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King of Fighters XIII => General Discussion => Topic started by: Kane317 on November 22, 2011, 12:38:15 PM

Title: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 22, 2011, 12:38:15 PM
Combining the all four of the official SNKP XIII console change logs (1 (http://dreamcancel.com/2011/10/13/kofxiiichangelist/), 2 (http://dreamcancel.com/2011/10/20/latest-kofxiii-blog-post-translated-by-the-professor/), 3 (http://dreamcancel.com/2011/10/26/kofxiii-blog-updated/), and 4 (http://dreamcancel.com/2011/11/02/last-but-certainly-not-least/#more-2158/)) and the unconfirmed reports from various loke tests can still be found here (http://dreamcancel.com/forum/index.php?topic=1260.msg26496#msg26496):

* = shown in video

System
-Neomax only uses 2 power meters during HD mode (3 meters when not in HD)
- The Hitstun on normal jump attacks have been reduced. (Meaning it’s harder to do combos)
- Special attacks in the air have generally been adjusted to come out faster, so combos from canceling normal moves in the air that could be done in the arcade version can still be done.
- DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
- (shown in video) You now get more meter when you are hit by or block an opponent’s attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits. (NOTE: This is something that Dune pointed out in one of the interview videos (http://www.elive.pro/en/watch/RuXc8O97sIhc) that Kane317 did recently).
*Backstep goes into air status in 1 frame. It can now be used in reversal situations to aid in providing options for escaping wake up attacks.
-Guard gauge replenish and rate: Gauge regain after blocking an attack occurs earlier than in the arcade, but the rate of regain is slower than in the arcade.

Hwa Jai
- All frames on Drink super have been changed (apparently, its recovery is faster)
* Ground CD has changed. Moves forward and has invincibility to low attacks
* Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
* Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw
- Weak Dragon Tail comes out faster and connects from a fierce
- EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage.
- EX Dragon Tail chips less guard meter

Producer Yamamoto says: Hwa has a lot of changes, like for example, his Weak Backbreaker is a 1F hit now. The recovery on his drink is different so it might be usable in a combo.

Benimaru
- Flying Drill has faster recovery, normal hit can connect afterwards
* EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
* EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
* EX Collider hits less times. That means less scaling for the combo to come afterwards.
* Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219

Producer Yamamoto says: We’ve balanced him so that even the attacks that weren’t being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.

Clark
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Producer Yamamoto says: He’s a throw character so we’ve buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.

Mai
- Kaschousen comes out faster, also has quicker recovery
* Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
* Musasabi(from ground) can be canceled to Floating attack
* WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
* EX air Shinobibachi added in game. Invincible until hit detection comes out.
- Crouching FP has more cancelable frames
- Weak Ryuenbu has more vertical hitbox
* Neomax comes out faster and freezes time when it reaches the edge of screen

Producer Yamamoto says: We’ve balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.

Leona
* Voltec Launcher chips less guard meter
- Strike Arch (directon move) comes out faster
* Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.

Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We’ve balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she’s a character that’s good in various occasions such as air-to-air combat or against projectiles.

Takuma
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.

Producer Yamamoto says:
He has less stun values than the arcade, but he’s still easier to dizzy the opponent than other characters. Also, it’s not written above but damages on his other specials have also been raised, and he’s a character that can do high damage. He’s been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.

Mature
* Ebony Tears comes out faster. Can hit opponent afterwards
* Weak Metal Massacre is a one hit attack
* EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
- EX Despair doesn’t move Mature behind the opponent even if they’re crouching

Producer Yamamoto says:
Ebony Tears is a lot easier to use now. Weak Metal Massacre has been changed to a single hit and does less scaling, so it might be useful for fast paced matches.

Shen
* Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent’s guard meter
* Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
* Danken(reflect) builds up meter on a success. No drive meter buildup.
* EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable

Producer Yamamoto says: We’ve did a lot of adjustments to his Danken. The throw version is no longer 1F, but it can be drive canceled for additional damage. Gekiken’s feint has quicker recovery so it can be used to lengthen attack strings.

Elisabeth
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) has a longer recovery time on a success. Because of that, normal moves can’t be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-Souhaiter (qcb+K) and Reverie-Prier (qcf+K) have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
* Grand Rafale’s (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) has longer invincibility.
- Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it lands full hit in the corner.
* Grand Rafale has more Max cancelable frames.

Producer Yamamoto says:
With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral (hcb~f+P), so please try things out. Grand Rafale’s damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

Terry
* Crouching A > Crouching C is a chain combo. Can be canceled.
* Normal Buster Wolf’s (qcf x2+P) dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D’s recovery time has been reduced.
- Standing CD’s hit detection lasts a bit longer.
* Trinity Geyser’s (qcb~hcf+P) hitbox has been changed so that it actually hits 3 times.

Producer Yamamoto says:
We’ve mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser’s hitbox has been changed, and he can also hit the opponent afterwards in the corner.

Goro
- Crouching C’s recovery time has been reduced.
- Kirikabugaeshi’s (qcf+C) recovery time on a whiff has been reduced. Doesn’t cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (hcf+C) and Kumotsukaminage (hcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (hcb*2+ P) has been added to the game.
* EX Chou Oosotogari’s (dp+BD) recovery time on a whiff has been reduced.

Producer Yamamoto says:
As a judo fighter, we’ve strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

Joe
* Ex Screw Upper (qcf x2+P) will stay in position when it hits. With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner.
* Sliding can be canceled with his Bakuretsuken (rapid P). But not with any other specials.
* Hit detection will remain on the opponent after his sliding hits. Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
* Slash Kick (hcf K) can be drive canceled.
- EX Tiger Kick (Ex dp+K) comes out faster. Has strong invincibility in the front.
- Screw Straight (qcf x2+K) comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can’t do it while there’s another projectile on the screen.)

Producer Yamamoto says:
He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too.

Ryo
- Ryo travels more forward when doing his Ko’ouken.
* Ryo’s parries– the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken (f~b~f+C) recovers faster on a hit. It can be comboed to a weak Kohken (qcf A) in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho’s (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken (f~hcf+P) comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says:
We’ve mainly buffed up his defense, and it brings justice to his nickname “The invincible dragon”. Ryo’s unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho’s motion is also faster than before, and it can be used in HD combos.

Andy Bogard
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan’s (qcb~hcf+K) damage has been increased from 162 to 198.
- EX Kuhadan’s invincibility (Ex hcf K) has been taken out.
* Chou Shin Soku Zan’eiken (qcb~hcf+AC) NeoMax comes out faster.

Producer Yamamoto says:
We’ve focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.

Athena
* Phoenix Bomb (from Cancel: f.B) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow’s (air qcb K) recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport (Ex qcf K) can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it’s also a normal cancel now (doesn’t cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit (hcb x2+P) doesn’t move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can’t be punished with normal moves on a block. Since there’s less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There’s other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

Iori
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 22, 2011, 12:38:37 PM
Chin
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can’t follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin’s defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade’s EX version, and the EX version’s is shorter still.
- His EX counter does less damage, reduced from 237 to 199.

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK {Ex qcb+BD} has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.

Ash
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor’s startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.

Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

Robert
- (shown in video) stand CD has faster startup
- You can’t roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku {charge db~f+B} has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.

Yamamoto – There’s no invincibility on Robert’s f+LP {f.A}, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

Vice
- (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Decide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill’s command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
* Her f+A (when cancelled) does 45 damage (down from 70)
* Her Overkill does 200 damage (down from 220)
* Her EX Mayhem does 120 damage (down from 160)

Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.

Raiden
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D’s hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb’s forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.

Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK {j.D}, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

Ralf
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.

Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

King
- (shown in video) Jump D stays out longer
- (shown in video) close C has faster startup
- (shown in video) D Venom Strike (air) has a smaller recoil
- far D has less lag
- (shown in video) Slide can be cancelled without being cancelled into

Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP {s.C} isn’t affected by scaling easily, please us it often as a combo starter.

Kyo (a new color was shown on the video)
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.

Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK {df.D > qcf+D}combo. Please try him out now that he has so many more attack options.

Kensou
*Air EX qcb.P starts up faster
*s.B>C is now a target combo. Follow ups possible after it hits.
*His punch super is now a 1 frame throw
*When air qcb.P hits, it can be canceled with a special or greater
*His fb’s recovery time is improved

Yamamoto:
Aside from being a good way to disrupt guard, his punch super can be used effectively to catch opponents who roll past his fb. His fb game has improved and can be used as a central strategy now that the recovery is better. His air qcb.P can be cancelled with any special and the new s.B>C target combo can be linked by following with c.B or s.D. I recommend using these changes aggressively along with his fb whilst minding distances.

