The King Of Fighters XIII (NEW INFO ONLY, NO BS WHATSOEVER)

Moderator’s Note: Just FYI, I am policing this the exact same way as I did the Super SF4 new info only topic. If you post anything at all in this thread that isnt new official news, or photos/pics/vids, you will get a 2 point infraction without a warning.

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

  1. Life Meter - represents how much life you have and is divided into 10 parts.
  2. Character order - self explanatory
  3. Timer - self explanatory KoF timers are always at 60
  4. Guard meter - represents how close you or your opponent are to a guard crush
  5. 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
  6. 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! :frowning: 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]

Story
The game takes place after The King of Fighters XI. The fighter Ash Crimson has absorbed the powers from two of the descendants of the clans who sealed the Orochi away 1,800 years ago, Chizuru Kagura and Iori Yagami, while Kyo Kusanagi is to be his last victim. As Elisabeth Blanctorche prepares to stop Ash, fighters receive an invitation to another King of Fighters tournament hosted by a person labelled as “R”.

The roster of The King of Fighters XIII will feature all the characters who appeared in The King of Fighters XII, including the two console-exclusive characters, Elisabeth Branctorche and Mature. In addition, at the Akihabara event, three new characters were announced in the form of The King of Fighters '94 Women’s Team (Yuri Sakazaki, King, and Mai Shiranui); the selection screen also shows space for 6 more additional characters. Unlike The King of Fighters XII, all of the characters will be organized into proper teams this time with the exception of Ash Crimson, who is now a single entry character.
http://game.watch.impress.co.jp/video/gmw/docs/359/708/html/kofm.flv.html

CONFIRMED CHARACTERS
Japan Team - Kyo, Benimaru, Daimon
Fatal Fury Team - Terry, Joe, Andy
Women’s Team - Mai, Yuri, King
Hero Team- Elizabeth, Shen Woo, Duo Lon
Psycho Soldier Team - Athena, Chin, Kensou
Ikari Warriors Team - Ralf, Clark, Leona
Fatal Fury 2 Team - Kim, Raiden
Art Of Fighting Team - Robert, Ryo, Takuma
Yagami Team - Iori, Mature, Vice
Single Entry - Ash

SPECULATED CHARACTERS
K’ - http://bbs.kofunion.net/attachment/Mon_1003/99_10875_6d5821174f951a3.png (found on the SNKPlaymore site and was taken down)
Kula Diamond - http://img185.imageshack.us/img185/3408/screenshot20091024at951.jpg (taken from game menu)

Hwa Jai - ripped data from KoF XII includes ‘Hwa’ text

98 Iori - http://img185.imageshack.us/img185/3408/screenshot20091024at951.jpg (taken from game menu)

Team Themes
Art Of Fighting Team
Hero Team
Fatal Fury Team
Fatal Fury 2 Team
Ikari Warriors Team
Japan Team
Psycho Soldier Team
Women’s Team
Yagami Team
Single Entry: Ash
Character Select
Stages
UK
India
Japan
Stadium

Official arcade release for Japan is July 14, 2010

Main website
http://game.snkplaymore.co.jp/official/kof-xiii/
Promo Video - [media=youtube]p0hFBMV8QXc[/media]

Character Movelist’s during the first loketest

Character Movelist’s during the loketest in Japan (April 24-25)

Various gameplay screens and stuff
http://japan.gamespot.com/arcade/screenshots/common/pictures/0,3800075481,10447635p,00.htm

**Just FYI, I am policing this the exact same way as I did the Super SF4 new info only topic. If you post anything at all in this thread that isnt new official news, or photos/pics/vids, you will get a 2 point infraction without a warning. **

http://loda.jp/test_test/?id=177.png

Would care for a translation. Tis’ of the mechanic Neomax and this was found while browsing the KOFXIII part 18 thread on 2ch.net

name | command | decription

EX super | do super motion + pressing both AC or BD together | consumes the power gauge and performs the stronger version of the super

Drive cancel | do super motion within specific special move(s) i.e. super cancel | consumes the hyper-drive gauge; connects super from special

