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The King of Fighters XIII + CLIMAX [Taito Type X2]
Neomax damage seems to have some relation to your current lifebar's length.
Leona:
Not too different from XII, except for her jump qcb+A, C version follows XII. Her jump qcb+AC (EX ver) does 5 hits, the slash stays in the air. EX version good for pressuring by doing qcb,ub+AC, if it hits, you can continue with a combo.
Drive cancel combo can do: d,u+C -> b,f+B ->d,u+C loop, can do around 40% damage and pushes opponent into corner. Then you can pressure again with qcb,ub+AC afterwards.
King:
Plays like 98UM EX King. With air fierball, can stall some jumps with qcf,uf+K (low air fierball).
df+D unfortunately not cancellable. dp+K doesn't connect from weak attacks. hcb+K and qcfx2+P are good anti-airs.
Hwa Jai:
Normals are the same as Joe (pretty much), but he can cancel off his standing B while Joe can't.
dp+K: B version flies 45 degrees, has invincibility. D version flies forward, no invincibility. EX version flies forward, but if blocked will pass through the opponent.
Air dp+K: B version flies down 45 degrees. D version flies forward. EX version feels like B version so far.
For DMs, qcf,hcb+P is a running grab, can connect after f+B. Qcfx2+K is a ranbu (even though when I did it it feels like it was a slash kick).
Can consider a high-damaging Joe. Low B -> B -> f+b -> qcf,hcb+P already does 40% off. If at the corner, if working with drive cancels he'll hurt even more.
Vice:
Close D is only 1 hit. Far C cancellable. No f+A anymore, no high-low games.
No hcf+P and qcb+K.
qcb+C feels slower, but qcb+A can connect from weak attacks still. Her qcf+P followup is still around. Vice instead moves forward more for the followup instead of jumping higher. The followup somehow seems to be able to be performed on its own, but the input motion is unknown.
dp+P still unknown.
hcf+K has no damage, slower to come out. Will pull the opponent to you.
На выходных продолжаться локтесты. В трех местах - Токио, Осака, Гонконг. Ожидаем тонны видео)
- Hwa Jai looks like Joe-- in fact, I think they just replaced his head. His normal move set looks the same too. However he plays quite differently, at least from the Joe that we know from XII. For one thing, Hwa Jai doesn't have a projectile and he seems better off fighting in close range.
His dragon Kick from FF1 functions like a Tiger Kick when done with weak kick, but it doesn't have invincibility, or very little if any. Done with the feirce, it's similar to FF1 and he flys across the screen. He can also do it in the air, which gives it different performance than on the ground. Done with weak, it makes him kick downwards like a dive kick. Feirce makes him fly forwards in the air. So, you can do a weak dragon kick into the air and then drop back down with another weak dragon kick if you have a hyperdrive meter.
His Dragon Tail is a golden heel that can be done on the ground and in the air. I think it's unblockable on a crouch? Might be wrong, but I've seen a crouching Yuri get hit a few times with it.
It's not printed in the command list, but he has rapid punches similar to that of Joe's.
He can drink and turn color like in FF1 but its function is a mystery right now-- it doesn't seem to change the properties of his special or attacks. From what I heard, it's supposed to make his attacks do more damage or speed him up, but the move might not actually be functioning at this point of development.
2- Vice
Vice doesn't have her Outrage/Ravenous kicks but she's still fun to use. I'm not sure if she has her Mithan's Robe; people were using Da Cide after the Mayhem. Vice's Da Cide functions a bit differently and it now pulls the opponent right in front of her. I think it's supposed to be coupled with an EX move. Her new move, Splash, is like the Withering Surface from KOF98; she jumps towards the opponent and throws them. If she misses, she does her traditional stretching pose on the ground.
Awakening Blood is interesting-- Vice looks away from the screen and undresses her upper garment a bit, revealing a red tatoo on her back. Then the screen goes black, the mark of her tatoo appears, and we see that the opponent's hit when the screen turns back to normal.
3- Other Tidbits
There's pre-bout dialogues for each round when you're playing single player mode. It's pretty much the same as in SNK vs Capcom, but with new artwork. And yes, each character has a set of graphics for facial expressions.
Also, there's an intermission scene between stages when you're playing single player mode.
The NEO MAX moves looks very good for some characters and kind of bland for some others. Ash's, which is up on the official site, is one of the more boring ones-- he just holds the opponent and engulfs himself together with them in his green flame, kind of like how Kyo did to Goenitz in KOF96's ending.
The intermission starts with Rose being interviewed by a reported about the KOF tournement, and she's says something to the point of "Oh, money is no concern".
The scene then switches to Botan and her gang watching Ronse on TV (same scene as that in the intro movie released a week or so ago), and then switches to a front view of Botan, who says something to the extent of "things are going to plan".
After Botan's scene, it changes to a sideview of dark place resembling a king's throne. Mukai is seen kneeling down to someone in the chair. "You're called Mukai, right? You're really useless, you know." "I understand.."