Yuri
*The distance travelled on her dp as well as the angle of descent has been adjusted
*Her air throw coming off of dp.K has special follow up properties
(special follow up properties –ie- versus normal situations where an opponents in an air status that cannot be followed up on with subsequent attacks)
-s.B is faster
*j.A can be cancelled with her dive kick
-Movement limits on Yuri’s dive kick have been relaxed
*Her hcb.B is now a 1 frame cmd throw
-The invincibility after attack frames on EX hcb.K has been shortened
-Recovery on haoh-shokoken improved

Yamamoto:
Depending on which buttons get pressed on hcb.K, a 1 frame throw, a running throw, an invincible attack, the properties of the move change dramatically so it will be necessary to use the variations according to the situation. This will be a versatile weapon in her arsenal so please give the move a try in depth. The real spectacle here is her air throw from dp.K which is now a hit-anything move. Try racking up on damage in various situations!

Maxima
-df.C has better recovery
*No recoil after air vapor canon
*Guard points on normal are now cancellable by specials
*Hit box on the follow up to EX Maxima Press improved. Can now hit from counter CD.
-No bounce back when EX Maxima Press is guarded. He’s now more vulnerable to punishes.

Yamamoto:
df.C can be used effectively as an early (okiwaza) anti-air as the recovery has improved. Also counter df.C and counter j.CD can be followed by EX Maxima Press for extra damage, possible to counter-confirm. Pressuring the opponent by earning precise follow-up damage is the ideal way to play Maxima.

Duo Lon
*Hit stun on EX f.A is adjusted. It is possible to combo with a strong attack or qcb.A after EX f.A.
*EX rekka can be cancelled with a special or greater
*fb frames have been adjusted. It is now easier to include the weak version in attacks strings and combos as it is faster.
*f.B can be cancelled by super or greater
-Damage adjusted on NM from 400 to 480

Yamamoto:
f.B, aside from one shot cancels, the following is also possible: f.A>qcb.B>f.B>super ,so a f.A intitiated hit confirm combo. His fb is now easier to leave on the screen so coordinate attacks with it on the screen.

Kim
*Recovery on EX Hishoukyaku improved. Follow-ups possible.
*ff.A has been improved to hit crouching opponents who are in hit stun.
-Recovery on hangetsuzan lengthened
*Air hangetsuzan hits crouching opponents who are in hit stun. However, upwards hitbox has been reduced.
*EX hangetsuzan has better recovery when blocked
-Properties of fbx2.K have changed. Both versions below have extended recovery on a whiff
Weak ver: Invincible, blows back opponent horizontally
Strong ver: No invincibility, launches straight up
-Weak Hienzan has less invincible frames. Also note well that invincibility is upper body only.
*EX Air phoenix kick added. There are a few frames of invincibility on the initial attack frames.

Yamamoto:
Hangetsuzan isn’t safe on guard so be careful. On the other hand is ff.A can hit crouching opponents in hit stun and EX hangetsuzan can be followed by ff.A in the middle of the screen so regardless of the opponent’s status or distance there will always be combo options available to Kim. So a little bit of a change, let’s use various moves to rush the opponent down without giving them a break!

K’
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger – includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.

Yamamoto:
Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention – EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.

Kula
*s.B adjusted. Compared to the arcade, Kula now moves forward giving the move greater range.
-Recovery on df.B improved
-EX Ray Spin no longer invincible
*EX Ray Spin Sit recovery improved
-EX Diamond Edge is faster
*Freeze execution adjusted. Faster and follow-up hitbox improved.
-EX Counter shell has a stronger hitbox

Yamamoto:
Both supers expending 2 meters have become more powerful. Both make Kula invincible and are good for interrupting opponents or as anti-airs. Her use of meter has increased, so she has become a character that will test meter management skills. It may be fun using the wire damage on counter hit on her EX counter shell.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Joekusa on November 22, 2011, 12:45:42 PM
Good for famitsu note. I can confirm that the online is good with people live in my country but for other it depend on the network quality of m'y openent. And this morning, I meet somebody witch use Ex Iori on PS3. I don't know how he get him...

Do you know if with a canadian version of the game I'll have to buy the DLC on The us store or I'll to obligatory buy on the canadian store? I know some game are different between us and candian... Thx you.

One last thing, after few days with the game, I can say It's an amazing fighting game, for me the best on PS3/360 and with it, the rebirth of SnK games!!! Get hype guys!!! The king is back on his throne :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on November 22, 2011, 01:28:11 PM
it would be cool if 2 users here with a decent connexion could make an online demonstration about the lag input placing a stick in front of the monitor an slowly/moderately pressing buttons.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 22, 2011, 01:29:12 PM
it would be cool if 2 users here could make an online demonstration about the lag input placing a stick in front of the monitor an slowly/moderately pressing buttons.

If only it would show how that would work out for everyone playing online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on November 22, 2011, 01:32:15 PM
i think i will have to wait at least 1 extra week to get the game becasue i would do it like i did with XII.All these rumors about a laggy online are not cool news for me right now.A lot of people say the online is good on dreamcancel....can they show it in a 1 min video?

it should look something like this and both players should have a decent connexion..if possible cable

KOF XII online Test - 13/06/2011 (http://www.youtube.com/watch?v=jFj4jzTKbco#ws)

I am interested in the experience people will have with XIII with a decent connexion.The rest should get better internet.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JonMcBon on November 22, 2011, 01:47:50 PM
Here's a quick question. I know the game has an install option, how much space is required for both Playstation 3 and Xbox 360?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on November 22, 2011, 01:55:26 PM
About the IGN review, read the bolded out part: "The game has seen some improvements to the online component, but it still leaves something to be desired. In our online play session, we experienced some input lag during matches. While this wasn't as gamebreaking an issue as it was in KOF XII, it was enough to be an annoyance in online play. The problem wasn't constant, but it happened enough for us to take note."

Which means that the netcode allows people to play at low delays. The rest, are connection issues of each player, which are the player's fault. These guys don't know how to review netcodes.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on November 22, 2011, 02:00:14 PM
About the IGN review, read the bolded out part: "The game has seen some improvements to the online component, but it still leaves something to be desired. In our online play session, we experienced some input lag during matches. While this wasn't as gamebreaking an issue as it was in KOF XII, it was enough to be an annoyance in online play. The problem wasn't constant, but it happened enough for us to take note."

Which means that the netcode allows people to play at low delays. The rest, are connection issues of each player, which are the player's fault. These guys don't know how to review netcodes.


I really don't give 2 cents on ign.i want to see it in a video.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Grokbu on November 22, 2011, 02:05:00 PM
i think i will have to wait at least 1 extra week to get the game becasue i would do it like i did with XII.All these rumors about a laggy online are not cool news for me right now.A lot of people say the online is good on dreamcancel....can they show it in a 1 min video?

it should look something like this and both players should have a decent connexion..if possible cable

KOF XII online Test - 13/06/2011 (http://www.youtube.com/watch?v=jFj4jzTKbco#ws)

I am interested in the experience people will have with XIII with a decent connexion.The rest should get better internet.


Yeah, I would love to see someone do a test like this.

You could use a 60fps video camera, and firstly play in training mode or whatever offline, and hit, say, a st.A. After that you do it online, and when you've captured video of both, you could edit the video so that you have a side-by-side comparison between the two, timed by a button press, so that you can see the difference.

Of course, this wouldn't be a perfect test, but it would work.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Custle on November 22, 2011, 02:29:55 PM
So, it came.

*Goes to play XI*
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 22, 2011, 04:09:46 PM
I don't get the hate against SRK, besides that article about the netcode, almost always they had talked good things about XIII, with their criticisms being well put
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 22, 2011, 04:24:28 PM
I'm getting ready to go and pick it up! Can't wait to play it ones I arrive home.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 22, 2011, 04:31:14 PM
I'm about to leave soon too.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 22, 2011, 04:32:13 PM
Mine is out for delivery, yay.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 22, 2011, 06:17:44 PM
Here's a quick question. I know the game has an install option, how much space is required for both Playstation 3 and Xbox 360?

I read in the previous thread that the space is around 1.1 GB, don't know what console version it is tho.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on November 22, 2011, 06:52:52 PM
Correct me if I'm wrong, but isn't IGN stationed in Texas? If I remember correctly, Aram from Atlus said they'd tested the netcode out with various gaming publications, most of which from California. However, he did mention they'd also played with one reviewer in Texas.

So, in a way, it might make sense for IGN's review of the netcode to be harsher than others'.

Anyway, reviews are nice, but I don't care about any of them. KOF XIII and I were made for each other. And mine is now out for delivery as well.  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bzerk on November 22, 2011, 06:55:50 PM
Riding that public trans on the way to GS to pick up mine :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 22, 2011, 06:59:07 PM
1 hour, 2 minutes, and a paltry few seconds before the doors to gamestop opens. I'll take the place by storm.

Store Clerk: What would you like to-

Reiki: Take my MONEY! You TEASE! GIVE it to me!

Store Clerk: I'm sorry, this is not that kind of...

