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Specs
Title: The King Of Fighters XIII
Logo: http://www.cardinalperception.com/temp/kofxiii/logo.png
System: Taito Type X2
Release Date: Summer 2010 (July?)
Published by Konami
http://www.versuscity.net/2010/04/05/info-on-king-of-fighters-xiii-release-date/
http://am-net.xtr.jp/game/profile.cgi?_v=1269566224
http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fam-net.xtr.jp%2Fgame%2Fprofile.cgi%3F_v%3D1269566224&sl=ja&tl=en
298,000 yen for a full unit
198,000 yen for a conversion unit
70% Complete
GUI breakdown
http://imgur.com/MYDJO.png
- Life Meter - represents how much life you have and is divided into 10 parts.
- Character order - self explanatory
- Timer - self explanatory KoF timers are always at 60
- Guard meter - represents how close you or your opponent are to a guard crush
- Hyper Drive meter - 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). Used for combos and move cancels
- Power meter - used for DMs, ex DMs, guard cancels and ex moves
Gameplay
System
-Almost every new mechanic from XII was removed (Good riddance!)
-Return of multi-meter. Max of 3 stocks for 1st char, 4 for 2nd char and 5 for last char.
-Return of Guard Cancels - Guard Cancel Roll and Guard Cancel Blowback. Uses 1 stock of meter. Not possible to KO with guard cancel blowback attack.
-Return of one button throws. Throws appear to have gained old KoF priority back?
-New Hyper Drive Meter
[media=youtube]kznjY_ivnkA[/media]
Able to go into HD Mode similar to 2K2’s Max Mode. Somewhat reminiscent of KOF XII’s CCs and appears to work similarly?
Roman Cancels! HD cancels appear to take up 50% of a meter? HD meter is built the same way the power meter is built.
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.
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. Apparently when you take damage and the mode ends, you don’t lose any more HD meter.
-Ex Moves costing 1 stock (powered up version of regular moves ie Joe throws out 3 tornadoes instead of one) (not all special moves have an EX version)
[media=youtube]c6EdPDH0lLA[/media]
-Ex DMs cost 2 stock
-NEOMAX DM
[media=youtube]ErIC7vlI7v0[/media]
apparently you have to be in HD mode and then do a super move and then cancel the super move into the NEOMAX DM. It takes 4 stocks and looks really cool
Movement
-Hops and hyperhops seem faster than XII’s thus improving the game’s ‘speed’
-No more far/short backdash from XII.
-Rolls seem to be improved
Characters
ART OF FIGHTING TEAM
Ryo Sakazaki
- Ryo’s f,b,f+P move usually sucks the opponent into it if it connects, but in one instance the opponent remained a step or two away from him. Just a graphical problem, though.
- 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 recovery. 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.
-Can do close C, fwd a, cancel into ranbu now
-qcfx2+A+C NEOMAX assumed to be instant dizzy punch
Robert Garcia
-Terry and Robert color swap - Can cancel his low attacks
- Has all his moves from KOFXII
-has a new dd+P move called Genki Power Slide
-qcfhcb+B+D NEOMAX
Takuma Sakazaki
-ko-oken looks like Ryo’s but a bit bigger - His projectiles are huge and fast. Other projectile-heavy characters (Athena and King) can’t seem to keep up with him.
- His walking animation is great. He confidently struts forward with a big grin on his face.
- He’s slower and heavier than most other characters.
- Feels like a mix of classic Takuma and a new Takuma.
FATAL FURY TEAM
Terry Bogard
- Terry’s EX Power Geyser creates two geysers, but the animation is the same.
- Terry’s EX Rising Tackle is crazy. I saw it do 15 hits against one opponent, and 20 against another. Earlier reports said 25, which I don’t doubt. But I can’t figure out why there’s so much difference between them.
-Buster Wolf DM added - 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 recovery. 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.
-Terry and Robert Color Swap
-qcfx2+A+C NEOMAX - Close C -> Buster Wolf -> Neomax (Trinity Geyser). Flashy, but probably not worth the extra bar. Just like with his Dream Cancel in XI, Buster Wolf hardly does any damage. Better to just do Close C -> Trinity Geyser.
- EX Rising Tackle now does around 17 hits.
- C version of Power Wave doesn’t travel as far. EX Power Wave is full-screen. (I suspect his normal Power Waves are no longer full screen just so that the EX version has more advantages.)
