Kane317’s notes on the EVO build of KOFXIII

-Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Liz’s midscreen, 1 stock no drive 511 damage combo now deals 391
-Shen’s gotten a slight damage decrease, I couldn’t quite figure out where but Kunio’s 799 (1 stock HD combo) now does 777
-Duo Lon’s Ex f.AC now has more hit stun (or better recovery for DL) so that he can do s.C or s.D (before it was a near 1 frame that allowed only for d.A, and if you’re close enough you can link that to s.C).
-Duo Lon’s NM has finally been normalized and now does 448 instead of his silly 400 he used to do. (Most characters are 450-500 in the arcade version).
-Maxima’s air vapor cannon now holds him in place for both version and then after he’s done he either goes forward or drops down (I forget), but not backwards.
-Maxima’s damage has been decreased slightly.
-Goro’s dp+K, [DC] hcf P seems to only work in the corner now (WHY?). His NM has been buffed to 571, yup!
-Kyo’s hcb+K is no longer safe, is also does not build much drive or meter if it connects. It seems only useful for combos from now on.
-Kyo has his air Ex Orochinagi
-All characters that we tested all had aerial Ex DMs like Mai.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.
-Overall, hit hitboxes have been adjusted and it’s harder to cross characters up now. It was noticable as we couldn’t get K”s j.B or j.D to crossup.
-K”s hop no longer goes over a standing opponent.
-K”s second shell (qcf+P.f+B) now juggles opponent higher and when preceded by an Ex qcf+P, allows the second shell to hit twice, and hence combo into his qcf x2+P DM like in the RS trailer.
-Shen’s fully charged qcf+P now only removes 50% of the guard gauge.
-Mai has been buffed overall. Her air.d+B has faster recovery making it kinda safe, her air.qcb+P is also safer.
-Mai’s air DM now falls “natually” as she travels across the screen a la ’95 Mai’s hidden air DM.
-Mai’s air Ex DM also MaxCancels into NM.
-Mai’s Ex Ryuenbu has startup invincibility.
-Mai’s A Ryuenbu has a larger vertical hitbox acting like an anti air (assumingly it’s like her beta version).
-Terry has a d.A, d.C link which helps his hit confirmation a lot. Gave us an instant Fatal Fury “feel” to it.
-Takuma’s stun combo juggles are much harder to perform and the timing is real tight.
-Joe’s NM comes out FAST. Can pretty much punish air attacks on reaction.
-Joe’s NM when MC’d, will wait for the opponent to drop from the Screw Upper, automatically releasing it for you. It’s a damaging MC.
-Joe’s Ex DM travels across the screen now.
-Joe’s D Tiger Knee now has startup invincibility somewhat similar to XII but not as extreme. B version is faster but has no invincibility.
-Liz’s Ex DM now does no pushback on blocked opponents
-Liz’s Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Beni’s Ex Raijinken now holds the opponent in position allowing you to follow up. I believe CMD.Duc did (corner), Ex Raijinken (qcf+AC), A Raijinken, dp+K. Overall CDM.Duc says he’s been buffed.
-Ash’s Ex qcb+P now juggles even grounded opponents.
-Ryo’s dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.
-Andy’s d.D is slower now and no longer as abusable, it still can hit anti-air but seems to trade more now.
-Andy’s Zaneiken is safe on block now, but he’s also pushed back really far himself.
-Andy’s Ex hcf+K, d.D is harder to connect now mid screen.
-Raiden’s dropkicks have finally has its charge time increased. Despite initials reports, 1.1 did not change his charge time from 1.0. Personally, I must have charged ove 20+ seconds and I could not get level 3 to come out. If you land the DK midscreen, the opponent will fly away really far not allowing a follow up. His double DK shenanigans still work in the corner.
-King and Hwa Jai’s slide both cancel now by themselves.
-King’s NM has been fixed, it now goes further and when MC’d does full damage.
-Mature’s qcb+K has better recovery
-Ralf’s Vulcan Punch now knocks the opponent away after two hits.
-Clark, sadly, seems unchanged.
-Leona’s HD combos have been nerfed slightly.
-Kula’s corner juggles seem harder to connect..
-Saiki is very strong from what I saw from No.17 and Oscar messing around with him. He feels very mid-boss in terms of damage but I may change my mind later, naturally, Oscar has decided to pick him up and drop Liz =)

Once again, I apologize if I misreport something or I have left something out. There were simply far too many changes to record them all let alone let my overstimulated mind process.

The wait was all worth it guys, my hats off to SNKP. The game feels like a HUGE improvement over a near perfect XIII 1.1. Speaking of labels, I dubbed the console version XIII.5 and Aram from Atlus seems to agree with me.

I want to thank Aram, Mike, and Yu(?) for putting on such a fine setup for us hungry fans; you guys are so awesome I can’t really say it in enough.

Day 1 reports end but stay tuned as there are more announcements coming throughout this weekend. I need some sleep now.

3 comments

  • Everything looks good, Kinda sucks that Clark didn’t get any buffs. Did he need them? ehhh kinda sorta but oh well

  • Any changes with characters like Athena, Chin, Kensou, or Yuri? Just to name a few?

    Any info is much appreciated!

  • Thanks, Kane. thats a really huge improvements all across the board… Plz, keep posting what you guys find out there, it is very impressive, thanks.

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