Then we find out that it's Ash that's laying on the chair, seemingly kind of board as he looks at his manicured fingers.
"In fact, you should all die."
Camera switches to something that looks like a zoom-up of a red orb, and the intermission ends.
Аафигеть, если Эш главный у TFTP(Those Form The Past). Или может это длинноволосый Эш из интро, которы мб и не Эш вовсе. Ибо в последнем сообщение блоге, не утвердили что это Эш:
1 - yuzuko asked yamaguchi "there is an unseen before character in the opening right? that silky long haired charcter , that was ash right? his hair got grown? "
yamaguchi "who knows? his nail and stuff is carefully trimmed too huh? you will know about it later".
Neo Max Бетти -
так се..)
Re: The King of Fighters XIII
Добавлено: 24 апр 2010, 14:28
Broken
Итак мои впечатления, хвана добавили тк он переделанный спрайт Джо это плохо.
Но до такого писца как Шотосы в сф3 не дошло,
плюс Хван-Джо и Вайс-Матура весьм разные по геймплею.
Нео максы выглядят просто великолепно, думаю основную роль показать как крут движок они выполнили, много пыщек и пафосу.
Awakening Blood is interesting-- Vice looks away from the screen and undresses her upper garment a bit, revealing a red tatoo on her back. Then the screen goes black, the mark of her tatoo appears, and we see that the opponent's hit when the screen turns back to normal.
круто)
Насчёт сюжета, в истории про Бенимару и Шизиру была телега(Шиза задвигала) что Эш он кк Иори в коф 96-97 ещё сам нипнял хороиш йон или плохой,
а Элизабет как Шизиру пытается всех на место поставить), так что не думаю что Эш будет главным плохишом
Character colors
It's already known that Terry has Robert's costume palette as one of his colors. Well, Robert also has Terry's colors, and he looks just like him, albeit a bit more thin and without a cap. Just imagine it: you can use a capless Terry and do a Ryuko Ranbu combination DM to opponents. Kensou has a Duolon color; someone picked both of the characters in their team and they looked like brothers. Raiden's venom color is seen in videos, but he also has a color where he's shirtless. Also, Vice has a color where she's semi-transparent and you can see the background through her. She's a ghost!
Pre-bout demos
In single player mode, there's pre-bout dialogues before EACH ROUND. It's a nice addition, but it's not hard to imagine that it could get annoying.
Stage intermission
Read previous post above.
Missions
Read previous post/reply above.
Graphics
Graphics are very good and it's very unfortunate that SNKPlaymore hasn't released crisp HD video samples, because the shaky-cams just don't do justice to the game. The size of the characters have been shrinked by a bit and their screen ratio is more similar to that of previous KOF titles. They turn big (zoom in) at victory poses and Neomax moves.
The new backgrounds are wonderful. The India stage is created with a nice combination of 2D and 3D art. Each of the elephants are drawn in 3D, and they look very natually convincing; you can see their ears paddling gently as they slowly move their face. The people on top of the elephants are drawn in 2D though, and the combination works out fine.
SNK said on their official blog that the backgrounds will react with the player. I assume that it means we'll see something like the Chicken in KOF97's Bali stage that hopped around when the player fell. I haven't noticed any of that in Today's test though, maybe it's too subtle.
However, I did see that the new USA stage changes its appearance on each round. In the first round, the background is fenced and you can't see the outside well. Second round, the fence is down and you can see a news reporter on a chopper. The third round, there's even more choppers, and a blimp with a statue of Liberty drawn on it.
Dizzyness
Yes, dizzying is back in KOFXIII. It seems to be rare and I've only seen it once with King.
Taunts
No Taunts! I thought I read somewhere that taunts are back in KOFXIII, but they aren't, at least at the current stage of development. Start button does nothing.
Throws
Throwing is done with a stick direction and C or D. Unlike in KOFXII, you can escape from them.
NeoMax
Feels a lot like the Max2 from KOF2002, especially since you need to go into Hyperdrive mode in order to execute it. As far as I've seen most of the moves don't seem to have invincibility. So there were a few times where the characters couldn't even trade hits with their opponents. I've seen Terry get hit.. "Go Baaaaarn!" *Smack* "KO!!!"
Ash, Elisabeth, Ryo, Takuma, Ralf, Terry, and Joe's Neomax can be seen in videos already.
As for some of the other characters--
Kyo
Does his finger pointing pose from the trailer back in KOFXII and shoots out a long flame-- if it hits, pillars of fire come out from behind him and fill up the screen.
Mai
Does her Max2 from 2002, except without the hip dances. The pose she does at the end looks identical to the official illustration that was released on KOFXIII's initial annoucement (Nipponichi pose with her hand a bit more in the front).
King
"Venom Shot" is like a wide Venom Strike that glitters and fills up about a quarter of the screen.
Clark
Ultra Clark Buster is a bit weird- he grabs the opponent, flys up and comes back falling upside down while doing an Argentine backbreaker, essencially crushing the opponent between the ground and his shoulders. It's weird becuase sometimes he misses grabbing the opponent, but executes it anyway while holding nothing in his hands.