Reiki: Not you, you incompetent fool! THE GAME! KOFXIII! I'll take 20! -Drops wad of cash-
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Snakz92 on November 22, 2011, 07:02:45 PM
no love for terry?!

have fun everyone with 13! i wont be getting it for at least another week.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 22, 2011, 07:05:54 PM
1 hour, 2 minutes, and a paltry few seconds before the doors to gamestop opens. I'll take the place by storm.

Store Clerk: What would you like to-

Reiki: Take my MONEY! You TEASE! GIVE it to me!

Store Clerk: I'm sorry, this is not that kind of...

Reiki: Not you, you incompetent fool! THE GAME! KOFXIII! I'll take 20! -Drops wad of cash-

Love how that statement matches your avatar almost perfectly.

So, in a way, it might make sense for IGN's review of the netcode to be harsher than others'.

The netcode argument I got; it was most everything else that felt off. And someone who'd been searching for lots of KOFXIII reviews found it just as disturbing as I did that at least 8 or 9 sites with XIII reviews just redirected them to IGNs.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 22, 2011, 07:54:44 PM
Remember this you guys: you can't spell "ignorant" without "IGN"!

(but y'all already knew that...)

EDIT: Not that I'm complaining, but Iori's been in the front page for a long time. Shouldn't the pic be changed in honor of the console release?

I'll leave it up to you guys to decide who's worthy to appear for this event.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on November 22, 2011, 08:42:27 PM
This review is the best

"Executing combos and special attacks – a necessity for winning – is nigh impossible, especially with the precision and timing required."

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ (http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/)

Score 1/5
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on November 22, 2011, 08:52:16 PM
What a fucking noob, needs to change his TV set instead of blaming the games for his lag.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on November 22, 2011, 08:55:49 PM
This review is the best

"Executing combos and special attacks – a necessity for winning – is nigh impossible, especially with the precision and timing required."

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ (http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/)

Score 1/5

LOL, who did this review? A Wii Sports player?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 22, 2011, 09:04:53 PM
I hate the term, but lol 09ers
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 22, 2011, 09:23:41 PM
well games is awesome netcode is decent to say the least ive had some really good matches and a few laggy ones lets hope they work on fixing it up some more
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on November 22, 2011, 09:27:25 PM
It is now in my hands!  What an awesome game.  And man the controls are truly perfect.  Gonna be in training mode all day.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Light on November 22, 2011, 09:36:00 PM
Haunts review.
 http://www.1up.com/reviews/king-of-fighters-xiii-13-ps3-xbox360?pager.offset=0 (http://www.1up.com/reviews/king-of-fighters-xiii-13-ps3-xbox360?pager.offset=0)

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on November 22, 2011, 09:41:19 PM
Just a comment, if the game works for 5 seconds smoothly and with very little delay, it means IT IS like that, under normal conditions, and that's how the netcode is, if there's intermitent lag, it's YOUR problem.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 22, 2011, 09:44:03 PM
i think i will have to wait at least 1 extra week to get the game becasue i would do it like i did with XII.All these rumors about a laggy online are not cool news for me right now.A lot of people say the online is good on dreamcancel....can they show it in a 1 min video?

it should look something like this and both players should have a decent connexion..if possible cable

KOF XII online Test - 13/06/2011 (http://www.youtube.com/watch?v=jFj4jzTKbco#ws)

I am interested in the experience people will have with XIII with a decent connexion.The rest should get better internet.
Man, since I have the game I did a few couple of matchs, with guys from EU, HK, and US (i'm in EU)!
What I can say to you, is that (I repeat myself):
Its extremely rare I can play a match with an US guy in SSF4 with red connection (1 bar)
But with 13, I was able to do most of matchs, thing I never can do in SF...
And  2 bars ist playable
3 bars its not so bad, almost no lag
4 bars its very well, no lag

IMO, I think, that 13's netcode, its maybe better than that SF or equal quality!

BTW, @BIOBOOSTER, have you the game? I would like to test that, between EU and JP!  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: kofoguz on November 22, 2011, 09:44:43 PM
This review is the best

"Executing combos and special attacks – a necessity for winning – is nigh impossible, especially with the precision and timing required."

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ (http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/)

Score 1/5

LOL, who did this review? A Wii Sports player?
The most funny thing is he is saying 8 button attack to  any qcf moves. Apparently these are the buttons he is forced to use to progress;  ;bk ;db ;dn ;df ;fd ;ub ;up ;uf plus  ;a ;b ;c ;d. ROFL!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 22, 2011, 10:05:07 PM
played quite a few matches and I have to say aside from the 2 bar connection it plays great. Was able to hit bnb's consistently and overall had a great time. But when I played 2 bar connection I was getting hit with random reversal on wake up. Even when I bait it i get hit but like I said 3 and up are good. Avoid 2 bars connection and you will be good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 22, 2011, 10:07:48 PM
@Ky0, I sadly, sadly report that my Japanese copy won't be in my hands till the first :(

Would love to test w/u but given the time involved you'll probably get a few JPN player encounters before that. That is not to say I won't be playing ;) Will add you to my friends list as I pine away for my copy!

Big ups for the netcode review - really encouraged by most of what I hear XD

@kofoguz a few DC-ers including myself have left our reviewer some comments ;)
He has taken down the review...no one said anything rude, just astute observations and remarks.
(kinda wish he didn't take it down, was fun watching a bunch of folks say what was obvious)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 22, 2011, 10:09:30 PM
played quite a few matches and I have to say aside from the 2 bar connection it plays great. Was able to hit bnb's consistently and overall had a great time. But when I played 2 bar connection I was getting hit with random reversal on wake up. Even when I bait it i get hit but like I said 3 and up are good. Avoid 2 bars connection and you will be good.

Ah.. Another satisfied customer....can't wait!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ZenTzen on November 22, 2011, 10:10:16 PM
This review is the best

"Executing combos and special attacks – a necessity for winning – is nigh impossible, especially with the precision and timing required."

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ (http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/)

Score 1/5

LOL, who did this review? A Wii Sports player?
The most funny thing is he is saying 8 button attack to  any qcf moves. Apparently these are the buttons he is forced to use to progress;  ;bk ;db ;dn ;df ;fd ;ub ;up ;uf plus  ;a ;b ;c ;d. ROFL!
Lol, the page got deleted.
Figure with the amount of hate on that review
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 22, 2011, 10:13:57 PM
This review is the best

"Executing combos and special attacks – a necessity for winning – is nigh impossible, especially with the precision and timing required."

http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/ (http://gamerant.com/the-king-of-fighters-13-reviews-mole-117537/)

Score 1/5

LOL, who did this review? A Wii Sports player?
The most funny thing is he is saying 8 button attack to  any qcf moves. Apparently these are the buttons he is forced to use to progress;  ;bk ;db ;dn ;df ;fd ;ub ;up ;uf plus  ;a ;b ;c ;d. ROFL!
Lol, the page got deleted.
Figure with the amount of hate on that review
Darn I missed out on all the fun.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 22, 2011, 10:15:21 PM
anybody on xbox wanna try to test the netcode a bit?


my gamer tag is Xxenace
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 22, 2011, 10:21:28 PM
Basically, I added onto Running Wild's comment by saying:

Quote
The 8 button thing... If I'm interpreting your meaning correctly, this is probably in SF terms a fireball followed by a yoga-flame (or hurricane kick followed by reverse yoga-flame) and then a button. Really? you could not pull this off?

Many Street Fighter supers are often fireball x 2 and then a button, that's 7 inputs...

Others who have reviewed the game don't seem to have difficulty with this and I'm afraid to ask what other fighting games you are comparing KOF with (Clay Fighter or Shaq-fu?).

Please consider what you're doing before you write something like this. It's clear that you have not spent much time with the game nor do you seem qualified to rate any fighting game other than maybe Smash Bros.

I would post his here too, but I foolishly refreshed the page as I was loving the comments from all types of folks and wanted to see who would be next to add to the entertainment.

Nice comment btw Running Wild \(^o^)/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: AtlusAram on November 22, 2011, 10:23:08 PM
Just in case anyone missed out:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us (http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ZenTzen on November 22, 2011, 10:25:32 PM
Going by what he wrote in the review, the guy was inputing each  ;bk ;db ;dn ;df ;fd etc, individually, how retarded is that, its like the guy never played a FG, or at the very least only MK
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 22, 2011, 10:28:35 PM
Lol the review was erased
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 22, 2011, 10:28:47 PM
*playing it* =D
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 22, 2011, 10:33:12 PM
Going by what he wrote in the review, the guy was inputing each  ;bk ;db ;dn ;df ;fd etc, individually, how retarded is that, its like the guy never played a FG, or at the very least only MK

LOL maybe he thought it was  ;bk neutral ;db neutral ;dn neutral  etc.

