SNK Stuff Thread 4 - October 25!! this is.... - http://www.mmcafe.com/ Forums


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Toxico
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"SNK Stuff Thread 4 - October 25!! this is...." , posted Tue 25 Oct 13:52post reply

...... not the game's launch date then again probably right now in an alternate dimension a kind hearted polite and selfless Toxico is safely finding religion and playing a KoFXIII that was properly released at the appointed date. By the description alone, I already hate the guy.

previous thread

previous previous thread



Art stuff :

Senri Kita Blog / Hiroaki Blog
Nona Twitter / Nona Yfrog / Nona Blog
Other Artist Info / Other Artist Info 2





Btw, anyone remember that KoF Dunk video that was posted some time ago? Today I discovered that said vid is definitely not the only one made by the same author with that same theme.

Speaking of MADs, we have this and this to get us by. Be sure to check that channel if you want to be covered in weird substances or have your babies eaten, kah-- kah kah kah~~~






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

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Bemanicub
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"KOFXIII pre-order soundtrack trailer" , posted Wed 26 Oct 14:55post reply

So the last was Professor posting the trailer of the OST preorder bonus. There was one thing I've noticed watching it....

KOF13 #23: Geese ni Katakori -Arranged

If it means what I think it means, then HOT DAMN! :D





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"Re(1):KOFXIII pre-order soundtrack trailer" , posted Wed 26 Oct 18:14post reply

quote:
So the last was Professor posting the trailer of the OST preorder bonus. There was one thing I've noticed watching it....

KOF13 #23: Geese ni Katakori -Arranged

If it means what I think it means, then HOT DAMN! :D



Ahh unfortunately, it's in the game as the alternate/secondary BGM for Billy Kane.
I think they were running out of ideas.





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"Change log part 3" , posted Thu 27 Oct 11:38:post reply

quote:
So the last was Professor posting the trailer of the OST preorder bonus. There was one thing I've noticed watching it....

KOF13 #23: Geese ni Katakori -Arranged

If it means what I think it means, then HOT DAMN! :D


Ahh unfortunately, it's in the game as the alternate/secondary BGM for Billy Kane.
I think they were running out of ideas.



http://www.youtube.com/watch?v=U85vwDddyTs

We need this translated ASAP! :)





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[this message was edited by Kane317 on Thu 27 Oct 12:43]

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"Blog update." , posted Thu 27 Oct 12:28:post reply

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.






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 Thu 27 Oct 13:25]

Professor
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"Re(1):Blog update." , posted Thu 27 Oct 13:53post reply

An update during lunch hours? That's unheard of. I'm going to post Sonictempest's up this time, it's a good translaion and no need to eat fast!





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"!!!!!!" , posted Sat 29 Oct 08:51:post reply

Flaming guy. On a second look, the practice dummy is NESTS Kyo

edit :

The video was made private on youtube, but that has nothing to do with Nico Nico - Nico.

There is a stream going on right now, but even though they apparently have the whole available cast they aren't showing anything new.

edit : Stream finished.

Flaming Direct Feed (in case the youtube link whanks it again, Nico version - Nico






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 Sun 30 Oct 12:07]

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"Re(1):!!!!!!" , posted Sat 29 Oct 14:56:post reply

quote:
Flaming guy. On a second look, the practice dummy is NESTS Kyo

It can't be out of sight out of mind forever
EDIT2: We're just gonna edit our posts forever, aren't we :S

It's nice to know someone possibly in Japan (or at least someone who has a Nico account dgaf about no-leak policies





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[this message was edited by mbisonhatclub on Sun 30 Oct 12:26]

Professor
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"Re(2):!!!!!!" , posted Sun 30 Oct 23:03post reply

There's a freaking 90 minute video on Youtube. Saiki looks like a potential monster.





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"Re(3):!!!!!!" , posted Mon 31 Oct 00:03:post reply

quote:
There's a freaking 90 minute video on Youtube. Saiki looks like a potential monster.

The saiki matches start at around 25 min. There's also some good billy/hwa/vice in those matches too. And yeah, Saiki seems very good indeed.

EDIT: more saiki at 1:14:00. Seems that his fireballs might be even quicker than Ash and with none of the charging! crazy.





[this message was edited by badoor on Mon 31 Oct 00:20]

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"Re(4):!!!!!!" , posted Mon 31 Oct 00:57post reply

Stream is up again Kuso-han made it far and is still alive + he is using flaming Iori, so that's that.

Dunno how much stream we have left.






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

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"Re(5):!!!!!!" , posted Mon 31 Oct 04:41post reply

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.





kofoguz
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"Kei Yamamoto interview Nov. 1st." , posted Wed 2 Nov 00:43post reply

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.

Kei Yamamoto had interview with blog.eu.playstation. And it's hopefull for sequels and crossovers.
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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"The last of the arcade version... Probably." , posted Wed 2 Nov 01:39:post reply

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.
So people who has the power to organize a party and invite SNK and Capcom producers, this is the time to do it.








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
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"Re(1):The last of the arcade version... Proba" , posted Wed 2 Nov 12:54:post reply

The Nico mirror with EX Kyo has actually been removed by a claim from SNKP. Which is amazing, because they're usually as slow and motionless as a turtle.

That PSBlog interview is insteresting. So they actually read forums posts, albeit probably just in Japanese given their lack of English knowledge. Victoly!

Gunsmith has more Flame Iori action in his new elive stream. http://www.elive.pro/en/watch/jj1C3F6A6SmM





[this message was edited by Professor on Wed 2 Nov 13:08]

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"Re(2):The last of the arcade version... Proba" , posted Wed 2 Nov 14:41:post reply

quote:
The Nico mirror with EX Kyo has actually been removed by a claim from SNKP. Which is amazing, because they're usually as slow and motionless as a turtle.
I'm so sorry to hear that






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[this message was edited by mbisonhatclub on Wed 2 Nov 14:42]

Professor
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"Last Balance Update, rough translations" , posted Wed 2 Nov 18:41:post reply

Blog update is up a day early this week because tomorrow is a national holiday in Japan.

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




Translations are done including comments from the producer,
and they've been moved to the >> Index Page.

Feel free to repost them.





[this message was edited by Professor on Wed 2 Nov 23:30]

Kane317
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"Re(1):Last Balance Update, rough trans ver" , posted Wed 2 Nov 20:15:post reply

quote:
Blog update is up a day early this week because tomorrow is a national holiday in Japan.

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



This is only a rough version for eager readers, it's still being updated. Feel free to link to this post, but do not copy elsewere until it's finished. There's no corrections made yet.

Kensou
[Featured in video] EX Ryuusougeki (qcb+P in air) has faster startup.
[Featured in video] st.B> st.C has been added in as a chain combo. A followup can be done when it hits.
[Featured in video] Shinryuu: Seikoushou (qcf,hcb+P) has been changed to a 1F throw
[Featured in video] Ryuusougeki's recovery frames can be canceled with specials and higher
[Featured in video] Chokyudan(qcb+P) has faster recovery.

Yuri
[Featured in video] Travel distance and fall trajectory has been changed for Kuuga/Chou Upper (DP+P)
[Featured in video] Houyoku's (DP+K) followup with Tsubame Otoshi (A+C air throw) has been changed to "anywhere juggle" detection (it hits regardless of the opponent's state)
[Featured in video] Jump A can be canceled with Yuri Raijinkyaku (df.B).
[Featured in video] Weak Hyakuretsu Binta (qcb+K) has been changed to a throw.
[Featured in video] Hyakuretsu Binta can be drive canceled. However, not the EX version.
- Standing B has faster Startup.
- Jump CD's hit detection lasts longer.
- Yuri Raijinkyaku (df.B in air)'s executable height limit has b

-- Message too long, Autoquote has been Snipped --


For Duo Lon: First one should be f.AC not f.BD if I'm not mistaken.





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[this message was edited by Kane317 on Wed 2 Nov 20:16]

Professor
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"Japanese release of KOF13 pushed to Dec.1" , posted Thu 3 Nov 21:23:post reply

It seems that retailers in Japan including major electronics outlet Sofmap have have now received notice and they're marking KOF13's release for December 1. SNKP will probably make a public announcement tomorrow or very soon.

Rising Star Games previously disclosed that Japan's release date is the same as Europe. So it's substantially a one-week delay for Japan, although SNKP's official stance has been that it'll be released "within 2011" in the country.


Note: This doesn't mean that the US' or Europe's release date has been effected.





[this message was edited by Professor on Thu 3 Nov 22:45]

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"Re(1):Japanese release of KOF13 pushed to Dec" , posted Thu 3 Nov 22:57post reply

Thanks for keeping up on all the recent KoF news Professor, it's really appreciated.

quote:
It seems that retailers in Japan including major electronics outlet Sofmap have have now received notice and they're marking KOF13's release for December 1. SNKP will probably make a public announcement tomorrow or very soon.

Rising Star Games previously disclosed that Japan's release date is the same as Europe. So it's substantially a one-week delay for Japan, although SNKP's official stance has been that it'll be released "within 2011" in the country.


Note: This doesn't mean that the US' or Europe's release date has been effected.

KoF hitting even more release delays is not good news but it's was not entirely unexpected news either. Since I cannot imagine a world where KoF is released in foreign markets before it comes out in Japan I wonder what the new US/Europe release date will be.





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"Re(1):Last Balance Update, rough translations" , posted Fri 4 Nov 02:57post reply

quote:
Blog update is up a day early this week because tomorrow is a national holiday in Japan.

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



Translations are done including comments from the producer,
and they've been moved to the >> Index Page.

Feel free to repost them.