_______________________________
Misc stuff about characters
Mai
Her Down-hold-up Musasabi attack can be canceled like in previous games, but I don't think the throw and other moves are there.
Yuri
Wobbles a bit in victory pose. She really seems to like her Yoyuuchi pose, she's even doing it in the victory screen illustration. Has her Chou Upper. She has a dive kick similar to that of Rufus or Yun in the Street Fighter series. Also has her hip attack. And yes, she's got short hair now. You can't see it well in the videos, but they're kind of jagged at the back of her neck.
King
Has her double strike now.
Duolon
Has a short-range projectile that moves slowly and has a short range. He can move right after he does it though, so it can probably be used for setups. Kind of looks like a puff of poisonous cloud.
Takuma
Koh-ken is big! Does he have his Zanretsuken? Not sure.
Hwa Jai
Has a ranbu super where he hits the opponent while floating in the air.
He seems to love drinking. Even drinks in his victory screen animation.
His bottle can be knocked out when he's drinking, and the animation is well done.
Terry
His Power Wave fades out after moving a distance. I don't remember that in XII.
Andy
His EX Shoryudan makes him twirl twice. In doing so, he really flys across the screen.
Etc
Announcer is good! It's a male. Actually sounds like English and not Engrish.
People used a lof of Iori, Kyo, Terry, and Shen. The new characters were often picked, but not much Hwa Jai.
Интересное нововведение в сингле. Во первых, перед каждым раундом будет диалог между персонажами как SNK vs Capcom: Chaos. И задания во время боя:
"Targets" for storyline gameplay. As discussed previously, from time to time you'll get different messages on "do X thing in X time". Achieving this will grant you in round bonuses (like life recovery, power bars, or things like those). If the bonus is not applicable for the present round, it will be granted in the following. And if this is the last round of the stage, the bonus will be granted on the next stage.
Позже ожидается еще куча локтестов:
April 27-29
Tokyo (Tokyo Reja Land (sp?) Akihabara)
Aichi (Game King Joy)
Hiroshima (Amibara Hiroshima)
May 1-5
Tokyo (Ad Ace (Sp?) Ogikubo Nishiguchi)
Aichi (Game Fantasian Nagakute)
Kyoto (neo amusement space a-cho)
Это отлично. Может, игру нормально отбалансят.
Re: The King of Fighters XIII
Добавлено: 24 апр 2010, 20:48
Black Shroud
Subaru писал(а):кстати вам не кажется факт того что Матура с Вайс не где нибудь а в команде с Иори, по моему их жизнь не чему не научила))
Согласно сюжету они до сих пор мертвы, и представляют собой что-то типа материализованных теней-призраков, и их целью является чтобы сила Орочи не попала в чужие руки; на Иори они также зла не держат так как он был мягко говоря "в состоянии аффекта".
- Vice's 10th color is a 'ghost color' where she's actually semi-transparent. Dunno about Mature, I assume she has that too.
- Vice's dp+P I believe is her followup after qcb+P, but done separately. It also caused a funny bug against King, which I recorded.
- Raiden has this forward thrusting XII CD attack that's goddamn fast and damaging. If he drive cancels this into his dp+P anti-air, major ouchage ensues.
- People are starting to do more combos with the drive gauge and cancelling now. I saw pretty awesome Kyo, Iori, Ryo and Hwa combos. Kyo and Ryo has combos which ended in Neomaxes.
- Awesome combo of the day: Hwa Jai does Close C -> f+B -> Drink booze (but failing).
- Nobody used Kensou D:
нет таунтов !!! ого, в конечном билде надеюсь исправят этот неприятный момент
Re: The King of Fighters XIII
Добавлено: 25 апр 2010, 02:24
Daimond
Black Shroud писал(а):
Согласно сюжету они до сих пор мертвы, и представляют собой что-то типа материализованных теней-призраков, и их целью является чтобы сила Орочи не попала в чужие руки; на Иори они также зла не держат так как он был мягко говоря "в состоянии аффекта".
Хех, первоисточник покажи.
Re: The King of Fighters XIII
Добавлено: 25 апр 2010, 03:28
Supreme
Это из перевода бекстори команды Иори:
As his cigarette burned to its last ashes, Iori abruptly slurred. "You're nothing but the dead, what do you want after all this time?"
As Iori watched, the shadows squirmed and slowly started to take form, turning into two beautiful women.
The story goes on with the two secretaries telling him that they're not pissed off at him, and they're back because the Orochi powers are being stolen by the weird new fellows. The previous storylines on the site explained that the Orochi seal was once again broken with Chizuru and Iori losing their powers (though it'd still take a few hundred years before the Orochi himself can come back). So I guess that kind of explains how the two secretaries can come back.
Нео Максы:
Mature, Robert -
Leona -
Mai -
Kim - круто!
Kyo -
Andy -
Ryo - Мощь!
