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KOFXIII Xbox360 patch & Blog update details
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[QUOTE]Since the pic in the PSN Store don't seem to completely match what you do get, I wonder whatelse I'll still see in mine, and what pics do the others have... One nice detail was that the PS3 menu icons mostly got a big NeoGeo feel to them, with NeoGeo controllers and G-Mantle faces all over the place, but nicely implemented. [/QUOTE] Loona: Theme 2 has the new illustrations, like the series heros relaxing and the pop-style series females art. --- [color=#d11703]SNKP has made its weekly blog update with three new tidbits of information.[/color] [URL=http://game.snkplaymore.co.jp/official/kof-xiii/blog/]http://game.snkplaymore.co.jp/official/kof-xiii/blog/[/URL] 1- The version 1.02 patch is available starting today for the Xbox360. The PS3's was already released earlier this week. 2- The color contest deadline has been extended to next week. They're welcoming entries from overseas, and that's the main reason of the deadline extention. They're also thinking of giving out more prizes. They already around 300 entries. 3- A new video has been uploaded, covering some techniques in KOF13. details below. - When you cancel into HD mode from a normal, you'll automatically dash if it's done as a buffer or during hitstop. But if you do it after the hitstop, a normal B or C attack will come out depending on which button you pressed early when doing B+C. If you pressed it perfectly together, a C will always come out. Same rule applies when doing it in the air. - Alternate blocking is covered by the video (switch between standing and crouching while you're in block, and you can extend the blocking time). - Your hurtbox/guardbox during a block is larger than your neutral pose. You can whiff the opponent's attack at times by crouching without blocking, wheras if you block it'll hit. - If you finish off an HD combo by doing an HD cancel, there's a penalty time where the drive meter doesn't build up. If it naturally depletes at the end, the penalty time doesn't apply. - The hurtbox during hitback motion is the same for all characters. Other damage motions (like in the air) are different by characters, so it doesn't mean that there's no character-dependent combos in the game. - Some Neomax gain anywhere juggle property when Maxcanceled. This also means that you can whiff the super and kara Maxcancel it to give the Neomax an anywhere juggle property. - The early frames in crumple motion is susceptible to throws.
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