Thank you for the translation Professor, you're a very handsome man. I retranslated it and posted on http://www.portalversus.com.br/the-king-of-fighters-xiii/quarta-rodada-alteracoes-kof-xiii-21028





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"Re(2):Last Balance Update, rough translations" , posted Fri 4 Nov 15:16:post reply

Atlus site updated. More team stories and details about the download content. Unfortunately, the details about the download content are the same from the japanese site, that were translated months ago.

edit :

Following up what the professor said, SNK stated the release date themselves. Also here






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 Fri 4 Nov 22:53]

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"Re(2):Last Balance Update, rough translations" , posted Fri 4 Nov 16:51post reply

quote:
Thank you for the translation Professor, you're a very handsome man. I retranslated it and posted on http://www.portalversus.com.br/the-king-of-fighters-xiii/quarta-rodada-alteracoes-kof-xiii-21028


Happy to be of help, and welcome to the BBS!



And on another note, It's confirmed: Japan's release is December 1.





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"Gametrailer preview." , posted Wed 9 Nov 08:16post reply

Gametrailer has a HD preview video.





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"Re(1):Gametrailer preview." , posted Thu 10 Nov 09:20post reply

Now there's also this cooperative piece between Atlus and DreamCancel.com - aimed for absolute beginners, but at the same time assumes a complete beginner has any idea of what a "charge character" is.... I'm curious to see how later videos turn out.





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"Re(2):Gametrailer preview." , posted Thu 10 Nov 15:56post reply

quote:
Now there's also this cooperative piece between Atlus and DreamCancel.com - aimed for absolute beginners, but at the same time assumes a complete beginner has any idea of what a "charge character" is.... I'm curious to see how later videos turn out.



OOOoooooooo nice! I'm really glad to see them put something like this together! It's really easy to forget how many people don't actually know how to play a fighting game (even if they've been playing them for years).

I hope they will release a video addressing the basic rock paper scissors nature of 2d fighters.

Block beats attack
throw beats block
attack beats throw

Also the difference between low and high attacks and low and high blocks. I bet a good deal of casual fighting game fans don't realize that you can't block low against jumping attacks.

Is there any video out there that addresses this? If not maybe someone here should make one :D






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Professor
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"Blog Update: network mode" , posted Thu 10 Nov 19:30:post reply

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]

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"Re(1):Blog Update: network mode" , posted Fri 11 Nov 02:29post reply

quote:
SNKP made their weekly blog update
Oh shiiiii- you can view input data in replays? Now you can see who be mashin' and who be legit in doing what they do. Though I guess it doesn't really require verification if they mention "lobbies" elsewhere, but having a screenshot of lobbies to show how many people can be in a room at once would be nice, anyway.

Also, here's a topic SNKP can blog about: THE DLC CHARACTERS. WE ALREADY KNOW BRITISH KYO IS THERE.





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"Re(2):Gametrailer preview." , posted Fri 11 Nov 02:48:post reply

quote:
Now there's also this cooperative piece between Atlus and DreamCancel.com - aimed for absolute beginners, but at the same time assumes a complete beginner has any idea of what a "charge character" is.... I'm curious to see how later videos turn out.

Yeah, putting out a layman's guide to fighting games is something I would like to see and after watching that video it's still something I would like to see. In the video they will say things such as "Kyo's dashing command grab is now punishable" as if that phrase makes any sense to a non-fighting game fan but will then explain something that can be intuitively understood such as life bars. The video couldn't seem to decide if it wanted to be a tutorial or an ad for KoFXIII but by the time they got around to leering at Mai the whole thing had gone down the tubes. Still, I give them credit for trying and for being so wildly optimistic that they think non-fighting game fans are going to buy KoF on a lark instead of Modern Warfare 3, Skyrim and the like.

EDIT: What are the current Tokyo arcade hotspots for SNK games? I've looked at the superlative MMCafe Arcade Guide but I'm still not certain which ones are the best bets.





[this message was edited by Ishmael on Sun 13 Nov 05:37]

Professor
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"Re(3):Gametrailer preview." , posted Mon 14 Nov 18:01post reply

quote:
EDIT: What are the current Tokyo arcade hotspots for SNK games? I've looked at the superlative MMCafe Arcade Guide but I'm still not certain which ones are the best bets.



For KOFs, Shinjuku Carnival. Hey in Akihabara seems to have competition on even the older games during the weekends. Also, I was told there's MOTW ranbats at Club Sega in Shinjuku. If you want to play old SNK games alone, there's a few good small spots like Ikebukuro Las Vegas and Alpha Station(which has Buriki One). Also, be sure to hit the arcades during the evening/night if you want high competition. Beware it'll be smoke infested.

On a related note, there'll be a pre-release event stream for KOf13.





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"Re(4):Gametrailer preview." , posted Mon 14 Nov 20:11:post reply

quote:
Alpha Station(which has Buriki One)



Dare I suggest pilgrimage-worthy notes like these in the arcade guide?...


Edit: I can't help but think of this article when I remember mentions about there being no NeoGeo64 game conversions for more recent hardware because SNK lost the original material.
It's sad that, if the article is to be trusted and if the missing source material for the NG64 games is among such prized loot, it might take more than money to get that stuff returned to SNKP for the sake of putting those old games on PSN and Xbox Live or something... somewhere a bit more accessible than a few very specific arcades in Japan...





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[this message was edited by Loona on Mon 14 Nov 23:36]

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"Ex Iori Price and Release Date" , posted Tue 15 Nov 16:38post reply

Well, according to the stream, EX Iori will appear on december 6th at 5 dollars / 400 msp

I was expecting something like that





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"Re(1):Ex Iori Price and Release Date" , posted Wed 16 Nov 00:00post reply

Thanks for the information. All of those sound like they be worth a quick visit, especially-

quote:
Alpha Station(which has Buriki One)

Ooooh...
quote:
It's sad that, if the article is to be trusted and if the missing source material for the NG64 games is among such prized loot, it might take more than money to get that stuff returned to SNKP for the sake of putting those old games on PSN and Xbox Live or something... somewhere a bit more accessible than a few very specific arcades in Japan...

I had been viewing the arcades that kept these old games running as simply being cool and/or cheap in their choice of cabinets. But now that you mention it, these places can be seen as preserves that are keeping these nearly lost games running and accessible in their own small way.

quote:
Well, according to the stream, EX Iori will appear on december 6th at 5 dollars / 400 msp

I was expecting something like that

So I can save money and keep Iori out of my game? This is going to be the best KoF in years!





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"Re(2):Ex Iori Price and Release Date" , posted Wed 16 Nov 02:55post reply

Official Combo vid or something?

quote:

So I can save money and keep Iori out of my game? This is going to be the best KoF in years!



Quoted for Truth.






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"Re(3):Ex Iori Price and Release Date" , posted Wed 16 Nov 03:36post reply

quote:
Official Combo vid or something?


So I can save money and keep Iori out of my game? This is going to be the best KoF in years!


Quoted for Truth.



Good stuff to Yu Namba. He spend countless after hours, compiling that combo video just because he loves the game himself.

Thanks for those who watch the stream, as the usual, we didn't perform nearly as good as we normally do (like the couple of hours right before it where nobody dropped combos) but of course Murphy's Law is always there to remind us we're on live stream.

I know the stream quality the first 20 mins was laggy but I hope it got fixed in the end--we really wished we had more time but both parties had work the next day so it's understandable.

---

In other news, apparently select GameStop stores over in the US are running XIII tourneys on release night so call your local store to see if you can snag yourself a copy by winning the tourney.





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"Re(2):Ex Iori Price and Release Date" , posted Wed 16 Nov 04:53post reply

quote:

So I can save money and keep Iori out of my game? This is going to be the best KoF in years!



Umm.. no.





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"Re(3):Ex Iori Price and Release Date" , posted Wed 16 Nov 09:36post reply

quote:

So I can save money and keep Iori out of my game? This is going to be the best KoF in years!


Umm.. no.


I'm pretty sure nobody needs to buy EX Iori if they don't want to. Or are you disputing my opinion about how fun I'm going to find KoF XIII? Are you one of those who thinks the series peaked under Eolith? Takes all kinds, I guess.





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"Re(4):Ex Iori Price and Release Date" , posted Wed 16 Nov 13:36post reply

I think he only means that you'll end up facing FlameIori players online even if you don't purchase him, similarly to how the system works in BBCS.

Combo video with Chizuru colored Kula


Some stores are already selling the game, wow.





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"Re(5):Ex Iori Price and Release Date" , posted Wed 16 Nov 19:17post reply

I coulda sworn they said something about an announcement for yesterday, but nothing was said that I know of, unless it was just a reiteration of all the Flames Iori pricing and release dating.





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"Re(6):Ex Iori Price and Release Date" , posted Wed 16 Nov 22:25post reply

To tide us over until whatever gets posted on the blog tomorrow, here's something I don't think has been posted at the cafe yet.





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"Re(7):Ex Iori Price and Release Date" , posted Thu 17 Nov 01:17post reply

quote:
To tide us over until whatever gets posted on the blog tomorrow, here's something I don't think has been posted at the cafe yet.



Loved the video, specially the dancing Leona sweet lord, could not understand much about the Terry/Shen Woo routine but it seemed as they fell for one another over this love that could not be, lol.

Very amusing indeed, guess that will help for a KOF fix but with less than a week to go I can't wait for my copy, KOFXIII can't come soon enough!





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"VGA 2011 Awards - Vote for KOF XIII." , posted Thu 17 Nov 04:44post reply

To all The King of Fighters fans around the world, Spike TV has launched a poll for the Best Fighting Game of 2011, KOF XIII is listed to be one of the nominees, we need your support by voting for the game, please vote now !

Link : http://www.spike.com/events/video-game-awards-2011-nominees/voting/best-fighting-game





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"Re(1):VGA 2011 Awards - Vote for KOF XIII." , posted Thu 17 Nov 10:34post reply

quote:
To all The King of Fighters fans around the world, Spike TV has launched a poll for the Best Fighting Game of 2011, KOF XIII is listed to be one of the nominees, we need your support by voting for the game, please vote now !