NEO MAX super | do any (super?) command | consumes 3 bars of the power gauage

MAX cancel | do mega-power (NEO) MAX super motion within specific super(s) | consumes hyper-drive gauge (it only says HD gauge, but I assume it also consumes power gauge); connects NEO MAX super from super


not sure what they mean by ‘do any command’ for the NEO MAX super there… and they are not consistent with the usage of the term ‘NEO MAX super’ (they used mega-power MAX super once for the command of the MAX cancel)…

The next beta test is at Club Sega Shinjuku April 24-25.
http://game.snkplaymore.co.jp/official/kof-xiii/event/index.html

Credits go to DarKaoZ for posting this stuff:

New Blog: http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2010/04/kof_xiii_1_1.html

Team JAPAN Story: http://game.snkplaymore.co.jp/official/kof-xiii/character/index.html

Ash’s Story (translated):
Part I: http://cyberfanatix.com/forums/index.php/topic,583.msg14003.html#msg14003
Part II: http://cyberfanatix.com/forums/index.php/topic,583.msg16108.html#msg16108

looks like there is another Location test in Kong Kong on April 23-25 the same weekend as the Shinjuku location test.
http://www.snkplaymore.com.hk/xiii_pre/index.html

Yusa Diary says that there will be at least 3 more characters at the Sega Shinjuku beta than at the 1st beta, and the new system to be shown further.

Credit to Lupin from Cyberfanatix.

Takuma,Vice and the new Neomax mode scans.




New Neomax Video

[media=youtube]ErIC7vlI7v0&feature=player_embedded[/media]

Went ahead and translated a bunch of movelists (from KOF Union, atwiki, KOF XIII BBS, and other sources)

they’re pretty much done but expect more edits anyway

Notations
789 :ub::u::uf:
456 :l:**N **:r:
123 :db::d::df:

:snka: = Low Punch
:snkb: = Low Kick
:snkc: = High Punch
:snkd: = High Kick

  • = EX version possible

Edit Team

Ash Crimson

Throws
R?compenses: (4 or 6+C/D) close

Command Attacks
Floreal: (4+B)
Floreal (backward): (4+D)

Special Attacks
Ventose: ([4]6+A/C)*
Germinal Caprice: ([4]6+B/D)*
Nivose: ([2]8+B/D)*
Genee: (214+A/B/C/D)*

DM
Thermidor: (236236+A/C)
Pluviose: (236236+B/D)*
Sans-Culotte: (A?B?C?D) uses 2 stocks
?Germinal: (2141236+A/C)

NEO MAX
Fructidor: (6321463214+BD) close


Elisabeth Team

Elisabeth Blanctorche

Throws
Manier: (4 or 6+C/D) close

Command Attacks
Cou de Pied Ann: (4 or 6+B)

Special Attacks
Etincelles: (236+A/C)*
Coup De Veine: (623+A/C)*
Reverie-souhaiter: (236+B/D)
Reverie-prier: (214+B/D)
Reverie-jere: (214+A/C)*
Mistral: (641236+A/C)* close

DM
Noble Blanc: (236236+A/C)*
Grand Rafale: (2363214+A/C)

NEO MAX
?toile Filanto: (2141236+BD)

Shen Woo

Throws
Kokakugeki: (4 or 6+C/D) close

Command Attacks
Fusen Kyaku: (6+B)

Special Attacks
Gekiken: (236+A/C)*
Gekiken (hold): (236+C) charge
?Feint: (B/D)
Fuku Tora Geki: (214+A)*
?Kanyuu Ryugeki: (236+A)*
Tamaken: (632146+A/C)* close
Tamaken (deflect): (214+C)
Tenren Ken: (236+B/D)*

DM
Tatsu Geki Ken: (236236+A/C)*
Bakuten: (C?A?B?C) uses 2 stocks

NEO MAX
Tenshou Shingeki: (2363214+AC)

Duo Lon

Throws
Suite Shoukou: (4 or 6+C/D)

Special Attacks
Gen Mu Ken: (6+A)* also in air
Gen Mu Kyaku: (6+B)* also in air
Hike Kyaku - Zen: (236+B/D)*
Hike Kyaku - Ushiro: (214+B/D)*
Suteki Juuryuu: (236+A/C)* up to three times
Juon Shikon: (214+A/C)*

