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| Professor 2691th Post

  
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| "KOF Thread 4- KOFXIII is out!" , posted Wed 14 Jul 15:07:    
Quick notes from lunch break-
1.Story Mode-
The first two stages are dirt easy, then things get harder. But the game is overall easy to beat since the CPU isn't that strong at least by default, and you can always get mission bonuses by rolling around a few times or whatnot. The missions seem to be the same for every round.. or fighter, not sure. You keep getting the same easy quests over and over throughout the game, and you eventually start to ignore the missions until you find yourself in a tight spot.
I didn't meet a mid-boss, probably because I was trying out too many things and not aiming for a good score. There's an intermission after the 3rd or 4th stage-- it's the same thing we've seen in previous videos.
There's split paths at the end of the game. After the last match at Rose Stadium, you either get a bad ending, or advance to the boss. There might be other paths, but those were the two that I've saw during my limited time on the game. Details are at the bottom of this post.
2.Training Mode
Training mode seems to be something more for advanced players than novices, and here's why:
If you go into training mode, the game ends when the training mode's timer runs out. That is, you don't go into normal/arcade mode; goodbye game credit. In normal mode, I think the game runs about 8 stages, and again, the AI in the first two stages are brain-dead at default setting. So the mode seems to be more of a something for advanced players who want to try out some specific combos with plentiful meters.
3.Other Tidibits
Overall, the game is fun to play so far. The game's speed seems to be slower than the more recent KOFs (excluding XII); it's nowhere as hard to punish jumps as say, XI or NeoWave. Because of the speed, the timing on doing cancels/buffers may seem off for first-time players.
As seen in videos already on the net, there's lots of tidbits in the background. Duck King's chick with blue hair is in the USA stage, for example.
King and Yuri have kept their Special KO motions in the product release. In fact, they not just have one, but two animations. The usual motion where they fall back, and a new one for chip damage, in which they fall forward.
K' doesn't have any palettes that erases his shades. His pants uses two seperate palette sets for his left and right legs, and there's a coloring where one side turns red.
Iori's palette with the crecent looks nice. Kyo's looks like a simple circle and it seems a bit weird.
Now keep in mind that this is all from memory so there's probably a few mistakes here and there. SPOILER (highlight to view)
I- Bad Ending Path The screen switches to Saiki and his minions at that throne-looking location in the trailers, and they're all bowing down to him. They all look worried; the screen zooms to Botan and you can see a streak of sweat running across her face. Saiki is sitting down on his chair, looking a bit pissed.
A conversation like this takes place: "Damn, you guys are useless. We have just about enough energy to open the gate. We're going to have to rewind time. But don't think that this kind of miracle is gonna happen again!"
The scene then changes and Ash is seen in a dark location where there's the red orb from the intermission. Except, the red orb has totally lost its glow. Ash smiles and walks away. The screen fades, and you see "Game Over".
II-Boss Path After beating the last opponent at Rose Stadium, the screen zooms into the stadium's back monitor where Rose is seen talking. She suddenly freezes in the middle of the conversation, and we find out that... someone has frozen time.
Suddenly, the Ka No Chi cult members all appear in the stadium (you've seen the scene in previous trailers), and by orders from Saiki, they all fly off to different locations to finish off their last task. Well, all of them.. except Mukai.
Mukai is looking pissed (because he lost in KOF2003) and he asks Saiki to give him another chance against the fighters. Saiki, pissed at Mukai, drains the living life out of him and then transforms into his ultimate form, turning into a red being that looks a lot like Magaki from KOFXI, except with more muscles and no pants (he looks like a Magaki with the muscles of SF3's Urien).
The boss battle takes place in the ruins of Rose Stadium; the ground looks like the black hardened aftermath of molten lava.
Saiki's name is written something like 斎己 or 斎忌 in phonetic Kanji letters as we learn from his pre-bout conversations. Again, he looks like a red muscular Magaki, but with something that looks like black tar on his hands. The tar-like substance is pretty much the single weapon he uses in his fight. And sweet cripes, he's probably one of the slowest KOF bosses in history.
Unlike Magaki, Saiki's not too agressive, but it's still pretty hard to beat him. He can get hit at times by the most simplest moves like a foot sweep, but he can also grab you since your foot goes into his throw range. His four main attacks are- a tar projectile that holds you down for additional attacks, a grab that coats you with tar and chips down your life, a projectile counter that returns your fireball as the aformentioned tar, and a full-screen multihit attack like Orochi's, except the screen turns black with tar, not white. He moves very slow, but he has a teleport so you can't corner him.
I haven't beaten him yet. There's continue bonuses like in previous KOFs, but I wasn't desperate enough to play from the end. Also, there's no missions during the last boss, which makes things even harder.
[edit]According to reports, Saiki is apparently just the middle boss...? An Ash posessed by Saiki (plays like Ash with all moves EX) is said to come out afterwards, and possibly yet another character after that
End of Spoiler
[this message was edited by Professor on Wed 14 Jul 17:40] | | Replies: |
| Professor 2692th Post

