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KOF XIII 4th |OT| Thread:Console countdown edition (UPDATE 10/4 1st page)

Started by Greenwood, September 07, 2011, 10:23:22 PM

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Greenwood

I'm jacking your post Greenwood.  -Kane317

Newer changes in Red

Quote from: Kane317 on July 29, 2011, 06:17:26 AM
I'm sure more confirmations/edits will be made in the next few days but here is my preliminary report:
EDIT: Consolidated all the other findings.

System
-Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Overall, hit hitboxes have been adjusted to be taller 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.  Most characters cannot hop over a standing opponent anymore.

Liz:
-Liz's midscreen, 1 stock no drive 511 damage combo now deals 391dmg.
-Liz's Ex DM now does no pushback on blocked opponents because it explodes on hit.
-Liz's Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Liz now has an Ex qcf+K.  Whenever you cancel the teleport it'll automatically perform an Ex version of the special you cancelled into (like Ex dp+P), only performing 1 meter/stock total.
-qcf+A builds little meter.
-qcf,hcb+P damage toned down.

Shen:
-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 so it's pretty negligible.
-Fully charged qcf+P now only removes 50% of the guard gauge on regular characters (Maxima, Ralf, Clark and Goro have an extra "points")
-hcb~f+P command throw can now be [DC] out of.
-qcf+C builds miniscule meter

Duo Lon:
-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), s.A-->s.C/D, or just rekkas.
-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).
-Duo Lon's qcb+A projectile's startup appears to be much faster now
-HD combos last longer. The f.A cancels normally instead of being a HDC (arcade: qcf x2, [DC] f.A, [DC] qcf x3... console: qcf x2, [DC] f.A, qcf x3...)
-(corner) qcf+P x3 [DC] qcb+A, qcf,hcb+P no longer works due to faster qcb+A speed.

Maxima:
-Maxima's air vapor cannon now holds him in place for both version and then after he's done he drop downwards.
-Maxima's damage has been decreased slightly, though he can still do simple fatal combos.
-No longer possible to cancel a backdash into air qcb+A to build meter.
-Neomax is faster!
-Frionel didn't mention anything about EX Maxima Press though at the EVO build it didn't push Maxima back on block and was easier to punish.

Goro:
-Goro's dp+K, [DC] hcf P seems to only work in the corner now (WHY?).  
-His NM has been buffed to 571, yup!
- j.C, s.C, df.C, [HD], s.C, df.C, Ex hcb~f+AC, hcf A, qcb B, hcf C, [SC?] hcb x2+P DM, [MC] qcf x2+AC was seen as one of his mission mode combos, suggestion that he can now [SC] his hcf C.

Kyo:
-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.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.

Chin:
-Chin is now top tier.
-Chin's B version counter (qcb B), now does the D version follow up instead (harder to follow up with)
-Chin's Ex counter has a shorter active window
-I was kidding about Chin, he seems largely unchanged.

K':
-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.

Iori:
-Iori's Ex qcb+P and Ex hcf+P lost it's invincibility

Mai:
-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, she has an Ex aerial version as well.
-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).
-Mai has a new link: s.B, s.D.  It cannot be cancelled out of but you can activated HD off of it.

Terry:
-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:
-Takuma's stun combo juggles are much harder to perform and the timing is real tight.

Joe:
-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.
[/color]-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.

Benimaru:
-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:
-Ash's Ex qcb+P now juggles even grounded opponents.

Ryo:
-Ryo's dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.

Andy:
-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.
-Andy has a new link: s.B --> s.D which can be cancelled out of.

Raiden:
-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.
-GCCD --> DK has been removed according to reports

Robert:
-Robert's f+A by itself works like 2k2 and will juggle the opponent.

King:
-King's slide cancels by itself now (before you had to cancel into it).
-King's NM has been fixed, it now goes further and when MC'd does full damage.