Raahahhaha
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Light on November 22, 2011, 10:33:54 PM
Just in case anyone missed out:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us (http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us)
That review is hilarious. I was hoping it was just one of those joke reviews for laughs, but since it was taken down the reviewer must have been serious.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 22, 2011, 10:36:16 PM
LMFAO! THE FIRST & MOST IMPORTANT THING FOR HIM:
Quote
It’s probably best to start off with the good side of things. Those who already have The King Of Fighters 13 on pre order will also get a four disc soundtrack containing music from the franchise’s long and storied history, which is a huge bonus considering just how good the game’s music is. In addition to this… well actually that’s really it
But the game, who cares?! ROFL!!!!  hahaaaahaaaa

@ZenTzen: when will you get your copy?! (30 nov.?!)

@BioBooster, great, add me then! ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 22, 2011, 10:44:18 PM
i still have a week or two till i get the game ( amazon pre-order + free shipping )
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 22, 2011, 10:45:56 PM
I'm still having trouble unlocking Saiki.  I keep doing Target Actions but it's not getting there.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on November 22, 2011, 10:55:16 PM
I must have done at least 20 target actions.  Got Billy Kane.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on November 22, 2011, 10:59:52 PM
Anyone who has twitter should ask him why he took the review down lol
http://twitter.com/# (http://twitter.com/#)!/AnthonyMole

Also give him a link to Haunt's review:

http://www.1up.com/reviews/king-of-fighters-xiii-13-ps3-xbox360?pager.offset=0 (http://www.1up.com/reviews/king-of-fighters-xiii-13-ps3-xbox360?pager.offset=0)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ZenTzen on November 22, 2011, 11:01:19 PM
LMFAO! THE FIRST & MOST IMPORTANT THING FOR HIM:
Quote
It’s probably best to start off with the good side of things. Those who already have The King Of Fighters 13 on pre order will also get a four disc soundtrack containing music from the franchise’s long and storied history, which is a huge bonus considering just how good the game’s music is. In addition to this… well actually that’s really it
But the game, who cares?! ROFL!!!!  hahaaaahaaaa

@ZenTzen: when will you get your copy?! (30 nov.?!)

@BioBooster, great, add me then! ;)
i ordered it from GAME.co.uk so i can get the 4 disc bonus so 4 to 6 days from the 25th
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: UltraChingon on November 22, 2011, 11:14:28 PM
So been trying to play online but keep getting 2 bar connections so i get some pretty bad games lol. Waiting on my friends to get it for some real testing, but before that i ran into 2 people who are using Ex iori... i sent them msg asking how is it possible. I am confused >.<
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on November 22, 2011, 11:18:32 PM
i still have a week or two till i get the game ( amazon pre-order + free shipping )

Why didn't you get release date shipping? It's usually only $0.99 ;) Kinda odd since 1-day shipping is astronomically more lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 22, 2011, 11:24:10 PM
Question for the PS3 owners of the game, does anybody had any "slowdowns" after selecting your characters order? I already installed the game, but just curious. Just to clarify, this doesn't happen during gameplay, only after selecting the characters order.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on November 22, 2011, 11:28:46 PM
So been trying to play online but keep getting 2 bar connections so i get some pretty bad games lol. Waiting on my friends to get it for some real testing, but before that i ran into 2 people who are using Ex iori... i sent them msg asking how is it possible. I am confused >.<
Japanese pre-order bonus is apparently EX Iori.  Which is BS because I want him as well.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 22, 2011, 11:36:19 PM
I have to figure out how to get it earlier than street date. Japan has a holiday today.

Think I will pour all my energies in finding out if there are any locations remaining that are willing to break street date...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 22, 2011, 11:40:10 PM
i still have a week or two till i get the game ( amazon pre-order + free shipping )

Why didn't you get release date shipping? It's usually only $0.99 ;) Kinda odd since 1-day shipping is astronomically more lol

because i think it's kind of silly to pay extra just to get the game early when i could just simply wait patiently and save a bit of money. ( although it's just $.99 i still have games to finish so i'm actually pretty cool about having to wait )
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ryudo on November 23, 2011, 12:08:46 AM
I'm still having trouble unlocking Saiki.  I keep doing Target Actions but it's not getting there.

You have to do alot of target actions for Arcade mode. I did like 7+ target actions against each character. You cant unlock Saiki and Billy in the same arcade run through. After the 3rd fight you fight against Saiki.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 23, 2011, 12:22:59 AM
I have to figure out how to get it earlier than street date. Japan has a holiday today.

Think I will pour all my energies in finding out if there are any locations remaining that are willing to break street date...

Good luck. Believe me I've looked. And I've already Amazon JPN preordered it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 23, 2011, 12:24:57 AM
Where's the bug report section?

I got something Atlus needs to fix:

Terry's Power Geyser and Trinity Geyser both do not all hit in the corner. It's incredibly annoying when the changes posted by Atlus say they fixed it so all of them hit, but in the corner, that's not true. Whoever can get in touch with Atlus, please tell them this or I'll do it myself in a formal letter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 12:47:45 AM
hwa jai is annoying as fuck
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 23, 2011, 12:53:15 AM
hwa jai is annoying as fuck

There goes the neighbourhood.

Is he this games Blanka? Might have to pick him up if he's a good troll.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ZenTzen on November 23, 2011, 12:54:26 AM
Just in case anyone missed out:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us (http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us)
That review is hilarious. I was hoping it was just one of those joke reviews for laughs, but since it was taken down the reviewer must have been serious.
The guy rewrote the review, lol
http://gamerant.com/king-of-fighters-13-reviews-mole-117763/ (http://gamerant.com/king-of-fighters-13-reviews-mole-117763/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 23, 2011, 12:54:57 AM
If Blanka had Hwa's safe pressure, floors would be littered with hair from which people pulled it out from their own heads.

And idk...I'm iffy on the netcode right now, only reason I'm giving it a pass as of now is because I seem to always end up with a meh connection with Xxenace.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 12:55:32 AM
Just in case anyone missed out:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us (http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us)
That review is hilarious. I was hoping it was just one of those joke reviews for laughs, but since it was taken down the reviewer must have been serious.
The guy rewrote the review, lol
http://gamerant.com/king-of-fighters-13-reviews-mole-117763/ (http://gamerant.com/king-of-fighters-13-reviews-mole-117763/)
oh wow he changed it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 12:56:48 AM
If Blanka had Hwa's safe pressure, floors would be littered with hair from which people pulled it out from their own heads.

And idk...I'm iffy on the netcode right now, only reason I'm giving it a pass as of now is because I seem to always end up with a meh connection with Xxenace.
i thought it was pretty good i didn't have any trouble pulling anything off
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Phoenixazure on November 23, 2011, 12:57:28 AM
I got a Verizon FIOS connection but connecting wireless to my 360 as i always do and only found 2 bar matches, which was pretty bad. Playable, but with the game running at maybe 75/80 percent speed? Tried finding others but i'm currently in class. hopefully tonight i'll play with some of the regulars, and I plugged my 360 directly to my router so the connection should be better.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 23, 2011, 12:59:49 AM
If Blanka had Hwa's safe pressure, floors would be littered with hair from which people pulled it out from their own heads.

And idk...I'm iffy on the netcode right now, only reason I'm giving it a pass as of now is because I seem to always end up with a meh connection with Xxenace.
i thought it was pretty good i didn't have any trouble pulling anything off

Idk, it was weird.  I could feel the delay at times, and yet my crap was coming out for the most part.

Oh, and Saiki's inputs can be a pain in the ass.  Though his Fireball DM can be so dirty.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 01:02:12 AM
If Blanka had Hwa's safe pressure, floors would be littered with hair from which people pulled it out from their own heads.

And idk...I'm iffy on the netcode right now, only reason I'm giving it a pass as of now is because I seem to always end up with a meh connection with Xxenace.
i thought it was pretty good i didn't have any trouble pulling anything off

Idk, it was weird.  I could feel the delay at times, and yet my crap was coming out for the most part.

Oh, and Saiki's inputs can be a pain in the ass.  Though his Fireball DM can be so dirty.
i hate the dm fuck your shit for using saiki
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 23, 2011, 01:04:15 AM
uff i dont have the game yet maybe couple of days till the end of a 'social life' ! as soon as i ll have the game i ll add ofr sure all the european players on both systems. i hope it ll works decently with all u guys from usa. with other games it was totally random sometimes i was able to play better with americans than ppl from italy sometimes not
cross fingers cause i really like this community and would be a pleasure to play with all of u
why dont u upload some vids of u playing ? that would make these days less frustrating


oh just a favour can anyone tell me what they did with leona ? is kinda scary to see she is not picked up so much since the console changes is she low tier now ? ( not that this would stop me to use her ! )
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 23, 2011, 01:07:29 AM
The netcode at times is weird, I can feel the delay, but the combos still appear
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 23, 2011, 01:11:36 AM
The netcode at times is weird, I can feel the delay, but the combos still appear

Yeah, this.  It's really weird.