Классный супер у Энди - Как его прошлый не прожектайльный спешал qcb+p
Два небольших видео с лучшим качеством(720п):
- the game is so great in graphic and gameplay, graphics are better than 12 and the gameplay is a mix between 12 and 2002.
2 - the gameplay becomes slower after an hour and that made them restart the cabins every hour!!
3 - i wasted my time lining up in the one player cabin row there was 6 guys before me and i had to stand for more than 2 hours and the line was much worse before i lined up, the target action thing (tasks in mid game, like roll 3 times, jump 3 times, connect a EX DM) helps you charging the power and HD gauges faster so you can rock the CPU's world faster and give you the chance to try combos and stuff.
4 - about the stages gimmicks, i noticed a gimmick in the jungle stage only, which is when you land a DM or EXDM or NM and there is a shake in the ground because your opponent got knocked on the floor some coconuts falls on the stage but no effect on the gameplay, about the other stages gimmicks i haven't noticed any.
5 - i saw some awesome colors the most amazing were benimaru's zoro color (the very zoro from one piece) and raiden's venom color (the famous marvel character) they look so awesome.
6 - some combos i saw and some moves:
Terry: 1- anything -> power knuckle -> busta wolf --maybe-->neo max.
2- (HD mode on) power knuckle -> high kick crack shoot -> missed the chance to find out more.
Athena: 1- Stand C -> f+b->phoenix arrow(high or low)
2- (in the corner not sure about mid stage)Stand C -> f+b->phoenix arrow(high or low)--(if u used high)-> psycho sowrd-> i guess u can do a DM here??
3- she has here hcf+punch grab back.
4- he psycho reflector hits the damages close opponents and she doesn't get free immediately as she used to be in 12, didn't try the EX.
Iori: 1- the old Stand c -> hcf+P combo series is no more there.
2- the old cross B -> stand B ->f+A ->A isn't back but instead of Stand B u can go for Stand C.
3- cross B -> stand C ->f+A ->A->qcb+Punch -> DM.
4- hcf+Punch -> DM <-(i am studying his hcf+Punch follow ups i was able to connect a qcb+A after running into the opponent but i wasn't able to cancel it -coz i suck- and i guess u have more options in the corner or if you used the EX version of the move coz it juggles higher)
chin(i love this sucker): 1- df+D-> (do the 2 punches move by pressing dwn and punch buttons)x2 or 3 times-> qcb+Punch(hcf+Kick doesn't connect here)--cancel-> DM or df+B
2- his qcb+Kick counter hit has changed the low kick version doesn't knock the opponent as it used to be in exchange he counters the same way he used to do with the High kick counter and i maybe you can combo after it PLUS i guess now he reacts to fire balls but does not reflect it.
Takuma(he fucks ryo in awesomeness): 1- he has a never seen before style for zanretsuken (he hits like 6 hits or something very fast then u see the opponent knocked down and takuma do a bad ass pose).
2- (close range)fcb+Kick -> charge db,f+Kick -> DM(qcf,qcb+Punch) (so bad ass).
Ralf: 1- vulcan punch --cancel-> qcf+Punch --cancel--> DM.
2- his DM comes out fast but doesn't break the guard, the EXDM is sooooooo damn fast but no idea if it breaks the guard cause i never missed landing a single EXDM because it is so damn fast and invincible.
7- neo maxs are extermly dangerous and fast for most of the characters which means you better watch your ass when u c your opponent in hyper drive mode.
8- i had a crazy bug with athena against raiden it was so weird, i hit him with a stand D while he's blocking then jumped and while i was jumping (u can see athena's hands in the air and her feet are no more on the ground) and that sucker did his grabbing move, he did his action while athena stuck in the air moving towrds raiden but she cant pass him coz he is standing there so he finished his move and just hit me while i am hopeless in the air untill he killed me and athena didnt even get knocked on the ground then he did his pose and athena just passed him flying to the other side of the stage like nothing happend, it was so fucking funny.
- A lot of players are having troubles with their dps automatically drive cancelling into a qcf move (most prominent: Kyo).
- There seems to be lots of throws in here. I doubt they're all intentional though, most of them seem accidental.
- For entering hyperdrive mode, the players' impression is that the character will automatically dash forward with a strong attack when pressing BC in mid-combo. I think we'll need to study this further.
Kyo: Great HD combos, easy to use. Neomax is useful (not Takuma useful, but still plenty good). Orochinagi not as invincible as I originally thought, Kyo can get stuffed when he's about to throw that chunk of fier (didn't happen in XII). dp+P is still pretty much invincible.
Vice: Didn't see her yesterday but now that I saw her, as you can see in the first vid, she's very solid with nice startup combos from weak attacks and Decide, which I think can link from her shoulder ram. Looks like a blast to use but she probably doesn't have a high-low game with the removal of her f+A.
Leona: Earring bomb is like her most reliable anti-air mostly due to the arc she throws it. It pretty much covers the start and the end of the jump arc if you're doing it right.
Yuri: Chou-Upper is slooooow.