Link : http://www.spike.com/events/video-game-awards-2011-nominees/voting/best-fighting-game

I doubt KOFXIII would ever win, but it's surprising enough they bother to include it considering how niche KOF still is, and unlike KOFXII, KOFXIII actually is a very quality and full game.





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"KOF13 to use GSS for netcode" , posted Thu 17 Nov 13:48:post reply

KOF13 will use GSS as base SDK for netcode, same as older PS2 titles and KOF12. Report comes from Shoryuken and Siliconera, and Atlus staff confirms it.

It seems like a user at NeoArcadia has acquired an early copy and is reporting that netplay is laggy at 1-2 bars. I'm not too good in French however, so it's probably better to leave that for someone who's more fluent. Best connection in the game is 5 bars.


From my experience with BBCS, the game is smooth even at 2 bars. So lag with 2 bars could be a bit of a concern if anyone is thinking of cross-continent tournaments. We won't know until the game comes out, of course.





[this message was edited by Professor on Thu 17 Nov 14:54]

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"Re(1):KOF13 to use GSS for netcode" , posted Thu 17 Nov 18:34post reply

quote:
It seems like a user at NeoArcadia has acquired an early copy and is reporting that netplay is laggy at 1-2 bars. I'm not too good in French however, so it's probably better to leave that for someone who's more fluent. Best connection in the game is 5 bars.


He mentioned he only found 2 people online, which is understandable and almost a best case scenario this early on when almost no one has the game - the guy speculates the 2 people he saw online were american, so 2 bars from another continent wouldn't be too bad if that's the case.





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Professor
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"Re(2):KOF13 to use GSS for netcode" , posted Thu 17 Nov 18:43:post reply

quote:
He mentioned he only found 2 people online, which is understandable and almost a best case scenario this early on when almost no one has the game - the guy speculates the 2 people he saw online were american, so 2 bars from another continent wouldn't be too bad if that's the case.



Thanks for the translation. I can't help but to be still a bit pessimistic. Japan-US gets 2 bars on NGStation and it's about a 500ms delay. I've not yet had the chance to compare it with BBCS though, haven't found anyone who has both.



SNKP has updated its Official blog. It's just a 13 minute match video with some comments from the blog writer below, nothing worthwhile to translate. Very heartwarming to see some plebian gameplay by the developers and an Asuka-colored Kula.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/post_51.html





[this message was edited by Professor on Thu 17 Nov 18:49]

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"Re(3):KOF13 to use GSS for netcode" , posted Thu 17 Nov 19:26:post reply

quote:
He mentioned he only found 2 people online, which is understandable and almost a best case scenario this early on when almost no one has the game - the guy speculates the 2 people he saw online were american, so 2 bars from another continent wouldn't be too bad if that's the case.

Very heartwarming to see some plebian gameplay by the developers and an Asuka-colored Kula.
Asuka colored Kula is nice

On the comment about bars with respect to Blazblue, Blazblue's ping measurement system is actually kind of flaky and not reliable. There are people who are level 4 (max) connections who lag like hell and then there are complete 0's who end up really solid connection-wise anyway. It's possible that the 1-2 bar measurements that KOF's netcode gives actually are more tell-tale and more closely reflect the nature of the ping level.

I do have KOF95 on NGStation and Blazblue if you wanna try a few matches against me, but I'm guessing you meant someone in Japan specifically.

I'll say that the one time I did play against someone in KOF95 on NGStation, there was slight bit but noticeable input delay, though I was still able to manage slightly. Timing blocking was a bit hard, though, and I tend to try and block only at the exact moment I need to.





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[this message was edited by mbisonhatclub on Thu 17 Nov 19:28]

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"Re(3):KOF13 to use GSS for netcode" , posted Thu 17 Nov 22:53post reply

quote:
SNKP has updated its Official blog. It's just a 13 minute match video with some comments from the blog writer below, nothing worthwhile to translate. Very heartwarming to see some plebian gameplay by the developers and an Asuka-colored Kula.

I'm not familiar with Asuka but when I see Kula like that I thought it was Britney Spears Kula. Color Edit looks like gonna be a lot fun.





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"Re(3):KOF13 to use GSS for netcode" , posted Fri 18 Nov 00:02post reply

quote:
I think he only means that you'll end up facing FlameIori players online even if you don't purchase him, similarly to how the system works in BBCS.

Yeah, I'm certain Ura Iori is going to be all over the place online. If you thought you ran into a lot of Ken players online with SF you ain't seen nothing yet.

quote:
SNKP has updated its Official blog. It's just a 13 minute match video with some comments from the blog writer below, nothing worthwhile to translate. Very heartwarming to see some plebian gameplay by the developers and an Asuka-colored Kula.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/post_51.html

While I could do without the coal colors on Ralf and Clark the edit mode is going to be worth it for that Gantz style black body suit on Raiden. That's odd looking, disturbing and I'm obviously going to have to use it.





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"Re(4):KOF13 to use GSS for netcode" , posted Fri 18 Nov 03:02post reply

Mai as Mina from SS was pretty amazing, too!

The white-suited K' made me double take at first because the dark coloring just on his groin area made me think that they had censored his groin.

Asuka Kula was indeed terrific.





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"Re(4):KOF13 to use GSS for netcode" , posted Fri 18 Nov 04:49post reply

quote:

I think he only means that you'll end up facing FlameIori players online even if you don't purchase him, similarly to how the system works in BBCS.

Yeah, I'm certain Ura Iori is going to be all over the place online. If you thought you ran into a lot of Ken players online with SF you ain't seen nothing yet.



Cheer up.





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"Re(5):KOF13 to use GSS for netcode" , posted Fri 18 Nov 05:31post reply

quote:
Yeah, I'm certain Ura Iori is going to be all over the place online. If you thought you ran into a lot of Ken players online with SF you ain't seen nothing yet.

Cheer up.

Even so, even my up and coming XIII Kensou alone will be scrubbing them Flame Ioris out like a polymer eraser. And that's assuming any of them are willing to spend the money to get Iori. Because, as you know, you can only fileshare to 2 systems now!





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"Re(3):KOF13 to use GSS for netcode" , posted Fri 18 Nov 07:27post reply

quote:
SNKP has updated its Official blog. It's just a 13 minute match video with some comments from the blog writer below, nothing worthwhile to translate. Very heartwarming to see some plebian gameplay by the developers and an Asuka-colored Kula.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/post_51.html



Someone noted Rugal (in the monitor above Adel)and Heidern (in the monitor where Adel is looking at 6:55) cameos in the Skynoah stage? Interesting.





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"Re(4):KOF13 to use GSS for netcode" , posted Fri 18 Nov 10:18post reply

quote:
I do have KOF95 on NGStation and Blazblue if you wanna try a few matches against me

Sounds like an idea, good for experiment. Will ping you later.





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"Re(5):KOF13 to use GSS for netcode" , posted Fri 18 Nov 11:55post reply

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!





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"Re(5):KOF13 to use GSS for netcode" , posted Fri 18 Nov 12:04post reply

quote:
I do have KOF95 on NGStation and Blazblue if you wanna try a few matches against me
Sounds like an idea, good for experiment. Will ping you later.

It'll be kind of hard to catch me at the right time, though. I'm not online often for reasons beyond my control, one of those reasons being SFHDR which is something I'm not playing because SFHDR is a stinky piece of shit. I'm sorry, but that's the way I feel about that game.





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"Re(6):KOF13 to use GSS for netcode" , posted Fri 18 Nov 12:42:post reply

Kane: Thanks for the heads up. I think he's forgotten about this bbs, lol. If Sibarraz comes around, there's a few Qs I'd love to ask. Yup, was talking about our matches, hopefully 13 will be better.

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.





[this message was edited by Professor on Fri 18 Nov 12:43]

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"Re(7):KOF13 to use GSS for netcode" , posted Fri 18 Nov 12:53post reply

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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"Re(8):KOF13 to use GSS for netcode" , posted Fri 18 Nov 13:01post reply

Ups sorry, I'm on exams, but I could answer your questions professor

And ot, but 33oe netcode sucks badly





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"Re(9):KOF13 to use GSS for netcode" , posted Fri 18 Nov 13:56:post reply

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]

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"Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:05:post reply

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
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"Re(3):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:13post reply

quote:
Aha thanks, was wondering about that!


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?



1)Nop
2)Yes

More questions? had no problems





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"Re(4):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:16post reply

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.)





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"Re(5):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:18:post reply

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]

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"Re(6):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:29:post reply

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?





[this message was edited by Professor on Fri 18 Nov 14:30]

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"Re(7):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 14:35post reply

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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"KOFXIII semi-prerelease hype" , posted Fri 18 Nov 14:42:post reply

That's great to hear, thanks! I was a bit worried about the 360's load times.


And for anyone who wants to see a larger image of the achievements/trophies in KOFXIII, you can see them from the URL below by clicking through on the icons through two pages.

http://psnprofiles.com/trophies/THE-KING-OF-FIGHTERS-XIII

Few examples:
Rose
Adel
Mukai
Shion
Makagi
Heidern





[this message was edited by Professor on Fri 18 Nov 14:47]

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"Re(7):Re(10):KOF13 to use GSS for netcode" , posted Fri 18 Nov 21:21:post reply

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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i'm not just the president i'm also a client

[this message was edited by mbisonhatclub on Fri 18 Nov 21:24]

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"Some impressions" , posted Sat 19 Nov 03:03:post reply

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]

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"Re(8):Re(10):KOF13 to use GSS for netcode" , posted Sat 19 Nov 03:07post reply

I remember the days when I tried to play some GG#R online.

