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The King of Fighters XIII Video Thread

Started by krazykone123, July 26, 2010, 09:33:12 PM

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darkTown2

Quote from: sibarraz on November 21, 2011, 12:29:45 AM
I will actually say that the ps3 is more hacked than the xbox

Anyway, I liked karate neomax, seems cool to me.

Kyo was a  big meh

why is that?
if you're talking about the month with no psn, there was a week or two when xbl was down.
psn: darkTown2
kof 13: kyo,iori,k'

Nagare_Ryouma

Finally we get something about this characters!!!
The neomaxes were so so, but it is cool to confirm that Mr Karate has a new stance (his old one, actually).

nightmoves

Quote from: sibarraz on November 21, 2011, 12:29:45 AM
Anyway, I liked karate neomax, seems cool to me.

Kyo was a  big meh

Funny, I actually liked EX Kyo's more than Mr. Karate's, but I think they're both pretty cool.

I will most definitely be getting EX Kyo when he's available.

Kane317


darkTown2

Quote from: nightmoves on November 21, 2011, 12:49:48 AM
Quote from: sibarraz on November 21, 2011, 12:29:45 AM
Anyway, I liked karate neomax, seems cool to me.

Kyo was a  big meh

Funny, I actually liked EX Kyo's more than Mr. Karate's, but I think they're both pretty cool.

I will most definitely be getting EX Kyo when he's available.

yeah kyo's makes pretty good sense, but mr. karate should've have something much cooler IMO
psn: darkTown2
kof 13: kyo,iori,k'

LouisCipher

#2435
Quote from: shinefist on November 20, 2011, 07:55:42 PM

Mr karate changes and neo max

3) C ver Ko'oh-ken has a 'followup dash' (doubletap forward) that lets you cancel the recovery with a short dash forward... corner combo fun here.
4) C ver Kohou (dp+C) is brakable (A+B to brake).
5) new move, Hakyoujin (qcb+P), which is a high or low Geese style counter.
8) DM's are HSKK, Ryukoranbu, and Marco's big shiny uppercut from Garou MOTW.


bill and ted woah

This is bad ass and everything but he looks really broken. I'm going to assume the C version of his SRK might be safe on block and breaking moves in Garou is very easy to do, moreso if you have an A+B Macro. He looks very easy to use unlike Takuma who is what I consider to be a high execution character to get the most out of which would make Takuma all but obsolete except for his command grab and the resets possible off of that.

I'm probably going to use him because of his Counter and Garou mechanics and I fucking loved playing him in SVC and beating the shit out of Violent Ken.
Team: Billy, Clark, Hwa.

Saitsuofleaves

Hmm, speaking of SvC, these new Mr. Karate tidbits call for some more fun with the SvC Text Generator, don't you agree?
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

marchefelix

Quote from: Saitsuofleaves on November 21, 2011, 01:23:32 AM
Hmm, speaking of SvC, these new Mr. Karate tidbits call for some more fun with the SvC Text Generator, don't you agree?

DO IT!!!

I'm tired of being the only one who's really into this!

Saitsuofleaves

Now I just have to sit and think about it, some good ones will come to me.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

darkTown2

psn: darkTown2
kof 13: kyo,iori,k'

mightfo

i never really played garou, what's up with "braking" a dp? is it only for combos or does it make the dp actually safe, which would be fucking silly
If you live around Dallas and play KOF, AH3, BB, GG, or MB, PM me~

Running Wild

Andy can already Break his Kuuhadan in XIII, which makes it's it harder to punish. Breaking is mostly used to setup juggle combos, but can also be used in pressure strngs.

In Garou:MOTW, Marco could do a ridiculous pressure game by alternating between breaking his weak and strong dp, making it real hard to punish properly.

If Mr.Karate can only break the strong version of his dp, then I wouldn't be too worried about it.

Aenthin

B'aww. No Hikigane for EX Kyo. >:
So much for calling him NESTS Style.

Diavle

#2443
Quote from: mightfo on November 21, 2011, 03:42:42 AM
i never really played garou, what's up with "braking" a dp? is it only for combos or does it make the dp actually safe, which would be fucking silly

Breaking is the same as DP>FADC>Ultra, for example, in SF4, though MOTW did it a decade earlier.

When you break the move (on the first hit) it stops the move and leaves the opponent in a juggle state (if that first hit connected). If you break a move on block then it leaves you relatively safe (unless the opponent has a fast move).

Unlike SF4 though MOTW does not require meter to break, same in XIII. From the entire cast in XIII only Karate and Andy can break one of their moves.

LouisCipher

I actually don't mind DLC characters this time. And the reasons why I'm giving SNKP a pass are:

They're actually releasing characters that we want for the most part. Yeah, it sucks we don't have Yamazaki, Blue Mary, Vanessa, Gato, Oswald, etc. But, we are getting EX Kyo and Iori, and Shin Mr. Karate back which is a happy middle. Compare this to UMVC3 adding characters about half of which no one gives a shit about.

The other reason; I see it more as a donation to SNKP. They're not going to be making very much off of DLC, so I see it more as an extra thank you to them for making KOF13, and focusing on Netcode and features that we want, and as an indication that we want more.

Plus you get stages exclusive to those characters too. So I might just buy EX Kyo if his stage is badass. Compare this to Crapcom charging $3 a piece of hideous DLC colors for 3SOE.

Team: Billy, Clark, Hwa.