Takuma: Still a solid choice, has a f+B move (I think the input is f+B) where he does a forward kick and is probably an overhead, can connect from strong attacks and cancel into whatever. Low A into db,f+B is safe. And unlike yesterday, people can do db,f+D into whatever now, even outside the corner (so you can zanretsuken your opponent after launching).
Terry: EX RISING TACO is much lols because he's spinning at the same spot for around a second before flying up. A lot of people are using him (not as much as Kyo though). I won a few matches with ghetto Terry style (randomly throwing safe special moves), he's very solid.
Raiden: Big damage, good speed, combos made of ouch. His old charged CD attack (hold either B/D for 4 secs+ and release) works very well within his gameplay. The D version has him go forward a good deal, and you can drive cancel to his dp+P anti-air grab. His new DM (consisting of random attacks done at the spot and ending with a slam) has the last hit as an overhead, I believe.
Hwa Jai: Dude's flying all over the place. While he seems like a Joe clone, the special move variants and the DM, along with the comboability of his light attacks make him a very good character to pick up with.
Chin: Tonight I think I'm the only guy who bothered using him (so no vids). Dunno what drinking sake would do even though there's a counter, his special moves don't require any sake counters like 2k2. But pretty much everything he had in XII is here, but slightly modified. He still has the two stances and the quickie punch (P after either stance), but you can't quickie punch x2-3 anymore (you can still however do his df+D into quickie punch). One thing I found difficult to come out is his qcb+P move, which may have overlapped with his booze drinking move somewhat (qcb+P as opposed to rdp+P). His hcf+K move can surprise lots of people (on the first few tries).
Shen Woo: Eh...I don't think my opinion of him changed much from yesterday's. Still not impressed with his XIII version.
Ninja edit:
Some Neomaxes weren't recorded.
Iori: Does a huge claw swipe in front of him, covers a bit of area above him. Didn't hit anybody though.
King: Does a spin kick at where she's standing, and a bunch of white lights appear at the ground before her. It was blocked.
I saw some Elizabeth, Duo Lons and Andy, but I don't use them enough to formulate any solid opinions on how good they are. But aside from Shen Woo being toned down for me (but has another player doing decently with him) I think there's no definite weak character in here. From the experience I've had so far, I'd say this game is a keeper. Looking forward to what the final product will be in arcades.
The intermission demo starts off with Rose being interviewed by a reporter.
"That's correct. The Bernstein foundation is holding this tournament on its own. Oh, money is of no concern."
Scene switches to Botan and her gang, watching Rose on a wall of screens (same scene as that from the intro).
"Things are going as planned. With the tournament now in place, all we have to do now is open the gate."
(Note: I think she said, "With the tournament colisium set on the top of Orochi's resting place, all we have to do now is to open the gate".)
Scene switches to a sideview of a dark location that looks like a king's throne. Mukai is kneeling before someone on the chair.
"So your name was Mukai, right? You're completely useless, you know that?"
"It's all my fault sir. But Botan, she is handling things accordingly."
The camera zooms into the character that's slouching on the chair and looking kind of bored. And we see that's it's Ash, except he looks a bit different than usual. He's wearing a white costume, and has his hair down and long, no hair band. Actually, the scene can be seen in KOFXIII's opening trailer, around 0:26 seconds.
"Magaki's dead, Shion's missing, and we've only got one chance. You guys should all just die. Your lives are worth crap, but at least you can make some decent use out of it."
"I understand sir. Thank you for your kind words."
Camera switches to something that looks like a zoom-up of a red orb, and the intermission ends.
Benimaru
Has a color that makes him half naked (not wearing any shirt).
Also has a version of that where his arms are colored silver and looks cybernetic as a result。A reference to Jojo's Stroheim, perhaps?
Andy
Has a Dragonball Goku color! His blond hair makes him look like a Super Saiyan.
Joe
Has a color where he gets tiger patterned pants.
Also has a color where he wears protective leg stockings (his legs turn black except for his heel and toes).
Athena
"Psycho Medly" NeoMax makes her hit the opponent, then attack from multiple directions on the screen as she wears outfits from the previous KOF games. The developers didn't go though the trouble of making animations for each of the attacks, so they're just single frames that appear for a split second.
Benimaru
Neomax: He does a stylish pose where he raises one of his hand, and then shoots a laser of lightning across the whole screen.
Hwa Jai
His voice is very high toned, kind of like Adon from Capcom's Street Fighter Alpha series. His Neomax looks standard but it's a bit weird. He attacks the opponent with a stronger version of his horizontal Dragon Kick, and when he hits, the screen flashes white. When it turns back normal, you see Hwa Jai on the ground, his hands raised in the air as though he's either doing a victory pose or praying. But when you look at his face, he looks totally crazy like a mad Yamazaki, drooling (or spilling out booze?).
Yuri
Neomax is a huge Raikouken. Not too flashy. Her pre-fight dialogues are hilarious.
Pre-fight dialogues
First and formost, these are from memory and short notes so they're not word for word and lines are missing. Please don't, DON'T blame me for any mistakes. They should give you a good idea of how the dialogues go though, and should be better than nothing at all.
