The King of Fighters XIII [PS3/XBOX360]

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BumbleBee
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The King of Fighters XIII [PS3/XBOX360]

Сообщение BumbleBee » 21 окт 2011, 21:25

Supreme, благодарствую.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Ke1 » 26 окт 2011, 08:30

стали известны треки которые будут на дисках в преордере:
Offtop
Track Listing:
Disc 1:
KOF '94:
1. Ne!
2. NAPOLITAN BLUES
3. JUNGLE BOUNCER
4. SLUM No. 5
5. Kecchaku R&D
6. Pre Bon (Long Version)
KOF '95:
7. Ryoko to Ken ~Yureru Otoko Gokoro~
8. CLUB-M ~Aozora ni Flute~
9. Senritsu no Dora
10. Chi wo Hau Base
11. HAL to Base to Melody to
12. THE SUNSET SKY PART6 ~LIEBE
KOF '96:
13. Rumbling on the City
14. Esaka?
15. Psycho Soldier (REMIX '96)
16. Geese ni Katakori
17. Dust Man
18. Requiem in D Minor
19. SELF
KOF '97:
20. Bloody
21. COOL JAM ~Arash no Saxophone 3~
22. BLUE MARY BLUES
23. Still Green
24. Rhythmic Hallucination
25. The Origin of Mind

26. Soul Road -KOF '96-
27. Esaka -KOF XI-


Disc 2:
KOF '98:
1. Kurikinton
2. C62
3. London March
4. Fairy
5. IN SPITE OF ONE'S AGE
6. FANATIC WALTZ
KOF '99:
7. MAD FANTASY
8. XXX
9. W.W.3
10. 176th Street
11. SHA-LA-LA
12. The way to rebirth
13. Tears
14. Dear Falling Angel
KOF 2000:
15. KD-0084
16. INNER SHADE
17. Will
18. Ice Place
19. DREAM EATER
20. CRYSTAL (TYPE A)
KOF 2001:
21. BIG PAIN
22. Mutoki no Hono-o
23. THE QUEEN OF FIGHTERS
24. NESTS: Yami no Shihaisha
25. Warekoso Saikyo

Disc 3:
KOF 2002:
1. Deserted Town
2. TACOS DANCE
3. Yuuwaku no Toki
4. Last Dance
5. Festive mood
KOF 2003:
6. Splended Evil
7. Joyrider
8. Kyoku-Gen
9. Villianous
10. Blaze
11. Kakumei no Etude ~Rll
KOF XI:
12. Kiss or poison
13. Secret Circumstances
14. Rinrin
15. King
16. Koubai
17. An improvised concerto
KOF XII:
18. Cracker
19. The Myths of Geb
20. Café au Lait au
21. Matryoshka Dance
22. Theme of XII-2

23. PURE ~at good old days~
24. Arashi no Saxophone -KOF XI-

Disc 4:
KOF XIII:
1. The Second Joker
2. Each Promise
3. Esaka Continues...
4. Wild Street
5. Purity Soldiers
6. Irregular Mission
7. Who is Queen?
8. Arashi no Saxophone 5
9. Kyokugen Shugyou!
10. Tame a Bad Boy
11. KDD-0063
12. Fate
13. Diabolosis
14. London March -Arranged-
15. Toki wo Suberu Mono
16. Joker -KOF XI-
17. Queen -KOF XI-
18. Street Dancer -KOF XI-
19. Smell of gunpowder -KOF XI-
20. I'm Hot For You -KOF 2003-
21. After a long absence -KOF XI-
22. KDD-0075 -KOF XI-
23. Geese ni Katakori -Arranged-
24. Fate -Arranged-
25. Staffroll -Consumer-
NEVER ENDING LIGHT
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 27 окт 2011, 11:53

Третья часть ребаланса:
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.