DM
Hiden Genmu Bakku Shikon: (2141236+A/C)*

NEO MAX
Hiden Genmu Juon Shikon Sou: (6321463214+AC)


Japan Team

Kyo Kusanagi

Throws
Issetsu Seoi Nage: (4 or 6+C/D) close

Command Attacks
Shiki Goufu You: (6+B)
88 Shiki: (3+D)
Geshiki: Naraku Otoshi: (1,2,3+C) in air

Special Attacks
100 Shiki Oniyaki: (623+A/C)*
108 Shiki Yami Barai: (236+A/C)*
101 Shiki Oboro Guruma: (421+B/D)*
212 Shiki Kototsuki You: (63214+B/D)*
75 Shiki Kai: (236+B/D)*

DM
Ura 108 Shiki Orochinagi: (2141236+A/C)* also in air

Neo Max
Ura 121 Ten Murakumo: (236236+AC)

Benimaru Nikaido

Throws
Catch and Shoot: (4 or 6+C/D) close
Spinning Knee Drop: (2,4,6+C/D) close in air

Command Attacks
Jackknife Kick: (6+B)
Flying Drill: (2+D) in air

Special Attacks
Raijinken: (236+A/C)* also in air
Benimaru Lancer: (214+A/C)*
Iaido-Kick: (236+B/D)*
?Handou Sandan Geri: (2,8+B/D)
Super Inazuna Kick: (623+B/D)*
Benimaru Collider: (632146+A/C)* close

DM
Raikouken: (236236+A/C)*
Benimaru Rolling Thunder: (214214+A/C)*

Neo Max
Raiouken: (236236+BD) can be directed

Goro Daimon

Throws
Okuriashi Harai: (4 or 6+C/D) close

Command Attacks
Zujou Harai: (3+C)

Special Attacks
Jiraishin: (623+A)*
Jiraishin feint: (623+C)
Tenchi Gaeshi: (632146+A/C)* close
Kumo Tsukami Nage: (41236+A)*
Kirikabu Kaeshi: (41236+C)
Chou Ukemi: (214+B/D)*
Chou Daisotogari: (623+B/D)* close

DM
Jigoku Gokuraku Otoshi: (6321463214+A/C)*

Neo Max
Kyoutendouchi: (236236+AC)


Fatal Fury Team

Terry Bogard

Throws
Buster Throw: (4 or 6+C/D) close

Command Attacks
Back Knuckle: (6+A)
Rising Upper: (3+C)

Special Attacks
Power Wave: (236+A/C)*
Burn Knuckle: (214+A/C)*
Crack shot: (214+B/D)*
Rising Tackle: ([2]8+A/C)*

DM
Power Geyser: (2141236+ A/C)*
Buster Wolf: (236236+B/D)*

Neo Max
Trinity Geyser: (236236+AC)

Andy Bogard

Throws
Kakaekomi Nage: (4 or 6+C/D) close

Command Attacks
Hirateuchi: (6+A)

Special Attacks
Zaneiken: (1,6+A/C)*
Kuuhadan: (41236+B/D)*
?Break: (BD)
Hishoken: (214+A/C)*
Shoryuudan: (623+A/C)*

DM
Choureppadan: (2141236+B/D)*
Zetsu Hishoken: (214214+A/C)*

Neo Max
Chou Kami Soku Zaneiken: (2141236+AC) also in air

Joe Higashi

Throws
Sou Hiza Jigoku: (4 or 6+C/D) close

Command Attacks
Step In Middle Kick: (6+B)
Slide: (3+B)

Special Attacks
Hurricane Upper: (41236+A/C)*
Tiger Kick: (623+B/D)*
Slash Kick: (41236+B/D)*
Golden Heel: (214+B/D)*
TNT Punch: (mash A/C)*
?Finish: (214+A/C)

DM
Screw Upper: (236236+A/C)*
Exploding Hurricane Tiger Heel: (2363214+A/C)

Neo Max
Screw Straight: (236236+BD)