Kim:
-Kim's qcb+K has more recovery now

Mature:
-Mature's qcb+K has better recovery
-Mature's Ex dp+P is more punishable

Kensou:
-Kensou's old multi-punch DM is now a 1 frame command grab DM!
-Kensou has his old s.B --> far C link back from XII; it does not cancel.

Hwa Jai:
-Hwa Jai's A version qcf~hcb+P DM is now a 1 frame command grab, the C version in unchanged and still combos from the slide.
-Hwa Jai's B version Dragon Tail (qcb K) is now as fast as the "Drink Pink" version and hence he can do stuff like s.B, df.B, qcb+B in a blockstring/combo.

Ralf:
-Ralf's Vulcan Punch now knocks the opponent away after two hits.
-Ralf's Air dive punch has less bounce back
-Ralf's Ex Galatic Phantom (qcf x2+AC) DM can now be charged much like his older iteratins.  Full charged it's unblockable does 50% damage.

Clark:
-Clark's B version hcf K now has autoguard!
-Clark's far C feels faster, needs to be confirmed
-Clark's hop feels faster

Leona
-Leona's HD combos have been nerfed slightly.

Kula:
-Kula's Ex Ray spin lost it's (start-up?) invincibility

Vice:
-Vice's Ex Splash has less start up and therefore much faster.  It only goes half screen now.
-Vice has a new link: close D --> far D.  It cannot be cancelled out of but you can activated HD off of it.
-Mayhem into the Splash follow up can be now be [SC]'ed after she slams them to the ground.  Previously you can only do if after you input the Splash but before they hit the ground which is when she inflicts the Splash damage (pardon the pun).
-D version Deicide (hcf D) now stuns the opponent long enough to do a C Mayhem (qcb C)
-Both DMs can be [MC]


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.

---

I'll compile the two lists when I get a chance.

QuoteFrionel's podcast complied by Sparkster of SRK.


Kyo

• hcb+K is unsafe on block.
• EX Air Orochinagi added. Completely invulnerable and very fast. Beats most everything as an air-to-air.
• qcf+D will connect after df.D midscreen.
• Sidenote: Since Kyo can no longer delay the second kick (both hits of qcf+K are automatic) there's always a gap that can be punished with an invincible reversal after blocking the first upkick.

Benimaru

• qcf+AC locks opponent in air for a juggle. This can lead to crossup/under resets or more damaging combos.
• Neomax is much faster, but not invulnerable.
• dp+K was reportedly faster

Daimon

• dp+K (DC) hcf+C works anywhere but has an odd timing.
j.CD may only cause a counterwire against a grounded opponent?

Terry

• Real Bout style cr.A cr.C chain combo added. The chained cr.C cancels into specials and DMs, but not command normals.
• Crack Shoot is roughly -1 against standing opponents, +1 against crouching opponents.
• All hits of Neomax connect properly now. Terry is fully invulnerable during the DM.

Andy

• Cr.D starts up slower but has the exact same hitbox.
• Cr.C hits twice like 02UM Andy. Can easily be hitconfirmed into HD mode or specials.
• A version Zaneiken is now safe on block. I'll note that I was able to punish this buffed version at the EVO build with Duo Lon's qcf+AC so it can only be punished by certain fast moves.
• Andy had a 100% guardcrush blockstring for 1 meter and full HD mode, but this no longer guardcrushes in the console version.
• Kept his invincible and safe hcf+BD. One of the few remaining safe reversals.

Joe

• dp+D has a lot of invuln like in XII, but it's still starts up really slow. DP+B is very fast but not invuln.
• EX Screw Upper will launch the opponent into the air and deal damage when the opponent falls down? No longer should drop the opponent out on hit and always gets full damage.
• Screw Straight Neomax has faster startup. Joe isn't invulnerable though.
• Screw Upper can be MAX Canceled into Screw Straight Neomax. Joe will wait and automatically time the Neomax to connect as the opponent falls down from the tornado.