Iori vs Kyo
Kyo: Man, you've lost your flames, but you still haven't changed a bit, have you?
Iori: Shut up and Die, Kyo.
Kyo: Oh what's this, are you rushing for some reason? It isn't like you now, is it?
Iori: Shut up! I said die!
Yuri vs Robert
Robert: Hey Yuri, let's go out after this!
Yuri: Oh I'm sorry, I need to attend a celebration afterwards. But I'll see you at the hospital! Because I'm going to send you there!
Mai vs Raiden
Mai: Mr. Bear, is that you?
Raiden: No! I'm Raiden! I-AM-RAIDEN!
Mai: Huh? What's up with you? Why are you wearing a mask?
Raiden: Don't ask sensitive questions like that!
Yuri vs Raiden
Yuri: Is it true that you hate Koalas?
Raiden: That's right. Koalas, you can't understand a thing that they're thinking.
Yuri: But Koalas are bears too!
Raiden: No! A bear and a Koala is different! Don't put them together!
Yuri vs Vice
Vice: Cripes, your voice just gives me headaches! I need to shut you up!
Yuri vs Mature
Yuri: An eye patch! What happened to your eye? Did you have an accident? Are you diseased?
Mature: Oh no, it's not something like that. Would you like to see it?
Yuri: Erm, I have a bad feeling about it... No thanks, I'll pass.
Mai vs Hwa Jai
Mai: Oh my God, another guy that's just wearing nothing but boxers!
Hwa: What? So you know about Joe?
King vs Mature
Mature: Oh, what a beauty we have here! You're just as beautiful as a rose.
King: Well watch out, because this rose has thorns!
Mature: I enjoy ripping pedals off from beautiful roses. It must be wonderful to see and hear you in agony too.
King vs Elisabeth
King: Looks like you've got class. Why not come have a drink at my bar when we're finished?
Elisabeth: Yes, let us drink-- to my victory!
Athena vs Ash
Athena: I didn't realize it before, but you have a strong will... you're determined to do something.
Ash: And so what? Not like I want anyone to understand.
Athena vs Athena
Athena: Huh? What is this? Are we having some kind of an event or something?
На локтестах в Японии строго следят чтобы не снимали, поэтому оттуда практически нет видео. Но пока хватает того что есть тут: http://www.youtube.com/user/penpen35#g/u
Re: The King of Fighters XIII
Добавлено: 25 апр 2010, 15:48
kml
Чую такума имба . Не порядок !!!!
Re: The King of Fighters XIII
Добавлено: 27 апр 2010, 06:00
Broken
Хм, интересная тема в том что нам не показывают Японские локтесты чую в Сингле будет действительно круто стори раскрываться а не как обычно.
Just got back from the Shinjuku loke test. It as pretty packed. Much busier than the previous one. I'd estimate there were always around 25 people in line or playing. People seem to be digging it.
I think there's been a lot more coverage this time around than last time, so please forgive me if I repeat stuff that's already been mentioned. It's hard to keep track of old/new news.
System
- Unlike the previous build, Drive Cancels now take up half of your Hyperdrive meter. But the Hyperdrive meter starts full-sized. (In the previous build, DCs took up 25%, and the meter got longer with each subsequent character, allowing for more cancels.)
- While in Hyperdrive mode, you can't seem to build any meter. That means that, if you have three stocks and are trying for a NeoMax move, and accidentally do an EX move or a normal DM, there's no way you'll be able to do your NeoMax.
- As was mentioned elsewhere, the attendants kept having to restart the machines. Apparently the game starts to slow down if it's been running too long. Strange. Better fix that!
- Your power bar builds more slowly.
Andy
- It seems he can break his kick again.
- The DM listed in his command list (QCBx2+P) doesn't seem to exist. I tried repeatedly to do it and just got his normal projectile. I'm not that bad. Seriously, it was like they forgot to add it.
- Most popular drive cancel is Elbow (DB_F+P) -> DC Shoryudan or kick or super.
- His NeoMax is so damn fast. SO FAST. Not very flashy, but it gets the job done.
- Has an Eiji alternate (purple with red flames).
Ash
- Has a Joker alternate. Green hair, white face, purple outfit. Good job, SNK.
Athena
- Her NeoMax looks great. She dashes forward, and proceeds to pinball her opponent around between various still frames of her old outfits. The move concludes with her commanding a host of angelic arches to fire at her opponent.
Clark
- EX SAB has scary good range. Looks like it eats most attacks too.
Iori
- I saw someone manage to connect an uppercut (DP+P) AND his DM after Iori's HCF+C throw, but the timing seems amazingly strict. It's safer to just go straight for the DM.
- C -> HCF+C no longer works, but QCB+K -> DC HCF+C does. Very handy.
- I'm convinced his NeoMax wasn't included. I saw at least three people try to do it. They would very obviously try to build up three bars, enter Hyperdrive mode and then... Either an EX DP+P or an EX HCF+P. You could perhaps write off my earlier comments about Andy's DM to my own execution failure, but honestly, I saw multiple people fail to execute this move.