Joe Higashi - Joe can TNT Punch (P repeatedly) -> Drive Cancel -> qcf,hcb + P DM. It hurts!
- Regained Ougon no Kakato (QCB+K). B version flies low while D version goes high, but neither has much recovery.
- Regained Bakuretsu Hurricane Tiger Kakato (rush punch DM). Can be connected from weak attacks.
- Slash Kick has more recovery
- D Tiger Kick has a lower trajectory
- EX Hurricane Upper shoots 3 projectiles. Regular version has less recovery?
- Sliding is a command move, and knocks down even when cancelled into. More recovery?
-qcfx2+B+D NEOMAX
Andy Bogard - 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.
-qcbhcf+A+C NEOMAX - It seems he can break his kick again.
- The DM listed in his command list (QCBx2+P) doesn’t seem to exist. I tried repeatedly to do it and just got his normal projectile. I’m not that bad. Seriously, it was like they forgot to add it.
- Most popular drive cancel is Elbow (DB_F+P) -> DC Shoryudan or kick or super.
- His NeoMax is so damn fast. SO FAST. Not very flashy, but it gets the job done.
- Has an Eiji alternate (purple with red flames).
FATAL FURY 2 TEAM
Kim Kaphwan
- Regained mid-air Houou Kyaku. (dash kick DM)
- f,f+D is now done as f,f+A (stomp)
- Kim got his d+K follow-up to his d charge, u + K move.
Raiden aka BIG BEAR - Gained Super Drop Kick (hold K for 4 seconds and release) and Crazy Train (cvs2 rush punch super) (QCFx2+P)
- Regular version of Giant Bomb has more recovery? EX version knocks the opponent up.
JAPAN TEAM
Kyo Kusanagi
- In the corner, Kyo can do qcf + K -> rpd + D (after two hits) -> Drive Cancel -> aerial orochinagi. This combo hurts a lot. The home version should come bundled with a cyanide pill for when Kyo gets you in a corner. (Or SNK could just tone him down. Either way is good.)
- 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 recovery?
- Gained mid-air Orochinagi. Voice clip is 'Kore de kimeru ze!'
Benimaru Nikaido - Regained Benimaru Koreda (his command throw)
- Might have regained his air throw?
Goro Daimon - Regained dp+K (command grab)
HERO TEAM
Elisabeth Blanctorche
- 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
New fireball move qcb p is tricky, it comes out pretty fast, then it fades in and out of visibility while travelling across the screen. - 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 Hyper Drive
- Return of rekkas
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.
YAGAMI TEAM
Iori Yagami
- Gained a new command move df+C. Swings an arm downward as if he were hitting a stake. Hits mid. Looks like Yashiro’s f+A
- Regained his air crossup b+B
- dp+P has more recovery? 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
- I saw someone manage to connect an uppercut (DP+P) AND his DM after Iori’s HCF+C throw, but the timing seems amazingly strict. It’s safer to just go straight for the DM.
- C -> HCF+C no longer works, but QCB+K -> DC HCF+C does. Very handy.
Mature - Despair (dp+P), Death Row (QCB+Px2), Ebony Tears (QCF,HCB+P) and Metal Massacre (QCB+K) regained
- Mature can cancel out of her (qcb+P) x 3 rekka after the second attack with Despair (dp+P).
- Mature’s EX Ebony Tears hits three times.
Vice
-hcf+K arm toss now brings the opponent in so you may follow up
-dp+P anti air grab - She can do Mayhem (QCB+P) -> DC Da Cide (HCF+K) -> DC Mayhem -> Etc. Shenanigans! Of course, unless she’s in Hyperdrive mode, she can only DC twice.
- Maybe it’s just the trajectory, but it doesn’t seem like Splash (her DP+P move) makes a very good anti-air throw outside of a follow-up to Mayhem. Was mostly used to catch crouching opponents.
PSYCHO SOLDIER TEAM
Athena Asamiya - Psycho Ball has less recovery. 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.
Chin Gentsai
-Not much new info. Some say he’s a combination of old Chin with KOF XII Chin.
Sie 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)
- Kensou’s EX Psycho Ball is crazy fast and goes through any other projectiles. Looks useful!
- Earlier reports said Kensou lost his qcb+A/C moves from XII, but that’s incorrect. He’s got 'em.
- Kensou: crB -> crB -> qcb+A -> qcb + C -> (qcbx2)+P = 54 HITS OMGWTF STOPPUNCHINGME He does his “tired” animation afterward, however. But he’s safe as long as the super connects.