Psycho Soldier Team

Athena Asamiya

Throws
Psychic Attack: (4 or 6+C/D) close

Command Attacks
Phoenix Bomb: (6+B) also in air

Special Attacks
Psycho Ball: (214+A/C)*
Psycho Sword: (623+A/C)*
Phoenix Arrow: (214+B/D)* in air
Psycho Reflector: (214+B/D)*
Psychic Teleport: (236+B/D)*
Super Psychic Throw: (41236+A/C)*

DM
Shining Crystal Bit: (6321463214+A/C)* also in air

Neo Max
Psychic Melody 13: (632146+AC)

Sie Kensou

Throws
Ryuhoutsu: (4 or 6+C/D) close

Command Attacks
Tumbling Back: (BD)

Special Attacks
Ryutouda: (236+A/C)*
? Ryutetsushou: (236+A/C)
?Hasei Shitsukuu Zanryuu: (236+B/D)
Choukyudan: (214+A/C)*
Ryugakusai: (421+B/D)*
Shikkuzanryuu Kyaku: (236+B/D)*
Ryubokko: (623+A/C mash)*
Ryusougeki: (214+A/C)* in air

DM
Shinryuu Choukyuudan: (214214+A/C)*
Shinryuu Seiohda: (2363214+A/C)

Neo Max
Seigan Senkihakkei: (236236+AC)

Chin Gentsai

Throws
Bangeki: (4 or 6+C/D) close

Command Attacks
Zabantetsu: (2,2+A/C)
Choukarou: (2,2+B/D)
?Kaijyo: (B/D)
Enkyori Tachi D Stance: (far [D],D)
Uryuukouchuu: (3+D)

Special Attacks
Suiho: (214+B/D)*
Gestugachougeki: (214+A/C)*
Nikikyaku: (3+B,B)*
Getsugasoushu: (A/C)* after Zabantetsu
Drink: (421+A/C) can hold up to 5
Kaitenteki Kuutotsuken: (41236+B/D)*

DM
Noboru Soratobi Tenhou: (236236+A/C)*
Tetsuzankou: (2141236+A/C) while drunk

Neo Max
Suisou Gouran Enbu: (236236+BD) also in air


Ikari Warriors Team

Ralf Jones

Throws
Dynamite Headbutt: (4 or 6+C/D) close

Command Attacks
Jet Upper: (3+A)

Special Attacks
Burning Hammer (236+A/C)*
Exploding Ralf Punch: (214+A/C)*
Vulcan Punch: (mash A/C)*
Blitzkrieg Punch: (236+A/C)* in air
Gatling Attack: ([4]6+A/C)*

DM
Galactica Phantom: (236236+A/C)*
Bareback Vulcan Punch: (2141236+B/D)

Neo Max
JET Vulcan Punch: (6321463214+AC)

Clark Still

Throws
Death Mountain Buster: (4 or 6+C/D) close
Death Lake Drive: (4,2,6+C/D) close in air

Command Attacks
Jet Upper: (3+C)
Step: (6+BD)

Special Attacks
Super Argentine Backbreaker: (41236+B/D)* close
?Flashing Elbow: (236+A/C)
Vulcan Punch: (mash A/C)*
Gatling Attack: ([4]6+A/C)*
?Death Lake Drive: (623+C) after C/EX only

DM
Ultra Argentine Backbreaker: (6321463214+A/C)* close

Neo Max
Ultra Clark Buster: (6321463214+BD) close

Leona Heidern

Throws
Leona Crush: (4 or 6+C/D) close

Command Attacks
Strike Arch: (6+B)

Special Attacks
Baltic Launcher: ([4]6+A/C)*
Moon Slasher: ([2]8+A/C)*
Grand Saber: ([4]6+B/D)*
? Dash: (B/D)
?Attack: (A/C)
Earring Bomb: (214+B/D)*
X-Caliber: (214+A/C)* in air

DM
V-Slasher: (2363214+A/C)*
Slash Saber: (2141236+B/D)

Neo Max
Leona Blade: (2363214+AC)


Womens Team

Yuri Sakazaki

Throws
Oni Harite: (4 or 6+C/D) close
Tsubame Otoshi: (4,2,6+C/D) close in air

Command Attacks
Yuri Raijin Kyaku: (3+B) in air
Tsubame Tsubasa: (6+A)