King
- NERF'd! Sad Her slide no longer knocks down and her Tornado Kick (HCB+K) no longer passes through blocking opponents. She's still solid though.
- Double Strike (QCFx2+K) is still a DM. The projectiles are now red, as opposed to blue.
- Trap Shot -> DC Surprise Rose (QCFx2+P) whiffs. Disappointing.
- Close D -> Trap Shot (DP+K) -> DC Tornado Kick -> DC Venom Strike (air) OR Neo Max.
- Her NeoMax (Venom Shot) is a huge, HaohShokoken-sized projectile. Well, it's more like many projectiles since it hits multiple times, but they all appear as a single wave. You can perform it on the ground or the air, but if done on the ground King will jump up a short distance anyway. The move is aimed diagonally downward.
Leona
- A version of her X-Calibur is the classic (pre-XII version). C version is XII-style.
- Her NeoMax is called "Leona Blade."
Mature
- Her NM start-up is her pulling back her eyepatch, revealing the Orochi eye. It's almost identical to Vice's, but I couldn't figure out what kind of conditions it had for connecting. It didn't seem like Mature traveled the same distance as Vice did. My guess is that there are some subtleties that aren't immediately apparent.
Raiden
- His NM is a bit weird. He strikes the same pose he makes during his grab DM (finger in the air), and then charges forward to do an incredibly damaging clothesline. Not as flashy as some of the others. It's called "Raiden Bomber."
- His Super Drop Kick now only needs to be charged for four seconds, as opposed to ten.
- He has an alternate that looks just like Patrick Van Heyting from Buriki One. No one remembers who that is, but his outfit is just a black speedo + boots.
Ralf
- He has his Bareback Vulcan Punch (QCB,HCF+K) DM back! SNK really likes Ralf.
- His EX Gatling Punch looks just like his old '94/5 DM. In other words, it's Gatling Punch + Vulcan Punch + uppercut finisher.
- Awesome: Vulcan Punch -> DC Neo Max (Jet Vulcan Punch) = 97 HITS! Holy shit, with better timing Ralf really would have the Hyakuretsu Ken.
- If his Neo Max misses, he doesn't enter the cool down phase.
- Gatling Punch -> DC Gallatica Phantom.
Ryo
- Multipunch -> DC HCB+D -> (in corner) uppercut. Very cool-looking, and good damage.
- EX version of his Ryuko Ranbu has him adding a Haoh Shokoken to the end of it, a la Takuma.
- Saw f+A -> Ryuko Ranbu.
- His Neo Max has a strange energy effect upon hitting. Reminds me of Maxima's QCB+P. It doesn't dizzy the opponent.
Takuma
- His projectiles are huge and fast. Other projectile-heavy characters (Athena and King) can't seem to keep up with him.
- His walking animation is great. He confidently struts forward with a big grin on his face.
- He's slower and heavier than most other characters.
- Feels like a mix of classic Takuma and a new Takuma.
Terry
- Close C -> Buster Wolf -> Neomax (Trinity Geyser). Flashy, but probably not worth the extra bar. Just like with his Dream Cancel in XI, Buster Wolf hardly does any damage. Better to just do Close C -> Trinity Geyser.
- EX Rising Tackle now does around 17 hits.
- C version of Power Wave doesn't travel as far. EX Power Wave is full-screen. (I suspect his normal Power Waves are no longer full screen just so that the EX version has more advantages.)
Vice
- Damn strong. In this version of the game, I'd say she's probably one of the strongest characters.
- She can do Mayhem (QCB+P) -> DC Da Cide (HCF+K) -> DC Mayhem -> Etc. Shenanigans! Of course, unless she's in Hyperdrive mode, she can only DC twice.
- Maybe it's just the trajectory, but it doesn't seem like Splash (her DP+P move) makes a very good anti-air throw outside of a follow-up to Mayhem. Was mostly used to catch crouching opponents.
Yuri
- The addition of her uppercut has made her a crowd-favorite. CrB -> CrA -> DP+P -> DC ANYTHING.
- Her NM has the same basic animation has her Raioken (QCF+K) but instead of her normal projectile she throws something that would be best described as a nuclear weapon cleverly disguised as a projectile. Big explosion.
------
New York Stage
- There's a blimp with a television screen on it showing the current match. Just like the TV in the stadium stages. Lots of floats can be seen. (My favorite is the dinosaur.)
Brazilian Stage
- Heavy falls (usually caused by DMs but not always) cause things to drop from the trees above. I saw some fruit and even a snake.
- I love the attention to detail in this stage. Especially the small lizards and frogs off to one corner.
France Stage
- Saw Shermie. She appeared in the third or fourth round. She kind of stands out because, unlike everyone else, she isn't animated. Still, a nice easter egg.
China stage
- I hadn't noticed before, but everyone in the background is now on a boat bobbing up and down.