Ryo

• dp+A starts up faster and is difficult to punish on block. Think of O.Ryu's old dp+A in '98.
• f.B parry starts up faster. There was no mention of the df.B parry.
• hcb+BD starts and travels faster. Confirms easily off of st.D and should punish harder than the standard B version. Should be good for punishing moves that are safe on block by spacing.

Robert

• f.A is a launcher if uncanceled.
• The last kick of Robert's EX Ranbu does 100 damage, up from 50.

Takuma

• Stun combo is tighter and requires more hits. Landing it builds less meter than before.
• hcb+BD used to let the player run through the opponent to switch sides or escape the corner though this is now fixed.
• The wakeup frame infinites on him are fixed.

Iori

• qcb+AC is no longer invuln.
• dp+AC launches the opponent higher on hit and can be followup up with new juggles.
• Iori can no longer cross up a standing opponent with a short hop.
• qcb+D still safe on block

Mature

• dp+AC is still invuln but now unsafe on block.
• qcb+K is + frames on block to the point where you can do cl.C as a frametrap afterward.

Vice

• st.D xx st.D is a new chain combo. The second hit can't be canceled outside of HD mode, but it should be BC-able.
• qcb+AC starts up faster.




Mai (now the captain of the Women Team)

• j.2B safer on block.
• Musasabi no Mai is really safe. If spaced at the enemy's feet even 3 frame moves can't punish.
• EX Air DM is fully invulnerable. Like V-Slasher it beats everything as an air-to-air.
• qcb+A has a higher hitbox and anti-airs better.
• Neomax tracks the opponent and moves faster. Air OK. Startup invincible.
• st.B st.D chain combo. Not cancelable, but can be used to hitconfirm into HD mode.
• Possible to combo after EX air DM.

King

• df.D always cancelable
• Neomax does full damage if it connects.

Yuri

• Has an instant version of hcb+K command grab. Connects from cr.B st.B hitconfirm.
• hcb+K is drive cancelable
• Can't cross up a standing opponent.

K'

• j.B cannot crossup, period.
• Cannot crossup standing characters, but j.C and j.D can crossup crouchers.
• Outside of corner K' can't do cl.C f.A xx qcf+A f+D; second shell will whiff. This means no long midscreen hitconfirms unless you want to spend a meter for EX Ein trigger which makes the f+D connect.
• Narrow Spike recovers slower. Less safe abare tactic. Only dp+A links afterward in corner BnBs.
• HD combos are still intact.
• Basic bnbs are weaker.
• Ein trigger is not neutral on block. If feels near 02 OG status on block though not quite as negative. Meaty Ein Trigger pressure is gone.
• Normal Air Minute Spike is an anywhere juggle. The recovery is huge though.

Kula

• qcb+BD is not invulnerable. It can hop over low attacks kinda like the XI version but it will lose to meaty attacks. All combos are intact.
• hcb,hcb+AC is faster and connects in juggles. While the damage is low it travels fullscreen fast and makes Kula invincible while doing so.



Kim

• Can do qcb,hcf+BD in the air.
• qcf,qcf+K could start up faster.

Raiden

• Level 4 dropkick requires 32 seconds.
• Cannot combo after midscreen dropkick.
• Level 4 dropkick is still safe on block. Weaker versions are punishable.
• AA Bomber grab freezes the screen for a second.

Hwa Jai

• New st.CD. He jumps up and move forward before attacking. Makes Hwa Jai unthrowable.
• dp+B has a long window of invincibility. Strong anti-air.
• qcf,hcb+A is an instant grab DM. Deals 300 damage when drunk.
• Can only land one qcf+P before ending a juggle with DM.
• If hit out of the drinking DM's recovery Hwa Jai stays drunk.
• qcb+B is faster and works as a combo ender. Seemed safer against command grab punishes.