Special Attacks
Saiha: (214+A/C)*
Yuri Chou Upper: (623+A/C)*
Raiouken: (236+B/D)* also in air
Ko Ou Ken: (236+A/C)*
Hyakuretsu Binta: (63214+B/D)*
Houyoku: (623+B/D)*
?Nage (A/C) / Yuri Raijin Kyaku (B/D) / Dageki (AC)

DM
Haoh Shou Kou Ken: (641236+A/C)*
Hien Hou’ou Kyaku: (2363214+B/D)*

Neo Max
Haoh Raiouken: (214214+AC) also in air

Mai Shiranui

Throws
Fuusha Kuzushi: (4 or 6+C/D) close
Yume Zakura: (4,2,6+C/D) close in air

Command Attacks
Wall Jump: (9) in air near wall
Ukihane: (2+B) in air

Special Attacks
Ryuenbu: (214+A/C)*
Kachou Sen: (236+A/C)*
Hissastsu Shinobi Bachi: (41236+B/D)*
Musasabi no Mai: ([2]8+A/C)
Musasabi no Mai: (214+A/C)* in air

DM
Chou Hissatsu Shinobi Bachi: (2141236+B/D)* also in air

Neo Max
Shiranui Ryuu Kunoichi no Mai: (2363214+AC) also in air

King

Throws
Hook Buster: (4 or 6+C/D) close

Command Attacks
Sliding Kick: (3+D)

Special Attacks
Venom Strike: (236+B/D)* also in air
Trap Shot: (623+B/D)*
Tornado Kick '95: (63214+B/D)*

DM
Surprise Rose: (236236+A/C)*
Double Strike: (236236+B/D)

Neo Max
Venom Shot: (214214+BD) also in air


Yagami Team

Iori Yagami

Throws
Sakahagi: (4 or 6+C/D) close

Command Attacks
Ge Shiki Yumebiki: (6+A,A)
Ge Shiki Kui: (3+C)
Ge Shiki Yuri Ori: (4+B) in air

Special Attacks
108 Shiki Nuetouchi: (623+A/C)*
801 Shiki Shougetsu: (214+A/C)*
119 Shiki Akegarasu: (214+B/D)*
203 Shiki Tsuchi Tsubaki: (41236+A/C)* close

DM
Kin 1211 Shiki Yaotome: (2363214+A/C)*

Neo Max
Kin 1218 Shiki Yatagarasu: (236236+BD)

Mature

Throws
Death Blow: (4 or 6+C/D) close

Special Attacks
Despair: (623+A/C)*
?Tsuika: (A/C)*
Death Row: (214+A/C)* up to 3 times
Metal Massacre: (214+B/D)*
Ebony Tears: (2363214+A/C)*

DM
Heavens Gate: (2141236+B/D)
Nocturnal Lights: (236236+A/C)*

Neo Max
Awakening Blood: (2141236+AC)

Vice

Throws
Death Blow: (4 or 6+C/D) close

Command Attacks
Dokken: (6+A)

Special Attacks
Da Cide: (41236+B/D)*
Gore Fest: (632146+A/C)* close
Splash: (623+A/C)*
Mayhem: (214+A/C)*
?Splash: (236+A/C)

DM
Negative Gain: (6321463214+B/D)* close
Overkill: (1236982+A/C) close in air

Neo Max
Awakening Blood: (2141236+AC)


Kyoukugen Karate Team

Ryo Sakazaki

Throws
Tomoe Nage: (4 or 6+C/D) close

Command Attacks
Hyouchuu Wari: (6+A)
Joudan Uke: (6+B)
Gedan Uke: (3+B)

Special Attacks
Ko Ou Ken: (236+A/C)*
Kohou: (623+A/C)*
Hien Shippu Kyaku: (63214+B/D)*
?Tsuika: (B/D) D version only
Zanretsuken: (6,4,6+A/C)*

DM
Haoh Sho Kouken: (641236+A/C)
Ryuuko Ranbu: (2363214+A/C)*

Neo Max
Shin Tenchi Haohken: (236236+AC)