And Xxenace, haters gonna hate.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 01:13:57 AM
The netcode at times is weird, I can feel the delay, but the combos still appear

Yeah, this.  It's really weird.

And Xxenace, haters gonna hate.
rematch(es) when i get back fool
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GenesisDC on November 23, 2011, 01:15:39 AM
The netcode is pretty bad at times, not being able to decline matches is irritating, and I love how when I try to look for a lv3 or higher connection I get stuck with unplayable lv2 connections.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 23, 2011, 01:29:55 AM
Going by what he wrote in the review, the guy was inputing each  ;bk ;db ;dn ;df ;fd etc, individually, how retarded is that, its like the guy never played a FG, or at the very least only MK

LOL maybe he thought it was  ;bk neutral ;db neutral ;dn neutral  etc.

Raahahhaha

Isn't that the kind of thing that the Tekken games do?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: mightfo on November 23, 2011, 01:56:22 AM
i feel like someone mentioned this earlier but im a turkey and cant find it: What does changing "Battle BGM Setting" from type A to B do?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on November 23, 2011, 02:02:47 AM
i feel like someone mentioned this earlier but im a turkey and cant find it: What does changing "Battle BGM Setting" from type A to B do?

Changes the BGM from the original arcade tracks to the alternate ones.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 23, 2011, 02:03:39 AM
Just in case anyone missed out:
http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us (http://webcache.googleusercontent.com/search?q=cache:DN4XNyK_u_EJ:gamerant.com/the-king-of-fighters-13-reviews-mole-117537/+&cd=5&hl=en&ct=clnk&gl=us)

Wow, Aram had to step in!  Sup Aram, Yuhang here.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Phoenixazure on November 23, 2011, 02:51:57 AM
Dunno if you guys saw but he re-reviewed it and gave it a 3/5. Unsurprised but made more sense than the 1/5.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: K1LL1NGZ0NE on November 23, 2011, 03:04:45 AM
i don't know if anyones noticed, the gameinformer review is up.
7.75/10
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Dandy J on November 23, 2011, 04:00:28 AM
So it seems the consensus on the netcode is not horrible, but not good either. Once again here comes the 2nd part of the fighting game netcode cycle. Since SNK is obviously supporting the game post-launch with DLC, any chance of post-launch patch support and improving the netcode?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 23, 2011, 04:03:53 AM
i don't know if anyones noticed, the gameinformer review is up.
7.75/10

Wow @ this line from the review:

Quote
And while the tutorial and missions mode offers some guidance for casual players, I can’t recommend this over other superior fighters on the market.

I must know what their idea of a superior fighter is now.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 23, 2011, 04:17:46 AM
[

Wow @ this line from the review:

Quote
And while the tutorial and missions mode offers some guidance for casual players, I can’t recommend this over other superior fighters on the market.

I must know what their idea of a superior fighter is now.
[/quote]

yeah i mean right now all it has to compete with is UMvC3 ( it's MUCH better MvC3 but not as good as MvC2)

and i think AE 2012 ( but after 2-3 years of sf4 i'm sure anyone who didn't get AE will pass) which isn't out yet.

I don't think 3soe counts since it's a dlc game, but that game isn't arcade perfect which kind of ruins its selling point to hardcore fans

KOF 13 sounds like the best bet.
http://www.hadoken.net/?p=4291 (http://www.hadoken.net/?p=4291)

btw here is a nice review from hadoken.net gave 13 a 9/10

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on November 23, 2011, 05:20:29 AM
So it seems the consensus on the netcode is not horrible, but not good either. Once again here comes the 2nd part of the fighting game netcode cycle. Since SNK is obviously supporting the game post-launch with DLC, any chance of post-launch patch support and improving the netcode?

Yeah, also wondering about a patch. Kane? Answer?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Light on November 23, 2011, 05:34:27 AM
So the online not really playable?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 23, 2011, 05:36:46 AM
For those who have the game, how many images you can unlock in the Gallery mode?

EDIT: Not that I'm complaining, but Iori's been in the front page for a long time. Shouldn't the pic be changed in honor of the console release?

+1
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Joe on November 23, 2011, 05:43:54 AM
I like catching the cameos in the stages so far, like Kasumi Todoh outside of Takuma's dojo.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on November 23, 2011, 06:01:03 AM
Considering XII was patched and improved upon, I'd expect the same to happen here. I don't have any insider info or anything but it seems likely.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 23, 2011, 06:19:10 AM
seems like everyone is shitting on this game not because it's bad but because its not holding your hand like a little child what happened to gamers today have we all seriously been reduced to a bunch of lazy casuals who cant do anything for our selves!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Light on November 23, 2011, 06:27:33 AM
I think they will patch it also, but the biggest question is when.

Yea it is shocking how a game is knocked for not holding your hand.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on November 23, 2011, 06:30:57 AM
seems like everyone is shitting on this game not because it's bad but because its not holding your hand like a little child what happened to gamers today have we all seriously been reduced to a bunch of lazy casuals who cant do anything for our selves!
You can blame Capcom for their "comeback" mechanics.  It's how lazy poor players get by in those games.  Because XIII lacks that, they complain.  Capcom loves their lazy casuals.  So now any game that doesn't cater to them is bad.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 23, 2011, 06:38:59 AM
C'mon , let's not go to the "Fuck Crapcom" route again.

I keep reading mostly good things the players say about the game, some say the online sucks, other say it's good. Whatever it is i think the overall concensus is that the game is good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Snakz92 on November 23, 2011, 06:39:41 AM
im loving the game so far! missions are tough!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Dandy J on November 23, 2011, 06:54:31 AM
IDK where the negative feedback is coming from, all the random ppl I've seen on streams so far seem to life/appreciate the game for not being super baby mode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 23, 2011, 07:07:54 AM
IDK where the negative feedback is coming from, all the random ppl I've seen on streams so far seem to life/appreciate the game for not being super baby mode.
I really love KOF13. Online is not bad especially against ppl around the area. Although when it's yellow bar is good to avoid it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on November 23, 2011, 07:12:31 AM
C'mon , let's not go to the "Fuck Crapcom" route again.

I keep reading mostly good things the players say about the game, some say the online sucks, other say it's good. Whatever it is i think the overall concensus is that the game is good.
It just rubs me the wrong way because it comes off as trying to make the game look bad for giving fans what they wanted and staying true to what makes KOF good.

Anyway, back to failing trials in Mission Mode.  I thought I was not going to mess with XIII Iori much but he's satisfactory.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 07:13:05 AM
Considering XII was patched and improved upon, I'd expect the same to happen here. I don't have any insider info or anything but it seems likely.

They don't really need to improve a lot, network wise, the game runs great online, it just needs to be "refined" to be better.

If they patch the game, I would love to see the following things changed:

1. Button Config (Doubt this will happen)
2. No "NOW LOADING" icons if you install the game. (Possible and simple?)
3. Add 8 player Lobbies. (Doubt this will also happen, but I hope it does.)
4. HUD Positioning option. (I hope they add this)
5. Voiceover for cutscenes and dialogs. (The STORY mode would had been better with it IMO, even if it's Japanese only. But Doubt it will happen)

P.S. Wishlist FTW! lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: badugi on November 23, 2011, 07:30:31 AM
you must be kidding me, the netplay is extremely bad.  Every match I feel like Im not even moving cuz of the lag.  Netcode is #1 for improving this game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 07:33:19 AM
you must be kidding me, the netplay is extremely bad.  Every match I feel like Im not even moving cuz of the lag.  Netcode is #1 for improving this game.

I had some delay, but 100% playable and combos where coming out fine for me. Try to find 4 bars opponents, maybe you were fighting 2 bars and barely 3 bars opponents.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bigvador on November 23, 2011, 07:34:20 AM
the only thing i kinda dont like (outta no where) is hopping over characters when they r standing up even tho i cross them up i get very confused cause i miss a good combo opportunity

as for online its great i had 2 adjust a lil but once i got outta KOF XII mode then i set i wouldnt mind a lil patch tho
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 07:36:59 AM
So far it reminds me to BBCS in which sometimes the match is laggy at first because the game is synchronizing, but after a few seconds it runs better. But the bar system in KOFXIII is not that accurate, sometimes 3 bars might be close to be 2 bars than actually 3 bars.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bigvador on November 23, 2011, 07:38:11 AM
So far it reminds me to BBCS in which sometimes the match is laggy at first because the game is synchronizing, but after a few seconds it runs better. But the bar system in KOFXIII is not that accurate, sometimes 3 bars might be close to be 2 bars than actually 3 bars.

right on the money i was wondering where that came from
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 23, 2011, 08:00:16 AM
Considering XII was patched and improved upon, I'd expect the same to happen here. I don't have any insider info or anything but it seems likely.