The connections were so laggy that the frame delay compensation made the game move at a speed that was... well, kinda like SSF2 or worse. It was hilariously difficult to poke Sol or other characters with good invuln moves because they could literally DP on reaction.

I really don't know what the best solution is for this because in fighting games single frames can make a difference.

Maybe just run it with full frame delaying and call it "enlightenment mode".





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"Re(8):Re(10):KOF13 to use GSS for netcode" , posted Sat 19 Nov 03:09:post reply

A little late on this, but I liked SNK "buffed up Yuusuke" Ryo color edit. It's like he pumped himself up to match Toguro.

EDIT:
quote:
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


Wow! KOF is one of the few fighting games where I don't feel a big execution barrier, so this is quite a surprise! Do they have a "play sample" option at least?





青春謳歌 弱肉強食

[this message was edited by Pollyanna on Sat 19 Nov 04:53]

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"Re(9):Re(10):KOF13 to use GSS for netcode" , posted Sat 19 Nov 04:59post reply

quote:
A little late on this, but I liked SNK "buffed up Yuusuke" Ryo color edit. It's like he pumped himself up to match Toguro.

EDIT:
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

Wow! KOF is one of the few fighting games where I don't feel a big execution barrier, so this is quite a surprise! Do they have a "play sample" option at least?



yep





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"Re(9):Re(10):KOF13 to use GSS for netcode" , posted Sat 19 Nov 05:03post reply

quote:
A little late on this, but I liked SNK "buffed up Yuusuke" Ryo color edit. It's like he pumped himself up to match Toguro.



GREAT catch!






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"Re(10):Re(10):KOF13 to use GSS for netcode" , posted Sat 19 Nov 06:59post reply

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





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"Re(2):Re(10):Re(10):KOF13 to use GSS for netc" , posted Sat 19 Nov 09:17post reply

I doubt someone hasn't seen this already, but here is a Combo video with Flaming Iori.

No early shippings of the game in my town, though I did managed to get some games at 70% off. Third world countries retail trade is just insane






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"Re(1):Some impressions" , posted Sat 19 Nov 11:54post reply

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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"Re(2):Some impressions" , posted Sat 19 Nov 12:45post reply

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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"Re(3):Some impressions" , posted Sat 19 Nov 13:55:post reply

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





[this message was edited by Professor on Sat 19 Nov 21:17]

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"Re(4):Some impressions" , posted Sat 19 Nov 21:59post reply

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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"Re(5):Some impressions" , posted Sat 19 Nov 22:02:post reply

quote:

Btw, some user at DC said me that there is recording on training mode, I just couldn't find it



Multiending in arcade mode is cool, thanks! SF4 quality netcode is hummm... ok.

About the recording on training mode, can you check on it? I'm wondering if it's about CPU/dummy recording, or if it's about replay. Thanks in advance'.





[this message was edited by Professor on Sat 19 Nov 22:07]

sibarraz
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"Re(6):Some impressions" , posted Sat 19 Nov 22:29post reply

quote:

Btw, some user at DC said me that there is recording on training mode, I just couldn't find it


Multiending in arcade mode is cool, thanks! SF4 quality netcode is hummm... ok.

About the recording on training mode, can you check on it? I'm wondering if it's about CPU/dummy recording, or if it's about replay. Thanks in advance'.



Nop, story mode is like arcade, and I don't know if call it multi ending too, even some cutscenes from the arcade repeat here





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"Germany pre-launch event stream on air" , posted Sat 19 Nov 23:37:post reply

quote:
Nop, story mode is like arcade, and I don't know if call it multi ending too, even some cutscenes from the arcade repeat here


Humm, so I'm assuming the ending's visuals stay the same but the text changes just a little bit? Wouldn't call that multiending, that's for sure.





Germany pre-launch event stream is going on live at this moment. This comment will be deleted later.
http://www.twitch.tv/hardedgemedia





[this message was edited by Professor on Sun 20 Nov 00:18]

sibarraz
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"Re(1):Germany pre-launch event stream on air" , posted Sun 20 Nov 10:14post reply

About story mode, there is a twist that I never could had suspected

Spoiler (Highlight to view) -
Adheleid is working with heidern, nice to know considering the whole ''your father killed my family but it's ok

End of Spoiler







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"More Impressions" , posted Sun 20 Nov 11:46post reply

- 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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"Re(1):More Impressions" , posted Sun 20 Nov 13:11post reply

Aaaah, I see about the story mode. Yeah, that does sound like it'll get boring after 2-3 times for sure. Thanks for clearing up & training mode dummy.

About button config, I think you need to press B while you're in the character select screen, when haven't selected all your characters yet. That's what Gunsmith was shouting last night to players in Germany.





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"Re(2):Germany pre-launch event stream on air" , posted Sun 20 Nov 13:11post reply

quote:
About story mode, there is a twist that I never could had suspected





Spoiler (Highlight to view) -
IIRC Adelheid was involved with Heidern in XI days. I think the co-operation was in the Adelheid official story for XI.

End of Spoiler







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"Joystick differences" , posted Sun 20 Nov 16:51:post reply

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]

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"Re(1):Joystick differences" , posted Sun 20 Nov 17:07:post reply

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.






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 Sun 20 Nov 17:12]

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"Re(1):Joystick differences" , posted Sun 20 Nov 21:41post reply

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





Nobinobita
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"Re(2):Joystick differences" , posted Mon 21 Nov 02:13post reply

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?




About the bra part? Then yes



This will certainly encourage many fans to shift their grip on their sticks.






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"Mr Karate and Nests Kyo Info" , posted Mon 21 Nov 03:11post reply

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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"Re(1):Joystick differences" , posted Mon 21 Nov 04:01post reply

Are there no spoiler tags here? I'm wondering if some fans would prefer to not see all the DLC spoilers until they get the game.


As for stick grip, it depends on what is needed. You can see my grip here @3:20

http://www.youtube.com/watch?v=CDfRB7x9Q_c





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badoor
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"Re(1):Mr Karate and Nests Kyo Info" , posted Mon 21 Nov 04:11post reply

Thanks you greatly for the info.
quote:
He does not have the Hikigane (boo).
While I liked the move I guess I understand that decision. It was really only used after the qcf+K,K to extend combos. With XIII's more "loose" juggling system, hypothetically, it's probably better to drive cancel into the 75 Kai than the slow Hikigane. NESTs Kyo seems like a straightforward conversion. Unlike Mr. Karate, who seems like a new character (or at least a new variation in the Takuma spectrum). Plus there's more Geese-Counters





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"Re(2):Joystick differences" , posted Mon 21 Nov 05:29:post reply

quote:
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).

All my muscle memory is built around the carrot style stick so my grip also never changes. I palm the entire stick and tighten or loosen my grip depending on the movement or how worked up I am. It's a grip that's probably more suited to crushing beer cans than winning matches but any time I've tried to hold the ball stick between my fingers I can never shake the feeling that my digits are going to get caught between the stick and the imput making me miss moves.





[this message was edited by Ishmael on Mon 21 Nov 05:56]

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"Re(3):Joystick differences" , posted Mon 21 Nov 06:36:post reply

quote:
About the bra part? Then yes
This will certainly encourage many fans to shift their grip on their sticks.
Heheheh. I suppose this would be as good a spot as any to ask what's with Athena's 鉄のスカート/magic skirt? Global market concerns? Its animation is...pretty silly.

On topic, I'm terrible with joysticks compared to pads due to some strange genetic destiny, but I think that between the middle and ring fingers, always, is best.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Mon 21 Nov 06:37]

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"Re(3):Germany pre-launch event stream on air" , posted Mon 21 Nov 08:41post reply

quote:
About story mode, there is a twist that I never could had suspected





Spoiler (Highlight to view) -
IIRC some of the backstor for 2003 already involved Heidern and Adelheid talking, possibly before they were aware of how they were connected through Rugal - can't find it in the anniversary site, but the 2003 manwa had such a scene.

End of Spoiler







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sibarraz
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"Story Mode 100%" , posted Mon 21 Nov 10:55post reply

Ok guys, I already Finished story mode, actually, it was worth it from the ending, since is something that doesn't appear on the arcade

Major Spoilers



Spoiler (Highlight to view) -
Shion Lance appears in front of shroom and the other girl making clear that this story will continue

End of Spoiler



In order to get the 100% you must clear the 5 potential routes that the game offers

Sky Noah

a) The Tournament
b) Inside the Stadium

Aircraft Trautman

a) The Tournament
b) Inside the Stadium
c) Outside the Stadium

Just to be sure, Also finish the KOF team route with any team





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"Re(1):Joystick differences" , posted Mon 21 Nov 16:48post reply

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.





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Professor
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"Re(2):Joystick differences" , posted Mon 21 Nov 19:40post reply

Nests kyo basic HD combo w/rekkas
http://www.youtube.com/watch?v=7clU2ig2cVU

sibarraz: Interesting! Thanks for the additional news.

Toxico: Pencil hold? Will try that one out, humm..

Gunsmith: That is an ODD way of holding a stick, never seen anyone doing that style before.

Kane: It's called a KOF grip? I guess it's optimal for the game's system then.

Ishmael: I used to hold carrot sticks with the stick between my middle and index and by lord did I damage my finger's skin a lot. Firm grip is better alright.

Maou: Just like BB's Noel, lol.





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"Re(3):Joystick differences" , posted Tue 22 Nov 05:08:post reply

quote:
Nests kyo basic HD combo w/rekkas
http://www.youtube.com/watch?v=7clU2ig2cVU

To add to that, NESTS Kyo trials and Nottakumasakazaki Trials link placeholder





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[this message was edited by mbisonhatclub on Tue 22 Nov 05:09]

nobinobita
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"Re(2):Joystick differences" , posted Tue 22 Nov 07:55post reply

quote:

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).