Robert Garcia

Throws
Kubikiri Nage: (4 or 6+C/D) close

Command Attacks
Upper: (6+A)
Lower Kick: (6+B)
Ushiro Kyaku: (BD) in air, can be used to wall jump

Special Attacks
Ryuugekiken: (236+A/C)*
Ryuuga: (623+A/C)*
Hien Shippu Kyaku: ([1]6+B/D)*
Hien Ryuujin Kyaku: (214+B/D)* in air
Zanretsukyaku: (6,4,6+B/D)*
Ryuuren Gen’ei Kyaku: (41236+B/D)* close

DM
Haoh Shoko Ken: (641236+A/C)
Ryuuko Ranbu: (2363214+A/C)*

Neo Max
Hien Shippu Ryuujin Kyaku: (2363214+BD) also in air

Takuma Sakazaki

Throws
Oosotogari: (4 or 6+C/D) close

Command Attacks
Ashitou Kyaku: (6+B)

Special Attacks
Ko Ou Ken: (236+A/C)*
Kyokugen Ko Ou: (236+B/D)*
Hien Shippuu Kyaku: ([1]6+B/D)*
Zanretsuken: (6,4,6+A/C)*
Kyokugen Houken: (63214+B/D)* close

DM
Haoh Shikou Ken: (641236+A/C)*
Ryuuko Ranbu: (2363214+A/C)

Neo Max
Built Upper: (236236+AC)


Kim Team

Kim Kaphawan

Throws
Sakkyaku Nage: (4 or 6+C/D) close

Command Attacks
Nerichagi: (6+B)
Tora Yopu Chagi: (6,6+A)

Special Attacks
Hangetsuzan: (214+B/D)* also in air
Hishou Kyaku: (236+B/D)* in air
Hien Zan: ([2]8+B/D)*
?Ouichi Hien Zan: (2+D) D version only

DM
Hou’ou Kyaku: (2141236+B/D)* also in air, EX ground only
Hou’ou Hiten Kyakyu: (236236+B/D)

Neo Max
Reishiki Hou’ou Kyaku: (2141236+AC)

Raiden

Throws
Neck Hanging: (4 or 6+C/D) close

Special Attacks
Poison Mist: (214+A/C)*
Raiden Bomb: (623+A/C)*
Giant Bomb: ([1]6+A/C)*
?Feint: (AB)
Head Crusher: (41236+B/D)* close
Super Drop Kick: (**/[D]) 4 seconds

DM
Super Raiden Drop: (6321463214+A/C)* close
Crazy Train: (236236+A/C)

Neo Max
Raiden Bomber: (236236+BD)

Hwa Jai

Throws
Sou Hiza Jigoku: (4 or 6+C/D) close

Command Attacks
Slide: (3+B)

Special Attacks
Dragon Kick: (623+B/D)* also in air
Dragon Tail: (214+B/D)* also in air
TNT Punch: (236+A/C)*
?Finish: (236+A/C)

DM
Dragon Dance: (236236+B/D)*
Dragon Bone Twist: (2363214+A/C)
Drinking: (214214+A/C)

*Neo Max *
Final Dragon Kick: (2363214+BD)


K’ Team

K’

Throws
Spot Pile: (4 or 6+C/D) close

Command Attacks
An Inch: (6+A)

Special Attacks
Iron Trigger: (236+A/C)*
?Second Shoot: (6+B) / Second Shell: (6+D) / Blackout: (4+B/D)
Blackout: (236+B/D)*
Crow Bites: (623+A/C)*
?Plus: (6+B/D) C version only
Minutes Spike: (214+B/D)* also in air
?Narrow Spike: (214+B/D) ground version only

DM
Heat Drive: (236236+A/C) hold to charge
Chain Drive: (2363214+A/C)*

Neo Max
Hyper Chain Drive: (6321463214+AC)

Maxima

Throws
Dynamite Drop: (4 or 6+C/D) close

Command Attacks
M9 Maxima Missle: (3+C)

Special Attacks
M4 Vapour Cannon: (214+A/C)* also in air
M19 Blitz Cannon: (623+B/D)*
Maxima Press: (63214+B/D)*
?Follow up: (214+A/C)