- Li Xiangfei cameos on one of the rooftops. Similar to Shermie, she appears randomly in the third or fourth round. She has some dim sum bowls. (Are they even called bowls? Don't know the proper terminology.)
England stage
- The weather changes slightly during the course of the match. There's a lot of fog in the first round, but some rays of sunshine appear by the fifth match.
-----
Thinking I'd like a chance to practice the game, I got in line to do the single player. This turned out to be a mistake after about half an hour, when I realized I had barely moved in line. Turns out, it takes a long time for people to play through six stages. I think this is because people either wanted to try out lots of combos and NeoMax moves, or they wanted to see all the cutscenes and intro dialogues. They only had one machine set-up for single-player too.
Anyway, the good news is that XIII, in complete contrast to XII, has an incredibly robust single player. More so than any other arcade KOF. The challenges are a great idea (and remind me of Heart Attack mode from Outrun 2). The challenges I saw:
- Roll three times.
- Jump three times.
- Get a three hit combo.
- Drive Cancel a move.
- Hit the opponent with an EX Special.
- Hit the opponent with a DM.
- Hit the opponent with an EX DM.
And the intros are fun.
- Terry pisses off Takuma by not remembering the name of his alter-ego. (He calls him "Mr. Tengu.")
- Everyone makes fun of Terry for being a hobo. Well, they more nicely refer to him as a Freeter (wikipedia it), but the meaning was clear.
- If these get a good translation, I don't think very many people will be missing the animated intros.
As everyone has already seen, the animation quality is superb. No voice acting yet, but hopefully that will come later.
Overall the game is shaping up amazingly well. It already seems very complete, except for a few small details:
- Hwa Jai's clonage is a bit obvious.
- In single player mode, the lack of team stages is odd. I fought the Psycho Soldier team in the Egypt stage, and their happy, upbeat music set against the creepy Egyptian dudes was very incongruous.
- The above-mentioned slowdown (after extended gaming).
Overall, everything is going great. Good luck to SNK with the last 10%.
Now that the second testing is over, just to place a few personal opinions on the game.
Overall, KOFXIII was pretty fun. With the abolishment of XII's critical counter system and addition of the drive meter, the game's system seems to be more polished. There's also the tidbits like dialogues and stage extras, very much like the games from SNK's golden era. SNKP probably decided to go with text dialogues to cut back on drawing spites, but it does wonders.
People weren't using the drive meter as much as they could; it was a beta test, so they wanted to save the meters up to see the Neomax attacks. But the drive meter opens the window to many new combo possibilities. We won't know if it'll be a balance breaker or not until the final product comes out. Personally, I don't think it'll cause too many issues-- abusable normals and non-super commands have been more of the problem with past KOF titles, and I hope they won't have too much of that in XIII.
In general, people could build enough meter for a Neomax around the middle of the second round. But it's another question of whether it's worth it to use up all your meters to do that move. It seems more of an attack for your last round, when the match is closing to an end, or you're winning (or losing) by a long shot.
The controls didn't seem as badly loose as XII, but given the new system, you'll need to be careful if you're the type of player that keeps on inputing a command over and over. Doing a hyperdrive cancel doesn't require any sort of special button input, so if you accidentally do a projectile command right after an uppercut, it's going to come out and you'll lose a drive meter. (note: remember, hyperdrive mode is executed with B + C, But you can also do a hyperdrive cancel at any time as long as you've got one or more bars.)
It's really a pity that SNKP hasn't released HD videos of the game. The graphics are really something.
A few other small pointers-
Yuri doesn't seem like she has a chargable Kouh-ken. Also, I couldn't get Yuri's kicks out; is it even really in the game? KOFUnion's list said Rapid kick button, but it just didn't come out. On another note, I don't think the videos show it too much, but she has her slaps.
King's AOF1 costume is a nice new change, albeit it's probably to cut back on animation efforts. And as a number of people (Evidence A - Evidence B) pointed out in the previous thread, she's.. kind of big? It's easy to recognize her chest size, but when you play the game, you'll quickly come to realize that she's also got huge hips. Perhaps there's a counterbalance thing going on there. In terms of gameplay, Trap shot > Tornado Kick (after the opponent flys away from the Trap shot kicks) was one of the non-DM hyperdrive cancels she could do.
Mai is overall useful and I'm sure that people will be using her as one of their standard characters like Kyo, Terry, and Iori. Her Neomax, much like those of other characters, seems to have no invincibility. I think it might be fast enough to connect from a feirce punch despite being an off-the-wall attack, but don't quote me on that.
Vice seems pretty powerful and also fun to use, simply since she's got lots of moves. But at the current stage of development, she's also a bit buggy as can be seen in the videos from HK.
Takuma's attacks seemed powerful in terms of damage and hit detection. But in general, his moves also seemed to come out a bit slower than other characters, though only by very small framecounts (not too obviously like a Juggernaut).
Hwa Jai seemed the least popular of the new characters, probably due to a number of reasons: he's a totally new character, he looks like a Joe clone, and his command move list seems limited. But he seems like a powerful character, especially after he's built up his meters.