SNKP demonstrates KOFXIII replay features UPDATE: Blog translation included

This week’s blog update from SNKP includes a clip demonstrating replay features on the upcoming console release:

Courtesy of the Professor from Madman’s Cafe:
SNKP made their weekly blog update. This week, it’s about the network but there’s not much worthwhile info except that you can go frame by frame in replay. Hopefully it’s frame-by-frame in 60fps. Interestingly, there’s no mention of a slow-motion option in the blog, but the sample video shows it. Hopefully the blog’s staff didn’t mistake the two terms (frame-by-frame and slow motion).

Also, they’re out of things to talk about and they’re wondering what to write about in the next update. Here’s a quick summary.

-Network mode roughly has two options, “Ranked Match” and “Player Match”. Ranking Match allows you to play with a determined set of rules and your winning results will reflect on your ranking. Player Match on the other hand has no effect on ranking but lets you customize the rules up to a certain level.

-You can search for opponents by “Quick Matching” or “Customized Matching”. You can set various search options when using Customized Matching. Like for instance, you can filter network speed by four levels/bars. The search options are somewhat different between Ranked and Custom matches. Also, you can set a region filter as well as a network speed filter when you’re hosting.

-As a network-mode-only feature, you can save replays. You can also upload replays, but only in Ranked Match and if you’re in the monthly 100s.

-Your saved replays can be viewed from the Replay Mode in the main menu. You can also download replays from the rankings and use them for studying. You can display/hide the meters, attack data, command data, jump through rounds, pause, and go frame-by-frame

5 comments

  • O.O wow is that a slow-mo?!!!

  • I do believe, upon looking at the bottom right corner of the screen, that you can manually adjust the level of slowdown. If thats true, and you can slow it down to single frame status, that is f**kin’ AWESOME. No more confusion about why one move wins out over another! I could totally be wrong, but I hope I’m not.

  • Though it was lag when I first seen it lol! It’s frame-by-frame feautre

  • search by bars, about fricken time

  • LOL I still think ArcSys had something to do with KOF XIII’s Netplay function. Not that I’m whining though, if BB and AH3 are any example to go by, I think KOF XIII’s netplay will be at *least* decent. =3

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