The King of Fighters XIII [TaitoTypeX²/PS3/XBOX360] News (Arcaderelease:14.07.10)

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    • HAHAHAHH
      ROFL DIE SCHWEINE
      jetzt geben sie mature ihre richtigen moves wieder öfjaslhfasljfhlaslajdkas
      Mature hat ihre Moves wieder. The Galaxy is at peace. :cursing:

      Ich hab mal movelist durchgeschaut. Die chars bewegen sich atm von den Moves her zwischen KOF96 und 97. in XIV gibts dann die restlichen moves lol
      stay hydrated

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von kuroko ()

    • nun. . .nehme ich SNK beim wort! Die sagten ja damals, dass sie alle kofs teilweise nochmal neu remaken wollen . . . 94 iss hinter uns. Nun schaut euch mal Kings Movelist an ~ insbesondere ihren Super ;D 95er Eingabe :h: :v: :uv: :u: + :k: ! Das gabs nur in 94/95 <333 Ich finde diese Eingabe passt perfekt zu ihrem Gamelay, spielte sich einfach nur geil und sehr eigen. Ich hoffe ihr Double Strike hat auch die alte Eingabe bekommen ( :v: :h: :v: :hcb: + :k: ) Wenn das so ist wird sie eine meiner Mains <3 *freu wie n Wiesel*

      Dass takuma nun zum Kyokugenryu Team gehört bin ich mir nun auch 100% sicher. Der kam auch erst im 95er dazu . . . und außer Yuri hätte sonst keiner takumas Platz einnehmen können. Da sie schon im Womens Team is . . . wird der KNochenbrecher des Todes wiederkehren <33333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333
      Kyokugen-Ryu Dojo Berlin
      KOF is best in life: In Behinner we trust!

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von Natsukawa ()

    • LOL Mr Karate Stage XDXDXD ich merk grad man bin ich blöd xD Takuma gabs ja schon in 94 auch xD Ich werd langsam senil. Kumma, wie allle abdrehen wegen dem Spiel xD HEUTE ABEND SHII . . . werden knochen gebrochen <3
      Kyokugen-Ryu Dojo Berlin
      KOF is best in life: In Behinner we trust!
    • Da waren den Jungs von SNK die Sprites auss XII wohl doch zu pixelig bei dem ganzen gezoome.

      Mir kommts so vor als sind die Stages sehr breit und die Kämpfer oft sehr weit voneinander entfernt, hoffe das wirkt sich nicht neegativ aufs Game aus, hat XII schon ein bisschen von der Dynamic genommen.
    • Sehr interessante Meldungen bezüglich der grafischen Qualität der Sprites:
      Unterschied von XII auf XIII hier bei Iori

      weitere Vergleiche

      Are the sprites filtered? Absolutely.

      Exhibit A: cache-04.gawkerassets.com/assets/images/9/2010/03/062.jpg

      Here you can see the sprites in their native resolution, unscaled and unfiltered. They are sharp and crisp.

      Exhibit B: cache-09.gawkerassets.com/assets/images/9/2010/03/041.jpg

      Here you can see the sprites scaled up to double their original resolution. There is a smoothing filter at work here, you should be able to tell by comparing the 2 screenshots, as well as simply comparing the sprites to the backgrounds. The contrast between the sharp backgrounds and the "smoothed", blurred character sprites should be obvious. The characters look downright muddy on top of those backgrounds.
      Willze ma mitt mir im Schwimmbad schnaufen? 8D
    • shog schrieb:

      Sehr interessante Meldungen bezüglich der grafischen Qualität der Sprites:
      Unterschied von XII auf XIII hier bei Iori

      weitere Vergleiche

      Are the sprites filtered? Absolutely.

      Exhibit A: cache-04.gawkerassets.com/assets/images/9/2010/03/062.jpg

      Here you can see the sprites in their native resolution, unscaled and unfiltered. They are sharp and crisp.