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).






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Ishmael
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"Re(3):Joystick differences" , posted Tue 22 Nov 11:47post reply

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).

This is a blind guess, but I suspect it's because the dominant hand is thought to have more strength so the individual fingers can do more -such as repeatedly pressing buttons- while the second hand makes up for being weaker by using the entire appendage to hold or slap something around. It's the fiddler crab school of joystick design.

Today I received a call saying my copy of KoFXIII was coming in tomorrow. It wasn't until after I received the call that I realized that while I had been watching plenty of videos I didn't know how to actually play the game. I'm looking forward to losing to everyone here starting tomorrow.





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"Re(3):Joystick differences" , posted Tue 22 Nov 12:55post reply

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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Professor
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"Re(3):Joystick differences" , posted Tue 22 Nov 13:27:post reply

nobinobita: Actually, I'm southpaw too. Have troubles doing button smash moves because of that, actually.

And since you're an artist, here's something that'll make you say "huh". I'm more used to drawing characters and faces facing left, which shouldn't be the case considering the strokes. Odd indeed.





[this message was edited by Professor on Tue 22 Nov 16:31]

Professor
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"Famitsu score for KOF13: 8/9/9/8" , posted Tue 22 Nov 13:30:post reply

According to people that picked up the magazine early, Famitsu gave KOF13 a pretty good score, 8/9/9/8. Good news indeed. It might actually be the highest score that KOF has recived by the magazine thus far.

EGM also gave a good rating.
http://www.egmnow.com/articles/reviews/egm-review-the-king-of-fighters-xiii/





[this message was edited by Professor on Tue 22 Nov 16:32]

Toxico
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"Re(1):Famitsu score for KOF13: 8/9/9/8" , posted Tue 22 Nov 15:48post reply

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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Mosquiton
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"Re(2):Famitsu score for KOF13: 8/9/9/8" , posted Tue 22 Nov 17:00post reply

quote:

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.


I love this place.

KOFXIII is also worthy of love, game is dope.





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"Re(2):Famitsu score for KOF13: 8/9/9/8" , posted Tue 22 Nov 19:06post reply

Cross style

Bonus: lol





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Professor
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"4 bar netcode review from JP: Arcade quality." , posted Wed 23 Nov 00:17:post reply

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]

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"Re(3):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 00:30post reply

quote:
Cross style

Bonus: lol



Single player cabinets are something I may never understand.





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"Re(4):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 02:17post reply

quote:
Cross style

Bonus: lol


Single player cabinets are something I may never understand.



They are not single player cabinets. Asian cabinets are like coins, one player is on side A and the other player is on side B. They changed to that format of cabinets since 1.- it saves space (each player side can be much smaller than in the good old 80s 2p cabinets). 2.- Compared to old 2p machines, now companies can charge "2 cabinets" for 1 copy of the game.






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Zepy
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"Re(1):4 bar netcode review from JP: Arcade qu" , posted Wed 23 Nov 02:48post reply

I was extremely hyped up for KOF13 till I started it up and found out I can only make 2 man rooms :(

Seems to have slight input lag against people that I usually have zero lag in SF4, can't reach 4 bar





FINALSHOWDOWN
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"Re(5):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 02:51post reply

*peeks in*

Havnt posted here in like 10 years forgot my old password lol.

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. The game it self is fine. But KOF to me just isnt... as cool as it use to be I guess.

On a random note I did post a little loop kim has now in the console version if anyone cares..


https://www.youtube.com/watch?v=vdH3Ndz-k7c

*runs away*





nobinobita
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"Re(6):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 04:31post reply

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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"Re(4):Famitsu score for KOF13: 8/9/9/8" , posted Wed 23 Nov 04:32post reply

quote:
Cross style

Bonus: lol


Single player cabinets are something I may never understand.


And something I'm longing for in my city Turkiye! I'm a cross player as well and to add from Toxico's said disadvantages, I also have complain' about no space to move freely. That also gives away my moves. For example to perform a DM I look like I'm mashing it (I'm not) but my opponent that so close to me knows first hand Im gonna perform DM/SDM, etc.

Also when opponent is too close my elbowis poking her/him when I perform. Its like I'm warning him each time I move. Sigh.

So single player cabinets are good.





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"The Best Review in History gaves KOF an 1.5" , posted Wed 23 Nov 04:41post reply

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/

Had a good time reading this





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"Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:26post reply

quote:
http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/

Had a good time reading this


It's already down! Anyone have the text? I wanna seeeeeeeee

Also: my copy should be here soon! Any time now! EEeeeeeeeeee





mbisonhatclub
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"Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:27post reply

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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"Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:29post reply

quote:
http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/

Had a good time reading this

That review has been taken town. Here's a google cache version of it.

http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=1&hl=en&ct=clnk





Grave
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"Re(2):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:48post reply

Ha! It's already as good as I hoped. Railing against the "menu system" for being a series of bars with text on them. Genius. Pure genius.





nobinobita
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"Re(3):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:52post reply

quote:
Ha! It's already as good as I hoped. Railing against the "menu system" for being a series of bars with text on them. Genius. Pure genius.



Thankfully the game has a vs mode "which allows two players to fight head to head."

This is amazing!






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kofoguz
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"Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 05:57post reply

quote:
http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/

Had a good time reading this

Poor kid had to overcome the toughness 8-button attacks!





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"Re(2):4 bar netcode review from JP: Arcade qu" , posted Wed 23 Nov 07:59:post reply

Zepy: That's not good! I thought you normally couldn't feel input lag! Btw, US, EU, or Asian version? (which preorder bonus?)

FINALSHOWDOWN: Welcome back to the BBS! That was a pretty interesting combo, 5 bars to dizzy with no drive usage. Seems useful perhaps in last round. I wish the game had more victory poses as well. And cancelable taunts, it's pure suicide to use most of them because of their long animation.




quote:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=1&hl=en&ct=clnk

I thought this was just a trolling, THEN I SAW THIS. Same author. Seems like his real emotions have been... edited to save face. ....Too late, though.


[edit] behind the scenes: 1/2/3/4





[this message was edited by Professor on Wed 23 Nov 09:35]

mbisonhatclub
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"Re(3):4 bar netcode review from JP: Arcade qu" , posted Wed 23 Nov 10:41post reply

quote:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=1&hl=en&ct=clnk
I thought this was just a trolling, THEN I SAW THIS. Same author. Seems like his real emotions have been... edited to save face. ....Too late, though.
[edit] behind the scenes: 1/2/3/4

He should feel lucky noone has done anything funny with his twitter account yet. I'm not going to say anything, but you know, some people accidentally lose control of their twitter accounts for some mysterious reason. Again, not that I'm saying anything.





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"Re(3):4 bar netcode review from JP: Arcade qu" , posted Wed 23 Nov 10:44post reply

quote:
Zepy: That's not good! I thought you normally couldn't feel input lag! Btw, US, EU, or Asian version? (which preorder bonus?)

I actually had both US and Asian version with me but I went with Asian version anyway since it was cheaper and it came with Iori 98 DLC like the Japanese version!

Also the Asian version is published by Sony and not Atlus because Atlus never bothers to make Asian versions





Grave
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"Netcode woes" , posted Wed 23 Nov 13:19post reply

This game is fantastic! And the soundtrack with the US version? Totally forgot about it. Was so surprised and am very pleased with the selections and packaging! Aaaaand... then I took it online.

Since it's only two person lobbies for player matches, you'd think they'd be able to get the playing part down, right? Yeah, well... everyone tells me connections 3 bars and up are fine. Unfortunately my friend and I were locked at 2 and we were perfectly capable of playing other games at a decent speed. KOF XIII stuttered and lagged and was barely playable. Hey, at least no GGPO teleports, right? Of course I'm not ready to write it off yet and I'll try again another time but it was a crushingly disappointing start for things.

But everything else? Yeah. Everything else is just fine!





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"Re(1):The Best Review in History gaves KOF an" , posted Wed 23 Nov 13:57post reply

quote:
http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ Had a good time reading this
HAHAHAHAHHAAH That's really funny...but it's a joke, right..?? Even GamePro couldn't be this stupid.
quote:
One game mode that slightly rectifies this issue is the game’s versus mode, which allows two players to fight head to head. Thankfully because both characters are player-controlled the playing field is evened – and ends up being much more fun than any of the other game modes.
I would LOVE to show the (terrible) Soul Calibur 3, this man is literally the guy they made the absurd strategy game for while slacking off on the actual, uh, 2 player fighting aspect of the 2 player fighting game. s, someone could finally be happy in this world





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"Netcode woes, Color edit wows" , posted Wed 23 Nov 15:12post reply

Grave: ouch, that sounds baaaad.
I wonder if there's some sort of difference maybe with lines, like optic fiber or DSL... humm.

Either way, both you and Zepy have reported that people you normally play with have lag compared to other games. That must mean the netcode isn't too great.


NOT WORKSAFE
http://www.dotup.org/uploda/www.dotup.org2297388.jpg
http://www.dotup.org/uploda/www.dotup.org2297384.jpg





Grave
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"Re(1):Netcode woes, Color edit wows" , posted Wed 23 Nov 15:49post reply

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.





Professor
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"Re(2):Netcode woes, Color edit wows" , posted Wed 23 Nov 19:20post reply

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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"Re(1):Story Mode 100%" , posted Wed 23 Nov 23:23post reply

quote:
Ok guys, I already Finished story mode, actually, it was worth it from the ending, since is something that doesn't appear on the arcade

Major Spoilers



In order to get the 100% you must clear the 5 potential routes that the game offers

Sky Noah



How did you unlock scene 28?
a) The Tournament
b) Inside the Stadium

Aircraft Trautman

a) The Tournament
b) Inside the Stadium
c) Outside the Stadium

Just to be sure, Also finish the KOF team route with any team







Grave
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"Re(3):Netcode woes, Color edit wows" , posted Thu 24 Nov 00:28post reply

quote:
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.