( Вторая весрия перевода, с комментариями продюсера )
(o) means in the vid

*System:*
• Changed max combo scaling for specials in from 50% > 40%. Since NEOMAXES haven’t been altered in this respect, damage performance when using them to finish HD combos is improved. Attacks that don’t get scaled for damage will still be at 100% as in the arcade.
o Gauge gain increased (both pwr and HD) when hit by attacks (including guard). With this change, guard cancels which use gauge will be easier to use. In certain cases it’s better to perform HD combos using less hits. (comparison in video)

*Chin:*
o Added HP variant from d,d+K stance
o Attacks from hk+LK are faster and can go straight into hcf+K. Attack from a successful parry will almost never be guarded by the opponent. Also, removed the hit back to prevent whiffs.
o Reduced recovery on normal throw (includes from stance). Although limited to the corner, follow ups possible afterwards.
• No longer has reduced defense after drinking
• Reduced parry time (includes EX). The normal parry now has the same parry time as the EX version in the arcade, the EX version has been shortened even more than that.
• Reduced EX hk+LK damage from 237 to 199

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.

*Ash:*
o Increased the amount of time Genie remains on the screen
o Adjusted scaling on Sans Culotte. Scaling occurs more easily compared to the arcade
• b+LK is faster making it easier to combo off of weak attacks
• Weak Nivose has longer invincibility. Invincibility ends at the same time attack frames begin
• EX Genie will launch and leave opponent juggle-able
o Germinal no longer requires gauge
o Thermidor is faster
o LK+HK EX Genie will appear on the opponent

Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

*Robert:*
o CD attack is faster
• Can no longer down recover when hit by Robert’s NEOMAX
o Weak Hien-shippukyaku is faster and will combo from weak attacks
o Fwd+LP launches when not cancelled. The launch angle on this is similar to Robert’s back-fist in previous games.
o EX Genneikyaku has increased recovery. Note that this is punishable on guard.
o Damage within EX Ranbu modified. Total damage is the sambe, but the finish is unscaled at 100
• Haoh-shokoken comes out faster and combos from strong attacks

Yamamoto – There’s no invincibility on Robert’s f+LP, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

*Vice:*
o Strong Mayhem has better recovery. It’s possible to follow up if you hit on the end of the move
o Close HK,HK target combo added. Can only be cancelled during HD
• Jump CD is faster
o EX Mayhem is faster
o Strong Mayhem can combo after strong Decide
• EX Decide recovery reduced. Easier to follow up with normal
o Splash (includes follow up version) can now be cancelled with Overkill when it hits
o Overkill is now max cancellable
• Inputs for Overkill made easier. The last input may now be any down direction
• Damage adjustments:
1. Cancel f+LP from 70 to 45
2. Overkill from 220 to 200
3. EX Mayhem from 160 to 120

Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.

*Raiden:*
o Recovery on weak poison breath reduced. Cmd throws can be used to combo when it hits
• Super Drop Kick changes:
1. Time to increase DK level increased
2. Invincible time shortened
3. Guard crush value lowered
4. Adjusted blowback
• Normal jump HK hit box improved to hit under. Doesn’t whiff against low crouching characters
o Reduced recovery on Giant Bomb Feint
• EX Raiden Bomb changed to travel less distance horizontally
o Raiden Bomber completely invincible

Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

*Ralf:*
o Strong Burning Hammer recovery time reduced. Strong Gatling Attack can now link afterwards without a cancel
o It’s possible to move forward during Vulcan Punch (includes EX)
o EX Burning Hammer is faster and can be comboed from strong normals
o Galactica Phantom (includes EX) can be charged
• d.HK recovery time reduced

Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

*King:*
o Jump HK has more longer attack frames
o Close HP is faster
o Strong Air Venom Strike has less recoil
• Close HK has reduced recovery
o Stand-alone Slide is cancellable

Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP isn’t affected by scaling easily, please us it often as a combo starter.

*Kyo:(using new color in video)*
o Forward distance increased on df.HK. Close HP>df.D>fb.HK now does 4 hits mid-screan
• Hcb+K has longer recovery on block
o fb+K can be followed up. When hitting from the ground, Oniyaki will hit, but on an arial hit a variety of moves can be used to follow up increasing his attack options
o Air EX Orochinagi added (3 hits:300 damage). It’s not invincible like the standing version, but his fast and good for air-air and combos.
• Far HK recovery reduced

Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK combo. Please try him out now that he has so many more attack options.


