Category Archives: Community

World Game Cup 2012 — International showmanship

Evo is in the air and you can smell it around the corner already. Anytime you get big names flying in from across the world you know it’s going to a good weekend.

France is holding their famous World Game Cup 2012 this weekend and the lineup is pretty stacked. Our very own The Answer and of course eLive.Pro Mr Kof is representing the US by attending. The Answer has of course made a name for himself already earlier this week in the UK and he’s on his way to Cannes France as we speak.

Below are the brackets courtesy from Giby of SNK-Capcom; Dream Cancel wishes the best of luck to all the players participating.

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KOFXIII PSN/XBL Blue & Green Bar Matchmaking Session (2-11-12)

Having trouble finding GOOD blue or green bar connections online?

Well, this session held this upcoming Saturday all day (starting at 12pm CST) will help players test connections within their region or country to find who shares decent, playable connections.

We will meet in the wibiya toolbar chat, and this session is open to all players worldwide to test within their countries.

For more details, check out the thread here: https://dreamcancel.com/forum/index.php?topic=2024.0

REMEMBER: NO wireless connections.

Because four > two…

Bay Area’s eLive.Pro and ShenZhen China’s Qanba have joined forces to create a elive.Pro/Team Qanba for KOF.

Why would any KOF team need anymore than XiaoHai and DaKou is really a headscratcher since they’ve proved themselves time and time again in KOF (at least in Kof’98), and recently even beating Poongko and Sako to Win Chinese SSF4AE Tournament and although the list of accolades for XiaoHai could go on for quite some time, it’s only fair to include his infamous clip.

Team eLive.Pro/Qanba have now added two more big names:
Cheng long
Hui hui
XiaoHai
DaKou

Why? Just because they can…

Source: SNK-Capcom.com

Dream Cancel thanks everyone for attending or supporting SCR’11 via stream

Finally time to catch up with everything.

FIFTEEN thousand–number of viewers watching KOF XIII last weekend. As of now, SCR’11 will go down as the highest number of live viewers watching KOFXIII globally. No doubt this is due to SoCal attracting a high number of top US KOF players including LDA Bala, ArcadeShock|Reynald, eLive.pro|Mr Kof, TC|Romance, TC|Yoshi, The Answer, CMD among many others.

We had a turnout of 78 participants which is one of the highest, if not the highest, turnout for a KOFXIII console tourney attracting people as far as Canada’s CCG|Air, a large group of friends from NorCal’s SouthTownArcade and even had a signup from London (MichelS who unfortunately could not make it the last minute). Partnering up with our Atlus friends (thanks Atlus for helping calling out the brackets and sponsoring the generous $1,000 pot bonus), we had a two casual setups (with Ex Kyo unlocked) and an additional total of six setups running a standard double elimination style tourney. We ran it all the way to Top16 where we began streaming(part 4 0:26:17) all the way to we ran out of time at top6.

Easily one of the most hyped event of the night, was the much anticipated and talked about 5v5 NorCal vs Socal Grudge Match Exhibition and of course with most hyped events, it was not without controversy (see first match).

Day 2 of course had the final Top4 play(part2 0:31:56) besting even the spectacular finals displayed at NEC!

On behalf of Dream Cancel, I would like to thank everyone that made this event possible–LevelUp, Atlus and UCI Fight Gamers. I also want to thank TheAnswer, Metaphysics, Giby, CMD, TC|Yoshi and TC|Romance for helping us running the brackets smoothly. Last but not least, I want to thank the players that made it out to the event themselves, all the countless hours of practice you put into the XIII despite it only being released a couple of weeks ago–we know it took many sacrifices to make it here and we recognize that and we salute you.

Top player Fixel, also only NorCal player to break into the top10, captured some of the hype seen at the gallery here and of course is responsible for doing this set here. Other galleries of the event can be seen here and here.

Finally, the results of the tourney are here (do not scroll down if don’t want any spoilers):

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There’s a first for everything.

With the increasing amount of reports of KOFXIII selling well internationally with even reports of it selling out in Japan–naturally, we can expect an explosion of KOFXIII players and even professional competitive players.

Yesterday, marks a special day for US KOF players. Reynald , who is no stranger to the US KOF scene, was officially the first announced sponsored player by Arcadeshock.






Not to rain on his parade, infamous KOF player, Mr KOF has been announced as the first officially sponsored US KOF players.

Dream Cancel wishes the best of luck to these two stellar players.

NSFW: NorCal vs SoCal

Awhile back, several of the SoCal crew paid a visit up to NorCal’s SouthTownArcade during one of their famous KOFXIII Ranbat sessions. Naturally, there was a 5on5 NorCal vs SoCal exhibition match after the RanBats and egos were forever bruised. What you may or may not know, is the losing team had to pay for the same 5 NorCal players to come to SoCalRegionals.

With a couple of weeks left, the desire for revenge is at an all time high and we felt that both parties had a little something to say about the upcoming SoCalRegionals on December 17th-18th. WARNING this is not safe for work and not for the faint of heart, considered yourself warned:

Fear not, there was a happy ending and everyone got to share some Ice Cream at the end. If you enjoyed the show, please take a second to vote for it to give XIII more exposure!

A Guide to Frame Data

By OmegaRyuji
Introduction: What am I getting into?
If you have been looking for information on fighting games in the past decade, chances are you have at least come across some mention of “frame data.”  However, what that actually means and how to properly use it is something that players are usually left to figure out on their own.  Hopefully, this mini-guide can help you see that working with some numbers can put you on the road to a whole new way of developing and refining your play.

Basics of Frame Data: The only frames I know about are for hanging up pictures
A “frame” is a single still image which makes up part of an animation.  As you might already know, what you see when you play KOF is actually a series of still images drawn in rapid succession to create the illusion of fluid movement (or not-so-fluid, at times).

In a nutshell, frame data is a way of representing how long animations take.  Any non-projectile attack’s animation can be broken into three general phases: startup (everything that happens before the attack can actually hit), active (the time when it is possible to do damage {the time the move connects, the damage might happened like command throws}), and recovery (all of the time after the attack can no longer deal damage before the character is able to do something else).  Projectile attacks are a bit of a special case, since the active part of the animation is (usually) completely separate from the character’s animation, so the character only actually has startup and recovery animations.  Similarly, non-attacking animations, such as jumping or rolling, also go through startup and recovery animations.  What frame data tells you is how long each of those animations is based on how many frames each of those animations requires.

Now, you might be thinking, “That’s all well and good, but why not measure the animations in terms of how long they actually take, instead of using some esoteric concept that’ll end up confusing a lot of people?”  The problem with that approach is that animations are not shown at the same speed universally.  For instance, it’s not uncommon for PS2 home ports of games to run slightly faster than the arcade versions.  Similarly, the time it takes to show 30 frames in one game isn’t necessarily the same as it will be in another, and there is also the issue of occasional slowdown while playing the game (particularly when there is a lot of stuff happening on the screen).  However, no matter how much real time it takes to show them, the game will always be animated one frame at a time, which is why that can serve as a universal measure of time.

A word of warning: there are differing conventions in exactly how to count startup frames.  Some people count only the frames before any active frames, while others also include the first active frame (the second method makes things slightly easier when frame advantage and static difference come into consideration a little later).  All examples used here will NOT include the first active frame as part of the startup time, but it is something to keep in mind in case your calculations keep ending up off by 1 frame.
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