      Exhibit B: cache-09.gawkerassets.com/assets/images/9/2010/03/041.jpg

      Here you can see the sprites scaled up to double their original resolution. There is a smoothing filter at work here, you should be able to tell by comparing the 2 screenshots, as well as simply comparing the sprites to the backgrounds. The contrast between the sharp backgrounds and the "smoothed", blurred character sprites should be obvious. The characters look downright muddy on top of those backgrounds.
      nice nice sieht schon besser aus als beim 12er
    • Hmm... vielleicht hab ich was übersehen, aber mir scheint, dass noch keiner etwas zu den Gameplayveränderungen was geschrieben hat. Hier ein Post von Cyberfanatix (den unwichtigen Teil hab ich einfach mal ausgeblendet.



      Gameplay:

      EX Mode - Characters can do new “EX” specials and supers by using up their power meter. EX versions of the moves can have various effects ranging from multiple hits, invincibility, hit detection after move hits, and in cases of some projectiles- faster speed, penetration. Most, but not all moves have an EX version.

      Hyper Drive Mode – When the drive meter is at MAX, you can go into Hyper Drive mode, which lets you cancel all normal moves, command moves, and also lets you do infinite drive cancels for a limited time. Kind of identical to KOF 2002’s MAX Mode.

      Drive Cancel – It allows for players to cancel a special or super into another one. Requires the use of the “drive meter”. EX moves can be used. (Notiz: Wenn ich das richtig gesehen habe verbrät special into special cancel etwa die Hälfte oder ein Drittel des Drive Meters. Schaut euch dazu am Besten einfach die Videos an. Super into Super hab ich noch nicht gesehen)

      Specifics:

      * Kyo gains an aerial Orochinagi
      * Terry regains his Buster Wolf
      * Yuri’s EX Raiouken can shoot 2 fireballs
      * Athena’s EX Psycho Ball does 3 Hits
      * Mai has a Ryuenbu feint
      * Kyo can cancel first hit off df+D
      * Kyo’s Shiki Kai “juggle height” is restored
      * King can also do an Aerial Venom Strike
      * Zooming from KOF XII is taken out.
      * It seems Guard Attack is taken out in favor of the Old Guard Cancel Knockdown

      New Stages:

      * England
      * Brazil
      * India
      * Japan
      Es gibt nichts Besseres als knusprige Peking Ente :3 Ohm nom nom nom nom x3
    • Setz ich noch ein paar Loketest-Eindrücke drauf :D Hier wieder auch, is nix endgültiges und kann bzw. wird sich sicher noch ändern
      System notes:
      CHANGES FROM THE PREVIOUS VERSION
      =================================
      GRAPHICS
      - Characters are smaller and it’s easier to see the full screen.
      - As of now there aren’t any stages that make it hard to see the characters.
      SYSTEM
      - All KOFXII systems (CC, sousai, guard attack) have been removed
      - Backstep probably can’t be shortened either.
      - Throws are back to lever + button motion
      - Kara cancels are possible again.
      GAME SYSTEM
      ===========
      8- way lever + 4 buttons.
      COUNTER HITS
      Counter hits have a blue effect when they occur, similar to KOFXII but the effect isn’t the same.
      A few counter hit animations are like KOFXII but the window is short, sort of like the interval between dashing and doing a strong attack.
      GUARD CRUSH
      Guard meter under the lifebar, your guard drops when it becomes empty. However at the current time it seems to recover much faster than it’s lost, so there haven’t been that many guard crushes seen. On top of that it looks like the guard crush window is very tight so it’s very hard to take advantage of it. Wondering if drive attacks will have a bigger effect on the guard meter.
      GUARD CANCEL