Так же из интересного:
Justin Wong выразил интерес к игре.
Рипы спрайтов. Постепенно обновляются.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 29 окт 2011, 03:49

Екс Иори бьет Екс Кьё в тренинге -
Только вот, блин, зачем было выбирать цвета копирующие костюмы их версии из оригинального 13го кофа.)
Надеюсь в ближайшее время увидим рекку Екс Кьё!

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 02 ноя 2011, 04:58

откуда лучше сделать презаказ европейки?
боюсь что в магазах у нас она появится без саундрека и прочих плюшек

Supreme и чёткие негры в пуховиках в конце видоса дет коф=)
комбы у Иори злые чую ппц шлюха будет с учётом того что мона будет играть на 15 летней базе ориджинал Иори
Изображение

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 02 ноя 2011, 05:21

Я думаю тут заказывать - http://www.shopto.net/PS3/VIDEO%20GAMES ... track.html

Предыдущий видос прикрыли. Но взамен другой с EX Iori -
Полтора часа консольного геймплея -

Интервью с продюсером - http://blog.eu.playstation.com/2011/11/ ... he-throne/

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 02 ноя 2011, 18:16

Последние изменения персонажей:
System Changes
-Backstep turns to aerial state in 1 frame. Backstepping can be used as a way to evade attacks on wakeup.
-The guard meter's recovery timing and recovery speed has been changed. Compared ot the arcade, it starts to recover sooner after blocking an attack, but its pace of recovery is slower.

KENSOU
- [Featured in video] EX Ryuusougeki(qcb+AC 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(qcb+P in air)'s recovery frames can be canceled with specials and higher
- [Featured in video] Chokyudan(qcb+P) has faster recovery.

Producer Yamamoto says-
Kensou's Shinryuu Seikoushou(qcf,hcb+P) can be useful not just to break through the opponent, but also to punish opponents that have rolled through his projectile. His projectile itself has faster recovery, so you should be able to use that as a main weapon. His Ryuusougeki(qcb+P in air) can be followed up with various specials, and the stB>st.C chain can be followed up with attacks like his cr.B and st.D. By using them together with his projectile, you can fight in a style with distance in your mind.


YURI
- [Featured in video] Kuuga(dp+P)'s travel distance and falling trajectory has been changed
- [Featured in video] Houyoku(dp+K)'s followup with Tsubame Otoshi(AC) has "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(hcb+B) has been changed to a throw.
- [Featured in video] Hyakuretsu Binta(hcb+K) can be drive canceled. However, not the EX version.
- Standing B has faster Startup.
- Jump CD's hit detection stays out longer.
- Yuri Raijinkyaku(df.B in air)'s executable height limit has been eased.
- EX Hyakuretsu Binta has shorter invincibility after its attack detection comes out.
- Haou Shoukouken has faster recovery.

Producer Yamamoto says-
Depending on the button you press, her Hyakuretsu Binta(hcb+K) functions as a 1F throw, running grab, or an invincible hit attack, so you'll need to use them according to the situation. It becomes a powerful weapon if you can use them accordingly. Also, the biggest change we made to her is the Houyoku(dp+K)> Tsubame Otoshi(AC) which now has anywhere juggle detection. Use it in all sorts of situations to do additional damage!

MAXIMA
- [Featured in video] Maxima drops on the spot after his Air Vapor Cannon(qcb+P)
- [Featured in video] When the opponent's attack gets blocked with the autoguard on his normal moves, he can cancel his normal move before it comes out.
- [Featured in video] Followup hitbox on EX Maxima Press(hcb+BD) has been buffed. He can now follow up after a counter with his CD attack.
- EX Maxima Press does not open distance when blocked. Easier to get punished than before.
- M9 Missile(df.C) has faster recovery.