  
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| "Re(1):KOF Thread 4- KOFXIII is out!" , posted Wed 14 Jul 15:09:    
THE TOXICO MOVIE ARCHIVE (Pre-Release info only) - The following is an archive from past posts thanks to Toxico. NOTE: ALL comments in this post are from Toxico.
The first thread, the thread started with very little confirmed info, so it's mostly chit chat. Near the end goes into kyokugen ryuu vs kyokushin talk, pretty cool. I'm always cool (?). The second thread, the first post has an index with vids and misc info. The third Thread Game main site jp version, has full cast & trailers. Game main site, US version..... It hasn't opened yet. SNK youtube channel. Has a bunch of short high def vids, and trailers for other games and stuffs. .... Pics from the trailer, dengeki and gpara . Also Gamespot pics, they are just too many
================================================================ Nico nico parts (Last update on 04/7. Old Beta test, partial roster.) ================================================================ Nico nico part 35 Mature can use that skull shaped explosion. She didn't have that in XII.... I think. Nico 36 - 1. This vid is also from a version with no full cast. Nico 36 - 2. Yes, the actual nico vid was too long, and the uploader actually decided to split it. Nico 43 AoF 2 Ryo vs AoF 3 Ryo Nico part 37 / Nico part 38 // Nico nico part 39 - 1 / Nico nico part 39 - 2 Nico 40 - 1 / Nico 40 - 2 / Nico part 41 / Nico nico 42 / Nico part 44 Famitsu 1 / Famitsu 2
================================================================ 20 / 5 : Full cast Beta (HK) (Last update on 22/5) ================================================================
New pen pen 01 Kula vs McSima. Maxima last a while. New pen pen 04 K' looks cheap. Bare chested Maxima on round 1. New pen pen 05 Kula wins some rounds. New pen pen 10 , new cut scene, I don't get chinese at all ? specially with that front size. New pen pen 17 , it seems that this one will be the last vid of the first day (20/5). New pen pen 20 . Vice fwd + A, spotted. New pen pen 21 . Ash has one of those charging moves from MI New pen pen 22 . Liz team bgm seems to be bugged, they are (currently) using their XI bgm. It looks like HD cancels need no charge New pen pen 25 . Dai Maoh / Ma Jr Andy is my favorite palette so far. New pen pen 26 . I didn't realized that Mature's is actually a giant snake dropping on top of the enemy. New pen pen 28 . An acceptable Kensou. Sadly he doesn't last long.  New pen pen 29 . More 中国 拳法. New pen pen 31 . Kula standing CD resembles her old +  New pen pen 35 - 1 / New pen pen 35 - 2 Maxima has leg thrusters now. ? (part.1) New pen pen 36. Maxima Gets Yuri naked at 2 : 40 New pen pen 37 . There is a girl checking out the game. Shen's full charged Geki punch freezes the screen (like a DM) New pen pen 42 . Raiden's cls is an overhead (the second hit). New pen pen 43 . At 1 : 30 , Kyo slams Liz into the ground, and that causes someone to fall down from a three. New pen pen 44 . Hwa Jai's Drink seems to be a DM (freezes screen, wastes a bar). More importantly, once he drinks, his Neutral stance changes to the pucking beer animation that he had in garou 1. I didn't think they would go so far. ????? I already liked Hwa even before this change ????? ホア・ジャイ 命
New pen pen 02 / New pen pen 03 / New pen pen 06 / New pen pen 07 / New pen pen 08 / New pen pen 09 New pen pen 11 / New pen pen 12 / New pen pen 13 / New pen pen 14 / New pen pen 15 / New pen pen 16 New pen pen 18 / New pen pen 19 / New pen pen 23 / New pen pen 24 / New pen pen 27 / New pen pen 30 New pen pen 32 / New pen pen 33 / New pen pen 34 / New pen pen 38 / New pen pen 39 / New pen pen 40 / New pen pen 41 22/5 vid.... Some HD bar combo. I hope that I'm not the only one that end ups freaked out when someone adds to the characters the "san".
================================================================ SNK Vids (Last update on 13/07) ================================================================
Arcade opening sequence -- / -- Official PV of the game Training mode (sponsored by Rose ♪) -- /- - K' doing arcade target actions
Technical Reference Videos Chapter 1, (Ash) -- /- - Chapter 2, (Liz Team) -- /- - Chapter 8, Yagami Team Chapter 3, Japan Team part 1 / Chapter 3 - 2 Japan Team Chapter 4, Garou part 1 / 4 Garou part 2 Chapter 5, China part 1 / Chapter 5 China 2 ... With his drink counter bonus, new DM & Ex stance moves Chin is looking quite good. I finally learned how his counter works Chapter 6, Ikari part 1 / chapter 6 Ikari part 2 Chapter 7, Onna part 1 / chapter 7 Onna part 2 Chapter 9, Ryuuko part 1 / chapter 9, Ryuuko part 2 Chapter 10, Kim team part 1 / Chapter 10, Kim team part 2 Chapter 11, K' team part 1 / Chapter 11, K''s team part 2
Arcadia Player's Guide Arcadia Player's Guide part 1 (Staff interview) Arcadia Player's Guide part 2 (Small tournament] Arcadia Player's Guide part 3 (That tournament, but with commentary)
Aim for Tougeki Tutorial "Aim for tougeki!" Video 1 This is, I think, going to be a series of 5 matches. Here is the first one (the best of 3) with Mitsuhiro Ichiki (I think) vs Cap Tutorial "Aim for tougeki!" Video 2 Less talk and more killing than the first vid. Ichiki vs M' Aim for Tougek vid 4 Ichiki vs Kyokugen Do Aim for tougeki vid 4 It's Ganpi's turn.... Aim for Tougeki 5 Ichiki vs Shoki Aim for Tougeki Extra Ichiki vs SNK work crew
Neo Max moves Terry / Andy/ Joe -- /- - Athena / Kensou / Chin Ralf / Clark / Leona -- /- - King / Yuri / Mai Yagami / Mature / Vice -- /- - K' / Maxima / Kula Ryo . That fruit cake blast at the end was totally uncalled for. Takuma . No comment at his modified Chesto scream at the end. Robert Kim Hwa Jai Keh--!! They censored Hwa laughing with his tongue at maximum length, pucking whatever he drank before..... According to the blog, that extra freebie part of the taunt is available to the drunken Hwa Jai. Raiden.... How the move was retweaked to resemble Neptune man's Bomber is quite funny
Etc. Terry max HD combo King's Surprise Rose... This could be seen before, but her EX Dm is modeled after her AoF 2 desperation move.
BONUS : 3 Wallpapers uploaded Surprise! SNK Honk Kong uploaded some exclusive match footage on their official channel
[this message was edited by Professor on Wed 14 Jul 19:12] |
| Professor 2693th Post

  
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| "Re(4):KOF Thread 4- KOFXIII is out!" , posted Wed 14 Jul 18:57:    
quote: Apparently so; reports say that there's a posessed Ash with in infinite EX mode right after that.. and possibly someone else after that as well. We'll probably hear stuff in the next 7-8 hours or so.
It's hard to play single mode in the arcades on launch date though. Would you be able to get some feedback from other random players just for the hell of it? I'm kind of curious of their impressions
I'll make a short compilation from online reports later on if you want; people freak out when they get talked to.
My personal impression, it feels different from any of the previous KOFs. The game speed, hit delay, and character's size ratio to the whole screen makes it feel a bit to me like, say, somewhere in between Real Bout 2 and KOF98. You'll still be seeing a lot of jumps, but they can be punished from reaction. It feels like a step back into the old days, and at the same time, a step forward into the next decade with the new systems. Which is probably why I'm liking the game thus far.
The combos that worked in previous games still generally work, but there's a lot more to learn thanks to the drive meter. Though, I have a feeling that in the end, people might conclude that long combos scales away too much damage and drain meters ineffectively. Still, it's an additional freedom and option of strategy that's been added to the game.
Some of the Neomaxes comes out so fast that you can hit it right after a guard, and that takes away a nice chunk of life because there's no scaling. The way some of the Neomaxes can punish you after a careless move feels almost like Ryu or Sagat's Revenge Attack combo from vanilla SF4. Though of course it's justified in XIII when keeping in mind the required meters. And again, you have to think about whether it's worthwhile to burst out all that meter, or to hold on it for the later rounds. Strategy, strategy.
Of course, if there's any abusive bugs or moves, that spoils all the efforts that's been put into the game system. Hopefully that won't be much of the case.
Maou: Believe it or not, the BBS actually gets more hits than the index. People direct-link all the time. It would be good to do an update though, really!
Toxico: Done, thanks!
[this message was edited by Professor on Wed 14 Jul 20:09] |
| Professor 2694th Post