Athena

• cl.C f.B xx Phoenix Arrow connects against all crouching opponents.
• EX Teleport can be canceled into any Special, DM, or Neomax at any time. Doing so costs no drive meter.

Kensou

• qcf,hcb+P is an instant grab DM
• st.B st.C chain combo. Hitconfirms into HD mode: cr.B cr.B st.B st.C BC...
• qcb+A projectile moves slower.
• Air qcb+P is safer on block.

Chin

• qcb,hcf+P shoulder tackle deals a little less damage.
• Instead of countering with a cancelable kick Chin attacks with a backward roll. Better against projectiles, though worse for close ranged counters.
• EX counter has a shorter counter window.
• His Neomax can be directed at any direction from the startup instead of the default forward angle.

Leona

• The startup speed of EX Excalibur is improved and can be followed up on the ground and in combos: cl.D f.B qcb+AC, run forward cl.D... Instant overhead nj.D xx qcb+AC for a combo or big frame advantage.
• Midscreen HD combo doesn't work anymore. Possibly removed, or maybe just more difficult as reported at EVO. Works in the corner.
• Baltic Launcher starts up faster.
• V-slasher still good for flying through attacks. EX version auto-angles at the opponent.

Ralf

• Vulcan Punch launches the opponent out after two hits.
• qcf+AC is faster.
• Galactica Phantom is chargeable. Becomes unblockable at full charge and does 500 damage. Unlike earlier versions a player can let go early to punish a roll or jump.
• Air qcf+P hits twice. Only the first hit is an overhead.

Clark
• hcf+B has guardframes and works as a delayed grab.
• There was some trouble trying to do an older combo into airgrab.
• Sidenote: There is no reversal superjump to escape his setups, unlike in 2002 UM.
• Sidenote: You can't option select his air grab with j.A+C like you could in 2002 UM.

Ash
-qcb+AC/qcb+BD kiss launches a grounded opponent instead of hitting three times for lockdown. The new launch allows for midscreen followups and resets. Also the flame will automatically lock on to the opponent's location now.
-Germinal (the sealing DM) costs no meter in Sans-culotte mode!

---


Sorry I jacked your post Greenwood.  -Kane317

[KOF XIII] Characters changes (English) by Frionel (LIVE) :

http://www.elive.pro/en/watch/jBk4l80bKtec

Eripio69

If the mystery characters are not included in the dlc as said above and only iori is the it's crystal clear who they are. It's Mary and Yamazaki to complete a team with billy.

Chipymax

Quote from: SAB-CA on September 07, 2011, 06:57:31 PM

Attending TGS...

That's true, is no need to go if they only have one old game with some new stuff, but me personally I wanted for them to show that they are working on something new... They already made all the money they were going to make on XIII at the arcade, They need something new.

Quote
As far as the Persona 4 fighter...

I hoping to see characters form all the Persona games... Give me JOKER!!!

Quote
In other Random news: SFIII Released First Costume Color DLC. 7 colors for each chara, $3.

That is so SAD is Evil... You have KOF XIII and VF5US with Free Color edit and Customization... SoulCalibur 5 will probably have free customization too, but that's Capcom.   
Xbox live: Chipymax

Xxenace

@chippy: i think the only characters in the persona fighting will be from 3 and 4

Chipymax

Quote from: Xxenace on September 08, 2011, 03:05:47 AM
@chippy: i think the only characters in the persona fighting will be from 3 and 4

I know, but I'm just hoping here... Characters from 3 and 4 is not bad, specially if they add the bad-guys from 3 
Xbox live: Chipymax

SSJ_Sonikku

Just pre-ordered the game last week.  Man I am so excited to finally play KOFXIII, pre-order bonuses are sweet as well.

SAB-CA

Todays Blog post on the Experiences in Hiroshima and Fukuoka, for the KoF XIII Deloketest:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/09/post_40.html

Maybe someone can gleam some info out of it? And maybe they'll post more than one today?