Producer Yamamoto says-
The M9 Missile(df.C) has faster recovery so it's easier to use it as an early anti-air. If his M9 Missile or jump CD hits as a counter, he can follow up with an EX Maxima Press. It'll be ideal to confirm counters for additional damage and to apply pressure on your opponent.

DUOLON
- [Featured in video] EX Genmuken(f.AC) knocks back opponent for a longer time on a hit. It can be followed up with attacks like a fierce punch or weak Juon Shikon(qcb+P).
- [Featured in video] EX Shakijuuryuu(qcf+P) can be canceled with specials and higher.
- [Featured in video] Juon Shikon(qcb+P)'s frames have been tweaked. The weak version comes out faster than before so it's easier to use for strings and combos.
- [Featured in video] Genmukyaku(f.K) can be canceled with supers(DMs) and higher.
- Neomax's damage has been increased from 400>448.

Producer Yamamoto says-
Genmukyaku(f.K) can be used by itself and canceled into a super, and it can also be useful for hit confirming during a combo from a Genmuken (f.P > qcf+K> f.K > DM). It's become easier to place his projectile, so try using it after a move so you can attack together with it.


KIM
- [Featured in video] Ex Hishoukyaku has faster recovery. He can follow up with a normal move.
- [Featured in video] Yopuchagi(f,f.A)'s hitbox has been enlarged and it hits crouching opponents in hitstun state.
- [Featured in video] Weak air Hangetsuzan(qcb+B in air) hits crouching opponents in hitstun state. However, the move's hitbox is shorter in its upper side when compared to the arcade version.
- [Featured in video] EX air Hououkyaku(qcb,hcf+BD) has been added to game. Only has a few frames of invincibility after hit detection comes out.
- Hangetsuzan(qcb+K) has slower recovery.
- Houou Hitenkyaku(qcfx2+K) has acts a bit differently than before. Both weak and fierce have slower recovery on a whiff.
.Weak ver: Has invincibility, thrusts opponent forward
.Fierce ver: No invincibility, thrusts opponent vertically
- Weak Hienzan(d.u+K) has less invincibility. Also, it only gives Kim invincivility on the upper half of his body.

Producer Yamamoto says-
His Hangetsuzan(qcb+K) has slower recovery and it's punishable on block, so be careful. On the other hand, his Yopuchagi(f,f.A) hits crouching opponents that are in hitstun, and his EX Hangetsuzan can be followed up with a Yopuchagi even from the middle of the screen, so you an do combos regardless of the opponent's state and distance. Unlike before, use various moves and keep on the offense!

K'
- [Featured in video] EX Iron Trigger(qcf+AC) > EX Second Shoot(f.B) acts a bit differently than before. The projectile gradually becomes faster and hits two times.
- [Featured in video] Air Minutes Spike(qcb+K) has anywhere juggle detection. (it hits regardless of the opponent's state)
- [Featured in video] EX Air Minutes Spike(qcb+BD) has faster recovery.
- [Featured in video] EX Chain Drive(qcf,hcb+AC) has anywhere juggle detection. (it hits regardless of the opponent's state)
- Jump B, Jump D's hitbox and length of hit detection time has been changed.
- Iron Trigger(qcf+P) has slower recovery. So does its followup attacks.
- Narrow Spike(qcb+K after Minutes Spike) has slower recovery than arcade version when blocked.
- Weak Crow Bites (dp+A) has shorter invincibility. Also, it only gives K' invincivility to the upper half of his body.
- Minutes Spike (including Air version) acts a bit differently than before. It comes out at a certain timing rather than the distance to the opponent.
- Neomax is completely invincible.

Producer Yamamoto says-
He has a lot of nerfs, but he has new buffs like the anywhere juggle detection on his Air Minutes Spike and EX Chain Drive which will let him do additional damage. By taking advantage of opportunities and doing the additional damage, he should be able to cope for his nerfs. Also, his EX second Shoot was mostly used for zoning until now, but with its new change, you can take control of the battle from a far distance depending on how you use it.