      Revived from older games. Costs 1 power stock. Does damage, but not possible to KO with it.
      STUN
      This has also returned. However unlike XI there’s no visible stun meter so it’s not possible to know when it’s going to happen.
      POWER GAUGES
      Return of multiple power stocks. You get one additional stock per team member that you lose (much like earlier games). Feels like they charge up faster than in previous games.
      EX SPECIAL MOVES/DESPERATION MOVES
      Use 1 stock to do powered up specials or DMs. The powering up depends on the move – might be more damage, invincibility, etc.
      EX specials have a blue shadow sort of effect to them while EX DMs are red (versus yellow for regular DMs)
      DRIVE GAUGE
      Green gauge above the power gauge. The length increases by 50% every time you lose a character (so that the gauge is twice as long when you’re down to your last character). Fills up at about the same rate as the power gauge, so pretty quickly. However, whiffing special moves will not fill the drive gauge (although it still fills the power gauge).
      DRIVE CANCEL
      Can be used as soon as the drive gauge passes 50%, which means that on your last character it can be used up to four times.
      You can cancel special moves as well as command moves that couldn’t normally be cancelled into other special moves and DMs.
      HYPERDRIVE MODE
      Press BC when the drive gauge is maxed out to activate. Your character will have a sort of hazy afterglow and will be able to do as many drive cancels as he wants. The gauge doesn’t fall faster if you do a cancel like in ‘02. However if you take any damage the mode ends.
      Character-specific stuff:
      ELISABETH (might be inaccurate since the author wasn’t familiar with Elisabeth in XII)
      - More effects on her moves
      - Regained dp+P and QCF,HCB+P
      - QCF,HCB+P connects after dp+C
      - dp+C has upper body invincibility. Low attacks beat it.
      - EX QCFx2+P fires off ‘light bullets’ during the second half of the move. Probably can be beaten by guard cancel rolling.
      DUO LON
      - New move QCB+P. Fires off a haze that cancels fireballs (maybe the EX version only?). Looks like it has no hitbox…use it for mindgames?
      - When his EX DM hits something that looks like a high-speed hurricane mixer (???) appears.
      - Can’t cancel his QCF+Px3 into teleport without a drive cancel
      SHEN WOO
      - Far standing D has a new animation. A high kick with slow startup.
      - Jump D crosses up easier
      - QCF+C has slower startup and more lag. The EX version knocks the opponent away.
      - EX QCB+A has more range and seemingly faster startup
      - QCF+K has small range as usual but the EX version has more range
      - QCFx2+P can probably be used the same was as it was in KOFXI. EX version is faster and has full-body invincibility – so much so you can use it as anti-air!
      - C,A,B,C DM is present, but no headbutt (NOOOOOOOOOOOOOOOOOOOOOOO!)
      - stand C, f+B, QCF+A DC QCF+K DC QCFx2+P is a combo, although this is the same combo that had some tough links in XII. Seems like poor use of the drive gauge (lol)
      - It’d be nice if he could do anything from low attacks…
      KYO
      - Regained air d+C. Hard knockdown on an aerial opponents, long stun on grounded opponents. Can be used to cross up.
      - Can still combo stand B -> dp+P. On the second hit of dp+P you can drive cancel to QCF+K and combo to Orochinagi (ouch!)
      - QCF+P seems to have less lag?
      - Gained mid-air Orochinagi. Voice clip is ‘Kore de kimeru ze!’
      - Doesn’t seem to have changed much.
      - Seems very strong.
      BENIMARU
      - Regained Benimaru Koreda (his command throw)
      - Might have regained his air throw?
      DAIMON
      - Regained dp+K
      - HCF+A somehow managed to grab a standing Shen. Was it always like that? Might be stronger in terms of priority.
      IORI
      - Gained a new command move df+C. Swings an arm downward as if he were hitting a stake. Hits mid.
      - Regained his air b+B
      - dp+P has more lag? EX version does two hits and floats the opponent.
      - HCF+P doesn’t launch the opponent so high that he can’t be seen anymore
      MATURE
      - Don’t know much about her KOFXII version.
      - Despair (dp+P), Death Row (QCB+Px2), Ebony Tears (QCF,HCB+P) and Metal Massacre (QCB+K) regained
      (She has dp+P in KOFXII, but whatever)
      TERRY
      - Can’t cancel standing B. Tried to cancel into a command move and failed.
      - far C cancellable
      - crouch D can be cancelled into command moves
      - far D has new animation. Looks like the KOFXI animation. Might be useful as an anti-air.
      - jump D crosses up easier. (seems like this is the case with a lot of characters)
      - df+C seems to have a bigger frontal hitbox
      - f+A comes out slower
      - Power Wave comes out slower but has less lag. EX version does 3 hits.
      - B Crack Shoot is an overhead and does multiple hits. EX version might hit mid and has faster startup. Hard knockdown on counter hits against an airborne opponent.
      - Burn Knuckle seems the same? EX version does multiple hits and makes the opponent fly upwards. Not sure if you can follow up afterwards.
      - Rising Tackle has no change. EX version goes vertically straight up and does something like 25 hits (lol) and has fast startup.
      ANDY
      - Can’t brake Reppadan any more. Can still cross up with it, though.
      - EX Zaneiken can move from one side of the screen to another
      - EX Hishouken flies faster.
      - EX Choureppadan is good enough to be used as an anti-air.
      JOE
      - Regained Ougon no Kakato (QCB+K). B version flies low while D version goes high, but neither has much lag.
      - Regained Bakuretsu Hurricane Tiger Kakato. Can be connected from weak attacks.
      - Slash Kick has more lag
      - D Tiger Kick has a lower trajectory
      - EX Hurricane Upper shoots 3 projectiles. Regular version has less lag?
      - Sliding is a command move, and knocks down even when cancelled into. More lag?
      KIM
      - Regained mid-air Houou Kyaku.
      - f,f+D is now done as f,f+A
      RAIDEN
      - Gained Super Drop Kick (hold K for ten seconds and release) and Crazy Train (QCFx2+P)
      - Regular version of Giant Bomb has more lag? EX version knocks the opponent up.
      ATHENA
      - Psycho Ball has less lag. EX version does 3 hits and has ‘penetrating power’ (?? goes through other fireballs, maybe?)
      - Regained Psychic Teleport. EX version included.
      - Throw animation has changed. Athena teleports to diagonally above the opponent and throws them.
      KENSOU
      - Has normals from KOFXII but specials from his earlier versions.
      - Regained Chokyuudan (fireball), Ryusogeki (air QCB+P) and QCF,HCB+P DM.
      - Lost QCB+A, QCB+C from KOFXII
      - Still has QCB+K from KOFXII.
      - Pressing B+D makes him do his KOFXII backstep
      - Ryuugakusai has its command reversed (rdp+K instead of dp+K…the way it used to be)
      CHIN
      - Didn’t see him much so no idea how he’s changed.
      RYO
      - far D is the same as close D. Maybe they’ll change this?
      - far C cancellable
      - jump D crosses up easier
      - C Ko’ouken has more lag. EX version does 3 hits.
      - EX Kohou does 3 hits. No idea if there’s any effect on invincibility.
      - B Hienshippuukyaku is the same. D Hienshippuukyaku whiffs against crouchers. EX version is faster and resembles Takuma’s version of the move – it launches. Maybe you need to use a drive cancel to follow up?
      ROBERT
      - Can cancel his low attacks
      - Has all his moves from KOFXII
      RALF
      - Regained air QCF+P.
      - Vulcan Punch has more lag? Can’t connect a stand D after it anymore. Instead of that you can drive cancel to Galactica Phantom.
      CLARK
      - Regained Gatling Attack
      - Still has his forward step move from XII
      LEONA
      - Regular V-slasher has been weakened.
      MAI
      - How to say this…she benefits a lot from the new system.
      - Both A and C Ryuuenbu have low lag and can be followed up with stand A in the corner. If the opponent is in mid-air even stand C is possible.
      - Musasabi no Mai is great for comboing in the corner. If you hit them near their feet (i.e. space it so that it hits them at the lower part of their hitbox) they shouldn’t be able to retaliate.
      - Hissatsu Shinobi Bachi is fast enough to combo from light attacks, and is damaging.
      - d.B -> B -> Hissatsu Shinobi Bachi DC Musasabi no Mai -> C Ryuuenbu -> Chou Hissatsu Shinobi Bachi is a combo.
      - Kachousen has slower startup but less lag
      - Jump CD felt a little too fast
      - She has an air throw which can be used in combos.
      - EX Chou Hissatsu Shinobi Bachi is invincible.
      YURI
      - Gained a new move, midair df+B which is very much like Yun/Yang’s Raigekishuu from 3S. She changes trajectory suddenly with no voice clip so it’s a bit startling.
      - Raiohken has her jumping up to do the move again. Startup is slow. EX version shoots two fireballs.
      - Can’t charge up Ko’ouken? Haohshokoken is a DM.
      - Hyakuretsu Binta seems to have faster startup than usual.
      - Not sure how effective her Saiha is
      - Hien Hou’ou Kyaku connects from light attacks
      - df+D isn’t on her movelist, nor did I see it, so it probably doesn’t combo from light attacks (lol)
      KING
      - Sliding is unsafe on block
      - Gained a mid-air Venom Strike. Flies horizontally with unlimited range.
      - Venom Strike is the same as it was. No high/low variations.
      - Tornado Kick is the ‘95 version. Doesn’t seem to have any invincibility.
      - DMs are Surprise Rose and Double Strike. Didn’t seem to have Illusion Dance.
      - Surprise Rose can cross up as King dives. Can escape by rolling.
      ASH
      - Same old Guile clone (lol)
      - A Ventose has so little lag that you can combo it into a sweep if you’re close enough (can’t remember if the XII version was just like that). C version is unchanged.
      - EX version of Genie will make two flames appear on the screen. The locations probably depend on the two buttons you used to activate the EX version.
      - Thermidor has faster startup, but only does 5 hits
      - Sans-culotte has the same speed and lack of range. No other changes.
      Quelle: Orochinagi
      Auf meinem Grab soll stehn:
      "Naja, immerhin hat ers versucht"
    • Oh man... that's soooooooooooooooooooooooo cool! Alleine dass sie tatsächlich fast alle Gameplay Elemente aus XII einfach weggeschmissen haben XD Meine güte... die hätten XII niemals rausbringen dürfen, ich sags euch (wobei SNKP vermutlich sonst nicht aus deren Fehlern gelernt hätten) =D