My exact fear - "netcode is good... in Japan!" is a far cry from "netcode is good... for the world!" or even "netcode is good in the US!" I don't know if people are pressing Atlus about this, but if not we really should be. I know it's not their fault, but they're probably the only chance we have at affecting any kind of positive change on that.





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"Re(4):Netcode woes, Color edit wows" , posted Thu 24 Nov 01:57:post reply

A-cho arcade's Shima (from all the XIII videos) got the game.

He's streaming from his Nico account and says that he's experiencing input lag despite being on optic fiber, something like 10 frames or a little lower at 4 bars. He was failing to saferoll on footsweeps, and near the end he started picking projectile characters after realizing they're effective. That's a very bad sign.

He was suspecting that it might be because he's streaming at the same time, but if his memory serves him correctly, he's done that with NGStation's KOF96 and it was lagless, so he suspects that it's probably XIII's netcode.

If you see a red button here, it means he's running a stream and you can watch by clicking on it.





[this message was edited by Professor on Thu 24 Nov 02:37]

mbisonhatclub
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"Re(5):Netcode woes, Color edit wows" , posted Thu 24 Nov 07:25post reply

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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Professor
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"Re(6):Netcode woes, Color edit wows" , posted Thu 24 Nov 08:09post reply

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.



Interesting note-- a user with both the Asian version and US version reports that the Asian version gets a 6MB patch upon connecting to network and updates to ver 1.01. The reporting user has no idea what the patch is for, whether its netcode related or whatnot. My personal guess is that it's Flame Iori related, since the Asian copy comes with a coupon-code to unlock his use.





mbisonhatclub
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"Re(7):Netcode woes, Color edit wows" , posted Thu 24 Nov 09:53post reply

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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"Re(8):Netcode woes, Color edit wows" , posted Thu 24 Nov 10:56post reply

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 to 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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"Re(9):Netcode woes, Color edit wows" , posted Thu 24 Nov 16:36post reply

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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Professor
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"Re(10):Netcode woes, Color edit wows" , posted Thu 24 Nov 19:17post reply

Official site updated with ... a pathetically small update.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/kof_xiii_8.html
-The staff are enjoying the reviews and comments from overseas.
-They've seen the Atlus combo videos and wanted to do something even better, but they're overdoing it and it didn't make it on time for this week's update.
-So instead, they're showing off the invitation envelope which'll hold the Flame Iori DLC card, and they're also showing the box (bulkier than real product fake item) and that'll be used by stores for promo.
-They're also mentioning that some XIII related contents are up on PSNStore and the X360Marketplace. In reality, it's only available in the X360Marketplace. 2 Themes, each 240 MSP.





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"Re(2):Re(10):Netcode woes, Color edit wows" , posted Thu 24 Nov 19:21post reply

quote:
Official site updated with ... a pathetically small update.
I'm loving this anyway.





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"Re(7):Famitsu score for KOF13: 8/9/9/8" , posted Fri 25 Nov 00:25post reply

Is there a way to turn off that annoying "Roll evade three times to win a free iPod!" nonsense in arcade mode? I feel like I'm in perpetual tutorial mode when I'm playing.

quote:
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).

This is one aspect of the game that has impressed me as well. The switch over to more exaggerated Real Bout style sprites has breathed new life into a lot of the characters. While I can't say I love every new design -Ralf and Clark look more distorted than they did during their Ikari days- most of the new looks really work well in-game.





mbisonhatclub
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"Re(10):Netcode woes, Color edit wows" , posted Fri 25 Nov 02:19:post reply

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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[this message was edited by mbisonhatclub on Fri 25 Nov 14:02]

Professor
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"Re(2):Re(10):Netcode woes, Color edit wows" , posted Fri 25 Nov 20:05post reply

I can't wait to check out tsundere Saiki, lol.

Poongko waltzs his way to kof13





mbisonhatclub
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"Re(3):Re(10):Netcode woes, Color edit wows" , posted Fri 25 Nov 22:57post reply

quote:
I can't wait to check out tsundere Saiki, lol.

Poongko waltzs his way to kof13


Wow, it looks like he could pretty much rape any Norcal player to smitherines. Including Geo.





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"Re(4):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 04:18post reply

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?

...






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nobinobita
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"Re(5):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 06:27post reply

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? I haven't played the game yet since I've been having an awesome time with my family for Thanksgiving (Happy Turkey Gorging Day to all, even if you're not American!).






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karasu99
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"Re(6):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 07:06post reply

quote:

Do you mean the rim lighting (ala CVS2 and Daraku Tenshi before that?) or do they do something even more complex? I haven't played the game yet since I've been having an awesome time with my family for Thanksgiving (Happy Turkey Gorging Day to all, even if you're not American!).


Rim lighting, exactly-- for some reason I didn't recall it in CVS2 and Daraku Tenshi.

Well, happy Thanksgiving to you too! You're going to love this game when you have a chance to play! Every little detail graphically is wonderful! Make sure to post your PS3 userID so we can have a match sometime!






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nobinobita
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"Re(7):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 08:14post reply

quote:

Do you mean the rim lighting (ala CVS2 and Daraku Tenshi before that?) or do they do something even more complex? I haven't played the game yet since I've been having an awesome time with my family for Thanksgiving (Happy Turkey Gorging Day to all, even if you're not American!).

Rim lighting, exactly-- for some reason I didn't recall it in CVS2 and Daraku Tenshi.

Well, happy Thanksgiving to you too! You're going to love this game when you have a chance to play! Every little detail graphically is wonderful! Make sure to post your PS3 userID so we can have a match sometime!



Daraku Tenshi


CVS2 ... I could have sworn there was a similar effect when you fight Omega Rugal in front of the burning city, but youtube videos say otherwise. I wonder why I thought that.

Maybe it was in CVS1 in the stage with the giant pillar of light?






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mbisonhatclub
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"one disappointing aspect of color edit mode" , posted Sat 26 Nov 08:15post reply

I can't make Hatsune Miku colors for anybody! This is a grave error on SNKP's part, but not Grave's error, because I'm sure he'd want Miku colors as well. I was able to make Yowane Haku for Leona and something that could be a tossup between Kagamine Rin and Akita Neru for Athena. I know we don't have any twintails in KOF right now (and I doubt they'd care to introduce Ai in KOF unless they felt like screwing around for fun but that's not SNKP's personality), but even Athena not having a Miku palette? Serious business here, folks. Miku palette is a standard because of games like Blazblue. SNKP needs to fix this, stat.

Well, and fix netcode as well, and maybe that problem people are reporting with third party sticks/pads. Something tells me though that these people who made custom sticks who intentionally made it for PS3 play should have made it with the PS3 button in mind, because that was pretty negligent to forget it.





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nobinobita
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"Re(1):one disappointing aspect of color edit " , posted Sat 26 Nov 08:39post reply

quote:
I can't make Hatsune Miku colors for anybody! This is a grave error on SNKP's part, but not Grave's error, because I'm sure he'd want Miku colors as well. I was able to make Yowane Haku for Leona and something that could be a tossup between Kagamine Rin and Akita Neru for Athena. I know we don't have any twintails in KOF right now (and I doubt they'd care to introduce Ai in KOF unless they felt like screwing around for fun but that's not SNKP's personality), but even Athena not having a Miku palette? Serious business here, folks. Miku palette is a standard because of games like Blazblue. SNKP needs to fix this, stat.

Well, and fix netcode as well, and maybe that problem people are reporting with third party sticks/pads. Something tells me though that these people who made custom sticks who intentionally made it for PS3 play should have made it with the PS3 button in mind, because that was pretty negligent to forget it.



My color palette wishes:

-Green Maxima like Android 16
-Orange Shaolin colors for Andy for a Goku costume.
-Black hair on Kula so I can pretend she's Gally/Alita.






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Professor
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"Re(4):Re(10):Netcode woes, Color edit wows" , posted Sat 26 Nov 14:42post reply

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.





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"Re(5):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 15:31post reply

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.






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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Last update : Chapter 23 as of 20/11/11

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"Re(8):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 15:42:post reply

quote:


Maybe it was in CVS1 in the stage with the giant pillar of light?



The reason why you thought of a burning thing is because it was in CvS1, in the highway crash stage.


quote:
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).


One of the things that I find to be an impressive touch is not just the lighting that has been drawn on the sprites (like for Liz), but that the lighting has some amount of effect on the floor of the arena (e.g. for Liz, again). It gives the sprites this oddly 3D behaviour that my brain goes bananas at seeing.





[this message was edited by Spoon on Sat 26 Nov 15:46]

TheRedKnight
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"Re(2):Re(10):Netcode woes, Color edit wows" , posted Sat 26 Nov 21:07post reply

quote:
EDIT2: Just felt like doing this


This guy.





Why I left my hobbies.

Professor
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"Re(9):Re(10):Netcode woes, Shadow render wows" , posted Sat 26 Nov 21:22post reply

So far, everyone who's imported in Japan (leave aside one guy) is reporting that the netplay is fine. There's slight lag at times, but nothing gamebreaking.

The bottom line seems to be, never play against anyone except with a Blue (4 bar) antenna.


There's only a handful of people who's bought an import though, so needless to say they're hardcore players with optic lines. We'll have to wait and see the general player's opinions when the DSL and cable users come around.





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"Re(2):one disappointing aspect of color edit" , posted Sun 27 Nov 01:22post reply

quote:

My color palette wishes:

-Green Maxima like Android 16
-Orange Shaolin colors for Andy for a Goku costume.
-Black hair on Kula so I can pretend she's Gally/Alita.



I remember seeing all of these in the arcade game when I played it in Japan.





