be canceled.
- Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D’s recovery time has been reduced.
- Standing CD’s hit detection lasts a bit longer.
- Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.
Goro
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
- EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
- Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
- A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
- EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.
Joe
- Ex Screw Upper (qcf x2+P) will stay in position when it hits. With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner.
- Sliding can be canceled with his Bakuretsuken (rapid P). But not with any other specials.
- Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
- Slash Kick (hcf K) can be drive canceled.
- EX Tiger Kick (Ex dp+K) comes out faster. Has strong invincibility in the front.
- Screw Straight (qcf x2+K) comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can’t do it while there’s another projectile on the screen.)
Ryo
- Ryo travels more forward when doing his Ko’ouken.
- Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
- Fierce Zanretsuken (f~b~f+C) recovers faster on a hit. It can be comboed to a weak Kohken (qcf A) in the corner.
- Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho’s (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
- Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken (f~hcf+P) comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.
Andy Bogard
- Normal/high jump D has better hitbox for use in crossups.
- Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
- B>D is a chain combo. Can be canceled.
- Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
- Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.
Athena
- Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
- Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
- EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
- Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.
Iori
- Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
- Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
- Yaotome (including EX) can’t be saferolled after it hits.
- EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.
Chin
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin’s defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
- His EX counter does less damage, reduced from 237 to 199.
Ash
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor’s startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.
Robert
- (shown in video) stand CD has faster startup
- You can’t roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.
Vice
- (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Decide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill’s command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
- Her f+A (when cancelled) does 45 damage (down from 70)
- Her Overkill does 200 damage (down from 220)
- Her EX Mayhem does 120 damage (down from 160)
Raiden
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
- Charge times have been increased.
- Invincibility removed
- Guard crush ability has been reduced
- Can no longer be connected after a guard cancel attack
- Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.
Ralf
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.
King
- (shown in video) Jump D stays out longer
- (shown in video) close C has faster startup
- (shown in video) D Venom Strike (air) has a smaller recoil
- far D has less lag
- (shown in video) Slide can be cancelled without being cancelled into
Kyo (a new color was shown on the video)
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.
Kensou
*Air EX qcb.P starts up faster
*s.B>C is now a target combo. Follow ups possible after it hits.
*His punch super is now a 1 frame throw
*When air qcb.P hits, it can be canceled with a special or greater
*His fb’s recovery time is improved
Yuri
*The distance travelled on her dp as well as the angle of descent has been adjusted
*Her air throw coming off of dp.K has special follow up properties
(special follow up properties –ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)
-s.B is faster
*j.A can be cancelled with her dive kick
-Movement limits on Yuri’s dive kick have been relaxed
*Her hcb.B is now a 1 frame cmd throw
-The invincibility after attack frames on EX hcb.K has been shortened
-Recovery on haoh-shokoken improved
Maxima
-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.
Duo Lon
*Hit stun on EX f.A is adjusted. It is possible to combo with a strong attack or qcb.A after EX f.A.
*EX rekka can be cancelled with a special or greater
*fb frames have been adjusted. It is now easier to include the weak version in attacks strings and combos as it is faster.
*f.B can be cancelled by super or greater
-Damage adjusted on NM from 400 to 480
Kim
*Recovery on EX Hishoukyaku improved. Follow-ups possible.
*ff.A has been improved to hit crouching opponents who are in hit stun.
-Recovery on hangetsuzan lengthened
*Air hangetsuzan hits crouching opponents who are in hit stun. However, upwards hitbox has been reduced.
*EX hangetsuzan has better recovery when blocked
-Properties of fbx2.K have changed. Both versions below have extended recovery on a whiff
Weak ver: Invincible, blows back opponent horizontally
Strong ver: No invincibility, launches straight up
-Weak Hienzan has less invincible frames. Also note well that invincibility is upper body only.
*EX Air phoenix kick added. There are a few frames of invincibility on the initial attack frames.
K’
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.
Kula
*s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
-Recovery on df.B improved
-EX Ray Spin no longer invincible
*EX Ray Spin Sit recovery improved
-EX Diamond Edge is faster
*Freeze execution adjusted. Faster and follow-up hitbox improved.
-EX Counter shell has a stronger hitbox