      Hat jemand schon irgendwelche anderen Character Predictions, mal abgesehen von Takuma? Sechs slots sind noch frei... erinnert mich irgendwie total an XII... da hab ich die selbe Frage gestellt, mir permanent ein NEST Team gewünscht und wurde am Ende total enttäuscht XD Ich sehe aber auch die Parallelen zu den alten KOFs. Hmmm.. mal gucken wie sich das noch so entwickelt! Frage mich auch vor allem ob neue Charaktere kommen werden O_o
      Es gibt nichts Besseres als knusprige Peking Ente :3 Ohm nom nom nom nom x3
    • Alter... können die Leute mal aufhören an der Kamera vorbeizugehen? XD Blöde rücksichtslose Arschgeigen D:

      Aber als Custom Combo würde ich das jetzt nicht bezeichnen, einfach weil der Hyper Drive Mode gar nicht angeschaltet wurde. Bin auch schon sehr gespannt wies allgemein combotechnisch am Ende ausschaut! =D

      Edit: Ah! Halt! Jetzt habe ich erst gesehen, dass ein Special in einen anderen Special gecanceled wurde (ohne HD)! Awesome XD
      Es gibt nichts Besseres als knusprige Peking Ente :3 Ohm nom nom nom nom x3
    • Das ganze schaut sehr geil aus, kanns kaum erwarten bis es auf Xbox360/PS3 zu haben ist :thumbup:

      Und wie es ausschaut haltet sich SNKP an die liste die bei der Xbox360 fassung von KOF XII augelesen worden ist. Sieht man sehr schön bei Kim und Raiden, falls es so sein sollte kommt da dann noch "Hwa Jai" mit ins team. Bei Iori und Mature ganz klar "Vice". Und das AOF Team bekommt meister "Takuma" :good: und ich denke kaum das SNKP was ändern wird wo sie den Code bereits im vorteil "liegen" gelassen haben ;P
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