  
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| "Rumors, spoilers, reports. All unconfirmed." , posted Wed 14 Jul 19:49:    
Lots of materials getting reported today. I'll let others gather info for tomorrow onward though.
Saiki pics http://imepita.jp/20100714/474660 http://imepita.jp/20100714/474930 http://imepita.jp/20100714/475190 http://imepita.jp/20100714/475430
K' Team ending pics http://imepita.jp/20100714/704850 http://imepita.jp/20100714/705560
KOF Blog is updated with a different but cripsier version of this.
The following are reports from other players and I haven't confirmed their validity. Still, it's worth the read nevertheless.
Additional colors are selectable for some characters by pressing start during the palette select?
Some teamups have an illustration after the credit roll like 97'?
Mature has an infinite at the edge of the screen? Death Row x3 (Drive Cancel)> Despair> do Despair's extra attack at the apex of its hop> Death Row x infinite at its fastest timing
Spoiler (hightlight to view)
Someone on 2ch beat the game with the Liz team and had the following to report. Note that KOFXIII has to be played though multiple teams to figure out the whole story.
After beating Saiki, the "gate" which was supposed to open from all the energy collected during the tourament starts closing, much to Saiki's surprise. A few of his minions have apparently been defeated before completing their jobs. Saiki and Botan are stunned, and Ash takes advantage of the situation to grab Saiki's energy out of him, saying that the Ka No Chi members should perish, "just as according to history". However, Ash gets possesed by Saiki instead, because his body for some reason "suits well". The energy emmited from the fusion is so strong that it blasts away the nearby Botan.
Ending Though Dark Ash is beaten, the gate is still a bit opened. Saiki screams for his life, saying that they can keep on trying over and over again by passing though the gate and traveling through time. But Ash stands in the way and the gate closes. Telling Liz that he was planning to do things more smartly, Ash fades away. It turns out that Saiki is his ancestor, so Ash wiped out his own existance by stopping him.
Time starts to move again, and Rose finishes her closing ceremony speech. Sheng and Duolong remain in the stadium even after closing. Liz finds herself inbetween her two team members. A tear of drop falls from her face. The only thing remaining is Ash's hairband.
Credit roll.
End of Spoiler
[this message was edited by Professor on Wed 14 Jul 21:52] |
| Professor 2694th Post

  
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| "Re(1):Rumors, spoilers, reports. All unconfir" , posted Wed 14 Jul 21:48:    
mbisonhatclub- As you've requested, here's a quick sampling of the player's voices from abroad.
-The tragedy that was XII has ended -The game's touch, its "rythm", is so different from past KOFs, it shouldn't carry the franchise's name -The game's taken the same path as SF4 and returned to its roots -The game's speed is slow. But it's probably going to still end up being unbalanced, and with insta-death combos like all other KOFs -As usual, Kim is broken -Simple, stressless. Not the crap that XII was. -The rom-only set is cheap -People stop coming in when you're using the K' team -My favorite characters are like, so different from before -This isn't the KOF that I remember. The last boss is so butt naked -The Ikari team has got a serious case of metabolic syndrome -K', Ash, Liz, Duolong. Top tiers. -Hey you can rip the girls again. But the boss is even more damn nude -Everyone's just using the old characters.. but at least the old players are coming back to the arcades
[this message was edited by Professor on Wed 14 Jul 22:13] |
| Professor 2696th Post

  
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| "Re(5):Rumors, spoilers, reports. All unconfir" , posted Thu 15 Jul 00:37:    
Gunman! I think you need to add www to your avatar address, it kind of goes weird.
I actually found the combos easier to do than in 98. The input timing can be quite slower than previous KOFs at times. Also, the drive cancel timings can be a bit hard at first, and you need to know the right time frames. SNKP probably realized that and made those videos.
I don't know if SNKP'd actually have the energy to offer additional characters, though the idea sounds good.
As long as it's not unlockable naked Saiki, that is.
Fyi, everyone's calling him Dio for very understandable reasons. He's got shadows on his face, he stops time (at least in terms of storyline), and Ash's body "suits him well" like the blood of a Jojo.
I wonder though, who everybody would want in terms of additional characters.
Oh cripes, don't say Shermie
[edit] It seems like Vice's throw bug from the beta tests is still present! Wow. Also, though it seems to be very very rare, there's a few reports of the game freezing. It could be a hardware issue limited to that particular unit though.
And that's about it for the day.
[this message was edited by Professor on Thu 15 Jul 01:29] |
| Amakusa 851th Post

  
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| "Re(3):Boss vid" , posted Thu 15 Jul 03:27    
quote: thanks for the infos, Professor and Papa mono...
Still what surprise me the most is that SNK created what? 8, 9 characters juste for the ingame cut scenes and none of them is in the game.
IMO it was logic to face Botan... And even mukai somehow. And it's even more strange that this KOF didn't have one single New character at all....Expecially when Adel, Bothan, and any other from the badies would have been fine...
I'm sure having a larger group was their intention to begin with, and I never thought Botan was a good choice for a player character, being the manipulator. In part the large number of NPCs was to make up for the fact that Orochi was being run by four people.
The thing that gets me is, they're called "Those from the Past" and they really were from the past. I always thought it was a figure of speech, but then, what were they really trying to do?
I found Kagami's sword in a junk yard. I will rule the world and find that truly good cup of coffee. "Dink-a-dink-a-dink-a-do."
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| Loona 325th Post

  
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| "Re(2):KOFXII: The Curse of the Koalas" , posted Thu 15 Jul 18:32    
OK, the palette variations shown so far already showed an impressive amount of work, but this Big Bear thing is just awesome (would be cool if it implied a change in the character name, but not really needed). This is the one sort of thing that 3D has an esier time pulling off (and SNK worked nicely with it in FFWA) and would make me not mind if the main KoF series switched to that format. Man, I'd love it if Ryo has a special palette that gave him a beard - I helped to that with a Mugen version of character, it's nowhere near as had as redoing all of Raiden's, although the higher detail in these sprites probably make it harder than simply replacing some colors - FFWA Mr Karate needs more nods in KoF games, if Kensou gets to mature a bit as well...
Regarding the rest of the revelations, wasn't there supposed to be a 3rd boss battle or something? Maybe it's there, but only achievable under certain conditions, like a few perfects and/or NeoMax finishes, or playing through without using the 2nd and 3rd character in your team... time will tell...
Well, this time stopping plot element can certainly help to explain why KoF's been working on comic book time. As for all those NPCs not fighting, it's happened before, and then there's cases like the Kensou/Lon/Dragon power thing that's been teased at since 99 and is yet to see proper closure - reminds me of the Sluggy Freelance concept of Yet Another Dangling Plotline. Ash being undone from existance brings to mind that Itchy & Scratchy & Poochy episode from the Simpsons - (almost) nobody likes him, so out he goes with little chance of return.
I'm not sure if DLC character will apply to the home versions, but if it happens, the one caracter I expected to see in a plot game after XI was Adel, considering the whole Rose possession thing... it's almost odd that that amounted to sponsoring/hosting the tournament with no further involvement...
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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| Professor 2699th Post

  
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| "Re(2):KOFXII: The Curse of the Koalas" , posted Thu 15 Jul 18:48:    
Before starting off on today's update, word of warning: some of the shots are crappy. It's hard to take any to begin with, and when you do, you get smacked around.
1.Hidden Palette sets, Part 2 Raiden isn't the only one with a face swap in his hidden palette set.
W h o i s t h e m a n i n t h e T E N G U M A S K ?
And yes it's a head swap for Takuma. Ryo doesn't have a hidden palette set.
Andy also has a hidden palette set and it *kind of * gives him a face swap; he wears a ninja-nose-mask very much like that of Eiji Kisaragi's. Technically, it's just a color swap on a part of his face. Also, there's selections that changes color on the upper half of his face instead, making him look like he's wearing a Zoro mask.
K' has a hidden palette set as well, and although it doesn't change his face or anything, the colors are quite ridiculous. You normally can't see it, but the developers apparently split the coloring of his body into four different sections: The left leg, right leg, left body, and right body.
So... leave it to SNKP to take full advantage of that situation, in the weirdest possible way. In one of the colors, K' looks like a fighting Windows Logo. And no, it was too ugly to take a shot of.
Joe and Ralf apparently have hidden palettes as well (unconfimed).
Also, I forgot to mention that all 10 of the color selections change for anyone that has a hidden palette set. So in the case of Raiden, he has 10 color variations/costumes where he's not wearing his mask. One of them gives him black hair.
2.Special KOs Chip damage Ahoy Tousan go men!
3.Taunts Kim- Does a series of kicks, then glitters his teeth Hwa- Fake drink move; jumps up to grab his bottle, but doesn't catch it Raiden- FF2 taunt; Cmoooon! Iori- Classic 95 taunt where he leans forward Vice- Twirls around her neck like she's bored and needs a massage Mature- Puts her hand across her face Mai- crouches towards the screen a bit and wobbles around her chest Yuri- Looks towards the screen and randomly does one of three variations: looks normal, looks surprised with big round eyes, does a peace sign King- Holds a rose, then tosses it in front of herself and kicks it at opponent (no hit detection) Ryo- Powers up his chi like in the AOF series Robert- Same as Ryo Takuma- Old AOF2 taunt (I think) Maxima- Does something that looks like his 99 intro where he analizes his enemy, but looking towards the screen, and without as much artwork done on the graphics K'- Forgot his taunt. But he takes off his shades in his victory pose.
4. Bosses Saiki is weird. He's really tough to beat with some characters, and really easy with some others. In particular, it's extremely easy to beat him with characters that have a good attack that goes forward but ends you a short distance away after a guard, like Andy's Zaneiken, Terry, or Kim (Hangetsuzan). Some characters like Yuri can even get a perfect because the CPU just doesn't react well to it. Basically, it trys to counter with its special throw and fails. Dark Ash has the same problem, though he does another move instead.
5.Endings A massive load of photos are available at someone's Tweetphoto.
Pics from other players: A better shot of Mr. Karate Bonus illustration for Edit team? Oswald, image is upsidedown Baby Ash Young Ash and Elisabeth
/Spoiler The first half of the game's ending is the same for everyone. The details can be seen in the tweetphotos above but here's a synopsis: Saiki trys to fully posess Ash's body but Ash resists him, standing firm and not moving. Saiki is left screaming for his life in Ash's body, telling him to step into the gate so that they can return back in time and start over. Elizabeth calls Ash's name. Ash overpowers Saiki's posession, and takes his last seconds to smile to Elisabeth, telling her that he made a mistake at the very end and it's time for him to go. Ash fades away from existance. Elishabeth is left shouting, and the screen turns back to the Stadium. Time starts to move again, and Rose finishes her closing ceremony speech. The screen fades black, and the team-specific ending begins.
BTW, Dengeki Online previously reported that King plays an important role in the game's storyline. But so far she feels like any other character.
King team's ending is pretty much like a de ja vu of a few endings in past KOF games, nothing really new. They're at PaoPao Cafe and celebrating with a bunch of other female characters including Vanessa, Marin, Jenet, Xianfei, Kasumi, and Hotaru. They start heating into an argument with Jenet and a few others, poking fun at how she couldn't even make it to the tournament. Hotaru looks worried and asks Richard Meyers if things are ok. Meyers looks at them like it's something that happens all the time and sighs. /End of Spoiler
[Edit]Things added to this post after it was posted:
Joe and Ralf apparently have hidden palettes as well (unconfimed).
Also, I forgot to mention that all 10 of the color selections change for anyone that has a hidden palette set. So in the case of Raiden, he has 10 color variations/costumes where he's not wearing his mask. One of them gives him black hair.
Pics from other players: Bonus illustration for Edit team? Oswald, image is upsidedown Baby Ash Young Ash and Elisabeth
A better shot of Mr. Karate
[this message was edited by Professor on Thu 15 Jul 19:51] |
| Just a Person 1420th Post

  
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| "Re(3):KOFXII: The Curse of the Koalas" , posted Thu 15 Jul 22:05    
Thanks for the scans, Professor! Baby Ash looks surprisingly cute, and kid Ash actually looks like a boy instead of a girl.
Am I seeing things or is King TOPLESS when her clothes are torn and she is knocked out facing the ground? Gross...
As for the plot...
Spoiler (Highlight to view) - Quite unexpected. It sucks that the majority of Those from the Past do not fight at all, but Ash's sacrifice is interesting. I wonder, though, if there is any ending that shows that he's actually saved somehow in the end (I mean, in KoF 2003 one wouldn't expect that Ash was after the Orochi treasures until unlocking Chizuru and teaming her up with Iori and Kyo, so there may be a special team combination with more details on Ash's fate).
End of Spoiler
As for the question of other characters we would like to see, I'd choose only Adel for XIII. However, if SNKP decides to make another dream match for the Ash story arc, they will have quite a lot of characters to recreate from scratch and add to the XIII roster (Chizuru, Billy, Yamazaki, Mary, Vanessa, Ramon, Momoko, Ozwald, Jenet, Gato, Tizoc, Whip, Malin, Kasumi, Eiji... quite a big list).
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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| Professor 2701th Post

  
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| "Re(4):KOFXII: The Curse of the Koalas" , posted Thu 15 Jul 22:17    
quote: Thanks for the scans, Professor! Baby Ash looks surprisingly cute, and kid Ash actually looks like a boy instead of a girl.
Am I seeing things or is King TOPLESS when her clothes are torn and she is knocked out facing the ground? Gross...
As for the plot...
As for the question of other characters we would like to see, I'd choose only Adel for XIII. However, if SNKP decides to make another dream match for the Ash story arc, they will have quite a lot of characters to recreate from scratch and add to the XIII roster (Chizuru, Billy, Yamazaki, Mary, Vanessa, Ramon, Momoko, Ozwald, Jenet, Gato, Tizoc, Whip, Malin, Kasumi, Eiji... quite a big list).
Ah no, it's just that her undergarment and the color of the ground is inseperable in that shot.
I'm amazed that people remember Martial Champion... it's such a cult game.
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| Toxico 5061th Post

  
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| "Re(6):KOFXII: The Curse of the Koalas" , posted Fri 16 Jul 04:24:    
quote: Thanks, I appreciate all the handiwork and compiling. Just one more question; is there by chance a palette for "British Kyo" ('99 True Kyo)?
White Kyo was like, the first weird palette color revealed to the audience. Unfortunately it's only the color; he doesn't have those cross details and zippers that really made the difference between old Kyo and 99' one.
Copype from myself at Oloshinagi, just between you and me I bet I got something wrong 
Yagami : Oaaaaaaaaaaaaaaaaaaaaaaaaaaaa!! Staff : How dangerous! Let's step back! Roll the cameras! Right Over here! Reporter : During the victory interview of the japan team, suddenly Yagami senshu has made an attack (lit use "has transpassed") Yagami : Do you have anything to complain on me bursting in into this victory ceremony, Kyo? Kyo : .... Victory? Is it victory? Ash (Ha ha ha ha ha ha ♪) Kyo : You just don't understand, You can't even feel how much I have to thank you for this. Kyo : ..... Yagami, Don't you have that feeling as well? (he lit uses" you haven't encountered / found something like this too?") Yagami : Aaa, that Feeling. This day will become your funeral day (responds with "I have met it" and "death anniversary") Kyo : Hm, ........ Will it be like that Kyo : Today I'll use that felling of of annoyance that this whole mess has caused me to totally blow you down! (Not really literal, meh) Yagami : I'll be the one that will show you the entrance to hell, but he rest of the trip you'll have to do it by yourself! Kyo : OOOOOOOOOOOOOO!!! Yagami : DIE------!!!!!! Ash : And thus things remain the same as always... Ah ha ha ha hah♪ <- thanks doc prof
Ok, If I have to interpret the ending, I'll say that Iori is pissed because he is Iori, and Kyo is pissed because he "didn't" got to see what Ash was aiming to and couldn't stop him from ending out like he did. I take that the Ash flash backs are things that Ash said previously (where as during the tournament or the previous game) and Kyo is remembering them in anger.
That's it, I'm off to sail my mates har har,

目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
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[this message was edited by Toxico on Sun 18 Jul 14:22] |
| Professor 2710th Post

  
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| "Re(6):KOFXII: The Curse of the Koalas" , posted Fri 16 Jul 19:15:    
quote: A contributor wrote transcripts of all the team endings here.. damn that's a lot of text. If I may ask Professor what happens in the psycho soldier ending?
Naruto: Psycho Solider Ending. Athena, Kensou, Chin, Bao and Momoko are being interviewed.
Interviewer: Congratulations on your victory! Athena: Thank you so much! It was all due to the support of our fans! Interviewer: You guys are on everyone's minds right now! There's even talks about a TV show and movie based on all of you! Kensou: Whoa, for real...?
-Suddenly the lights go out-
The other Reporters: Whoa, what? Did the lights go out!? ???: HaHaHa! ???: I am Sigma! The true ruler of this world!
Kensou: Stop! We won't let you get away with that! Sigma: What!? Who is that!? Kensou: I'm PSYCHO-RED! Athena: I'm PSYCHO-BLUE! Momoko: I'm PSYCHO-PIIIIIIIIIIIIIIIIINK! Bao: I'm PSYCHO-ORANGE! Everyone: And together, We are the PSYCHO RANGERS!! Sigma: Damn you, PSYCHO RANGERS! I summon you, come out, MODDED HIZOKU RON! Ron: Leave it to me, master Sigma... Fight me, PSYCHO RANGERS! Kensou: It's you, MODDED HIZOKU! Everyone, let's go! PSYCHO RANGERS: Roger! Kaori: Be careful, PSYCHO RANGERS! Commander Chin: Use the PSYCHO BOMBER!
Kensou: Like, that would be so cool! All the others: Dream on!
[this message was edited by Professor on Fri 16 Jul 22:05] |
| Professor 2705th Post

  
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| "Re(6):KOFXII: The Curse of the Koalas" , posted Fri 16 Jul 19:37:    
I'm not sure where its origination is, but a MOTW Terry screen shot is lurking around the internet. As far as I know, it's a photoshop job: Terry doesn't have a hidden palette set.
There's also a soundtrack list for the upcoming OST set lurking around, but I'm not sure of its accuracy. It doesn't have Elisabeth's track listed, for one thing. But on the other hand, it does have "27 Lose (Defeat Demo)" printed there, which is something that nobody's mentioned on the Internet as far as I know: In single player mode, the victory screen jingle is different when you lose the match.
quote: Thanks, I appreciate all the handiwork and compiling. Just one more question; is there by chance a palette for "British Kyo" ('99 True Kyo)?
mbisonhatclub: I'm not... sure, sorry. I don't remember him too well from 99, was he wearing a while jacket? I'll try checking next time.
quote: I'm amazed that people remember Martial Champion... it's such a cult game.
I remember playing it for hours and hours in Las Vegas and then like 10 years later Pepsitou makes some Doujins with Rachel and I went "LOL oh wow! I remember that game!"
The original character designer actually has his own doujins out.
[this message was edited by Professor on Fri 16 Jul 19:47] |
| Professor 2706th Post

  
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| "Re(8):KOFXII: The Curse of the Koalas" , posted Fri 16 Jul 20:03:    
quote: Hey Mr. Professor, Do you know if Kim has any hidden palette options? It would be interesting to see what they would do with him....though I really doubt it- seeing as big bear on his team already has an alt.
And how are the sprites/graphics? I have been hearing that the graphics are nice and the filter is a little bit different than the one shown in the March screen shots back in the day. It would be nice to hear how clean/blurry the graphics look from someone w
-- Message too long, Autoquote has been Snipped --
I don't think Kim has one. Neither does Hwa Jai.
In terms of the graphics, the high-res screenshots that you see on commercial news sites like Gamespot Japan and 4Gamer is pretty much what you'll be seeing at the arcades. Note for instance this picture. You can see that the characters are a bit more pixelated than the backgrounds, but there's some form of anti-alias going on to soften the edges (look at Mature's right arm).
Back in the second beta, the filter seemed more like a generic photoshop setting and just blurred the sprites to something horribly analog looking, almost like playing KOF98UM or 2002UM on an LCD cabinet. The current filter, as the screenshot shows, is much better, nothing too noticable when playing the game. It's not as crisp as XII, but I've heard some gamers complaining that they hated the "blocky graphics in XII, it's way better now in XIII".
So it's got the kind of graphic that goes well with both pixel-art enthusiasts like myself, as well as players from the post-bitmap generation.
[this message was edited by Professor on Fri 16 Jul 20:14] |
| Chillypepper 49th Post

  
Rare Customer

| "Re(9):KOFXII: The Curse of the Koalas" , posted Fri 16 Jul 20:34    
quote:
I don't think Kim has one. Neither does Hwa Jai.
In terms of the graphics, the high-res screenshots that you see on commercial news sites like Gamespot Japan and 4Gamer is pretty much what you'll be seeing at the arcades. Note for instance this picture. You can see that the characters are a bit more pixelated than the backgrounds, but there's some form of anti-alias going on to soften the edges (look at Mature's right arm). Back in the second beta, the filter seemed more like a generic photoshop setting and just blurred the sprites to something horribly analog looking, almost like playing KOF98UM or 2002UM on an LCD cabinet. The current filter, as the screenshot shows, is much better, nothing too noticable when playing the game. It's not as crisp as XII, but I've heard some gamers complaining that
Yes, I noticed that the graphics have a much more crisp look, and thought for a minute- my mind was playing tricks on me, since I remembered how awful they looked at first compared to the current GS Japan/4Gamer images.. It definitely shows that the current filter is optimized for the size of the character sprites- and the characters seem to retain their original colors without blurring them out (at least on a much less noticeable level).
Its too bad on the Kim alt- It would have been cool if they had an extra 10 colors for everyone, it didn't necessarily have to be nifty headswaps, I would have been happy with more colors than the original 10. Either way, can't complain too much as a lot of my expectations for this game have been met material wise.
Now I just really want to play it!! Thanks Professor.
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| Professor 2711th Post

  
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| "KOFXIII: Martial Champion Madness" , posted Fri 16 Jul 20:41:    
Personal random thoughts.
1. Characters. -Shoto characters seem to be dominating the game right now. Kyo, K', Kula. Also Ash, Elisabeth and Duolong --though I haven't faced Liz and Duolong yet. IMO it's too early to say who's high amonst the tiers, but I don't think Kyo will be falling from his rank because he has pretty much everything in terms of his moveset.
-In XIII, It's easy to smack someone jumping because the jumps aren't as fast. Only problem is, you'd need a good anti-air. For many of the characters, their normal attacks don't seem to have too much range (at least in terms of anti-air).
Characters that have a good anti-air and can do a combo from weak crouching kick seems to be preffered amongst the players.
-Some characters can do combos from a special without using a drive meter. For Instance, Yuri's feirce Saifa comes out slow but has a quick enough recovery that she can even smack her opponent with a feirce punch before they land. K's is quite awful since his uppercut can hit after his Iron Trigger afterattack.
-Projectiles in general are fast and useful, but not almighty. They're a good novice killer, but advanced players won't have much trouble. Don't quote me on this, but it seems like characters with good projectiles like King and Takuma don't have reliable anti-airs without using their supers. Note that the power meter doesn't fill up if it doesn't even get guarded by the opponent.
-It's really rare to find a Hwa Jai. I'm trying to figure out how to use him myself. Recovery from his weak aerial dragon tail is awfully good, but otherwise his special attacks seem to be punishable. I think his super drink may be the key to fighting with him. Note that you can get hit while drinking, but you'll still turn color. People aren't used to fighting him so they end up trying to guard his dragon back breaker, thinking that it's a ranbu.
-Raiden is fun to use.. does his poison mist come out faster than in XII? Weak poison almost seems like Raiden's handy-tool. Come out quick, connects from his fierce attack, works as a sort of anti-air if done early, and seems to be a good source of chip damage. Holding on the kick button (for a dropkick) while doing his shoulder tackle doesn't cancel the tackle like it did during the beta.
-Mai might be a good projectile character killer since her jumps are fast and far. But it's hard to tell since she's rarely used. Seems to have problems when cornered.
-Yuri has lots of options for attacking and can be quite fun to use. Not as often used like the way everyone did in the Hong Kong beta tests. She's good at offence, but might have issues in defence.
-King can have problems when she's cornered without a meter, but otherwise seems to be a fairly good character. Venom strike has relatively good recovery, aerial venom strike is good for zoning when done with weak. Not a nice character to use when going against beginners that don't know how to fight projectile characters. As always, tornado kick is a recipe for death when guarded deep. Surprise rose seems like a good anti-air even at single stock.
-Takuma's EX Koouken catches everyone by surprise and seems like a good finisher when the opponent has no life remaining. It just appears whereever the opponent is, very scary.
-Haven't met a good Maxima player just yet. I'm not sure how to use him, he's as slow as Molasses and his guard point is a mystery to me; I'm assuming that they're very timing-specific. Then again, a good guard point like Zeus' punch from WHP would be....
System Drive Cancels are very timing specific. Check SNKP's videos if you can't get them to work.
The missions in 1P mode loops. There's only like 8-10 of them and they keep shuffle-looping forever throughout the round.
At the edge of the screen, a good number of combos like Takuma's Hien Shippukyaku> Zanretsuken conencts without doing it EX or Drive.
Saiki and Dark Ash actually have pre-fight dialogues for all the characters.
2.Dialogues The dialogues in KOFXIII are done by novelist Akihiko Ureshino, so they're pretty good and funny. These are straight out of my bad memory so there's tons of lines missing, but for example--
Raiden vs King: King: Man, huge guys like you remind me of some bad memories. Raiden: Huh what? What do you mean? King: I used to know of someone that was just fat, smelly, and obnoxious. Raiden: Grr! I've never been so mad about someone else getting badmouthed!
Raiden Vs. Saiki: Saiki: Hey how about that! Pigs have evolved during the years that they can now speak! Raiden: What the hell are you talking about? Saiki: Oh wait, looks like I was wrong. It's not a pig. It's just a big, huge fatso!! Raiden: Why you---!!
Vice vs King Vice: Hey, you look... Good, heh heh. King: What? What are you talking about? Vice: Oh sugar, you know exactly what I'm talking about. King: Er, I'd rather not talk about things like that..
Victory quotes are good as well. In Joe vs Joe, he says something to the extent of "I'll beat you next time with a law suit, you pirated copy!"
[this message was edited by Professor on Fri 16 Jul 22:24] |
| Toxico 5061th Post

  
Platinum Carpet V.I.P- Board Master
     
     
     
     
    
| "Re(9):KOFXII: The Curse of the Koalas" , posted Sun 18 Jul 14:18:    
quote: Psycho Soldier Ed
According to KOF player Dune, Hwa may have a bug where he goes off the screen
Videos uploaded by Youtube user Giby, from Arcade Infinity, California. And no, there's nothing slow about the video, that's the speed of this game.
Is this different from the playlist previously posted? (I haven't watched anything of it yet).
Very few observations :
Standard Yuri doesn't have a bra, but Rachel Yuri does indeed have one. Oh, and I remembered that her Naked KO in AoF 2 SNES didn't got censored, But instead got a bra added har har har 
Ranger Athena was among the unused draws for King of Fighters XII, ergo the ending might have been already planned by that point.. Talk about thinking ahead. That 闇 の 帝王 clone totally cracked me up.
K' KOing Dark Ash in the final stage.... Fighting nail and tooth to find out Who is the biggest sorry, dark, deep emo.
EDIT :
Ikari team ending txt only, on english. The previous page has a small run down on Iori's ending.

目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
[this message was edited by Toxico on Sun 18 Jul 14:32] |
| Professor 2717th Post

  
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| "Re(4):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 02:08:    
More videos from Arcade Infinity by Youtube user Kane317.
The gameplay in those particular videos aren't too impressive, but IMO it pretty much shows the current fate of KOFXIII: Kyo, K', and another strong character of the player's choice. It's not that the other characters are too weak, but that the two characters are very strong and stable. That's how the roster will end up when you're playing to win and don't have any particular love towards the game's characters.
It's too early to say who's strong and who's not, but back in KOFXII, players figured out that Kyo was the beast on day 1 (then again, the game disappeared from most arcades by day 60 and that kind of hints its lack of depth).
I haven't seen anyone doing Mature's infinite, but multiple reports say that it's for real, and not too hard to accomplish.
In other tidbits, reports say that Takuma's EX Hien-Shippukyaku can be done without meter for some reason.
[this message was edited by Professor on Tue 20 Jul 02:48] |
| Pollyanna 2950th Post

  
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
    
    
    
    
    
| "Re(5):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 06:32    
quote: How is the character balance for XIII shaping up when compared to previous KoF games? Did the older games feature a fairly even roster or did a few overpowered jokers ruin the party for everyone? I ask this out ignorance; because there has never been many KoF fans in my part of the world I've never bothered to check on tier rankings.
Are we talking tournament level balance, or medium level play balance?
The home version of KOF XI is pretty good if you ignore the console exclusive characters and 02 UM has poor balance overall, but a large enough number of high-tier characters to make for a good experience. I would assume that 98 is decent, since so many people say it's the best KOF game and so many of the characters play the same. Nobody plays the other games anymore, and I didn't spend much time with them, myself, so I can't say.
Even 12, where Kyo and Iori were insanely overpowered, had a fair division of playable characters a notch under them. Even if you put Kyo AND Iori on your team, you still have another slot to fill.
I can't speak for KOF XIII in comparison to other KOFs (too early), but I think KOF as a series stacks up okay against other 2D fighters. Anything beats those Vega/Sagat/Blanka teams in CvS2. Really...in a game with so many characters, seeing 6 guys in a row use the exact same team was pretty demoralizing. (although admittedly, arcade KOFXI was the same way)
青春謳歌 弱肉強食
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| Toxico 5063th Post

  
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| "Re(6):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 10:45    
quote: I would assume that 98 is decent, since so many people say it's the best KOF game and so many of the characters play the same. Nobody plays the other games anymore, and I didn't spend much time with them, myself, so I can't say.
5 ~ 6 characters can dominate the whole cast, and they are pretty much boring to fight. The reason why hardcore 98' players disliked 98UM it's because it introduced more and more annoying tiers instead of the usual old cheap characters, and as such in the end players choose not to let go of their "hard practiced" dominance and kept playing the old game, instead of learning new things, learning new characters or fighting it as the underdog.
2003' hero team edit ending first is the normal edit ending, and then a pic.... This is the best glance we have had so far of the edit pics
Ash, Kyo, Iori It's not an special edit ending, but the uploader advertise this as such.

目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
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| Professor 2718th Post

  
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| "Re(5):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 14:52:    
quote: How is the character balance for XIII shaping up when compared to previous KoF games? Did the older games feature a fairly even roster or did a few overpowered jokers ruin the party for everyone? I ask this out ignorance; because there has never been many KoF fans in my part of the world I've never bothered to check on tier rankings.
Lupin's art featured on SNKP's site! Congrats to Lupin! I always enjoyed his idiosyncratic style so it's good to see him reaching a wider audience.
98, 2002, and XII(believe it or not) had pretty good game balance. Many of the others either had overwhelmingly strong characters or bugged characters.
In recent games, KOF2003 was notorious for its "D&D Duo"-- Daimon Goro and Duolong. Both characters were really strong in the game, but what made them even worse was that 1.The game system was flawed and Goro could do unavoidable throws, 2.Duolong could do infinites and insta-death combos.
KOFXI wasn't as broken system-wise, but it had its share of unbalanced characters; Kula, Gato, Ozwald. Kula and her jumping fierce was an obvious issue from Day 1, and it was really questionable how SNKP could've overlooked something so basic.
It's too early to tell how KOFXIII will end up. My personal guess is that it'll end up like Samurai Shodown 6: fun to play, good controls, not too speedy, lots of options at least on the surface, questionable game balance due to a handful of characters.
Notes on KOFXIII's damage scaling according to observations by KOF player Dune
1. Damage scaling doesn't seem to differ whether you're in Hyper Drive mode or not.
2. Scaling is done according to the number of moves you've done, and not the number of hits. For example, whether you do a fierce punch into a super or a zanretsuken into a super, the damage from the super is the same.
3. The Scaleback rate is 5 percent per attack. Dune hasn't checked what happens after 20 attacks (because in theory, that'll be a 100% scaleback rate).
[this message was edited by Professor on Tue 20 Jul 16:14] |
| Kane317 1th Post

  
New Customer
| "Re(5):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 16:30:    
quote: More videos from Arcade Infinity by Youtube user Kane317.
The gameplay in those particular videos aren't too impressive, but IMO it pretty much shows the current fate of KOFXIII: Kyo, K', and another strong character of the player's choice. It's not that the other characters are too weak, but that the two characters are very strong and stable. That's how the roster will end up when you're playing to win and don't have any particular love towards the game's characters.
It's too early to say who's strong and who's not, but back in KOFXII, players figured out that Kyo was the beast on day 1 (then again, the game disappeared from most arcades by day 60 and that kind of hints its lack of depth).
I haven't seen anyone doing Mature's infinite, but multiple reports say that it's for real, and not too hard to accomplish.
In other tidbits, reports say that Takuma's EX Hien-Shippukyaku can be done without meter for some reason.
Been awhile since I've been on the board. Hello guys, I've known Madman from back in the mailing list days before forums/bbs were common ground. About our vids...
We're still working getting our skill level up. I explained in other forums that we only have one cabinet, and when our local champ is around (which is fairly often) then nobody gets any practice time in.
Usual like is 5-6 people, and on Fri and Sat it's 9+ people. To illustrate, the first day I was for 4-5 hours and I probably only got 30-40mins game time, with 30-40mins GAP in between playing (not really helping with the adaption period).
Fear not, our skill level is slowly creeping up but it'll never approach Asia standards (I lived in HK for ten years and there's simply not enough competition).
Enjoy the vids, from now on I'm going to try to select more exciting matches to upload :)
--- I don't know if this has been posted. If you're in training mode, challenged, and lose the challenge, the new challenger goes into the single player + mission mode or whatever it's called.
www.youtube.com/kane317
[this message was edited by Kane317 on Tue 20 Jul 16:56] |
| Professor 2731th Post

  
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| "Re(6):Re(10):KOFXII: The Curse of the Koalas" , posted Tue 20 Jul 21:02:    
quote: Been awhile since I've been on the board. Hello guys, I've known Madman from back in the mailing list days before forums/bbs were common ground. About our vids...
We're still working getting our skill level up. I explained in other forums that we only have one cabinet, and when our local champ is around (which is fairly often) then nobody gets any practice time in.
Usual like is 5-6 people, and on Fri and Sat it's 9+ people. To illustrate, the first day I was for 4-5 hours and I probably only got 30-40mins game time, with 30-40mins GAP in between playing (not really helping with the adaption period).
Hi Kane, welcome to the BBS! Wow, the ML days. Sorry if I can't recall things off the top of my head, that's like nearly 15 years back and I have a weak memory, forgive me.
Thank you for your videos. I'm sure that not only this BBS but SNKP focused sites and forums in general appreciate your efforts. Taking footage can be hard, especially with the headache of adjusting the brightness and white balance. It might help to take a few minutes to find the right configuration during gameplay (not during character/order selection). Kudos.
30-40 minute waits are like beta testing lines, no wonder the players are having a hard time learning. What do you think of the game thus far?
Quick update-
Videos from Japan by Youtube user Smoai. Decent quality image, no audio. http://www.youtube.com/user/smoai#g/u
[this message was edited by Professor on Wed 21 Jul 01:12] |
| Kane317 1th Post

  
New Customer
| "Re(7):Re(10):KOFXII: The Curse of the Koalas" , posted Wed 21 Jul 05:57    
quote: Been awhile since I've been on the board. Hello guys, I've known Madman from back in the mailing list days before forums/bbs were common ground. About our vids...
We're still working getting our skill level up. I explained in other forums that we only have one cabinet, and when our local champ is around (which is fairly often) then nobody gets any practice time in.
Usual like is 5-6 people, and on Fri and Sat it's 9+ people. To illustrate, the first day I was for 4-5 hours and I probably only got 30-40mins game time, with 30-40mins GAP in between playing (not really helping with the adaption period).
Hi Kane, welcome to the BBS! Wow, the ML days. Sorry if I can't recall things off the top of my head, that's like nearly 15 years back and I have a weak memory, forgive me.
Thank you for your videos. I'm sure that not only this BBS but SNKP focused sites and forums in general appreciate your efforts. Taking footage can be hard, especially with the headache of adjusting the brightness and white balance. It might help to take a few minutes to find the right configuration during gameplay (not during character/order selection). Kudos.
30-40 minute waits are like beta testing lines, no wonder the players are having a hard time learning. What do you think of the game thus far?
Quick update-
Videos from Japan by Youtube user Smoai. Decent quality image, no audio. http://www.youtube.com/user/smoai#g/u
Oh, I never adjust the color and whiteness, maybe I should although I wouldn't know where to begin. It's always point and shoot for me.
Just curious, how many machines per arcade on average? If it's like HK than it's 2-4 machines usually. Over in AI it's only 1 :(
How do I like it? I love it! I foresee this to be an instant classic, all the right KOF elements in HD basically. I'm getting used to the timing now and since I haven't recorded anything since, most of the regulars are getting better as well.
www.youtube.com/kane317
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| Spoon 1985th Post

  
Gold Carpet V.I.P- Platinum Executive
   
    
    
    
   
| "Re(8):Re(10):KOFXII: The Curse of the Koalas" , posted Wed 21 Jul 11:56    
quote: Blazblue actually scales by the type of move used and also penalizes by repetition of certain moves by way of damage and of course shrinking the frame time before one is allowed to tech/recover, it'd be kind of good to see more of this specific scaling done as certain moves into other moves can prove to be too useful and relied upon otherwise
Blazblue has an interesting point that you mentioned in that it adds additional scaling when a move connects more than once in a combo.
Move-specific proration values aren't too radically new anymore (it's kind of disturbing to me that I can cite 3S as an example of it not being a radically new thing... we're so old!), but the take on it which GG had was interesting: certain moves would ONLY apply their proration if they started the combo, while other moves would always apply it! In a reverse of Blazblue, Sol's sidewinder actually increases in damage with every clean hit of it in a combo! But then again, sidewinder was specifically designed to act as Sol's new loop combo move.
The shrinking of hitstun is a pretty necessary thing in a game where everybody has such powerful abilities to move and hit the other guy, though sometimes it has the unfortunate effect of needing players to spend a lot of time figuring out combos. On the plus side, a lot of creativity can come out as players figure out ways to sustain combos.
A point that even now strikes me as interesting is that in more modern (say, after 1990s) fighting games, it is quite possible for an entire combo to do less damage than the most damaging move in the combo. In Rumble Fish 1 even, comboing light attacks into a super results in a combo that does less damage than the super alone.
Sometimes I think that the real people we should be getting to balance fighting games are people whose principal trade is finance; who better understands expected values, falloff and inflection points, and proration better than them?
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| Professor 2736th Post

  
MMCafe Owner
     
| "Re(1):KOF blessings" , posted Wed 21 Jul 16:13:    
quote: Been awhile since I've been on the board. Hello guys, I've known Madman from back in the mailing list days before forums/bbs were common ground. About our vids... WELCOME BACK TO THE STAGE OF HISTORY
KOFXIII is the most powerful reuniting force I have ever seen on a BBS, ever. Manga-style tears of joy are streaming down my cheek as a result of all the web 1.0 heroes being revived by this second (thirteenth) coming. Where's a good loketest in Tokyo now?
The thing is, it actually feels like a fully developed new game, which was something that SNKP lacked for nearly a decade, or at least half of that.
KOF13 Location testing...? Well the game is out so...
Kane: Great to hear that you're enjoying the game! There's usually just 1 or 2 sets per arcade, with the 1P and 2P's side faced shoulder to shoulder. Only thing is, there's a LOT of arcades. If someone's hogging the machine, you can go somewhere else for practice and whatnot.
More videos by Giby http://www.youtube.com/user/Giby#p/a/u/1/mNmOtxAU0xY
According to reports, another bug found: Goro's EX Jiraishin can be done without meter, just like Takuma's Hien Shippukyaku. (Technically, you'll need maybe a dot of meter power)
I haven't checked it myself yet, but that sounds really bad.
[this message was edited by Professor on Wed 21 Jul 22:12] |
| Toxico 5069th Post

  
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| "Re(2):KOF blessings" , posted Thu 22 Jul 02:57:    
quote: According to reports, another bug found: Goro's EX Jiraishin can be done without meter, just like Takuma's Hien Shippukyaku. (Technically, you'll need maybe a dot of meter power)
I haven't checked it myself yet, but that sounds really bad.
Jiraishin was the quake, right? if you check through this vid you can see Goro EXing a lot of them in the vs squid ink Ash fight, and all of them use a bar.
Now, what I'm guessing either is; the bugs are much more specific than we see (as in, to be triggered they might need an specific color, an specific stage, an specific match up or an specific quick button press, like those 95' dodge -> special move bugs).
Or not all the machine packed aren't the same version; so you might find some bugs in one of them, that are fixed for the rest of the machines... That would also explain some games freezing and some other don't.

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[this message was edited by Toxico on Thu 22 Jul 03:13] |
| Professor 2737th Post

  
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| "Re(3):KOF blessings" , posted Thu 22 Jul 03:39:    
quote: According to reports, another bug found: Goro's EX Jiraishin can be done without meter, just like Takuma's Hien Shippukyaku. (Technically, you'll need maybe a dot of meter power)
I haven't checked it myself yet, but that sounds really bad.
Jiraishin was the quake, right? if you check through this vid you can see Goro EXing a lot of them in the vs squid ink Ash fight, and all of them use a bar.
Now, what I'm guessing either is; the bugs are much more specific than we see (as in, to be triggered they might need an specific color, an specific stage, an specific match up or an specific quick button press, like those 95' dodge -> special move bugs).
Or not all the machine packed aren't the same version; so you might find some bugs in one of them, that are fixed for the rest of the machines... That would also explain some games freezing and some other don't.
Ah sorry, I forgot to mention: Takuma's EX Shippu and Goro's Jiraishin can be done without meter, but it depletes a meter if there is any. In another words, it's supposed to be useful when they don't have anything, like when they're the first character in the match.
[this message was edited by Professor on Thu 22 Jul 03:55] |
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