A quick one, I didn't get XII as it didn't exist in my KOF memory at all. By patch do you mean the netcode?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 23, 2011, 08:09:59 AM
Yup, they patched KOF XII netcode, but i heard it still was bad.
There is a good chance they will fix some details of XIII online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: johrjives on November 23, 2011, 08:12:47 AM
I dont really know what the review is complaining about in regards to "holding your hand". Maybe they simply tried the tutorial and not the missions. The missions seem to show alot of what a character is capable of.  You go through some bnbs and every character has like 3 HD combos.  And then you have Kyo's missions...that character is crazy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 23, 2011, 08:15:19 AM
I see, thanks. Well the netcode is not really good for me, played with an online guy whom lives about 3KM from me and its not satisfactory. As a kof fan, I will have to admit UMVC is slightly better. Just to clarify, does buying (PS3) R1 games affect the netcode since I'm under Asia?  
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 08:16:48 AM
I see, thanks. Well the netcode is not really good for me, played with an online guy whom lives about 3KM from me and its not satisfactory. As a kof fan, I will have to admit UMVC is slightly better. Just to clarify, does buying (PS3) R1 games affect the netcode since I'm under Asia? 

They shouldn't, but are you and your friend both in Wired and have your Router Ports Forwarded? Also what NAT do you and your friend have? Because all this factors can make any fighting game play bad, even if you are really close. =/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 23, 2011, 08:26:06 AM
Hang on, router forward what?! I have never meddled in this before, all was default setting for my online games so far. Please shed some light. I'm running on PS3.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 08:28:19 AM
What Router do you have? It will make it easier for me to explain to you depending of the brand.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Custle on November 23, 2011, 08:35:04 AM
Hmh... Metacritic average 78 right now.

Have you seen ScrewAttack.com playing KOF XIII? http://www.screwattack.com/shows/originals/screwin-around/archived-screwin-around-w-king-fighters-13 (http://www.screwattack.com/shows/originals/screwin-around/archived-screwin-around-w-king-fighters-13)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 23, 2011, 08:46:40 AM
I'm running on 2wire 2700, any more information you need?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 23, 2011, 08:57:06 AM
I'm running on 2wire 2700, any more information you need?

Hmm... that modem is kinda hard to find something. I found this:
http://www.zultrax.com/forward-port/2wire-2700hg-e.htm (http://www.zultrax.com/forward-port/2wire-2700hg-e.htm)

If you see the option for DMZ somewhere in the menu, go there and put your PS3 IP in  the DMZ. That way it will allow any incoming and outgoing connections with no limit to your PS3 only. That is the simplest solution, there is a more complicated one, but never have dealt with your kind of router before. So I can't help that much, unless someone in here has the same router as yours and has forwarded ports with that router.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: p2dftonton on November 23, 2011, 09:45:11 AM
 ps2 controller convert to usb is not working on king of fighters13, why is that? we use PS3

pls help :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on November 23, 2011, 10:24:16 AM
Maybe a newbish question, but can someone explain how the bar indicators work? I joined a room that was listed as four bars, but then we each had two bars next to our names. The match was pretty laggy, and certainly one of the worst I've played.

Anyone else experienced this?

Anyway, I'd call the netcode decent. It's possible to find fun matches. I'd love if they could kill the input lag during some of those "almost good" matches.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 23, 2011, 11:13:02 AM
Who's a good character to use against runaway shoto players?

Yep, a lot of them online. I think Shen and Clark fuck their shit up big time but I'm always open for more, Duo Lon looks interesting.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 23, 2011, 12:11:41 PM
Who's a good character to use against runaway shoto players?

Yep, a lot of them online. I think Shen and Clark fuck their shit up big time but I'm always open for more, Duo Lon looks interesting.

Chin.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 23, 2011, 12:55:26 PM
Put about 5 hours into it and loving it.

The online is filled with tons of new players, difficult not to win. 1 bar netwplay sucks, 2 bar is bearable and 3 is solid. Haven't played 4 but it must be real good going by how good 3 bars is.

Having a difficult time adjusting to playing on a pad, I keep wanting to offer a kingdom for a keyboard.

The port job itself is simply excellent, kudos SNK. And the game is pretty much exactly as good as I had imagined it would be (while watching match vids for a year and a half), plays like a dream.

Maybe a newbish question, but can someone explain how the bar indicators work? I joined a room that was listed as four bars, but then we each had two bars next to our names. The match was pretty laggy, and certainly one of the worst I've played.

Anyone else experienced this?

That the only thing I don't like, when you create a room its just a suggestion and not a restriction. As such, if you or I create a room for 4 bar games only then it doesn't limit it to ppl just to 4 bars that can join the game, anyone can still join. So even though I set up rooms with 3 bars and above I often have ppl with 1 and 2 bars join.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 23, 2011, 01:07:11 PM
Maybe a newbish question, but can someone explain how the bar indicators work? I joined a room that was listed as four bars, but then we each had two bars next to our names. The match was pretty laggy, and certainly one of the worst I've played.

Anyone else experienced this?

Anyway, I'd call the netcode decent. It's possible to find fun matches. I'd love if they could kill the input lag during some of those "almost good" matches.

Is it possible that the player that made the room had 4 bars and left his room, or or had 4 bars and by the time you got to him he dropped to a three or two?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on November 23, 2011, 01:24:01 PM
So jealous of all you guys. Prolly I am gonna have the game by the end of the week or maximum on Mon.

Quick question: Is it possible to see how many bars you got? or only how many your opponent has? And: Let's say I find a guy with a perfect connection.. is it possible to have more matches with him or as soon as the match finishes you have to re-queue?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Custle on November 23, 2011, 01:44:37 PM
Have you watched YouTube comments of IGN's video review?
IGN Reviews - King of Fighters XIII Game Review (http://www.youtube.com/watch?v=uMcEi7oNd34#ws)
Fun to read  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 23, 2011, 02:11:20 PM
I dunno.. These incompetent reviewers that only look at the bells and whistles and don't give time or thought to the actual games make me sad. You shouldn't review games like this if you are straigth up clueless as to what makes them good in the first place.

Also.. Pixels? In a game praised for its pixel art? By a company praised for its pixel art? There is no research going on at ign is there? No love or even interest? Fantastic.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 23, 2011, 02:45:50 PM
Quick question: Is it possible to see how many bars you got? or only how many your opponent has? And: Let's say I find a guy with a perfect connection.. is it possible to have more matches with him or as soon as the match finishes you have to re-queue?

Yeah you can see how many bars you and the other guy have.

When a match ends the game goes back to the room with the both of you in it, if you both want to go another match then you hit X to confirm. So if you both confirm then it will go right back in again, otherwise you can exit and play someone else.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kusanagi-Style on November 23, 2011, 04:51:43 PM
Does anyone know how to unlock chapter 28 in story mode?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on November 23, 2011, 05:00:20 PM
Does anyone know how to unlock chapter 28 in story mode?

Complete Adelhied's route.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: SaberX on November 23, 2011, 05:49:53 PM
Apparently this game doesn't support all USB controllers or converters, only controllers with a playstation home button will work. This is a massive oversight by SNK.

Hopefully someone here can report this to SNK, so they can release a patch to fix it.

Capcom made the same mistake with the PC version of SSIV arcade edition but patched it rather quickly.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: zyn-cobra22 on November 23, 2011, 05:54:23 PM
 Last night something happened that had me feeling quite good man, i got home around 1:50 in the mourning and i fire up my system and what i saw was a thing of pure beauty, there were 7 of my friends playing the game and the best part is only 4 of those are KOF fans the other 3 got the game because of i told them to get it if they wanted to get a new fighter and they are liking the game so far.

Of the 4 that do play fighters 3 of them are fucking pissed at the way the game is getting reviewed, you see the guys that dont play fighters felt pretty bad because they now think that if you play SF you cannot play KOF because if you go by what the reviewers are saying things like the game is too technical or the learning curve is too steep and this is not for casual players or is too hard for others that are not KOF fans to play the game now the ones that play SF feel that they are being put down too, this is what happened when i got on the mike and listened to what was going on.

So guys did you see the reviews for this game? SFp (street fighter player) i honestly believe that this fucking guys are too busy playing call of duty and just phone in the review i think this game got legs and is pretty good.

Cp (casual player) well personally i think that the reviews can be a bit confusing the way they talked about how this game is to hard for me to learn and that they dont recommended to me because of it is pretty stupid, i have been playing the game for about 3 hours now and is pretty fun, there is a lot of shit that i dont know yet but is only been 3 hours man i know that if a put some time in ill be better at it, the stages are insane.

SFp so what are you saying man that this game is too hard for you or something?

Cp no they said that SF is too simple as if i could not possibly play KOF because is too smart for me but being that im a casual gamer and apparently a dumb fuck i can only play SF, hey wait a minute aren't you into SF and if so do you play it because is so simple?

SFp what watch it man who are you calling simple, SF takes skills too you know.

Cp easy there man i did not call SF simple the reviewers did, i mean i take it they mean SF when they say that KOF is too technical compare to other games, other game being SF yeah? and here i thought that people play that game for other reasons now i know is cuz is for dummies.
 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bzerk on November 23, 2011, 06:15:12 PM
So I just ran into someone online who used EX iori, I thought he's not out yet?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on November 23, 2011, 06:30:13 PM
So I just ran into someone online who used EX iori, I thought he's not out yet?

He is a preorder bonus in Japan, they are selling it early over. I would assume you could use to codes whenever you want.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 23, 2011, 06:57:02 PM
I have to figure out how to get it earlier than street date. Japan has a holiday today.

Think I will pour all my energies in finding out if there are any locations remaining that are willing to break street date...

Good luck. Believe me I've looked. And I've already Amazon JPN preordered it.

Thanks man, took your advice and just slept all day O_o
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 23, 2011, 07:02:29 PM
Considering XII was patched and improved upon, I'd expect the same to happen here. I don't have any insider info or anything but it seems likely.

They don't really need to improve a lot, network wise, the game runs great online, it just needs to be "refined" to be better.

If they patch the game, I would love to see the following things changed:

1. Button Config (Doubt this will happen)
2. No "NOW LOADING" icons if you install the game. (Possible and simple?)
3. Add 8 player Lobbies. (Doubt this will also happen, but I hope it does.)
4. HUD Positioning option. (I hope they add this)
5. Voiceover for cutscenes and dialogs. (The STORY mode would had been better with it IMO, even if it's Japanese only. But Doubt it will happen)

P.S. Wishlist FTW! lol


Completely agree with just about all except for HUD. I don't really require this because SNKP did something cool with it. First fighter I can think of where the sprites are in front of the HUD instead of behind it which pissed me off in a lot of games...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 23, 2011, 07:16:07 PM
heres something ive been wondering. if you have mod ps3 or 360, you dl this game and play it for free online. are you even able to use the ex characters online because they shouldn't be out yet? seems pirates really do live the good life if so.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on November 23, 2011, 07:34:28 PM
As far as i know you can't go online with a moded ps3 since you need the latest firmware to connect to PSN
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 23, 2011, 07:39:32 PM
heres something ive been wondering. if you have mod ps3 or 360, you dl this game and play it for free online. are you even able to use the ex characters online because they shouldn't be out yet? seems pirates really do live the good life if so.

you can't play online on a modded ps3 as of now and it doesn't look like it in the foreseeable future, even if you download the game right you won't be able to play it 'cause it will require you to update the system.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on November 23, 2011, 07:51:27 PM
My copy is coming!! Can't wait! :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 23, 2011, 08:17:08 PM
well i know for a fact it's possible on 360, thought it might have been the same for ps3. not that it matters for me, i dont have my triple mod.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on November 23, 2011, 08:31:05 PM
so jealous of all of you!!! I hope your consoles explode!!!

All european players add me I'll have my copy by the end of the week! PSN eripio69
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 23, 2011, 10:33:58 PM
Shouldn't the pic in the front page be changed in honor of the console release?

Are you getting lazy on us nilcam?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 23, 2011, 10:35:21 PM
Shouldn't the pic in the front page be changed in honor of the console release?

Are you getting lazy on us nilcam?

I'm boycotting him since he hasn't rotated Chin yet!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 23, 2011, 10:53:33 PM
Shouldn't the pic in the front page be changed in honor of the console release?

Are you getting lazy on us nilcam?

I'm boycotting him since he hasn't rotated Chin yet!

...

*douses you with anti-fanboy spray*
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 23, 2011, 10:55:25 PM
reviews r important to make casual players curious. by the other side players who r into the fighting games just give a relative eye on them and know by themself how the game is, following it around all the long (sigh) path it made till the release.
if it is important to involve more ppl and players, cause anyone would like a huge followup on his favourite game, and cause it would means more money for the franchise and producers and future new episodes , i dont feel so disappointed about what some reviewers (and probably capcom and shit fighters fans) r saying about the game. i mean since the first time the yellow and blue face of a neogeo fighter came in the arcades i felt like i was playin an elite game,a game for sure not for all and im kinda proud anytime i say ... crapcom ?? nahhhhhh im an snk fan.
honestly im happy if ppl who like to make their character allllllllllllll yellow and do a 34223424 frames invincibility move in the middle of ur string is not interested in the game. just stay there in ur little paradise which doesnt need skills,moving the stick like a crazy in the others strings and where a throw is the most important part of ur game ! i say ... stay away from king of fighters i dont miss u.
anyway im envying u so much fuckers ;) still few days till i ll have the game, oh and im connetceted by cable i think it is a lil better than wireless and could make the online a little better ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 23, 2011, 11:02:05 PM
In case you're stuck at work like me and you're not playing XIII, our friends on the other side of the pond is at it again http://www.twitch.tv/exdragonproject (http://www.twitch.tv/exdragonproject)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on November 23, 2011, 11:08:02 PM
Am I lazy? Nope. I like having Iori on the homepage as an homage to ON's Kyo! And the other graphics I have ready are at work and I'm on vacation.

@Kane317: Chin was on the homepage for a week and you missed it. :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ashspiralingblood on November 23, 2011, 11:32:12 PM
Dammit snkp, the netcode reviews has me on pin and needles, please patch soon, I really want to see this game flourish.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Alucard DX on November 24, 2011, 12:31:05 AM
I hope that SNK patch the netcode or KOF XIII will die soon for the recent KOF players.

I will not play the game online cause i dont have gold service on the X360,i hope that when i have gold service again i can find someone to play online on XBL even if the netcode sucks i dont care,i will play it like i played KOF 98 UM or 2002 UM before on XBL.

I dont have my KOF XIII yet have to wait a few more days for the  EU release and the shiping from amazon.uk. :(



Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: omegaryuji on November 24, 2011, 01:33:48 AM
Am I lazy? Nope. I like having Iori on the homepage as an homage to ON's Kyo! And the other graphics I have ready are at work and I'm on vacation.

@Kane317: Chin was on the homepage for a week and you missed it. :(
Yeah, crazy drunk swingin' Chin was already there.  What we really need is a pretty Ash ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fiol on November 24, 2011, 01:38:45 AM
from my living room:
(http://i42.tinypic.com/9k2yd3.jpg)
(http://i40.tinypic.com/157dtg1.jpg)
ahah
did you know a patch already came out? It's 6mb.. dunno what it does, i had to download it in order to play online.
the major let down for me it's the AI.. very hard my ass... not to speak about the survival, they just dont move,bah.
anyway the game is gorgeous xD
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 24, 2011, 01:50:20 AM
what did the patch do exactly?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fiol on November 24, 2011, 01:51:49 AM
what did the patch do exactly?

i dunno, i just needed to download it or i couldnt play online.. it updated the game to 1.01v... dunno to be honest
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on November 24, 2011, 02:37:13 AM
what did the patch do exactly?

i dunno, i just needed to download it or i couldnt play online.. it updated the game to 1.01v... dunno to be honest
Are you using a ps3 controller.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 24, 2011, 02:45:26 AM
Yay advertisements.

(http://img9.imageshack.us/img9/3096/shoryukenj.png)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fiol on November 24, 2011, 02:49:27 AM
what did the patch do exactly?

i dunno, i just needed to download it or i couldnt play online.. it updated the game to 1.01v... dunno to be honest
Are you using a ps3 controller.

Of course, a stick..why? Oo
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 24, 2011, 03:05:30 AM
Seems like gametrailers gave it an 8.5.
I want to know how did you get EX Iori Fiol, did you purchase the japanese version?(nvm just saw your other post.)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fiol on November 24, 2011, 03:24:04 AM
hehe the asian ver. carries the code for ex iori  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 03:43:18 AM
Where's the bug report section?

I got something Atlus needs to fix:

Terry's Power Geyser and Trinity Geyser both do not all hit in the corner. It's incredibly annoying when the changes posted by Atlus say they fixed it so all of them hit, but in the corner, that's not true. Whoever can get in touch with Atlus, please tell them this or I'll do it myself in a formal letter.

Hey Reiki,
Did anyone get back to you on this?

There may be nothing wrong here. Got a little worried and rechecked the change log.

It says that they made Trinity easier to get 3 hits with. The only other change they note about Trinity is that you can now follow up with moves like Buster Wolf if it hits in the corner. There was no mention of modifying Power Geyser.

I kinda wish they would make both moves always hit. I remember in other KOFs they made max Power Geyser get all 3 hits in the corner...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on November 24, 2011, 04:03:45 AM
Yay advertisements.

I laughed so hard on this one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 04:12:12 AM
Anybody on 360 up for a set on the meh netcode?  I need training.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 24, 2011, 04:41:10 AM
Regarding Terry's SDM Power Geyser, I'm pretty sure in nearly every game where he could do it, hits would whiff in the corner. Real Bout, MOTW, almost every major KOF game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 24, 2011, 05:25:59 AM
Finally unlocked Saiki and Billy. Not really digging Saiki though.