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"Re(3):one disappointing aspect of color edit" , posted Sun 27 Nov 05:52post reply

Btw, has anyone completed 100% in the gallery's Invitation? Wondering if there's anything to it.





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"Raping files" , posted Sun 27 Nov 07:59:post reply

An MIT Socks Step shows us this data from a hex editor? It's probably nothing important nor hinting and probably either was just characters they planned on having but didn't make it (a la Iori 98/Billy data in KOFXII) or just trophy data-related.

I find it funny that even some Japanese are importing a game that was made in their own country. The irony is just really hilarious, much like the irony of people who imported their copy from America to Europe got access to their copies first. I just hope that doesn't affect sales within their respective nations so SNKP doesn't get the impression that not a lot of people bought it.





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[this message was edited by mbisonhatclub on Sun 27 Nov 08:14]

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"Re(1):Raping files" , posted Sun 27 Nov 09:31post reply

quote:
An MIT Socks Step shows us this data from a hex editor? It's probably nothing important nor hinting and probably either was just characters they planned on having but didn't make it (a la Iori 98/Billy data in KOFXII) or just trophy data-related.



The .lua files are the ones from the scripts (on screen text and nothing else), the one that changes on the movies when you set the language to something else. In other words that much is just their dialogs from story mode.

In order to be planned unused characters they not only need need to be the same type of files that the "characters" are, but they also need to be grouped among them. Considering XIII cycle of development, I wouldn't be surprised if there is no extra planned character left out at all, regardless of we having the Arcade or Console version.

quote:
Btw, has anyone completed 100% in the gallery's Invitation? Wondering if there's anything to it.



For what I have been observing, the faster way to complete the invitation is to add % complete to the "visual" gallery, that means that to complete the invitation you have to clear the game with every team and perhaps with every team that has edit ending. I haven't been playing the game that much, let alone the single player content.






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

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"Re(4):one disappointing aspect of color edit" , posted Sun 27 Nov 10:33post reply

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

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

He should return one day, he must be really the most forgotten character in SNK history ever (fighting games not counting more obscure series)





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"Re(5):one disappointing aspect of color edit" , posted Sun 27 Nov 12:38post reply

They should make a game that only features characters listed in game coding. My tag team of Heidern and Doctor Octopus is going to rule!

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

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.

Since I'm too dim to find my own answers here's another question: Is there a new tier ranking for the home version? Have those in the know come up with any early thoughts about the balance and tier rankings?

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. That, and I would like to see a moratorium called on full screen light show supers.





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"Wat" , posted Sun 27 Nov 19:42:post reply

Been playing the game a bunch, so far the only things that kind of stick out for me are Yuri and Athena's hyper puffy cheeks (Allergic reaction?), King in general (She was best in KOF2000, and ok in KOF11. In this she's..... so bland. Her boring AoF super, no special Surprise Rose, no Mirage Kick, no command overhead. Sadness is me) The fact that there aren't different throw animations for C and D (some look fine when reversed others, like Shen's for example are really jarring to the eye) and OMG WHAT HAPPENED TO RYO'S FACE. Seriously he went from this fun loving guy:
http://fenixware.net/fab/images/chars/game/ryo_aof-25.jpg

to Murdock from Macgyver:
http://tv.infinitecoolness.com/04/mcgyvr03b.jpg

Maybe he was secretly Michael Des Barres all along D:





SF3: Makoto/Alex/Hugo
SF4: Vega
SSF4: Vega/Makoto

[this message was edited by viparas on Sun 27 Nov 19:45]

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"Re(1):Wat" , posted Mon 28 Nov 00:42post reply

quote:
Been playing the game a bunch, so far the only things that kind of stick out for me are Yuri and Athena's hyper puffy cheeks (Allergic reaction?), King in general (She was best in KOF2000, and ok in KOF11. In this she's..... so bland. Her boring AoF super, no special Surprise Rose, no Mirage Kick, no command overhead. Sadness is me) The fact that there aren't different throw animations for C and D (some look fine when reversed others, like Shen's for example are really jarring to the eye) and OMG WHAT HAPPENED TO RYO'S FACE. Seriously he went from this fun loving guy:
http://fenixware.net/fab/images/chars/game/ryo_aof-25.jpg

to Murdock from Macgyver:
http://tv.infinitecoolness.com/04/mcgyvr03b.jpg

Maybe he was secretly Michael Des Barres all along D:




they're turing him into the buriki one ryo





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"Re(6):one disappointing aspect of color edit" , posted Mon 28 Nov 11:35:post reply

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)






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]

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"Re(2):Wat" , posted Mon 28 Nov 18:52post reply

quote:
OMG WHAT HAPPENED TO RYO'S FACE. Seriously he went from this fun loving guy:
http://fenixware.net/fab/images/chars/game/ryo_aof-25.jpg

to Murdock from Macgyver:
http://tv.infinitecoolness.com/04/mcgyvr03b.jpg

Maybe he was secretly Michael Des Barres all along D:



they're turing him into the buriki one ryo



If they go for FFWA Ryo it's even better, and as a bonus it would be harder to call him a Ryu/Ken clone.





"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"

Professor
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"Re(7):one disappointing aspect of color edit" , posted Mon 28 Nov 20:37post reply

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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"Re(1):Some impressions" , posted Tue 29 Nov 00:25:post reply

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]

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"Re(8):one disappointing aspect of color edit" , posted Tue 29 Nov 00:59:post reply

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.

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.






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]

Professor
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"Re(9):one disappointing aspect of color edit" , posted Tue 29 Nov 01:07post reply

Wow that's a lot of writing. Indeed the game seems simplified than previous titles so in a way it make the door wider for new players to come in.

... How many people are crowding in your room to play the game?? Sounds crazy! You'll need to take video like those World Heroes matches, lol.


Does anything happen/get unlocked when you achieve 100% in Invitation?





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"Team Edit Endings" , posted Tue 29 Nov 01:25post reply

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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"Re(1):Team Edit Endings" , posted Tue 29 Nov 01:37:post reply

..... 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.






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 02:13]

Professor
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"Re(2):Some impressions" , posted Tue 29 Nov 01:45post reply

Oh wow Puar! How many years have it been? This kof13 is like a reunion of things.


Toxio: That's surprising a bit. With a name like invitation and all that effort, I would've throught it'd unlock something. But then again, it is SNKP....



Btw that reminds me, is it true that you can't set antenna bar limits when you wait in training (or arcade mode) for ranking battle? That would a pretty bad game architecture.





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"Re(3):Some impressions" , posted Tue 29 Nov 03:51post reply

quote:
Oh wow Puar! How many years have it been? This kof13 is like a reunion of things.


Toxio: That's surprising a bit. With a name like invitation and all that effort, I would've throught it'd unlock something. But then again, it is SNKP....



Btw that reminds me, is it true that you can't set antenna bar limits when you wait in training (or arcade mode) for ranking battle? That would a pretty bad game architecture.



Nop you can't what is worse, if you are challenged, you can skip it





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"Re(3):Some impressions" , posted Tue 29 Nov 03:52post reply

There's one unlockable thing in the gallery that I haven't seen mentioned here yet...

A new special opening movie. It's quite a bit longer and I think parts of it were animated? I found it to be a rather nice surprise.





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"Re(4):Some impressions" , posted Tue 29 Nov 03:56post reply

quote:
There's one unlockable thing in the gallery that I haven't seen mentioned here yet...

A new special opening movie. It's quite a bit longer and I think parts of it were animated? I found it to be a rather nice surprise.



That was an intro which was recorded by frionel I think some time ago, it was cooler than the one that got imo just for the adheleid and rose dance and elisabeth crying, but the problem was that the song fits better in the final opening, and odd choice actually

Btw, does anybody knows what every character says when you select them? I like the accent when you select robert and says something





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"Re(5):Some impressions" , posted Tue 29 Nov 18:06post reply

quote:
Btw, does anybody knows what every character says when you select them? I like the accent when you select robert and says something



If it's the same as the arcade version, which I'm sure it is, he randomly either says "Osshi! (Yeah!)" or "Oteyawaraka ni tanomi-masse (Go easy on me)".

Any other chars you want to know about?





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"Re(6):Some impressions" , posted Tue 29 Nov 21:03post reply

quote:
Btw, does anybody knows what every character says when you select them? I like the accent when you select robert and says something


If it's the same as the arcade version, which I'm sure it is, he randomly either says "Osshi! (Yeah!)" or "Oteyawaraka ni tanomi-masse (Go easy on me)".

Any other chars you want to know about?



Honestly no, maybe ryo's one

It hope to see somewhere a list with all the chars, but well, at least I had the one that I really wanted, but thanks professor





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"Re(7):Some impressions" , posted Tue 29 Nov 21:11post reply

Ryo says "Yooshi, Koi! (Okaaay, come!)" and " Oshiete yarou, Kyokugen no Kobushi o! (I'll teach you.. the fists of Kyokugen!)"

Any others, and I'll be glad to answer them'.





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"Re(2):Team Edit Endings" , posted Wed 30 Nov 04:23:post reply

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.





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[this message was edited by Puar on Wed 30 Nov 04:57]

kofoguz
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"Re(3):Team Edit Endings" , posted Thu 1 Dec 03:08post reply

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. :)





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"Re(4):Team Edit Endings" , posted Thu 1 Dec 12:01post reply

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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"Re(5):Team Edit Endings" , posted Thu 1 Dec 14:13post reply

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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"Re(6):Team Edit Endings" , posted Thu 1 Dec 14:47post reply

quote:
I'm just tired of Sakura.


We are enemies now





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"Re(7):Team Edit Endings" , posted Thu 1 Dec 16:51post reply

quote:
I'm just tired of Sakura.
We are enemies now

Hahahahah! Ditto---and in fact, poor hatclub is now up against a Dramatic Tag-Team Battle!





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"Re(8):Team Edit Endings" , posted Fri 2 Dec 00:15post reply

The change in Yuri's looks was obviously there just to give the feeling of new beginning due to the graphics and such, in the same line as the Ikari team's visual change.

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.

Each character has 3 combos and are divided into "no resources" (0 use from bars), "bar combo" (combos that one would hit confirm to use gauges and the like if they hit) and a simple HD combo.

I'm watching the videos as of now, so I don't even know if they did a video for every team in a single sitting.






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"Re(9):Team Edit Endings" , posted Fri 2 Dec 00:44post reply

I've tried it out a bit, won't have much time until tomorrow. So far from the 20-30 matches I've tried against various people, it feels like SF4 quality, maybe like 3-8 frames of lag on a green bar. The lag's there but far from gamebreaking. Not for arcade-level serious competition play either, though.

In some matchups you need to time the saferolls a few frames early.





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"Question on Combos in KOF" , posted Fri 2 Dec 05:13post reply

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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"Re(8):Team Edit Endings" , posted Fri 2 Dec 05:54:post reply

quote:
I'm just tired of Sakura.
We are enemies now
Hahahahah! Ditto---and in fact, poor hatclub is now up against a Dramatic Tag-Team Battle!


Come at me bro

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.

Like concerns stated in the past, I too worry that SNKPlaymore might just figure that it's okay to leave the netcode alone as long it works in Japan. If Japan's happy, that might be considered a success in SNKP's eyes. 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).





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[this message was edited by mbisonhatclub on Fri 2 Dec 06:00]

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"Re(9):Team Edit Endings" , posted Fri 2 Dec 06:39:post reply

quote:
Come at me bro
uh oh uh oh time to Test Your Might!

I'm actually really excited that I may finally get around to playing an SNK game that isn't Samurai Spirits. For some reason, no one in my circle in either country ever bothered with KOF! Finally, I can understand my fellow Cafe denizens better!

That said, as far as functioning Japan netcode being enough, seems like they'd want to fix it not just for the US but for South America and so many other markets represented by this board's members. Maybe it's skewed my vision, but seems like SNK love is niche but very global.





人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...

[this message was edited by Maou on Fri 2 Dec 06:40]

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"Re(1):Question on Combos in KOF" , posted Fri 2 Dec 07:19post reply

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






さっきの感じならあと100発はもつ‥‥と思うぜ
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"Re(2):Question on Combos in KOF" , posted Fri 2 Dec 10:59post reply

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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"Re(1):Question on Combos in KOF" , posted Fri 2 Dec 11:12:post reply

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 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?





[this message was edited by badoor on Fri 2 Dec 11:13]

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"Re(2):Question on Combos in KOF" , posted Fri 2 Dec 17:24post reply

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 , , . 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 , , 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 into a is by doing , .

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 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 , , . 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 , , (HD Mode Cancel) , , , (Super Cancel) .





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"Re(3):Question on Combos in KOF" , posted Sat 3 Dec 02:09:post reply

SNK Blog update Again. This time they added a bunch of "maniac combos".... Just watch it.


Japanese Net battle - Nico , shows some of the new stages.

Dune with Kyo - Nico

Dune with Iori - Nico






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 Sat 3 Dec 04:09]

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"Sadness Infinity" , posted Sat 3 Dec 03:04post reply

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.





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"Re(1):Sadness Infinity" , posted Sat 3 Dec 03:47post reply

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?






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"Re(1):Sadness Infinity" , posted Sat 3 Dec 03:48post reply

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.

Capcom: it revived the fighting game scene.

...in America.

...for Capcom games only.





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"Re(3):Question on Combos in KOF" , posted Sat 3 Dec 06:55post reply

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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"Re(2):Sadness Infinity" , posted Sat 3 Dec 07:08:post reply

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.
Capcom: it revived the fighting game scene.

...in America.

...for Capcom games only.



I can't say I was surprised by the result. I encountered the same thing with Blazblue. I was never a fan of Mortal Kombat but MK9 also hit that road block. SF2 HD remix and SF3O both were forgotten in seconds too. I wonder if Soul Calibur 5 will find any fertile ground in California or if I will have to move to France <.<





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SF4: Vega
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[this message was edited by viparas on Sat 3 Dec 07:18]

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"Re(2):Sadness Infinity" , posted Sat 3 Dec 07:15post reply

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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"Re(3):Sadness Infinity" , posted Sat 3 Dec 10:07post reply

quote:
I can't say I was surprised by the result. I encountered the same thing with Blazblue. I was never a fan of Mortal Kombat but MK9 also hit that road block. SF2 HD remix and SF3O both were forgotten in seconds too. I wonder if Soul Calibur 5 will find any fertile ground in California or if I will have to move to France <.<
Here's something I was surprised by...I brought up with some people from my CS class that I generally preferred fighting games (rather than MMOs) and one asks me what fighting games do I play. So I said that I played some SF, but dropped it, then I gave Marvel a shot and then dropped it. He then quickly asked "Well then what other fighting games are there to play?!"

I said King of Fighters 13.

He said "Oh THANK GOD. I was going to sock you if you said something else."

I was curious so I asked "Well what DID you think I was going to say?" And he said "Something like Blazblue...I hate those combo games"

I just thought it was pretty funny that he gave SNK games respect, because I totally didn't expect anyone to even give a damn about SNK's stuff.

But surprisingly, at this uni, people I know who touch fighting games at all here seem to generally give SNK some respect. Very few here do bother with fighting games beyond ...well, Smash Brothers, so yeah. I just wanna illustrate how amazed I am.





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"Re(4):Sadness Infinity" , posted Sat 3 Dec 14:41post reply

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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"Re(4):Sadness Infinity" , posted Sat 3 Dec 19:56post reply

quote:
I can't say I was surprised by the result. I encountered the same thing with Blazblue. I was never a fan of Mortal Kombat but MK9 also hit that road block. SF2 HD remix and SF3O both were forgotten in seconds too. I wonder if Soul Calibur 5 will find any fertile ground in California or if I will have to move to France <.<Here's something I was surprised by...I brought up with some people from my CS class that I generally preferred fighting games (rather than MMOs) and one asks me what fighting games do I play. So I said that I played some SF, but dropped it, then I gave Marvel a shot and then dropped it. He then quickly asked "Well then what other fighting games are there to play?!"

I said King of Fighters 13.

He said "Oh THANK GOD. I was going to sock you if you said something else."

I was curious so I asked "Well what DID you think I was going to say?" And he said "Something like Blazblue...I hate those combo games"

I just thought it was pretty funny that he gave SNK games respect, because I totally didn't expect anyone to even give a damn about SNK's stuff.

But surprisingly, at this uni, people I know who touch fighting games at all here seem to generally give SNK some respect. Very few here do bother with fighting games beyond ...well, Smash Brothers, so yeah. I just wanna illustrate how amazed I am.



Omg, how can he love KOF 13 but not consider it a combo game D:

Is there anybody in KOF13 that doesn't have at least one variation of 100% damage combo?





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"Re(5):Sadness Infinity" , posted Sat 3 Dec 20:45post reply

quote:
I can't say I was surprised by the result. I encountered the same thing with Blazblue. I was never a fan of Mortal Kombat but MK9 also hit that road block. SF2 HD remix and SF3O both were forgotten in seconds too. I wonder if Soul Calibur 5 will find any fertile ground in California or if I will have to move to France <.<Here's something I was surprised by...I brought up with some people from my CS class that I generally preferred fighting games (rather than MMOs) and one asks me what fighting games do I play. So I said that I played some SF, but dropped it, then I gave Marvel a shot and then dropped it. He then quickly asked "Well then what other fighting games are there to play?!"

I said King of Fighters 13.

He said "Oh THANK GOD. I was going to sock you if you said something else."

I was curious so I asked "Well what DID you think I was going to say?" And he said "Something like Blazblue...I hate those combo games"

I just thought it was pretty funny that he gave SNK games respect, because I totally didn't expect anyone to even give a damn about SNK's stuff.

But surprisingly, at this uni, people I know who touch fighting games at all here seem to generally give SNK some respect. Very few here do bother with fighting games beyond ...well, Smash Brothers, so yeah. I just wanna illustrate how amazed I am.


Omg, how can he love KOF 13 but not consider it a combo game D:



Maybe he was talking about KoFs in general. 13 is more combo-focused but not all of them have been that way.





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"Re(6):Sadness Infinity" , posted Tue 6 Dec 08:48post reply

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.





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Grave
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"Re(7):Sadness Infinity" , posted Tue 6 Dec 09:13post reply

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.

When Sans-Culotte is active you don't have to charge Ash's projectiles, you can just tap the directions. Haven't done all the trials but that might be it?





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"Re(8):Sadness Infinity" , posted Tue 6 Dec 09:42post reply

quote:

When Sans-Culotte is active you don't have to charge Ash's projectiles, you can just tap the directions. Haven't done all the trials but that might be it?



Oh, no, I mean, like...is there a "trick command". In KOF 12, it was better to do so that you started your next charge before the projectile actually came out. I'm wondering if that's still the preferred method?

I'm not an Ash rookie, but I've never properly learned a charge shortcut.





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"Re(9):Sadness Infinity" , posted Tue 6 Dec 09:47post reply

Ahh, yeah, totally in the dark on that. I did think it would have been kind of strange if you didn't know what I posted!





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"Re(7):Sadness Infinity" , posted Tue 6 Dec 12:10:post reply

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.






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[this message was edited by Toxico on Tue 6 Dec 13:53]

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"Re(8):Sadness Infinity" , posted Tue 6 Dec 21:22post reply

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.





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"Re(7):Sadness Infinity" , posted Wed 7 Dec 00:53