IKARI WARRIORS TEAM
Ralf Jones
- Regained air QCF+P. (air superman dive)
- Vulcan Punch has more recovery? Can’t connect a stand D after it anymore. Instead of that you can drive cancel to Galactica Phantom.
- Ralf’s EX Ralf punch (ground pound, qcb+P) hits three times as well.
- He has his Bareback Vulcan Punch (QCB,HCF+K) DM back! SNK really likes Ralf.
- His EX Gatling Punch looks just like his old '94/5 DM. In other words, it’s Gatling Punch + Vulcan Punch + uppercut finisher.
- Awesome: Vulcan Punch -> DC Neo Max (Jet Vulcan Punch) = 97 HITS! Holy shit, with better timing Ralf really would have the Hyakuretsu Ken.
- If his Neo Max misses, he doesn’t enter the cool down phase.
- Gatling Punch -> DC Gallatica Phantom.
Clark Still - Regained Gatling Attack (charge rush punches)
- Still has his forward step move from XII
- EX SAB has scary good range. Looks like it eats most attacks too.
-has Napalm Stretch (dp+P anti air grab) and can do gattling attack xx napalm stretch
Leona Heidern - Regular V-slasher has been weakened.
- Leona has a new close D. It resembles her classic KOF one (the two knee strikes) but it looks like it leaves her airborne?
- Leona’s EX X-calibur is the classic version of the move (i.e. the close-range air projectile).
- got the glow effect on her j.CD back and air qcb+P doesn’t combo from heavy attack, f+B anymore (maybe still works in the corner)
- A version of her X-Calibur is the classic (pre-XII version). C version is XII-style.
WOMEN’S TEAM
Mai Shiranui
- Both A and C Ryuuenbu have low recovery 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.
- Mai can still jump off the stage walls, although it looked a bit strange. As if she was jumping off the space right in front of the corner, rather than the corner proper. Not sure if it was a glitch or what.
-has both command musasabi no mai (air dive) and charge version
Yuri Sakazaki - 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
- Has f+A booty overhead
- The addition of her uppercut has made her a crowd-favorite. CrB -> CrA -> DP+P -> DC ANYTHING.
King - Sliding is unsafe on block
-Sliding is said to replace her crouching D normal… I don’t believe this though - 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.
Surprise Rose hits on the way up - King can Drive Cancel her tornado kick into her aerial Venom Strike. Useful for the extra damage or to keep you safe if the tornado kick was blocked.
- NERF’d!
Her slide no longer knocks down and her Tornado Kick (HCB+K) no longer passes through blocking opponents. She’s still solid though.
- Double Strike (QCFx2+K) is still a DM. The projectiles are now red, as opposed to blue.
- Trap Shot -> DC Surprise Rose (QCFx2+P) whiffs. Disappointing.
- Close D -> Trap Shot (DP+K) -> DC Tornado Kick -> DC Venom Strike (air) OR Neo Max.
- Her NeoMax (Venom Shot) is a huge, HaohShokoken-sized projectile. Well, it’s more like many projectiles since it hits multiple times, but they all appear as a single wave. You can perform it on the ground or the air, but if done on the ground King will jump up a short distance anyway. The move is aimed diagonally downward.
SINGLE ENTRIES
Ash Crimson
- A Ventose has so little recovery 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.
Etc
-No more of that ugly zoom!
-Return of team themes
-10 palettes per character
yuri’s as an example
NEOMAX DESPERATION MOVES
ryo - [media=youtube]OQifV1JduHc#t=2m41s[/media]
takuma - [media=youtube]OQifV1JduHc#t=4m27s[/media]
Robert - [media=youtube]N92ylGKMFuk#t=4m10[/media]
terry - [media=youtube]3LZH75gYMT0#t=3m16s[/media]
ralf - [media=youtube]FIQgwmTqk2A#t=1m53s[/media]
joe - [media=youtube]FIQgwmTqk2A#t=3m41s[/media]
Elizabeth - counter [media=youtube]h26z5nStVHw[/media]
Elizabeth - combo [media=youtube]5dcJe4rKqcM[/media]
Kyo - [media=youtube]V0ffqZhHTGE#t=2m13s[/media]
Leona - [media=youtube]e0OhJD0_FdI#t=5m20s[/media]
Mature - [media=youtube]N92ylGKMFuk#t=4m3s[/media]