DM
Double Vapor Cannon: (236236+A/C)*

Neo Max
Maxima Laser: (6321463214+AC)

Kula Diamond

Throws
Ice Coffin: (4 or 6+C/D) close

Command Attacks
An Inch: (6+A)
Slider Shoot: (3+B)

Special Attacks
Diamond Breath: (236+A/C)*
Crow Bites: (623+A/C)*
Counter Shell: (214+A/C)*
Ray Spin: (214+B/D)*
?Stand: (6+B) / Sit: (6+D)

DM
Diamond Edge: (236236+A/C)*
Freeze Execution: (6321463214+A/C) uses 2 stocks

Neo Max
Neo Freeze Execution: (6321463214+BD)

New Vids straight outta the Hong Kong Loke.

[media=youtube]Uv10s87z584[/media]
[media=youtube]9TgfeYU5Rtg[/media]
[media=youtube]HJIImmmn-IE[/media]
[media=youtube]0gZmjMAxP1o[/media]
[media=youtube]zK2z3hEbe1E[/media]
[media=youtube]Sp1wAyKAJVc[/media]
[media=youtube]ICFG3EZpZHQ[/media]
[media=youtube]FZnJa3-alVE[/media]

Also http://www.youtube.com/user/penpen35 has some stuff as well.

Elizabeth’s NEO MAX used as a counter and used in a Hyper Drive Cancel Combo.
[media=youtube]Ydz8-M_rmV4[/media]
[media=youtube]4g__7u9SegU[/media]

You might want to post this on the first post for people who don’t know how to play KOF

A=light punch
B=light kick
C=strong punch
D=strong kick

Run = f,f (double-tap)
Backstep = b,b (double-tap)
Small Jump = tap joystick up
Medium Jump = press joystick up
Big Jump = press the joystick down and then up quickly, or press up while running
Ukemi (recovery after a fall) = press AB when you hit the ground
Throw = C/D when close to opponent
Throw Escape = C/D when opponent tries to throw you
Evasive Roll (forward) = AB or f+AB
Evasive Roll (backward) = b+AB
Knockback attack = CD

Guard Cancel Roll (forward) = while blocking, AB or f+AB or df+AB [costs 1 power stock]
Guard Cancel Roll (backward) = while blocking, b+AB [costs 1 power stock]
Guard Cancel Attack = while blocking, CD [costs 1 power stock]

EX Special Move = do the special move motion, but press AC or BD together [costs 1 power stock]
(for example, Terry’s EX Burn Knuckle (QCB+P) is done by pressing QCB+AC)
EX DM (Super Move) = do the super move motion, but press AC or BD together [costs 2 power stocks]
(for example, Terry’s EX Power Geyser (QCB,DB,F+P) is done QCB,DB,F+AC)
Drive Cancel = while performing certain special moves, input the command for another special move or a DM [costs HALF your Drive Gauge]
Hyperdrive Mode = BC when your Drive Gauge is full; while in this mode you can do unlimited Drive Cancels for a limited time
[costs all your Drive Gauge]
NEOMAX = while in Hyperdrive Mode, input your character’s NEOMAX command [costs 3 power stocks]
MAX Cancel = while in Hyperdrive Mode, while performing certain DMs, input your character’s NEOMAX command
[costs at least 4 power stocks: 1 for the initial DM, 3 for NEOMAX]

http://game.snkplaymore.co.jp/official/kof-xiii/character/

Website updated with K’ and his team’s music.

Rose/Botan/Dark Ash cutscene:

[media=youtube]Zkvi54w21kc[/media]

maxima confirmed http://game.snkplaymore.co.jp/official/kof-xiii/character/

shouldnt you be updating the first post? aint some things changed, im not gonna look at all of them but for a fact the hd bar starts with 2 full bars at the start of the firts round. so theres no 50% or 100% depending on which character your using. they can all have a potentially 100% hd bar from the first to the last char. um isnt neomax 3 bars instead of 4?

Kula confirmed to Team K
http://game.snkplaymore.co.jp/official/kof-xiii/character/
awesome

Blog entry translated by Sonic Tempest: