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Toxico 5508th Post
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| "Blog update." , posted Thu 27 Oct 12:28:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Character changes 3
We need this translated ASAP!
Bleh. We don't need extra pressure, you know? Anyway, while I was fretting about if doing this or not Sonic Tempest popped up with a blog translation :
SYSTEM - DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version. - (shown in video) You now get more meter when you are hit by or block an opponent's attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits. (NOTE: This is something that Dune pointed out in one of the interview videos that Kane317 did recently).
CHIN GENTSAI - (shown in video) Chin can do a close C from his d,d+K stance - (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can't follow up. - (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner. - Chin's defense no longer decreases when he has drink stocks - The active time of his counters has been decreased. The normal version now has the active duration of the arcade's EX version, and the EX version's is shorter still. - His EX counter does less damage.
ASH - (shown in video) All versions of Genie stay on the screen longer. - (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall. - Floreal (forward) (b+B) has faster startup and can be comboed from light attacks. - B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears. - EX Genie now knocks away while retaining its juggling properties - (shown in video) Germinal now takes no gauge - (shown in video) Thermidor's startup is faster - (shown in video) The version of EX Genie done using both kicks tracks the opponent.
ROBERT - (shown in video) stand CD has faster startup - You can't roll recover after being hit by his NEOMAX - (shown in video) LK Hien Shippuu Kyaku has faster startup, such that it can be comboed from light attacks. - (shown in video) his f+A floats the opponent upwards if done by itself - (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock. - EX Ryuuko Ranbu has more lag after being blocked. - (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself. - Haoh Shoukou Ken has faster startup and will combo from strong attacks.
VICE - (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup. - (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode. - jump CD is faster. - (shown in video) EX Mayhem has faster startup. - (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem. - EX Decide has less lag and is easier to followup with normal attacks. - (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits. - (shown in video) Overkill can be MAX Cancelled. - Overkill's command has been made easier. If the last input is in any downward direction it will register. - Damage adjustments: * Her f+A (when cancelled) does 45 damage (down from 70) * Her Overkill does 200 damage (down from 220) * Her EX Mayhem does 120 damage (down from 160)
RAIDEN - (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw - Adjustments to Super Drop Kick (lol) * Charge times have been increased. * Invincibility removed * Guard crush ability has been reduced * Can no longer be connected after a guard cancel attack * Knocks the opponent away. - Jump D's hitbox has been strengthened to hit downwards. It should whiff less often on short opponents - (shown in video) Giant Bomb (feint) has less recovery - EX Raiden Bomb's forward travel distance has been reduced. - (shown in video) Raiden Bomber now has complete invincibility.
RALF - (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel. - (shown in video) During Vulcan Punch (all versions) Ralf can move forward. - (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks. - (shown in video) Both versions of Galactica Phantom can be charged. - crouch D has less lag.
KING - (shown in video) Jump D stays out longer - (shown in video) close C has faster startup - (shown in video) D Venom Strike (air) has a smaller recoil - far D has less lag - (shown in video) Slide can be cancelled without being cancelled into
KYO (a new color was shown on the video) - (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits. - Kototsuki You (HCB+K) has more lag on block - (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things. - (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles. - far D has less lag.
notes : edited once twice.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 23 as of 25/10/10 (Temporary mega upload link).
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[this message was edited by Toxico on Thu 27 Oct 13:25] |
GekigangerV 1723th Post
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| "Re(5):!!!!!!" , posted Mon 31 Oct 04:41![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
The website I posted in the other thread has been posting sprite rips quite regularly.
Got Vice, Mature, Raiden, Takuma, Clark, Athena, Robert, K, King, Daimon, Kula and the background characters now.
Link Here
Some of the characters have a green layer on them (Mr. Karate mask, past Athena's from her Neo-Max). I think you can mess around with them to get the real colors, but I am not sure how.
I am gonna go to Gamestop this evening and put some money down. Can't wait for this to come out. Such a shame we aren't playing it already.
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kofoguz 946th Post
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| "Kei Yamamoto interview Nov. 1st." , posted Wed 2 Nov 00:43![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: The website I posted in the other thread has been posting sprite rips quite regularly.
Got Vice, Mature, Raiden, Takuma, Clark, Athena, Robert, K, King, Daimon, Kula and the background characters now.
Link Here
Some of the characters have a green layer on them (Mr. Karate mask, past Athena's from her Neo-Max). I think you can mess around with them to get the real colors, but I am not sure how.
Yes, this will make me check updates for the certain art blog.![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/2ch_kabe.gif)
Kei Yamamoto had interview with blog.eu.playstation. And it's hopefull for sequels and crossovers.![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/2ch_mattari.gif) So people who has the power to organize a party and invite SNK and Capcom producers, this is the time to do it.
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Toxico 5512th Post
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| "The last of the arcade version... Probably." , posted Wed 2 Nov 01:39:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
A new KCE tournament showed up, it was pretty fun and has some good names on it, it even had little Raiden.
Nico version, for those who like the funky comments Part 1 - Nico Part 2 - Nico Part 3 - Nico Part 4 - Nico
Youtube share of the deal : Part 1 Part 2 Part 3 Part 4
If you are interested in ENG player info an tournament regulations, some idiot was speaking about it here
edit :
A small tidbit that I noticed a while ago. A few months ago, when the Professor said that Shima and a few others stopped playing KoF I noticed that the blog of their team (the fluffy blog) was left in charge of N°17, however since he already had his own blog (linked there) he used the fluffy blog to hold some movelist and game info and nothing more; the blog was completely revamped and removed the personal info from the previous team. The thing is that now I clicked on the blog again and I noticed that while there are no true changes made to it, the blog is now credited to Shima again. Furthermore the last update is "kinda" recent (it is listed as 11 / 11 but surely is 11 / 01 instead).
So, who knows? maybe they'll finish the "practical combo" movie series and that would be one of the sites to be on the look out as of when the console version arrives.
Don't forget about the interview posted kofoguz :
quote:
Kei Yamamoto had interview with blog.eu.playstation. And it's hopeful for sequels and crossovers.![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/2ch_mattari.gif) So people who has the power to organize a party and invite SNK and Capcom producers, this is the time to do it.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 22 as of 10/01/11
[this message was edited by Toxico on Wed 2 Nov 03:34] |
Professor 3288th Post
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| "Blog Update: network mode" , posted Thu 10 Nov 19:30:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
I think there was a rocks-papers video for KOF98 somewhere on youtube. I'm not sure how well it translates to kof13 though.
SNKP made their weekly blog update. This week, it's about the network but there's not much worthwhile info except that you can go frame by frame in replay. Hopefully it's frame-by-frame in 60fps. Interestingly, there's no mention of a slow-motion option in the blog, but the sample video shows it. Hopefully the blog's staff didn't mistake the two terms (frame-by-frame and slow motion).
Also, they're out of things to talk about and they're wondering what to write about in the next update. Here's a quick summary.
-Network mode roughly has two options, "Ranked Match" and "Player Match". Ranking Match allows you to play with a determined set of rules and your winning results will reflect on your ranking. Player Match on the other hand has no effect on ranking but lets you customize the rules up to a certain level.
-You can search for opponents by "Quick Matching" or "Customized Matching". You can set various search options when using Customized Matching. Like for instance, you can filter network speed by four levels/bars. The search options are somewhat different between Ranked and Custom matches. Also, you can set a region filter as well as a network speed filter when you're hosting.
-As a network-mode-only feature, you can save replays. You can also upload replays, but only in Ranked Match and if you're in the monthly 100s.
-Your saved replays can be viewed from the Replay Mode in the main menu. You can also download replays from the rankings and use them for studying. You can display/hide the meters, attack data, command data, jump through rounds, pause, and go frame-by-frame.
The screenshots reads as follows:
First screenshot: Menu reads- Ranked Match, Player Match, Friends Match, Rankings Second screenshot: Player match seach options- Round Time, Voice Chat, Player Level (selected option reads 'for advanced players'), connection speed (selected option reads 'Lv4 only')
[this message was edited by Professor on Thu 10 Nov 19:45] |
Kane317 73th Post
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| "Re(5):KOF13 to use GSS for netcode" , posted Fri 18 Nov 11:55![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
I'm surprised sibarraz hasn't posted it himself, from dc:
quote:
Ok some online impressions
- I was playing against a chilean friend who lives at 30 km from me (don't know how many miles are that, I think that maybe 20 miles)
- The game felt a bit laggy, but even though I was the host, he didn't dropped almost any combo, we had 3 bars, while the maximum is 4
- Now here is the deal,
1) we don't have the super connections that maybe lots of north americans had 2) He was using wifi AND the pc which his wife was using
So overall, I couldn't yet give a proper impression
About the interface, well, in player match, select stage is random, you never pick it, that's why I was able to play on Esaka 96, this stage is cool, looks exactly like the original one, even the screens where the players appeared was replaced for the actual artwork of the game. And no, nobody purchased it since there is no dlc on the marketplace
You can save your replays on your own HD, which is nice since you could later upload them using some video-cable
You don't had titles, only icons, you had to unlock them
Even in player matches, you can upgrade your ranking, ala blazblue
and that's it, I hope to test it with northamericans, I had the feeling that will run better than against some chileans (IN sf IV I had a friend which opur matches are incredible laggy, but with other countries run fine)
And please no use wifi : (
and more here from French player Ky0:
quote:
Take all these facts in consideration! I think is satisfactory enough!
Now, (I remind: I'm in France and my copy is PS3 version) Like I said I played vs an UK player, and NO noticable lag!
And this last point was literally shocked me! I play vs a Saoudian, with 1 bar (red connexion) and 50% time, the game runs properly, practically normal (without lag), and others 50% lag present, but, how to say... no cuts/jerks, the effects of lag are something very smooth, like a replay... like speed only slows down, but how incredible it is, all my commands and combos came out!!! o_O to be honest, before match starting, and when i saw 1 bar (red), I expected someething ala SF4, cuts, or deconnection, but nothing!!! and we were able to finish match quietly... AMAZING!!
so, I am aware, its just 2 matchs, but what I saw, I'm tempted to say that online is really better than SF4!!!
pending further feedback! (sorry about my engrish hahaa)
Professor, sounds like our match in red bar!
www.youtube.com/kane317
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mbisonhatclub 409th Post
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| "Re(7):KOF13 to use GSS for netcode" , posted Fri 18 Nov 12:53![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: mbisonhatclub: No rush. SFHDR was that bad? I've heard 3rdOe didn't perform like its GGPO label suggested. I watched Kokujin playing it on stream while he laughed about how the opponent kept teleporting from massive frameskip.
It's not just that it's bad netcode (though it is on PSN), but it's the only game that constantly gets played here.
I mean it, it's the ONLY game that gets played unless I'm playing something. Pollyana thinks I played too much Blazblue? She'd be impressed with the actual variety I really do have, especially if she visited this place. It's only ever SFHDR when I'm not playing, and that's the reason I fucking hate this game. I'm tired of its dumb music and its dumb ugly sprite art and mechanics. I'm tired of watching it. Every. EVERY. EEEEVERY night. It's not just annoyance, my hatred is extreme antipathy.
I don't own this place, I'm just staying here while going to school, so I have to deal with this. But I have to vent: I FUCKING HATE STREET FIGHTER HD REMIX.
But yeah, there are times when it is pretty obvious bad netcode, and because of the way rollback actually works, it's not really suited to consoles, any computer programmer should know this. Of course, going to school for a BS in CS and meeting other people doing such, I can tell how people would screw up in thinking that rollback would be automatically clever technology that you can just stick on consoles. In SFHDR, your opponent is literally teleporting and your opponent could be on the other side of the screen one moment, and the next moment he already has walked up to you and thrown you, and you're like, "HOW THE HELL DID HE DO THAT"
People saying KOFXIII should have used GGPO can suckit, because they don't really understand the technical aspects of anything, they just understand buzzwords.
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Professor 3299th Post
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| "Re(9):KOF13 to use GSS for netcode" , posted Fri 18 Nov 13:56:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Ups sorry, I'm on exams, but I could answer your questions professor
And ot, but 33oe netcode sucks badly
Exams! Ok then, thanks-- two questions. Both about color edit.
1. Can you color edit alternate costumes, like that of Elisabeth? 2. In color edit, you can switch the character's pose with the start button; front view, back view, and extra view. Can you briefly tell us what the extra view looks like on King and Billy for instance? Will be maining them.
Two addional Q's if it's ok.
-Is there CPU recording/playback in training mode? In SF4, you could record the CPU/dummy to do motions, and then play it back against you.
-Is there a frame-by-frame option in replay, or is it just slow motion playback?
[this message was edited by Professor on Fri 18 Nov 14:12] |
sibarraz 291th Post
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| "Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:05:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Ups sorry, I'm on exams, but I could answer your questions professor
And ot, but 33oe netcode sucks badly
Exams! Ok then, thanks-- two questions. Both about color edit.
1. Can you color edit alternate costumes, like that of Elisabeth? 2. In color edit, you can switch the character's pose with the start button; front view, back view, and extra view. Can you breifly tell us what the extra view looks like on some characters, King and Billy for instance? Will be maining them.
1. Yes you can, with betty you can remove her chest, and with yuri put her ponytail, kyo will has his school outfit 2. On Billy, you see his running animation, this doesn't help in anything except to look his pocket With King, you see her on his special losing pose so you can watch her boobs and make her bra combine with her skin appreciate the effort that SNKP did to show us an old reference to the original AOF
EDIT
3)Sadly no 4)yep, is frame by frame you press pause, and then you press lb/l1 for every frame that you want to move.
Sadly you can't rewind
[this message was edited by sibarraz on Fri 18 Nov 14:12] |
sibarraz 293th Post
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| "Re(5):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:18:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Aha thanks, was wondering about that! It'll still be a while before I can get my hands on the game, hope you enjoy it more when PSN goes back online, it'd be great to hear more netcode reviews.
Hope you won't mind me asking some additional questions later on again.
Good luck on Exams!
(Egh, I edited the previous message at an odd timing.)
I'm an xbox user, so no online problems
Also, I will like to point out that the DLC stages are already on the disk for online matches
So far I played only on esaka, the first 2 rounds the stage looks almost exactly like the original, including the ''now fighting screen'' with updated artworks
But at the third round, the stage changes for a night stage, then some fat crossdressers like joe's girlfriend appear in the middle, must be a nod for all the criticism that some stages got for being stereotypical
''You see, we're a bunch of trannies, so don't be offended''
[this message was edited by sibarraz on Fri 18 Nov 14:28] |
sibarraz 293th Post
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| "Re(7):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:35![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Sibarraz: Actually, if you're on the Xbox360.. how is its load time compared to the beta builds shown up until now? PS3 version is about 5-11 secs before the match starts, and under 1 second between rounds. I'm assuming it's about the same with the full 360 product version.
A crossdressing of Joe's girlfriend / Lilly sounds sick, can't wait to see that, lol.
mbisonhatclub: People in your dorm are hogging your console? That must bite. It would be interesting to hear more about how rollback isn't too fit for console platforms, is it due to memory difference?
Actually, I'm refering to his KOF girlfriend, the one that appears on his 2003 and xiii endings
The loading times are good, on stream they looked worse that what I got, but I don't know if I don't cared since the excitment of getting the game But I only played arcade mode before installing the game, no the loading times are not a problem, I don't notice them
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mbisonhatclub 411th Post
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| "Re(7):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 21:21:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: mbisonhatclub: People in your dorm are hogging your console? That must bite. It would be interesting to hear more about how rollback isn't too fit for console platforms, is it due to memory difference?
Rollback involves either keeping track of one point (expected latency) or a dynamic amount of points (unpredictable latency). The latter involves a good amount of memory resources. You can't predict latency ever unless you're in an environment such as LAN. So, the latter will get used. You can "pause and wait" but that isn't rollback, that's frame-delaying.
GGPO tends to actually pause and wait (inviting slowdown instead), but the idea is still the same; it still internally moves forward and traces back to a point to compensate for the lag difference, as each client side's game code is still moving forward. On the other hand, GGPO also doesn't necessarily update its display everytime (from what I can tell).
SFHDR tries to do the same, but it still ends up moving forward even displaywise and then rewinding instead, which is how a lot of teleportation occurs. So it's partially to blame the sad implementation of the netcode, here, but...
It's also a matter of the nature of the connection; GGPO, as far as I understand, is more client-to-client based, so a lot of hassle inherent in middle men interference is thwarted and GGPO can behave more smoothly. If one was able to ad hoc the connection on PSN or XBL, this also becomes less of a problem. BUT, the problem is you are dealing with PSN/XBL whether you want to or not, so you are going through a middle man simply because they say so. XBL gives a bit more freedom, supposedly, but it still isn't saying much.
So yeah, there is some memory issues especially since you can't predict latency, and because being on a PC gives you a bit more freedom and expediancy with memory calls and allocations, GGPO is generally setup better on a computer. But there is also the matter of the server overhead.
I'm not living in a dorm, and thank god because I went over to hang out with friends at the dorm last night to work on some project and the internet connection there sucked. I just happen to be staying with a family member who likes SFHDR. Even though I told him SFHDR is boring and to try playing a different game. Which he has once or twice but then never plays them after one session. I thought about getting him a copy of KOFXIII for XBL but then I highly doubt that he's even going to play it.
So no, Pollyana, I don't even play Blazblue that much.
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[this message was edited by mbisonhatclub on Fri 18 Nov 21:24] |
sibarraz 295th Post
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| "Some impressions" , posted Sat 19 Nov 03:03:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Ok some impressions
1) Don't like story mode, is a bit of a mess, and overall I don't know if I could get 100%, the dialogues are funny though
2) Trials mode are really hard compare it with other games, including blazblue and SF IV, at least for me, I don't know if I had to know more the game
3) You unluck colours for everytime time that you pick a char on versus, and maybe player match, so far after 10 matches, I unlocked the first row of colours
4)9 Languages, English, Spanish, French, German, Italian, Japanese, Chinese, Korean and the 9th one I don't know which one is Anyway, played esaka, an in the 4th round haohmaru appears
5)Icons are a bit lame Imo, same with gallery mode, there is an special artwork called Invitation, which is like a puzzle where you had to unlock a big image, where a gigantic mai appears with chibi characters from KOF 2003 AND XI
6) In ranked, you can search matches for region, skill level, and ping level, in ranked you can upload matches if you are at high level, in player matches you can save matches for your own, with the frame by frame option
I had 50% so I don't know which could be the message
[this message was edited by sibarraz on Sat 19 Nov 03:14] |
Professor 3303th Post
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| "Re(1):Some impressions" , posted Sat 19 Nov 11:54![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
sibarraz: Thanks for the impressions. A few Q's.
1. You said that, in player matches, you can save matches for your own. Can you do so in ranked matches as well? 2. What did you mean by this? --> "I had 50% so I don't know which could be the message" 3. Can you record your play temporarily in training mode? If so, can it be replayed frame-by-frame?
mbisonhatclub: Ahaa, that makes quite some sense, thanks for the breakdown. PSN, as far as I know, is p2p for most fighting games, with the PSN network + publisher server acting as middleman for matchups. I guess it could also be another contributing factor for unnessesary bottleneck.
Toxico: Good luck! Maybe ask sibarraz where he got his, lol.
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sibarraz 297th Post
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| "Re(2):Some impressions" , posted Sat 19 Nov 12:45![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: sibarraz: Thanks for the impressions. A few Q's.
1. You said that, in player matches, you can save matches for your own. Can you do so in ranked matches as well? 2. What did you mean by this? --> "I had 50% so I don't know which could be the message" 3. Can you record your play temporarily in training mode? If so, can it be replayed frame-by-frame?
mbisonhatclub: Ahaa, that makes quite some sense, thanks for the breakdown. PSN, as far as I know, is p2p for most fighting games, with the PSN network + publisher server acting as middleman for matchups. I guess it could also be another contributing factor for unnessesary bottleneck.
Toxico: Good luck! Maybe ask sibarraz where he got his, lol.
1) Yep 2) My bad, i was refering to an special artwork which acts like a puzzle, with a giant mai and chibi characters from 2003 and XI, the name is ''invitation'' So id don't know if there is a surprise or what 3) Nop
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sibarraz 298th Post
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| "Re(4):Some impressions" , posted Sat 19 Nov 21:59![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: sibarraz: Thanks for the updates, it seems like KOF13 is looking good! How would you rate the netplay so far? Compared to for example, SF4.
Two additional Q's. 1.Is stage select random on both ranked match and player match? 2. In player match, the game switches straight to the results menu after the match is over, and there's no victory screen. Is that the same with ranked match? 3. Is story mode multi-ending, or same ending regardless of path?
And for those without the game yet including myself, here's one review of the online from a Youtube user. He films by camera so you can hear the button presses to judge input delay. http://www.youtube.com/watch?v=nB0ps6I1Lh8
[edit] Esaka at night has spectators with weird movements Karate stage
1) Yep 2) You can get the winning screen or you can skip it 3) Has some multi endings, but I don't get the true ending yet it seems, I will say that is just a glorified arcade mode
Btw, some user at DC said me that there is recording on training mode, I just couldn't find it
About netcode, at 3 bars there is some delay, but I play with people that I always had horrible lag in SSF IV, so comparing it with SSF IV, I think that both are in the same level
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sibarraz 301th Post
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| "More Impressions" , posted Sun 20 Nov 11:46![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
- Ok, my bad, there is a recording option for practice mode, you had to go to training, then config buttons, and assign two for recording and play. You can record 10 seconds of your Dummy
- Story mode works in a really weird way, you start with 5 cutscenes, then you must choose if you want to go for the team/Heidern/Adheleid route, after that no matter what you must choose two routes, tournament or Inside the stadium /In heidern there is a third option called far from the stadium
Now, the weird thing, is that in any of this you had to choose your team (or even more weird, if you choose the team mode, you will see a warm up fight between two members of the team, and then you can choose another team for the tournamente per se)
In any of those routes lots of scenes will repeat, and those from the arcade game will always appear no matter what, but also according to the route, you could get other scenes
The stupid thing is that the order of those doesn't make any bloody sense, for example, If I pick the heidern route, lots of cutscenes from adheleid will appear, and vice-versa.
Also, there is 2 or 3 fights without includind red saiki and dark ash per team (or some times, you don't fight those 2) this are cool since has different dialogues from the arcade mode, and here, the 3 members of each team will discuss at the same time
Don't understand anything of what I talked about? Well, for my is really a mess, I prefer Blazblue mode, since it really feels like you can get three different endings per character, and lots of deep for each one. It was really tedious (CT, CS was more fun to get the 100%) but at least you feel that you will get some reward, here, not so much since there is only 30 cutscenes (And I don't know how to get 2 which it seems that are from the ''true ending''
- And Finally, I'm convinced that we will get a patch for the release of the game, since my copy doesn't had the config buttons option at the select screen, I guess that maybe we will see some changes on that patch, maybe this was the reason for the month delay, but is just speculatio
- The netcode, I played against a french and a northamerican (Recall that I'm from Chile, the last country from the world) so the matches weren't good Even with some friends my amtches suck, eventhough they always suck with them, and are not incredible unplayable, just annoying, but our internet is not that good, and their families use the PC at the same time
- And for the actual game, is freaking awesome that's it all, if the netcode sucks, at least I will push to had a local scene here since lots of guys bought the game
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Professor 3310th Post
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| "Joystick differences" , posted Sun 20 Nov 16:51:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Stream from Germany by HardEdge will continue tonight. This time, it's singles. http://www.twitch.tv/hardedgemedia
Sibarraz: I'm assuming Yuri is the same as King in the color edit mode?
That put aside, with KOF13 soon to hit globally, I have a question: How does everyone hold their joystick?
Given that the KOF series requires short stick inputs diagonally up, it would be interesting to hear if players hold or move their stick differently from say, the SF4 series.
Personal example is here. For SF4, stick is inbetween ring finger and pinky, firm grab on ball. For KOF, stick is inbetween middle finger and ring finger, thumb and index finger is only pinching the ball.
[this message was edited by Professor on Sun 20 Nov 18:48] |
Toxico 5518th Post
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| "Re(1):Joystick differences" , posted Sun 20 Nov 17:07:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: That put aside, with KOF13 soon to hit globally, I have a question for players: How does everyone hold their joystick?
Given that the KOF series requires short stick inputs diagonally up, it would be interesting to hear if players hold or move their stick differently from say, the SF4 series.
I don't change my grip depending on the game, never. My default form is the obviously the best "the pencil" type, in which I grab the stick in the same manner that I do with the pencil; following the logic that as long as you can "draw" a form with a pencil, I'll be able to get it with the stick. Being a sinister it's quite natural to be good at it (reference to this thread).
The thing is that grabbing the stick as a pencil works perfectly with a carrot model stick, but with a mushroom one is a little bit different, with those I actually still use the pecil type hold, however I grab the stick from the top of the stick's head and thus the grab is actually very loose like that, but as long as you are doing everything as you should you won't accidentally let go of the stick even in 40hrs in a row game play sessions (this statement is -obviously- made after being tested to death).
Now, I need to sleep down my own drunkness. So that I can wake up and drink again, thank you.
edit : Oh, Lost Feather did another combo vid for XIII (maybe it's for the console release??), but currently it seems like it's only in youku now. He had a youtube channel, but I can't remember the actual name of the thing, so I can't see if he uploaded it to other viewers.
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[this message was edited by Toxico on Sun 20 Nov 17:12] |
sibarraz 302th Post
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| "Re(1):Joystick differences" , posted Sun 20 Nov 21:41![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Stream from Germany by HardEdge will continue tonight. This time, it's singles. http://www.twitch.tv/hardedgemedia
Sibarraz: I'm assuming Yuri is the same as King in the color edit mode?
That put aside, with KOF13 soon to hit globally, I have a question: How does everyone hold their joystick?
Given that the KOF series requires short stick inputs diagonally up, it would be interesting to hear if players hold or move their stick differently from say, the SF4 series.
Personal example is here. For SF4, stick is inbetween ring finger and pinky, firm grab on ball. For KOF, stick is inbetween middle finger and ring finger, thumb and index finger is only pinching the ball.
About the bra part? Then yes
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sibarraz 303th Post
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| "Mr Karate and Nests Kyo Info" , posted Mon 21 Nov 03:11![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
KOF XIII - Mr. Karate Neomax
Mr karate changes and neo max 1) gained f+A command attack, canned 3 hit leftrightleft punch that is comboable into and from. 2) Ko'oh-ken is KOF2k2 Takuma style. Both A and C vers will combo. C ver does not guardcrush. 3) C ver Ko'oh-ken has a 'followup dash' (doubletap forward) that lets you cancel the recovery with a short dash forward... corner combo fun here. 4) C ver Kohou (dp+C) is brakable (A+B to brake). 5) new move, Hakyoujin (qcb+P), which is a high or low Geese style counter. 6) regained Shorankyaku (hcb+K) knee rush, with all properties from KOF98. 7) Hienshippukyaku (hcf+K) is an AIR MOVE only. 8) DM's are HSKK, Ryukoranbu, and Marco's big shiny uppercut from Garou MOTW.
KOF XIII - NESTS Kyo neomax
Nests kyo changes and neo max
Changes vs regular Kyo:
1) ex Kototsuki is no longer a command grab, it's a short rush and grab. He does not have the Hikigane (boo). 2) df+D 1hit no longer cancellable 3) close C, f+B combos, and is comboable from ala KOF2k1. This will be his main combo starter. 4) ex Oniyaki does not rise into the air, and only hits 6 times vs 10 from regular Kyo 5) ex firefist is the Dokugami (qcf+C) and the final dp+C hit has the properties of the ex Oniyaki 6) lost Air Orochinagi 7) Gained Mu Shiki, cB, cA, Mu Shiki works ala KOF97/98 8) Neomax IS comboable from close C, f+B, regardless of how the startup looks. 9) 75 Kai (qcf+K,K) is no longer automatic, both K's must be manually input like in old KOF. Range of the move is far shorter than regular Kyo, and it comes out slower like in KOF2k. You can drivecancel it from qcf+C for jugglefuns. 10) rdp+K is the R.E.D Kick as expected, overheads.
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Kane317 74th Post
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| "Re(1):Joystick differences" , posted Mon 21 Nov 16:48![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Stream from Germany by HardEdge will continue tonight. This time, it's singles. http://www.twitch.tv/hardedgemedia
Sibarraz: I'm assuming Yuri is the same as King in the color edit mode?
That put aside, with KOF13 soon to hit globally, I have a question: How does everyone hold their joystick?
Given that the KOF series requires short stick inputs diagonally up, it would be interesting to hear if players hold or move their stick differently from say, the SF4 series.
Personal example is here. For SF4, stick is inbetween ring finger and pinky, firm grab on ball. For KOF, stick is inbetween middle finger and ring finger, thumb and index finger is only pinching the ball.
I do the three finger kof grip like the picture.
www.youtube.com/kane317
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Amakusa 900th Post
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| "Re(3):Joystick differences" , posted Tue 22 Nov 12:55![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Are you left handed? I've always wondered why if most people are right handed, the control stick/pad is always on the left. It's usually the case that moving the character requires more finesse than pressing buttons. But it seems like historically speaking, human implements like to use the left hand for positioning and the right hand for rhythm (for instance, most musical instruments and weapons).
I used to play at the arcade with someone who played 'cross-handed', that is, used their right hand on the stick and left hand on the buttons. It was actually kind of obnoxious because he kept hitting me with his elbow whenever I played a match against him.
Now, wondering if there was any merit to the style, I tried it myself (I am right-handed) and I did notice I could overcome my right-facing bias, but now had a left-facing bias problem, where if I played normally I had the opposite problem.
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Toxico 5519th Post
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| "Re(1):Famitsu score for KOF13: 8/9/9/8" , posted Tue 22 Nov 15:48![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
To answer Nobita's question, yes, I'm a lefty. And going into "what's natural" to place the control stick I think that it's much more basic than convenience and stuff like that; remember that initially controllers where meant to imitate airship or ship controllers, so a proper model of inspiration is that of planes.
While we have that plane controllers are usually located "at the center" for the pilot to grab, we have that in location usually pilot seat is placed to the left and the other seats are copilots and navigators stuff like that; piloting itself is meant to imitate the configuration used to drive cars, which also places pilot seat to the left.
I remember reading many studies and stuff like that on how when people have to go to someplace or how they have search for something usually left is mentally assigned to "first" and is where searching starts. And that stems from many habits of our daily lives, such as naturally starting to produce text from the uppermost left place of a page.
BTW, I meet a guy who played arms crossed in the arcade as well, the poor sap was quickly nicknamed Zankuro and is teasing for his "fighting stance" even to this day. As a pointer, according to him playing like that for a long while hurts like hell since he has to either bend unnaturally his arms and stay like that, or bend his whole torso and place himself in an horizontal position so that his hand would be left straight. We had a common "game test challenge" here which consisted that whenever he played a versus game against us, we assumed the same position as him to fight him (his frequent defeats were simply hilarious).
... After having gone in a long length argument about human basic nature, to point out how that can be used to bake potatoes or something now I totally feel like a Togashi character. Cool.
--- On topic (for once) ---
quote: According to people that picked up the magazine early, Famitsu gave KOF13 a pretty good score, 8/9/9/8. Good news indeed.
EGM also gave a good rating. http://www.egmnow.com/articles/reviews/egm-review-the-king-of-fighters-xiii/
Famitsu score is pretty good, wasn't XII's score something in the lines of all 4s? That's for about twice the score. Though I wouldn't be surprised if Famitsu game close to 10s to Namco and Capcom fighting games.
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Professor 3314th Post
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| "4 bar netcode review from JP: Arcade quality." , posted Wed 23 Nov 00:17:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Some stores in Osaka and Tokyo got the game. Tokyo's reportedly sold out. Here's a report by two players that tried playing each other.
Player1: Osaka, optic fiber, TV display lag about 2F Player2: Nara, optic fiber, TV display lag unknown but playing on a Regza's game-direct mode Distance between two cities is about 60km/37miles PS3 Version.
Player Side 1P: "The Lag is about the same or shorter than playing on a blue Vewlix cabinet. No hiccups, you can block normally. Probably about the same lag as SSF4. Synching does not happen if the opponent has the game installed (in other words, the synching is simply waiting time for the opponent to load their game) Game loads in 2 seconds after the characters are selected, load time between characters are under a second. In the arcades, I couldn't do combos on the Blue Vewlix so I wish there were no lag at all like NeoGeo Station.""
Player Side 2P: "This is the first time I've played a fighting game online. It felt a little bit stiff to jump and stuff than the arcades. My Kuhadan> Breaking> Zaneiken> EXZaneiken whiffed, but this might be possible once I get used to it. My opponent could actually do Shen's HD combo and do delayed inputs. I don't know how to install."
So the verdict seems to be that, on 4 bars, it's arcade quality gameplay. A blue Vewlix is the cheaper standard cabinet for TypeX games. Its LCD monitor has about 2 frames latency than the normal red cabinet.
[this message was edited by Professor on Wed 23 Nov 00:30] |
nobinobita 1010th Post
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| "Re(6):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 04:31![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote:
Anyway im pretty disappointed with the game myself. Guess its the fanboy in me. I think it still is unfinished(characters missing far or close normals etc), and it doesn't have the charsima or charm that was KOFs strong point. One winning pose, no openings before fights. Even little things like the finish of Ioris super where when he leans back, he actually darkens and you see the little trail of his glowing eyes. etc etc
Those things matter to me shrug.
Nice to see you!
I see what you mean by the game missing those nice little touches, but there are so many other charming and substantial touches to the game that I can't help but love it.
For instance, everyone in the game has a distinct body type. This is something that very very few games care to even consider.
In the past KOFs almost everyone shared a generic athletic muscular body type (even the wrestlers). This isn't a knock on KOF at all, in fact most games today everyone has the same body (that way you only need to use 1 rig for animating everyone).
In KOF XIII look at the variety in team Garou alone. Terry is now stockier with wide shoulders; a good brawler build. Andy is more svelt and lithe (look at how long his fingers are!) as befitting a Ninja and Joe has that wirey, rock hard, super cut Kick boxer build.
I'm just blown away by how much thought and effort they put into the characters. I love it!
Hopefully this game will sell well enough that they can start implementing all those other special touches we expect from SNK (custom intros, win poses, characters shouting different things to each other in the middle of a match etc).
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mbisonhatclub 412th Post
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| "Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:27![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/
Had a good time reading this
Uh, whatever you just read, it was deleted. Probably a troll review.
I got my copy this morning waiting outside the yet to open store and greeted by the guy opening the place up. Asked him for my copy and he retrieved it and asked me if I was a fan of the game. I said I had been waiting a year and a half, so he asked me "Is Geese in this version?"
I regretted to inform him that he wasn't in there, but it was pretty amazing to see someone know about Geese Howard in an otherwise Capcom-dominated world such as the fighting game genre in America. He and I just agreed that we hope it sells enough copies that KOFXIV comes to fruition sometime in the future and that we get our mofo'ing Geese, because even I want him in. He's my favoritest fighting game villain ever.
Gave the game a few plays and unlocked Billy on the way, tried a couple trials for Leona and had a bit of trouble with timing, and then I had to go off to school and will be here for a while. But I love what I've been able to do so far and I love the dialogue between characters in the opening.
I still miss the special animated intros and such, the amount of winposes and the like, and there certainly are some moves that could be put back in, but hopefully they'll get put back in KOFXIV and the animations like winposes and intros are pretty cosmetic and trivial things at this point that I'm not really worried about them.
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Professor 3316th Post
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| "Re(2):Netcode woes, Color edit wows" , posted Wed 23 Nov 19:20![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: In my quest to earn more colors that might be useful for the edits to have in mind... well, I've unlocked none of them, but one of the first rows to unlock has more flesh tones for more parts. Completely pantless Yuri is now a possibility, but still no green hair for me yet! Is totally nude Raiden a possibility? Working on it.
Waiting to hear some nice color edits, lol.
As for netplay, according to one early purchaser in Japan, there's a huge amount of difference between four bars and three bars. His conclusion is to never play at three bars and that it shouldn't be a problem since most of the users he's seen within Japan region setting thus far have 4 bars. I don't know if that'll stay true once the game gets officially released and the more casual players without fiber optic lines (meaning, ADSL or CATV) come around.
Kind of worried about overseas though, the impressions sound bad. Also worried that, at this rate, SNKP might get satisfied with their netcode after more Japanese user reviews come out and they decide not to give any consideration to potential patches. With their illeteracy, they can't read English comments, so Atlus and RSG's actions might be the only hope in that case.
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mbisonhatclub 414th Post
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| "Re(5):Netcode woes, Color edit wows" , posted Thu 24 Nov 07:25![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
I managed to play one of my friends online, and here is the case evaluation:
First, he was on a wifi'd PS3 and we played about 5 matches, give or take. Noticeable input latency, and it felt like playing NGStation's KOF95 online. I would say between 20-40 frames latency. This was a 3-bar connection, by the way. I was sort of able to block on reaction when I needed to, but strict input timings were hard to pull off, and it was hard to be precise.
After that short set, he decided to wire his PS3 to the router this time (mine already was). We play again and his connection level is 4 bars, this time. The input lag was significantly reduced; maybe around 5-15 frames this time. I could manage combos better. Precision was a lot easier and it was definitely playable.
I'd like to play some more people though sometime to do some more studies.
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mbisonhatclub 415th Post
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| "Re(7):Netcode woes, Color edit wows" , posted Thu 24 Nov 09:53![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Whoa 20-40 frame lag on wifi? That's as bad as playing cross-country, lol. Good to know that wired really changes things, thanks for the heads up. We'll need to try testing once I get my copy.
Yeah, as I said, it was rather noticeable lag, and we both are in the same state (Virginia). It's amazing how much the lag reduced when he wired his setup and it felt pretty nice, online considering. Online will never be perfect and I've never had a totally perfect online for any game anyway, NOT EVEN ON GGPO, but for what can be done, the connection at 4 bars was very good. But still, I'd love to try playing against other people to get a better perspective of what's going on with the netcode, because it seems rather strict a condition to have people be forced into wired connections, which most people probably won't comply with so easily.
We'd like some news on NESTS Kyo already, because plenty of people want him on their teams.
I also never had so much trouble doing charge moves, but I have a hard time doing moonslasher. Maybe it's because I'm on pad, but I accidentally jump a lot, or if I press even a frame too early, it's a ground attack. But I can't even really do Leona's trials because of all the charging, and I end up having to play her in a very basic fashion.
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Evenor 754th Post
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| "Re(8):Netcode woes, Color edit wows" , posted Thu 24 Nov 10:56![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Whoa 20-40 frame lag on wifi? That's as bad as playing cross-country, lol. Good to know that wired really changes things, thanks for the heads up. We'll need to try testing once I get my copy.Yeah, as I said, it was rather noticeable lag, and we both are in the same state (Virginia). It's amazing how much the lag reduced when he wired his setup and it felt pretty nice, online considering. Online will never be perfect and I've never had a totally perfect online for any game anyway, NOT EVEN ON GGPO, but for what can be done, the connection at 4 bars was very good. But still, I'd love to try playing against other people to get a better perspective of what's going on with the netcode, because it seems rather strict a condition to have people be forced into wired connections, which most people probably won't comply with so easily.
We'd like some news on NESTS Kyo already, because plenty of people want him on their teams.
I also never had so much trouble doing charge moves, but I have a hard time doing moonslasher. Maybe it's because I'm on pad, but I accidentally jump a lot, or if I press even a frame too early, it's a ground attack. But I can't even really do Leona's trials because of all the charging, and I end up having to play her in a very basic fashion.
You are in VA mbisonhatclub? I had no idea! I moved from Florida to Harrisonburg (JMU) for grad school.
I am also having tough time with charge moves. Drive canceling charge moves are really holding me back when using Leona and Ash. Also, while doing trials with Elizabeth drive canceling from a ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/plus.gif) to ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcf.gif) always results in a super for me. Similar things happen when I do Kula's trials as well. Do any of you guys have similar issues or do I just suck at drive canceling? Besides that I think the game is fantastic!
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Kane317 75th Post
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| "Re(9):Netcode woes, Color edit wows" , posted Thu 24 Nov 16:36![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Whoa 20-40 frame lag on wifi? That's as bad as playing cross-country, lol. Good to know that wired really changes things, thanks for the heads up. We'll need to try testing once I get my copy.Yeah, as I said, it was rather noticeable lag, and we both are in the same state (Virginia). It's amazing how much the lag reduced when he wired his setup and it felt pretty nice, online considering. Online will never be perfect and I've never had a totally perfect online for any game anyway, NOT EVEN ON GGPO, but for what can be done, the connection at 4 bars was very good. But still, I'd love to try playing against other people to get a better perspective of what's going on with the netcode, because it seems rather strict a condition to have people be forced into wired connections, which most people probably won't comply with so easily.
We'd like some news on NESTS Kyo already, because plenty of people want him on their teams.
I also never had so much trouble doing charge moves, but I have a hard time doing moonslasher. Maybe it's because I'm on pad, but I accidentally jump a lot, or if I press even a frame too early, it's a ground attack. But I can't even really do Leona's trials because of all the charging, and I end up having to play her in a very basic fashion.
You are in VA mbisonhatclub? I had no idea! I moved from Florida to Harrisonburg (JMU) for grad school.
I am also having tough time with charge moves. Drive canceling charge moves are really
-- Message too long, Autoquote has been Snipped --
The trick for Leona's cancel is to charge db~ub+P~uf+K (you can do f+K if you want) then db again.
Liz has a special way to cancel hers, usually it's HD only for everyone else that has that type of problem (K'), but she can do dp+P, f+P and it'll do her qcf+P after her dp+P.
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mbisonhatclub 417th Post
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| "Re(10):Netcode woes, Color edit wows" , posted Fri 25 Nov 02:19:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: You are in VA mbisonhatclub? I had no idea! I moved from Florida to Harrisonburg (JMU) for grad school.
Yeah, I currenty attend GMU myself.
I also know about the ub->uf charge trick with Leona, as I know mentally how to do it, but it's a strain on my thumb to do it. It's not an activity that's greatly meant for pad play, so I'm gonna have to stick to something more basic during actual play when I can't afford to go for it.
Also, I may have been shooting too upward when saying 5-15 frames, I should have said about 2-10 frames for 4 bar. It really did feel pretty nice.
EDIT: Tried out story mode. It is really cheesy, as typical of SNK. It also isn't even remotely as thick as Blazblue, let alone Mortal Kombat. A lot of scenes are just reused from arcade mode, and it seems picking teams doesn't really affect the outcome of anything, unlike Blazblue where picking characters gives you a specific fragment of the storyline geared toward that character.
Saiki has that tsundere throwaway villain mastermind complex. "Hmph, s-stupid henchmen!! Y-you don't do a-anything for me! I-I did everything, b-but I'll k-keep you around anyway, b-because I feel like having someone around to insult, that's all! Stupid useless henchmen! I don't like any of you at all!"
There's not a whole lot of depth at all to the writing; it's just exchanges of "wow you've grown up, let's battle!" "get out of my way" "I'm on a mission, don't be an obstacle" "you suck, I can take you" "you're gonna get blown up if you stand in my way" "you're a girl? girls can't fight!" but said in various different ways sort of tailored to the characters' personalities, but that's not really saying much because it's KOF and the writer(s) can't write very well nor avoid being cheesy.
As for the rampant misogyny displayed by some characters, that part is especially cheesy, as if SNK is still stuck in the past about that stuff. Nobody even gives a second thought these days to being sexist in fighting games. It's like they're stuck on that meme where girls don't exist on the internet.
And since Saiki really is kind of camp, part of me thinks he's that way just because they don't want to write a good enough villain anymore that the fans would otherwise want to keep; hence, the throw-away villain act. Fear his generic motives, as well as his cliche personality. Incompetent fools. A lot of people are missing Geese, and SNK should know this. It's hard for fans to let go of such an awesome villain when they (SNK) would like to move on to the next...uh, story.
...Which is pretty much "Ha ha ha! We set up this King of Fighters tournament so we can collect your coins...er, energy! No, that wasn't meta talk! We also did not steal this setup from Sailor Moon! Ha ha ha! Now that we have enough energy to revive the Negaver--er, Orochi, you will battle a really cheap boss that introduces himself by insulting you and/or humanity in general! Ha ha ha!" "We'll get you, you evil boss man(tm)!" "Never, as I, who recognizes myself as EEEEVIIIIIIIL, cannot lose to goody-two-shoes foolish humans who destroy themselves anyway with their sinful destructive ways such as inserting more coins to try and defeat my cheap ways to get a lame ending, thus putting them in dire straits financially! What an EVIL(tm) plan! Ha ha ha!" which ends with "Fools, if you keep this up you will only destroy yourselves!!" "Don't worry about us, evil boss man(tm)! We HUMANS can take care of ourselves just fine." "Serves that evil boss man(tm) right! Humanity will persevere afterall!" "Yeah, let's have a cheesy get-together ending!" and finally concluded with "But where is humanity headed?! All of this fighting surely is destructive. Will humanity be able to continue on in this fashion without destroying themselves?!"
EDIT2: Just felt like doing this
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Toxico 5521th Post
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| "Re(5):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 15:31![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: I've only just gotten off a plane and played the game for a few hours, but all I can say is... these guys took the time to add in the tiny detail of character shadows from multiple light sources?
Do you mean the rim lighting (ala CVS2 and Daraku Tenshi before that?) or do they do something even more complex?
There are a few scenes with rim lighting here and there (for example, "the end of time", the last stage); but besides that for what I remember the sprites where designed for sprite interaction from in game light sources (such as some fireballs, or Liz's attacks).
BTW, I noticed that some of the text was re-edited for the console version (For SNK that's the first time in... ever). For example I don't quite remember, but Shen Woo asked K' to either to become blood brothers (that thing where they slice each other fingers and "exchange" blood), or he asked him to do that gang like ritual where guys drink sake from eachother glasses (can't recall the exact name). The new translation didn't have any +18 kind of reference.
quote: Dune playing 13 http://live.nicovideo.jp/watch/lv72228195
Says netplay is fine at 4 bars, saferoll timing is a tad off so there's probably few frames of lag.
To keep this from being forgotten.
Now, if you'll excuse me; I need to keep drinking and bullying people in game.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 21/11/11 (Temporary mega upload link). // 104 personajes traducidos
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Toxico 5524th Post
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| "Re(6):one disappointing aspect of color edit" , posted Mon 28 Nov 11:35:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote:
Do you have a listing of what the edit teams are? While there is a lot of information about the game out there I haven't been able to sort through it all.
I only know the ones from arcade (taken from the mook). K' Kyo Ash Athena Yuri Kula Hwa King Chin Benimaru Andy Robert Liz Mai King Daimon Mcsíma Raiden Kof 2003 main characters.
Additionally there are 2 new that are pretty obvious : Saiki + anything -> nets you a cool illustration of the ones from the past. FF1 bosses (Hwa, Billy, Raiden).
I haven't that much, but I'm totally gonna try some combinations that brought results already in the past games (such as team bandana, team sunglasses) and the like.
quote:
Since I'm too dim to find my own answers here's another question: Is there a new tier ranking for the home version?
No. the only tier theory talk that I have heard so far comes from the first showing of the game; and right now the people that worry about that the most haven't even touched the game yet.
quote:
Finally, a rhetorical question: Why must so many KoF bosses be so lame? Inky Ash and a guy who's only powers are reverb and slowing the pace of the fight down to a crawl just isn't doing it for me.
The KoF team has this strong mindset of doing new things "very differently" from how they were before; that easily shows when it comes to designs and the like (as in, they either got it or were pretty close to get it; but by now their concepts are pretty "out there", and not necessarily in a good sense).
As a side note, I thought that more people would celebrate the chance of finishing the saga by writing Ash out of existence.
quote: Btw, has anyone completed 100% in the gallery's Invitation? Wondering if there's anything to it.
I have it at 96% so far, it just look like a piece of art that has every character that appeared in Ash hen + some of the characters from story mode. It looks like the ps2 XI exclusive characters aren't included in there, I doubt that they'll be present in the 4% that I'm lacking (is a small space, it mainly is Mai's right eye)
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 21/11/11 (Temporary mega upload link). // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 23 as of 20/11/11
[this message was edited by Toxico on Mon 28 Nov 13:14] |
Professor 3324th Post
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| "Re(7):one disappointing aspect of color edit" , posted Mon 28 Nov 20:37![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Toxico: How are you liking the game so far, and its netcode?
It's interesting how nobody's talking about tiers yet. Either it's really well balanced (which I doubt), or noone wants to talk about it yet, or the netcode stinks so badly for most players that it's hard to make a competitive acessment. Either way, tier talk will inevidibly start popping out by the end of this week when Japan gets 2-3 days with their hands on it.
The only top player in Japan with the game right now is Dune, and he hasn't had time to play it much at all yet. From the few hours of playing thus far, Goro, Vice, Kensou, and Iori seem strong to him.
Can someone explain how the Invitation picture unlocking is done? Is it by unlocking other images in the gallery, or by playing online or something?
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Puar 653th Post
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| "Re(1):Some impressions" , posted Tue 29 Nov 00:25:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
HOLY CRAP! MY ACCOUNT STILL WORKS!!
Anyhow, if anyone wants some Xbox Live matches, my GT is JQTNguyen.
quote: 1) Don't like story mode, is a bit of a mess, and overall I don't know if I could get 100%, the dialogues are funny though
I wrote a Story Mode Scenes FAQ that can be found here. I've also submitted on to GameFAQs and that version of the FAQ has a shout out for the MMCafe in it. <3
quote: Ok, for those who want to use color edit but don't want to pay for unlock the colours, you need to fight 40 matches per character on ranked, player, or versus matches to unlock them all
If you for example play 40 matches with Andy/Ryo/Yuri, you will unlock all the colurs for them no matter if you don't used one of them or not
I've found the easiest thing to do is to go into 3 vs. 3 Versus (since it will count each of the characters you selected), set yourself to Level 5 (Full Bars) and your dummy opponent to Level 1 (50% Life), beat them quickly, then select the Rematch option. Each rematch counts as re-selecting your character and this method is slightly faster (by my count anyway) than doing 1 vs. 1 Versus (that is, assuming you want to Color Level Up three people at once).
quote: Btw, has anyone completed 100% in the gallery's Invitation? Wondering if there's anything to it. So far I had a 92% of the screen, I had finished the game with all the default teams
quote: Can someone explain how the Invitation picture unlocking is done? Is it by unlocking other images in the gallery, or by playing online or something?
I've only beaten Arcade with three teams, but I have all but one sliver of the invitation, so I'm guessing it's a time lapse thing?
quote: Toxico: How are you liking the game so far, and its netcode?
It's silky smooth on XBLA for me, at the same if not better than SSFIV games, A LOT better than UMvC3 on my end.
quote: Some guy made a list with 15 teams with their edit team ending, so far I did the ''Fatal Fury 1 Ending'' which was awesome since we had an artwork with michael max
I, too, would like to see this list of Edit Teams, if it's more than the Mook + 2 Unlockable Characters' Teams.
"You should get to know me better no one's ever what they seem..."
[this message was edited by Puar on Tue 29 Nov 02:17] |
Toxico 5526th Post
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| "Re(8):one disappointing aspect of color edit" , posted Tue 29 Nov 00:59:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Toxico: How are you liking the game so far, and its netcode?
Within the group I'm much more of an offline player than an online one. Online wise the game feels just for about as barely bad as it is. I had a few local matches with 3 bars and it was kinda Ok, I only had problems timing DPs as wake ups (which lead to over 40% damage in each case), but my muscle memory could make up with everything else when it came to comboing. Fireball characters do feel strong with some lag, specially if you don't have a super quick move to go through the ball and mash their faces in.
When it comes to my feelings of the game, well; I'll try to keep this short (less 300 pages or so), but to be honest the direction of the game is beautiful (and this is not restricted to the visual aspects of the game); it really feels like the game is directed towards all fans of the saga-- The game has a bunch of details here and there to the people that enjoyed 95' more than anything. And then some things here for the ones that loved 98' the most and of course certain things for the guys that worship 02'; and inevitable there is something "left over" to the people that really, really got into XI.
Being surrounded by a huge crew of people, from which some groups still can't move on from 95', or 98' or even XI; this game has been received incredibly nicely locally. In fact I think that I'm gonna have to re-accommodate my room to fit more people here per visit.
Analyzing the game some, it's easy to see that (from arcade to console) SNK went as far as possible with it as they could without actually having to draw new stuff sprite wise. That says a lot of the current situation of the company. They have not realized that they have still not "reached the peak". For example Athena's air DM (Fang Arrow was it?) has absolutely no unique sprites drawn to it, but it's just the visual effect of Athena throwing herself into the enemy with the Qcb several times (in fact we noted "how cheap looking" that move was from 97'); there is also Kensou who's 94' DM was simply him graphically giving some of his air and standing kicks and then his DP; so we have that even with cheap production there are still more moves that can be added here and there as long as they realize that they can mugenize them in. The fact that they didn't go as far as drawing more and new moves in really feels that some more of the casual fans feel kinda betrayed since their characters "are lacking" (regardless of the actual characters being good or not).
About how the game actually behaves, the controls are very different from 02' which is kinda welcome. For example is harder to "delay" inputs (as, do a Qcf, wait a second, press button), which is actually very helpful to the game as that encourages constant movement from the player (in 2002 there it was way too many miss-fires if you are too radical on how many inputs you do per sec). Personally I think that one of the most negatives aspects of the game is that they actually made it "way too easy to pick up". For example players that previously didn't had the Skill to perform actual MAX mode combos in 2002 can pretty much easily access to simple and complicated Max cancel combos, that pretty much spells that as long as a player knows how to press C and how to a Qcf they are going to have access to 70%~90% damage chances. By contrast a bunch of my friends only had fun with really, really hard to control characters like Angel, May Lee or Momoko, and to them the game pretty much has nothing as no character has such steep skill demand in order to control; even the harder to control characters here (Chin? Duolon? No pants Ash?) are pretty simple to get their "100%" compared to Angel; so that leaves the some players feel that they can't show off their skillz. I noticed that arcade wise, that's one of the reasons of why most people didn't give XIII arcade a fair chance compared to '02UM in Asia (and over here as well).
It really feels like if SNK was going for a "no restrains" game. For example back in 98' if Kyo did cls C, fwd B and his dokugami chains, the chains will whiff because of range, so in order to combo them you had to be more modest about it and do less hits with them. In XIII there is nothing of the sort, it's like SNK really expected players to fight it out using the most extreme of the extreme, and that spells that is pretty, pretty easy to dish huge damage.
Personally I would like to still see the game bosom some more, and I feel that there is still not enough "material" to either stack up another dream match, or to start a new saga (assuming that not everyone from here makes it to next installment). In other words I would like them to come around and create another arcade update for the game as they were considering back then, and if they make the update big enough resources wise; it would be nice if they can add a few characters and moves and the like.
quote:
The only top player in Japan with the game right now is Dune, and he hasn't had time to play it much at all yet. From the few hours of playing thus far, Goro, Vice, Kensou, and Iori seem strong to him.
You are making Shima cry. ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/2ch_gets.gif)
quote:
Can someone explain how the Invitation picture unlocking is done? Is it by unlocking other images in the gallery, or by playing online or something?
I actually completed it today courtesy of a guy who skipped his first period. From my own impression it seems that to clear invitation the best thing is 1.- To add % to the visual gallery (achieved by clearing the game with the default teams & playing through story). 2.- Giving "a loop" through survival (the standard method of unlocking things in SNK games) and 3.- unlocking colors in customize. I have not really played any online nor played trial, so it seems that unlocking icons (the main things "you do" unlocking wise in those to modes) is not relevant to the invitation.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 21/11/11 (Temporary mega upload link). // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 23 as of 20/11/11
[this message was edited by Toxico on Tue 29 Nov 01:37] |
sibarraz 308th Post
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| "Team Edit Endings" , posted Tue 29 Nov 01:25![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
From meiji_99 of Dreamcancel
1) Kyo, K' and Ash (Protagonist of each saga) 2) Yuri, Kula and Athena (Pedobear Team) 3) King, Chin, Hwa Jai (Wine,Beer,Sake) 4) Benimaru, Robert and Andy (Second Banana Team) 5) Elizabeth, Mai and King (The ladies) 6) Goro, Raiden and Maxima (3 Big Guy ) 7) Ash, Duo Lon and Shen (Kof 2003 protagonist team) 8) Raiden, Clark and Goro (Grappling) 9) Mature, Vice and Leona (The orochi harem) 10) Kim, Kyo and Kensou (Ku Klux Klan?) 11) Terry, Ryo and Kyo (FF, AOF, KOF Protagonist) 12) Benimaru, Iori and Leona (I dun't knuw lol) 13) Kula, Yuri and Ash (Teenagers) 14) Ash, K' and Chin (grey hair) 15) Raiden, Hwa Jai and Billy Kane (FF I Origin) 16) Takuma, Kyo, Iori (I don't know)
Also, billy and saiki had pics
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Toxico 5526th Post
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| "Re(1):Team Edit Endings" , posted Tue 29 Nov 01:37:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
..... I clearly remember who Puar is, I feel like such a stalker Well, there is also Ignition one.
quote:
16) Takuma, Kyo, Iori (I don't know)
Ura characters.
quote:
Does anything happen/get unlocked when you achieve 100% in Invitation?
Just the ability to zoom it and treat it like one of the other menu pictures. If anything something might if you get 100% gallery but I doubt it, also I haven't gotten 100% on any of the galleries (whereas is customize, visual, sound and who knows what else).
quote:
... How many people are crowding in your room to play the game?? Sounds crazy!
Peaked at 7 on the Tekken 6 days. It should be noted that it's hard to fit 4 people in here right now. BTW recording is pretty hard over here, pretty much nobody has handcams nor capturing devices. I could try holding the notebook on my shoulder as if it was a camera but I doubt that will turn out fine nor watchable.
edit :
Hou, 7th place.
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[this message was edited by Toxico on Tue 29 Nov 02:13] |
Puar 654th Post
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| "Re(2):Team Edit Endings" , posted Wed 30 Nov 04:23:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Oh wow Puar! How many years have it been? This kof13 is like a reunion of things.
The last KOF I really played was KOF2K3, so at the very least, it's been that long. Good to see you and Gunsmith are still around. I'm trying to pester Yasakani Iori into getting KOFXIII, but I don't think he plays console games really...
quote: ..... I clearly remember who Puar is, I feel like such a stalker Well, there is also Ignition one.
Heh, I remember you from when I used to be more active on the MMCafe Board, Toxico. But, yes, the I-O Puar would be me as well.
quote: From meiji_99 of Dreamcancel
1) Kyo, K' and Ash (Protagonist of each saga) 2) Yuri, Kula and Athena (Pedobear Team) 3) King, Chin, Hwa Jai (Wine,Beer,Sake) 4) Benimaru, Robert and Andy (Second Banana Team) 5) Elizabeth, Mai and King (The ladies) 6) Goro, Raiden and Maxima (3 Big Guy ) 7) Ash, Duo Lon and Shen (Kof 2003 protagonist team) 8) Raiden, Clark and Goro (Grappling) 9) Mature, Vice and Leona (The orochi harem) 10) Kim, Kyo and Kensou (Ku Klux Klan?) 11) Terry, Ryo and Kyo (FF, AOF, KOF Protagonist) 12) Benimaru, Iori and Leona (I dun't knuw lol) 13) Kula, Yuri and Ash (Teenagers) 14) Ash, K' and Chin (grey hair) 15) Raiden, Hwa Jai and Billy Kane (FF I Origin) 16) Takuma, Kyo, Iori (I don't know)
Also, billy and saiki had pics
Thanks! On a related note, if anybody else was thinking of trying to stack Billy Kane with Saiki to get both of their pics, it won't work and you'll only get Saiki.
Also, there's a YouTube Channel with all the Story Mode Scenes.
"You should get to know me better no one's ever what they seem..."
[this message was edited by Puar on Wed 30 Nov 04:57] |
Pollyanna 3148th Post
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| "Re(4):Team Edit Endings" , posted Thu 1 Dec 12:01![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Finally sat down with the home version a bit and wow, some of those trials are pretty crazy. I can get about half of them with some effort, but the other half are way more trouble than they're worth. The fact that the timing on jump-ins is sort of strict makes it even more bothersome. Still, I learned a lot of neat tricks thanks to them and I found them more "educational" on the whole than Capcom's, which tend to teach you weird things that nobody actually uses.
quote: Some(?) of the gallery pics is here. There's some bonus sketches and artwork is here.
The Gallery is eye teary. Hope there is more of it. By the way there is white hair team, wasnt expecting that. :)
While it's always nice to see some sketches, it just builds more contempt for their new artist. I admit, I'm horribly biased towards Hiroaki and Nona, but my problem with the new art is that it's lacking the personality of the sprites. Not only that, it's inaccurate to the sprites. I have never liked Mai, but I love her in this game. Her sprite is really one of the best I've ever seen, and her face has so much personality. The artwork looks nothing like it...it's a different design.
But hey, I'm sure for everyone one of me, there's two people wishing the characters "just looked normal-like the artwork."
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mbisonhatclub 420th Post
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| "Re(5):Team Edit Endings" , posted Thu 1 Dec 14:13![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: While it's always nice to see some sketches, it just builds more contempt for their new artist. I admit, I'm horribly biased towards Hiroaki and Nona, but my problem with the new art is that it's lacking the personality of the sprites. Not only that, it's inaccurate to the sprites. I have never liked Mai, but I love her in this game. Her sprite is really one of the best I've ever seen, and her face has so much personality. The artwork looks nothing like it...it's a different design.
I always thought Mai was tolerable in the RB series. But RB sprites were so full of color.
My only question is, what was with them making the art direction of Yuri going braidless, only for they themselves within the staff to later regret it and have a (shorter) braid alternative? I can understand that characters change their looks every now and then, but it felt too much like it just wanted to turn Yuri into Sakura from Street Fighter, and the braid was one of the distinguishing features of Yuri since even her general color scheme was the same as Sakura's. Well that, and I just like the braid.
And, it helps her see.
It also has nothing to do with the fact that I'm just tired of Sakura.
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nobinobita 1017th Post
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| "Question on Combos in KOF" , posted Fri 2 Dec 05:13![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote:
Blog Update. To commemorate the release date SNK did a "basic combo" guide for, combos are very basic but some have tweaks or tricks here and there that you might not know unless you are good with the characters.
So... this is the first KOF game I'm actually putting in the time to learn. I'd like to share some of my (scrubby) impressions and get your insights on em. Help me improve my thinking!
-Like most SNK games, KOF seems to require more precise inputs than Capcom games.
-In Street Fighter you can press a button, performing an attack, then hold the button down and release to count as a second input (useful for two in ones). I can't seem to do this in KOF.
-When performing combos, you seem to have to input commands a few frames before you want them to come out (or is this the display lag on my TV?).
-When performing combos, it seems like the window for subsequent inputs opens up when the previous attack connects. At least that's how I've been thinking about it. Followup when you see the hit spark. That seems to help me with the trials, but maybe there's a better way to think about it?
Any feedback will be much appreciated! In spite of my life long love for fighting games, I'm actually quite scrubby at them! (So most of the tutorials, FAQs, videos and discussions on SrK go over my head)
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Toxico 5527th Post
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| "Re(1):Question on Combos in KOF" , posted Fri 2 Dec 07:19![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: -In Street Fighter you can press a button, performing an attack, then hold the button down and release to count as a second input (useful for two in ones). I can't seem to do this in KOF.
Well, you can't. That method is so round about and weird that I'm surprised that people were using it, let alone missing it. Specially since as far as I can tell SF is the only game that lets you do things like that so that's already a sure way for not using it.
Now, think of me as that evil step mother character that touches with her index finger the nearest window while you are cleaning. Now go there and learn until I can't see a speck of dust.
Now, "the serious answer" is that before there it was a "button pressed" method to shortcut some things, but it disappeared some games ago and is not in XIII as a result. Also, in this game generally you really, really had time to "slowly" input each move calmly unless you happen to like an execution intense character like Duo Lon; so first train yourself to get things slowly done and as you are playing you'll notice that you execution gradually speeds ups, specially if you perform moves "as soon as you see them hit".
quote:
-When performing combos, you seem to have to input commands a few frames before you want them to come out (or is this the display lag on my TV?).
I don't know, because it depends on what you are cancelling. For most games and KoF is not an exception is easier to start inputting the next command a little bit earlier than the attack will hit, this is so because "to cancel" things is better to do it almost exactly as they hit. I don't know about your TV but with the cast that I'm playing I can't seriously delay most inputs.
quote:
-When performing combos, it seems like the window for subsequent inputs opens up when the previous attack connects. At least that's how I've been thinking about it. Followup when you see the hit spark. That seems to help me with the trials, but maybe there's a better way to think about it?
I use a combination of hit effects and hit sparks to hit confirm the things that I'm hitting with. The regular religion for drive cancelling (and ergo, the trials) is that to cancel one move into the other you have to finish the input of the following move exactly when the move that is going to be cancelled hits. There are some exceptions to this but those are the few and not the more
On Topic :
Dune's training room:
Billy - Nico , Saiki - Nico
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Professor 3330th Post
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| "Re(2):Question on Combos in KOF" , posted Fri 2 Dec 10:59![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
nobinobita: KOF doesn't have negative edge, but you can hold on to the button to lengthen the input. This helps out a lot in 13, especially when you want to do a special as soon as you can move. It also makes drive cancelling a lot, lot easier. The input buffer in 13 is very long compared to previous titles and I think it's more beginner friendly.
Remember, you can do throws by first pressing C or D, then doing forward or back on the joystick! Feels almost like a command grab, very useful.
Good input related stuff here.
I'm not sure about having to input commands a few frames beforehand. You'll need to compare the game with other titles to make a better assessment on whether it's the monitor or the game.
The jump-in combos in this console version is as hard as rumored! This is interesting.
quote: But still, the American community demands attention to it as KOFXIII has received some pretty good attention save for netcode and "OMG KOF IZ 2 HARD IM GONG BAK 2 BLAZEBLUEZ TO JACK OFF 2 NOEL VERMILLION" (which seemed to be the New York reception to the game).
Lol, I'd love to read that one.
A public service announcement by your local neighborhood Atlus PR:
http://www.atlus.com/forum/showthread.php?t=9811 "... While the general consensus is that KOF XIII is one of if not the best entry in the series and that the netcode is noticeably improved over the previous iteration, we're saddened to hear that many of our fans are frustrated with their online experiences thus far."
Not to take the statement out of context, but I swear there's a subliminal "The general consumers are happy, you people are too damn picky" in there.
BTW, the netcode isn't completely well received by Japanese players either, there's a "it's playable but not up to par" vibe. And the Ranking battle system is being blasted by everyone; you can't make any settings to your room and bad connections come in all the time. Worse, there's no escape-- you can't lever the room or kick people out. Player matches has a setting, but it's only a suggestion and useless.
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Puar 654th Post
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| "Re(2):Question on Combos in KOF" , posted Fri 2 Dec 17:24![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Finally sat down with the home version a bit and wow, some of those trials are pretty crazy. I can get about half of them with some effort, but the other half are way more trouble than they're worth. The fact that the timing on jump-ins is sort of strict makes it even more bothersome. Still, I learned a lot of neat tricks thanks to them and I found them more "educational" on the whole than Capcom's, which tend to teach you weird things that nobody actually uses.
Agree completely on the Trials. I'm only 5 Trials away from that coveted 200 Trials Achievement. That's far closer than I ever thought I would get at the start considering how crazy some of them looked, but for the most part, they build on each other in "educational" ways that are actually teaching you something that's highly functional and possibly useful in a match. That's part of why I've been able to keep plugging away and them and have actually enjoyed most of it. And the 200 mark (roughly 60% of all trials) is a reasonable amount to complete, giving you enough leeway for combos that are just outside of your capability.
On the flip side, I never even bothered trying to get the achievement for completing all of the Trials/Missions in any iteration of Street Fighter IV and I don't think I'm ever going to hit the 480 mark (essentially 100%, if you don't have the DLC characters) in Ultimate Marvel vs. Capcom 3, where the set up is essentially something like: 1) do a special move, 2) do a special, 3-6) do a standard combo that more or less applies to everyone, and then 7-10) do some extreme, highly conditional combos that will only ever work if you play with a specific set of assist characters and the circumstances of which will probably never, ever arise in a match.
But back to the KOF trials, some of the ones that I've skipped over without even attempting because I know that I'm not capable of doing them are the ones that require strict jump-in timing and ones where you have to hit on a jump-in, then immediately do a hop, so you're essentially combo-ing two jump attacks, landing in between them. Sick stuff that I've seen people do on a regular basis in arcade play, but something that's just not withing my ability.
And one thing that I like about the KOF Trials is that it allows you some leeway in landing that combo in that, let's say the combo is A -> B -> C... The KOF Trials don't care how you get to C as long as you have A and B, so you could do A -> B -> (Insert Anything Here) -> C. Capcom Trials/Missions don't give you that same benefit, which is kind of annoying when you, say, accidentally hit another in a combo, but otherwise pulled it off. More on this at the end of my post...
quote: In some matchups you need to time the saferolls a few frames early.
Noticed this in some of the matches that I played too. We thought that it may have just been an overall, general gameplay change in KOF with less start up invincibility on rolls, much like a lot of Level 1 DMs now seem to have less invincibility/priority.
quote: -When performing combos, it seems like the window for subsequent inputs opens up when the previous attack connects. At least that's how I've been thinking about it. Followup when you see the hit spark. That seems to help me with the trials, but maybe there's a better way to think about it?
With some of the combos in trials, I had just been inputting things working under the assumption that the previous attack would connect, not waiting for the attack itself to connect. There's a Takuma trial that ends with ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/db.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcf.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcf.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-lp.gif) . In this case, I inputted each command immediately after the previous one had ended, ignoring what was going on in my screen, so that I was essentially doing ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/db.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcf.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcf.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-lp.gif) to get this to come out.
quote: Some people say there's no negative edging in KOFXIII, but I feel different, especially when I accidentally execute drive cancels without pressing another button.
And there's input "shortcuts" so to speak to do certain things such as drivecanceling that QCF from the DP motion move without accidentally executing a QCFx2 move instead. I forget where the page is for all those shortcuts but it's probably somewhere in this thread or somewhere on ON or DreamCancel. It really helps if you're having issues executing some of the combos.
Yeah, it's not the same as Capcom games, but there is some kind of input shortcut in place. For example, the way that I Drive Cancel a ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) into a ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcf.gif) is by doing ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) .
quote: Nobinobita inquiries I'm not an expert but I hope this helps. I noticed that activating HD mode makes things more "Shortcut Friendly" to do HD cancels than when doing the same exact input using drive cancel.
For example, if you're like me I do a pretty lousy dp with![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) and in HD mode, if you hold the punch (and forward, though not as critical it seems) you do the dp and automatically cancel into a fireball, with just one motion-input. But that won't work with normal drive cancel and you need to double/triple/mash the punch in order for it to drive cancel to fireball. Does any one know if there are other "Shortcut Friendly" inputs that only appear in HD mode?
On a similar note, you can use HD cancels to help you "cheat" at pulling off trial combos. I think one of Daimon's Trials is something along the lines of ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/d.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/d.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcb.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcb.gif) . Now, I don't know about you, but I'm not quick enough to land a Grab Throw DM after linking Crouching Weak Attacks. Since the Trials don't care if you insert in extra special moves, I used an HD Mode Cancel and then a Super Cancel to get the Grab Throw DM in by doing ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/d.gif) , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/d.gif) , (HD Mode Cancel) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-lk.gif) , , ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-hk.gif) , (Super Cancel) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcb.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/hcb.gif) .
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Pollyanna 3149th Post
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| "Re(3):Question on Combos in KOF" , posted Sat 3 Dec 06:55![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
People keep talking about how difficult and complex KOF is in comparison to Capcom games and Blazblue, but I just don't see it. I can only assume it's non-KOF fans making excuses and KOF fans trying to feel superior. I'm not very good at fighting games at all, and even I find KOF extremely accessible.
I think after players complained about the "jaggies" in 12 and SNK "fixed" the graphics by making them blurry, I knew the game would be misunderstood. Another crappy online setup isn't helping.
quote: On a similar note, you can use HD cancels to help you "cheat" at pulling off trial combos.
This is brilliant! I would occasionally use super cancels to buy more time in a combo, but I never thought to take it that far! I was completely stumped on the "instant" double 180s, so that should be a big help. I did about 50 or so trials and thought that was enough, but you've inspired me to try a few more! 200 is probably a stretch for me, but I'm happy to finally have trials fun enough to shoot for. I just get discouraged when I can do a complicated combo, but can't get it reliably with the jump-in.
Being able to add hits is so nice, though. I would hate throwing in an extra jab in the MvC combos and getting denied. Not having a demo option is silly too, especially with assist timing.
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nobinobita 1018th Post
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| "Re(2):Sadness Infinity" , posted Sat 3 Dec 07:15![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Thanks for all the tips! This feedback really helps. Hopefully I'll have some time to put that information to use this weekend.
quote: Brought KOF13 to the local gaming session that goes on each week around here. One guy look at it for about 2 seconds. Then everybody went back to playing UMvC3 and AE. I've encountered this kind of thing in talking with fighting game-playing folk around here as well-- for some reason, this game that was an enormous part of my game-playing life is viewed as though it's from another planet by so many people. Or worse yet, people who have played fighting games for years have somehow never even heard of KOF. This especially I find amazing-- for people who have been playing Street Fighter II and Mortal Kombat and their sequels since the early 90's, how did they manage to never hear of KOF in all that time?
The biggest barrier for entry into a new fighting game is that it takes people out of their comfort zone. If you want to bring more players in, just make them comfortable. Don't attack the games they like (even if you really really hate Street Fighter IV!) and be patient with them as you teach them the game's mechanics. I've been able to teach many friends/classmates/roommates/girlfriends/cousins how to play third strike this way.
If you really want to sway them, make sure you work out and have a hot body and dress well and exude confidence when you tell them "hey, baby, why don't you take a break from Street Fighter and I'll introduce you to the new king in fighting games."
quote: People keep talking about how difficult and complex KOF is in comparison to Capcom games and Blazblue, but I just don't see it. I can only assume it's non-KOF fans making excuses and KOF fans trying to feel superior. I'm not very good at fighting games at all, and even I find KOF extremely accessible.
I have trouble with ALL fighting games haha. I've been playing Third Strike for a decade and I still can't consistently pull off combos that require strings of more than 3 commands.
Polly, I somehow think that you're not really bad at fighting games. Maybe you don't count frames and compete for money, but you're probably pretty OK at them.
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Moo 65th Post
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| "Re(4):Sadness Infinity" , posted Sat 3 Dec 14:41![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Hi Puar, long time no see. I don't remember what name I was using when I talked to you before, but hi anyways.
KOF is difficult and complex? Compared to other fighters? I guess people might feel that the less over-the-top games are more complex because the attacks are less visually rewarding, have more specific purposes, and require more complex commands that are difficult to remember. When I was at game development college, I only knew about 3 people who played fighting games. Only one of them played seriously. The rest only played games like Smash Bros, Final Fantasy and Call of Duty. Many said that they can't do any special moves in fighters, and I think one student said "games like Street Fighter IV only last 8 hours". He probably only played using the same few attacks to see each character's ending or something.
I feel that the complexity of fighting games is important because it's what makes them stand out amongst all other genres. Fighting games have unparalelled depth and variety, from characters to movement to attacks. Every match is different, creating infinite possibilities. Fighting games have so much depth that I'm still playing the same old fighting games from the 90s. That, and if a new game doesn't positively outweigh the old one significantly, I'll just keep playing the old one. The only genre that I've experienced comparable depth is the real-time strategy genre, because of the many different factions/units and their abilities. The pacing for RTS is much slower/longer though, whereas fighting games can usually be picked up and put down easily.
The problem is that the learning curve for those genres tends to be very steep. There are lots of things to learn and remember. Back in the Street Fighter 2 days, it took me a long time to learn the timing and situations for each and every attack. I used to just stick with what worked. Even now, I'm hesitant to learn and use newfangled systems. Some of the people I know still rely heavily on jump kick, sweep, fireball and throw. Teaching people to play fighting games really requires a lot of patience. It's not satisfying to hold back when playing against them. If I win, they'll accuse me of enjoying beating weaker players, or refuse to touch the game ever again. If I let them win, they insult me for sucking, then refuse to play anymore so that they can boast to everyone that they beat me. Not everyone I've met is like that, but I've met a fair few who are. Maybe I just keep running into asshats.
On the topic of KOF13: I used to be a huge fan of KOF and I've always been disgusted by the multitude of issues plaguing every aspect of all the SNK/Playmore/Eolith games post-KOF2000, but KOF13 was honestly a lot better than I expected. It's almost back to original SNK standard in terms of quality. Toxico pretty much hit the nail with what he said about appealing to players who liked different KOFs. My favorites are KOF98 and 2000, so I didn't really like that most of the characters reverted to KOF95, but the gameplay felt pretty solid and flowed well. The bosses were awful and the game still felt vastly incomplete, but for the first time in a long time, I'm somewhat interested in the KOF series again.
Regarding games like BlazBlue and Guilty Gear... I gave them a few tries, but they just felt too floaty and badly animated. I didn't feel weight from most of the movement or attacks. It just wasn't satisfying. Nice character designs, though.
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Pollyanna 3150th Post
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| "Re(6):Sadness Infinity" , posted Tue 6 Dec 08:48![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Is there a trick for charging quickly when, say, throwing multiple projectiles with Ash? I searched the thread for "charge" and I knew the tricks mentioned, but none of them addressed this. I also know the "hold down forward while dashing" trick and the "cancel b-f charge into d-u charge" trick, but the "rapid b-f" eludes me.
quote: I have trouble with ALL fighting games haha. I've been playing Third Strike for a decade and I still can't consistently pull off combos that require strings of more than 3 commands.
Polly, I somehow think that you're not really bad at fighting games. Maybe you don't count frames and compete for money, but you're probably pretty OK at them.
Yeah, it seems like 9 times out of 10 when someone lists a "BnB combo" for a character, I can't do it. I have to do a modified gimp version. I think internet people talk big, though, as even in tournaments I see players use easier combos.
But my fighting game skills are like my Japanese. For someone who doesn't speak the language, I'm surprisingly good. For someone who's supposed to be fluent, I'm an absolute joke.
quote: Teaching people to play fighting games really requires a lot of patience.
Yeah...I really have a lot of difficulty getting my friends to play fighting games with me. They don't like to lose, but they feel insulted if I go easy on them. They can't accept that I would be content just to teach them or mess around in training mode or whatever. I don't consider KOF as huge of an obstacle as BB or MvC, though, as you can play quite competently without spending hours in training mode perfecting your combos.
I bought a copy of KOF for a friend-not as a Christmas present, since my motives were selfish, in hopes that he would be inspired to learn a bit more.
On a side note, Tekken is totally the worst for memorization. If I take even a little time off from the game, I have to spend ages in training mode remembering all that crap again. Execution is simple, but if you use lots of characters, memorization is a bitch. That's the last game I'll ever get other people into.
青春謳歌 弱肉強食
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Toxico 5532th Post
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| "Re(7):Sadness Infinity" , posted Tue 6 Dec 12:10:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Is there a trick for charging quickly when, say, throwing multiple projectiles with Ash? I searched the thread for "charge" and I knew the tricks mentioned, but none of them addressed this. I also know the "hold down forward while dashing" trick and the "cancel b-f charge into d-u charge" trick, but the "rapid b-f" eludes me.
Well, the charge time is like in some old SNK games (for about 2/3 of a sec or something), so it's probably just a deal of you getting used to it, specially when throwing several ventose, one after another.
Furthermore, the last time I checked in order to throw a second ventose, the first one had to disappear completely as in completely (in some games sparks from the first ventose "vanishing" take a while). That advise is totally useless on the trials, though; as in there the ventose all hit point blank, so is just a thing of charging as fast as one could.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 21/11/11 (Temporary mega upload link). // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 23 as of 20/11/11
[this message was edited by Toxico on Tue 6 Dec 13:53] |
Pollyanna 3152th Post
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| "Re(8):Sadness Infinity" , posted Tue 6 Dec 21:22![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Well, the charge time is like in some old SNK games (for about 2/3 of a sec or something), so it's probably just a deal of you getting used to it, specially when throwing several ventose, one after another.
Furthermore, the last time I checked in order to throw a second ventose, the first one had to disappear completely as in completely (in some games sparks from the first ventose "vanishing" take a while). That advise is totally useless on the trials, though; as in there the ventose all hit point blank, so is just a thing of charging as fast as one could.
Fantastic. Straightforward is good. Thank you!
I'm sad the little trick from 12 to do Elizabeth's backward dodge immediately into her command throw doesn't seem to work. She has plenty of other stuff going on and it's not that hugely useful anyway, but it was fun to do.
青春謳歌 弱肉強食
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Moo 66th Post
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| "Re(7):Sadness Infinity" , posted Wed 7 Dec 00:53![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote:
I bought a copy of KOF for a friend-not as a Christmas present, since my motives were selfish, in hopes that he would be inspired to learn a bit more.
That's still nice of you. I try to get friends to check things out, but everyone tends to do things at their own pace. I'm no exception either, so I can't really blame them.
quote:
On a side note, Tekken is totally the worst for memorization. If I take even a little time off from the game, I have to spend ages in training mode remembering all that crap again. Execution is simple, but if you use lots of characters, memorization is a bitch. That's the last game I'll ever get other people into.
I agree. Can't say I like those games that require remembering long strings of button commands. I always have trouble memorizing Soul Calibur games for some reason. It's like my brain doesn't want to remember them. Usually, if I spend a lot of time doing the same commands over and over, it's as if my fingers remember the order. I've probably forgotten the ridiculously long Tekken throw commands by now, but whenever I pick up a Tekken game after a several year hiatus, I always seem to be able to do the 10-hit combos for Heihachi, Paul, etc. Kind of sad, I guess.
I don't have anything useful to add about KOF13, so here's a somewhat relevant story that a friend once told me. He had met a fellow classmate who often boasted about how great he was at Street Fighter 2. However, when the two of them played together, the classmate was shocked when my friend did a fireball and exclaimed "How did you do that?!" As my friend described, the classmate was "over the moon" when he witnessed Zangief's spinning piledriver. Always thought that story was funny.
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Pollyanna 3153th Post
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| "Re(8):Sadness Infinity" , posted Wed 7 Dec 07:38![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: I've probably forgotten the ridiculously long Tekken throw commands by now, but whenever I pick up a Tekken game after a several year hiatus, I always seem to be able to do the 10-hit combos for Heihachi, Paul, etc. Kind of sad, I guess.
Hahah! UGH! I know! I got a PS1 when they first came out in Japan, so Tekken was just about the only decent game to play back then. I played it to death and did the 10 hit combos endlessly. As a result, they're still in my "muscle memory" 15 years later, even though I don't use any of those character anymore. Ask me to recall a combo from any of my mains in Tekken 6 and I'm clueless, though. Can't I trade my memories!?
On a related note, Kula's standing whatever into ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcb.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-b.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-d.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) is also so ingrained in my mind that it's difficult to mix it up to make the combo longer, since my fingers just start moving on their own whenever I do the combo.
quote: Would be fun to play with, but I'm finding it very hard to justify spending more money on this unless they can improve the netplay a bit via patches. The game itself is very good, but since nobody I know locally plays and I haven't had a single good online game yet, it just kinda collects dust for me right now. Frown
I have one friend that plays the game with me who uses Iori. I don't. I want to buy him for the sake of having everyone, but I'd essentially be paying $5 to give someone more options to beat me with. Does he come with a stage? I noticed a Kyo level in videos that I don't seem to have in the game, so I assume that comes with the other Kyo?
On an added note, I really wish the bonus soundtrack CDs were arranged versions. I really liked the sound of SNK's arranges from 15 years ago or so. Still, there's some good stuff from XI and XII on there. I really wish they had Yuri's theme from XI, though. I don't know if SNK ever released a consumer version of the XI soundtrack, so I don't know where to get that song.
Although I don't dislike the XIII soundtrack, I made a more robust "custom soundtrack" all the same, because people have an annoying tendency to pick the characters with the worst songs over and over. My friends were not allowed to use Garou characters in the first round in 02UM for example.
青春謳歌 弱肉強食
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viparas 12th Post
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| "Re(8):Sadness Infinity" , posted Wed 7 Dec 08:41![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: I agree. Can't say I like those games that require remembering long strings of button commands. I always have trouble memorizing Soul Calibur games for some reason. It's like my brain doesn't want to remember them. Usually, if I spend a lot of time doing the same commands over and over, it's as if my fingers remember the order. I've probably forgotten the ridiculously long Tekken throw commands by now, but whenever I pick up a Tekken game after a several year hiatus, I always seem to be able to do the 10-hit combos for Heihachi, Paul, etc. Kind of sad, I guess.
-- Message too long, Autoquote has been Snipped --
For me it's a matter of how formula moves are from character to character. Most 2D fighters are fine in that regard because even if you don't have access to a move list, chances are you can figure everything out by going through the motions of quarter circles in either direction, half circles, 360's, charge moves. Double motions for supers, the occasional hold button and release etc. Soul Calibur is the same, if you learn the moves for one character, you've learned the moves for almost every character. It's games that are really unorthodox from character to character like Tekken, or worse, Virtua fighter that shred my mind.
SF3: Makoto/Alex/Hugo SF4: Vega SSF4: Vega/Makoto
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Professor 3332th Post
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| "Re(1):Kyo officially annonuced." , posted Wed 7 Dec 19:41:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
So his official name is actually Nests Style Kyo! LOL.quote:
Each guy comes with added stage, 2 BGMs, trials and its quite likely that he adds artwork and icons to the game (I know that, as of now; I can't get some of the icons and some other small stuff). If we are lucky he might even come with edit endings, but I won't hold my breath out for that one. There is obviously a bunch of VS text added for the new character as well.
Even though it's an unlockable and not a file DLC, Flame Iori is a pretty good deal since not only do you get a character, but additional artwork, plus all of his arcade mode text is written from scratch, both the pre-dialogue and victory quotes.
On another note, it's amazing what you can do in color edit mode.
[this message was edited by Professor on Wed 7 Dec 19:47] |
sibarraz 312th Post
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| "Re(1):Kyo officially annonuced." , posted Thu 8 Dec 00:22![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Kyo is now official
Youtube
I have one friend that plays the game with me who uses Iori. I don't. I want to buy him for the sake of having everyone, but I'd essentially be paying $5 to give someone more options to beat me with. Does he come with a stage? I noticed a Kyo level in videos that I don't seem to have in the game, so I assume that comes with the other Kyo?
Each guy comes with added stage, 2 BGMs, trials and its quite likely that he adds artwork and icons to the game (I know that, as of now; I can't get some of the icons and some other small stuff). If we are lucky he might even come with edit endings, but I won't hold my breath out for that one. There is obviously a bunch of VS text added for the new character as well.
Practical Combo : Shen - Nico , console version this time around, as usual from Fluffy Blog.
Weird, I hadn't bought any dlc and I already had all the icons and pics from the gallety, but somebody told me that each DLC came with more pics and icons
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samberto 16th Post
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| "Re(4):Kyo officially annonuced." , posted Thu 8 Dec 06:59![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: I didn't even know regular Kyo had a short sleeve variation to his regular KOF 12/13 sprite. Was this something found in regular arcade play? With this and the DLC Kyo, you can re-create the Kyo from the Orochi, Nests and Ash sagas. I think this might have been one of the 'alt costumes' (like Big Bear faced Raiden) that was added to the home version. Elisabeth has one too (I think).
Weird that they left in Takuma's Mr. Karate alt given that he's a distinct DLC character now.
I purchased Iori with the power of lame yesterday and it almost brought tears to my eyes when having him and short sleeved Kyo in a team.
I thought the character would be some 100+MB to download, silly me I know, but it's only 6KB for the unlock key, so 5 bucks for on disc DLC, this was expected since the rar file with all the artwork contains the winner portraits of Iori along with Mr. Karate and NESTS Kyo (and ending pics), so it's safe to assume all three of them are already in the disc but are not accessible.
Only because SNK needs my money will I put up with this, here they go taking a page from capcom, but I don't want them to go bankrupt again so they'll be getting my 15 dollars for their overpriced 18KB.
On the other hand I wonder If it's possible to swap the palette from NESTS Style Kyo so you can use him with short sleeves...
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Toxico 5534th Post
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| "KOF XIII HAS BECAME EXTINCT....." , posted Thu 8 Dec 08:05:![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Or so it seems, article here.
In another news, Joe tutorial, I think that it's by Haregoro~? the resident Joe Neet expert from the KCE.
Finally a KoF 96' tournament , description contains more parts (yeah, like if there is anyone else interested).
BTW, once I got into the console I got no updated version (ps3), so I assume that flamming Iori is not there yet (not like I was gonna get him day one or something). And, speaking of customizations, against my best judgement I did a Supaman Raiden, and I'm loving it.
![](http://www.mmcafe.com/cgi-bin/forums/forum_avatars/faces/Tox_Tag.jpg) さっきの感じならあと100発はもつ‥‥と思うぜ Update 24 as of 21/11/11 (Temporary mega upload link). // 104 personajes traducidos
Now sponsoring : video game analogies (ES) Last update : Chapter 23 as of 20/11/11
[this message was edited by Toxico on Thu 8 Dec 08:07] |
sibarraz 317th Post
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| "Re(7):Kyo officially annonuced." , posted Sat 10 Dec 08:18![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Umi and Fuu looks perfect.
Hikaru not so much, maybe a more red hair? I knew someone would point that out, so I had this and this ready. The thing was, I figured that someone would say "Hikaru's hair is pink, that's how it's colored in the manga version!!!"
Lol, I didn't know that, this shows that you are a real fan of the show
I honestly, just washed the latinamerican version, hell, I had to search for the japanese names of the characters, for me they will always be Lucy, Anais and Marina
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Moo 67th Post
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| "Re(9):Sadness Infinity" , posted Sat 10 Dec 13:10![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
Oh, hey. There's the Kyo I like.
quote: As a result, they're still in my "muscle memory" 15 years later, even though I don't use any of those character anymore.
Oh, that's the term... "muscle memory". I used to do Asuka's 10-hitters a lot, but I probably won't remember them now. I do remember that they start with her going from crouching to standing into left kick.
quote:
Kula's standing whatever into ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/qcb.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-b.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/f.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-d.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/dp.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/emoticons/button-c.gif)
Same here. I played Kula extensively in KOF2000, so when Eolith?/Playmore added the Ray(Lay?) Spin, it felt kind of tacked on to build on her combos... but it's just so effective that I can't ignore using it.
quote:
For me it's a matter of how formula moves are from character to character.
You're absolutely correct. That's part of the whole difficulty of picking up fighters. It's so much easier to jump into games with similar control setups. It's not really fun to have to learn to remember lengthy new commands. The fun is in learning when and how to apply them effectively. It's kind of like how one of my friends said he hated remembering the hotkeys in RTS games. Those genres have way more commands to remember than other games. It takes a lot to get past that first hurdle, and I think most people don't want to deal with that. I find that most people I've known don't seem to have good memories, either, so that might be part of it.
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mbisonhatclub 428th Post
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| "Re(8):Kyo officially annonuced." , posted Sun 11 Dec 16:05![](http://www.mmcafe.com/l.gif) ![](http://www.mmcafe.com/cgi-bin/forums/graphics/permalink2.gif) ![](http://www.mmcafe.com/l.gif) ![post reply](http://www.mmcafe.com/cgi-bin/forums/graphics/email.gif) ![](http://www.mmcafe.com/l.gif)
quote: Lol, I didn't know that, this shows that you are a real fan of the show
Used to be, though the second TV season and the OAV are kind of weird. I also already knew about their other names, Lucy, etc. I even still have the Sega Saturn game which I really enjoyed, despite how the game was nerfed by Working Designs, and one of my favorite characters is in this show, so MKR stands out in my mind when discussing anime stuff.
As for combos in general, I am admittedly no big fan of execution tightness, especially since I have a slight bit of arthritis that really bogs down on my execution abilities. But I notice that a lot of people, even those who kept complaining that Blazblue was "too easy" strayed far far away from KOF because it was "too hard." That's just ridiculous double-talking that I think needs to be pointed out, especially to those who grade skill levels of games by their execution requirements. And KOFXIII isn't even as demanding as ST, as far as I can tell from my rather bad hands.
join the m.bison hat club today i'm not just the president i'm also a client
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