KULA
- [Featured in video] Standing B moves more forward, so it has more reach than the arcade version.
- [Featured in video] EX Rayspin(qcb+K) > Sit(f.D) has faster recovery.
- [Featured in video] Freeze Execution (hcbx2+P) has better followup hitbox and comes out faster.
- Slider Shoot (df.B) has faster recovery.
- Invincibility has been taken out from EX Rayspin(qcb+BD).
- EX Diamond Edge(qcfx2+AC) comes out faster.
- EX Counter Shell(qcb+AC) has larger hitbox.

Producer Yamamoto says-
Her supers that use two meters have both been buffed up. Both of them makes Kula invincible so she can use it to interrupt the opponent's strings or use them as an anti-air. She should be a character that uses a lot of power meter, so meter management will be vital for her. Her EX Counter Shell's hitbox is bigger, so aiming for a counter with it and doing wire damage should be interesting as well.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение rzn » 03 ноя 2011, 01:30

Найс Кулу баффнули, буду мейнить! <3

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 03 ноя 2011, 06:48

Дуо Лон клёвый будет чар с кучей триков и сетапов
если онлайн не запорят похоже будет клёвый коф для всех а не только для Латинской америки

кстати всех чаров очень жёстко бафают неуверен что это к добру
Изображение

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Fate » 03 ноя 2011, 16:34

Broken_Angel писал(а):кстати всех чаров очень жёстко бафают неуверен что это к добру
And when everyone is imba... no one is.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


Изображение

Случайностей нет. Есть только Судьба.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Ke1 » 04 ноя 2011, 11:34

слева кто там стоит на бекграунде? и слева тоже да и справа там кто то стоит, а в следущем раунде нет никого.
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Newgate » 04 ноя 2011, 12:29

Релиз перенесли на 1 декабря, печаль... Надеюсь это последний раз.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Сарыч » 04 ноя 2011, 12:36

откуда инфа?
Вот так люди доходят до мысли, что Хакан крутой и им надо играть
[cut=А вот так закончилась для меня игра Хаканом]Изображение[/cut]

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Newgate » 04 ноя 2011, 13:07


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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 04 ноя 2011, 13:09

keech, в первом видосе, Hattori Hanzo из Samurai Shodown. Во втором, слева - Janne из World Heroes, справа - Kain из Garou: MOTW и Shinnosuke Kagami из Last Blade. В этом кофе куча такого фансервиса, на каждом бэкраунде есть. Народ воздвиг теорию, что эти персонажи могли появится из-за тайм парадокса связанного с сюжетом этой части(спойлерить не буду, да и сам не полностью его знаю).

Это назначили только японскую дату выхода, до этого ее вообще не было, кроме "в течение 2011". У Европы и Америки дата пока та же...

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Ke1 » 04 ноя 2011, 13:15

Supreme спасибо.
NEVER ENDING LIGHT
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Newgate » 04 ноя 2011, 13:16

Supreme писал(а):Это назначили только японскую дату выхода, до этого ее вообще не было, кроме "в течение 2011". У Европы и Америки дата пока та же...
The game was originally planned for release on October 27... Видимо тут не только про японскую.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Сарыч » 04 ноя 2011, 13:43

Newgate
В том-то и дело, что в сентябре перенесли дату выхода с октября на ноябрь. У японской даты выхода не было, теперь вот поставили на декабрь.
Вот так люди доходят до мысли, что Хакан крутой и им надо играть
[cut=А вот так закончилась для меня игра Хаканом]Изображение[/cut]

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Newgate » 04 ноя 2011, 13:47

Ну, тогда хорошо, что это касается только японской :3

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 04 ноя 2011, 13:47

В твоей ссылке говорится только об японской версии. Изначально было запланировано на октябрь, потом перенесли, в америке и европе дали точные даты переноса на ноябрь, в Японии нет, до сегодняшнего дня.

Ваще, конечно, странно если выйдет в начале не в Японии...

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