The Gentleman

Quote from: SAB-CA on September 07, 2011, 06:57:31 PM

In other Random news: SFIII Released First Costume Color DLC. 7 colors for each chara, $3.

This makes me so happy we're getting color edit in KoF XIII as a standard feature, lol. Not as much because I don't have to pay for it exclusively (though it is nice), but because SO MANY OF THOSE COLORS SUCK! ;) SonicTempest's video of Iori color editing from PAX had a better application of proper highlights and contrast, than some of those things.

This is very odd, as 3S does some amazing things with shadow hues, blending, and contrast, generally. I dunno if I'm let down because I've seen the game itself do better, of because XIII looks so much better, that I just can't get as hype for 3S's art anymore, haha.
Man, I'm glad they get gave us color edit too. Most of those colors are horrible. Coming from a background that loves those extras, I'll never fully understand why the hardcore passed up on so many options for 3rd strike online. Hopefully Capcom will do a hyper version and just fill it with all kinds of hijinks for those who actually wanted more than the same game over and over. That's why I LOVED Alpha Anthology.

DarKaoZ

Japanese Version is getting better, no only they get EX Iori DLC free, they also get cards!



Mai and Yuri fans will love this.

Thanks to Professor from MMCafe on posting this.


Shiranui_ninja

Quote from: DarKaoZ on September 08, 2011, 09:57:19 AM

Mai and Yuri fans will love this.
Well, I don't. I don't like Mai in swimsuit, since for me she is a fighter (sexy one, ok), but not a model. But besides this, Mai looks ugly in that picture.

Quote from: a11111357 on September 08, 2011, 12:55:46 PM
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/09/post_41.html
Loving Vice with KillBill colors, funny Trial's stage is Dojo with Takuma, and cool DLC characters will have Trial, too.


EDIT: Thanks to Professor for its transalation. Important hint about Trial:

QuoteWhat's interesting is that you can do other attacks inbetween the moves that are ordered in the trial. It's fine as long as it stays as a combo, so you can create your own method of solving the trials.


PSN: Shiranui_ninja
KOF XIII main team: Mai/King/Mature

zeech

What, fighters arent allowed to enjoy themselves at the beach?  Or are they expected to wear their fighting costumes wherever they go? :P

Shiranui_ninja

Quote from: zeech on September 08, 2011, 04:58:12 PM
What, fighters arent allowed to enjoy themselves at the beach?  Or are they expected to wear their fighting costumes wherever they go? :P
mmm... yeah, but she is not the only one who enjoy the beach, isn't it? What i don't like is that use of "Mai in swimsuit!" for free.

Examples:
-figurine of Mai playing at the beach with enormous tits bouncing > UNNECESSARY.
-KOF Maximum Impact official website: you can see Lien and Mai in swimsuit if you click them > UNNECESSARY
-Official illustration (of Shinkiro i think, but not sure) where you can see Mai, BlueMary, Terry and Andy enjoying the beach > OK, great picture.

Sorry for the off topic! :P
PSN: Shiranui_ninja
KOF XIII main team: Mai/King/Mature

Xxenace

Quote from: Shiranui_ninja on September 08, 2011, 05:23:53 PM
Quote from: zeech on September 08, 2011, 04:58:12 PM
What, fighters arent allowed to enjoy themselves at the beach?  Or are they expected to wear their fighting costumes wherever they go? :P
mmm... yeah, but she is not the only one who enjoy the beach, isn't it? What i don't like is that use of "Mai in swimsuit!" for free.

Examples:
-figurine of Mai playing at the beach with enormous tits bouncing > UNNECESSARY.
-KOF Maximum Impact official website: you can see Lien and Mai in swimsuit if you click them > UNNECESSARY
-Official illustration (of Shinkiro i think, but not sure) where you can see Mai, BlueMary, Terry and Andy enjoying the beach > OK, great picture.

Sorry for the off topic! :P

so im guessing you want mai to be a classy lady instead of a sex object?