The A.I. is pathetic.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 05:57:06 AM
Regarding Terry's SDM Power Geyser, I'm pretty sure in nearly every game where he could do it, hits would whiff in the corner. Real Bout, MOTW, almost every major KOF game.

Don't worry, I bow to your Terry knowledge! m_ _m

Like you say it's almost always the case. I'll do my homework and try to find which version it was (was def one of the KOFs btw) where they allowed all hits. I remember reading a Neo Geo Freak issue where this was highlighted as well... Damn my memory!

Out of curiosity, how are you liking console Terry?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on November 24, 2011, 06:40:02 AM
2001 and I'm doubting '99.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 06:47:11 AM
Thanks man, saves me from trying to leverage my pitiful research skills. Was actually going to fire up older KOFs and try them out for that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 07:24:08 AM
I'm at work and we use something of an internal fb across the company. In the gamer group I told everyone to get XIII (180 members), most of them are CoD or SC players, but gave it a go for what it's worth.

Told em, if you've EVER derived any pleasure from an fg, this is the one.

Will post again if anyone responds  d(ಠ⌣ಠ)b
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 24, 2011, 07:39:32 AM
Out of curiosity, how are you liking console Terry?

I love the Real out cr.A, cr.C chain, it's fun to harass people with that and Crackshot, but for the most part I'm focused on Shen/Billy/Takuma. I was planning on using Ralf and Maxima, but man... alot of effort getting in and staying in with those two, and I still haven't gotten down their BnB combo's yet.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 07:43:34 AM
anybody think that saiki is a little too strong?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 07:53:09 AM
anybody think that saiki is a little too strong?

Honestly, after playing with you, I feel the opposite.  Saiki has no decent hitconfirms from lights, and no command normal on the ground to make up the difference.  His zoning is honestly average because he only has one true horizontal fireball which means the opponent doesn't have to respect different fireball speeds coming on the ground.

He's got filthy tools and some potential, but I think he'll settle in middle of the pack after all is said and done unless people find some crazy crap with him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 07:54:47 AM
anybody think that saiki is a little too strong?

Honestly, after playing with you, I feel the opposite.  Saiki has no decent hitconfirms from lights, and no command normal on the ground to make up the difference.  His zoning is honestly average because he only has one true horizontal fireball which means the opponent doesn't have to respect different fireball speeds coming on the ground.

He's got filthy tools and some potential, but I think he'll settle in middle of the pack after all is said and done unless people find some crazy crap with him.
i dunno maybe i just suck but it seems like you dont have to do near as much work with saiki to get decent damage compared to everyone else
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 08:01:28 AM
I wasn't even doing decent damage -_-.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 24, 2011, 08:08:47 AM
8.5 from Gamepot.

LINK (http://www.gamespot.com/the-king-of-fighters-xiii/reviews/the-king-of-fighters-xiii-review-6346659?tag=updates%3Beditor%3Ball%3Btitle%3B4)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 08:21:20 AM
Great to see a proper/balanced review. Glad they had a good online experience. I would, however, argue that being able to have saved matches online would cover the remark 'Lacks replay sharing.'. Overall, I think they give it a very fair revue by guys who know fighters (unlike a certain someone who had to rewrite his review with a higher score for getting bashed to high heck for posting a worthless one) and not just saying so bc I liked the score.

Out of curiosity, how are you liking console Terry?

I love the Real out cr.A, cr.C chain, it's fun to harass people with that and Crackshot, but for the most part I'm focused on Shen/Billy/Takuma. I was planning on using Ralf and Maxima, but man... alot of effort getting in and staying in with those two, and I still haven't gotten down their BnB combo's yet.

You know what would've made Terry perfect in terms of balance? Crack shoot always an overhead (they could've figured out something fancy for the EX instead like ground-bounce on hit. Yeah t'would be the shizzz) - yeah that, just like in MOTW. Oh well, I will certainly take his low start into RB chain tho ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 08:27:07 AM
Crackshoot's like +1 on crouchers, it's basically a pseudo-OH as it is.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Custle on November 24, 2011, 08:31:47 AM
Gametrailers gave also 8.5 http://www.gametrailers.com/video/review-king-of/724332 (http://www.gametrailers.com/video/review-king-of/724332)

Usually Gamespot's and Gametrailers' reviews match my opinion. Gametrailers liked XII, I remember they giving it 8.0.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 08:33:08 AM
Fair enough, I wouldn't mind a bit more love for Terry though. I still wish he had a few more tools for breaking down guard...

Either way he's not hurting so that's fine. I want a DLC MOTW Terry, but don't think they'll ever do it bc the movesets would be too similar and a ton of sprite-work. On the other hand...going with the theme of fan service...

Power Dunk breaking into Power Charge juggle into BUSTAH WOLF - OKAY!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:02:32 AM
I would only accept an EX MOTW Terry, if they add ARE YOU OKAY to his Buster Wolf.  If not...I would not be a happy panda.

And I'm not gonna lie, Kensou seems like top 5 at least right now in console.  EASY ass hitconfirms from his lights, great zoning/DP game, his corner pressure is just FILTHY, he can stagger lows into rekkas, he can just come up and normal throw you and combo off of it, he can do hop pressure, AND he has a 1 frame Command Grab DM, along with good FB pressure, and the ability to stagger the gap between his second and third rekka ala Fei Long to catch buttons, and he can get you into the corner rather easily.

Honestly, I can't really think of a flaw in Kensou's game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 09:04:26 AM
i just wish kensou's dp wasn't the reverse dp motion
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 24, 2011, 09:07:29 AM
everyone is giving 8.0 scores to KOF XIII for the most part, gamespot have always been a fan of the series I'm not surprised. It's just freaking IGN that dared to do it again. Dude I can't believe those idiots get paid, the review was very childish and unprofessional, the video comments are flooded with anger they couldn't be more right, shit is hilarious. at least it seems they're not fooling the audiences this time.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 09:07:57 AM
I would only accept an EX MOTW Terry, if they add ARE YOU OKAY to his Buster Wolf.  If not...I would not be a happy panda.

And I'm not gonna lie, Kensou seems like top 5 at least right now in console.  EASY ass hitconfirms from his lights, great zoning/DP game, his corner pressure is just FILTHY, he can stagger lows into rekkas, he can just come up and normal throw you and combo off of it, he can do hop pressure, AND he has a 1 frame Command Grab DM, along with good FB pressure, and the ability to stagger the gap between his second and third rekka ala Fei Long to catch buttons, and he can get you into the corner rather easily.

Honestly, I can't really think of a flaw in Kensou's game.

Yeah I've heard reports that Kensou is freaking wreckless now. Kane was pretty much confirming the same on chat the other day. Looks like we'll all have to come up with vs Kensou strategies (maybe a vs section on all the wikis would be a cool addon).

Heh, yeah only "are you OK?" would make it OK for me as well :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:10:28 AM
If it weren't for the fact I decided to pick Kensou before the buffs, I might feel bad using him.  Oh well.

I still got Hwa and Saiki to feel better.  Maybe King if I REALLY need the extra zoning.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GuamoKun on November 24, 2011, 10:35:59 AM
If it weren't for the fact I decided to pick Kensou before the buffs, I might feel bad using him.  Oh well.

I still got Hwa and Saiki to feel better.  Maybe King if I REALLY need the extra zoning.

I picked Kensou too in the arcade.

I like doing his air qcb+p into qcf+k. It sorta looks like a phoenix arrow.

Kensou is too good in this game! I won an online ranked match using only him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on November 24, 2011, 11:57:56 AM
blog updated
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/kof_xiii_8.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/kof_xiii_8.html)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 24, 2011, 02:19:59 PM
I really don't understand how they can keep on putting off the last two chr reveals...

They note the Atlus combo vids and say they don't want to lose in that area either and they got so immersed in making their own vid that it didn't make today's deadline...so they will post it next week.

The rest is fluff about cards, wallpapers, and the box that some stores will have as a display gimmick...

Eh, meh, bleh.

Want official reveals pleeeease! <to get official availability dates >_<

Heh, dunno how much blog reading I will do next Thu anyway as that's my date for disc in hand  d(^w^)b
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 04:07:48 PM
If it weren't for the fact I decided to pick Kensou before the buffs, I might feel bad using him.  Oh well.

I still got Hwa and Saiki to feel better.  Maybe King if I REALLY need the extra zoning.

I picked Kensou too in the arcade.

I like doing his air qcb+p into qcf+k. It sorta looks like a phoenix arrow.

Kensou is too good in this game! I won an online ranked match using only him.

Well OCV's happen with anyone.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 24, 2011, 05:25:24 PM
http://www.joystiq.com/2011/11/24/king-of-fighters-xiii-review/ (http://www.joystiq.com/2011/11/24/king-of-fighters-xiii-review/)

A fair review that comes across as smart enough even though it is aimed at a casual crowd.

A not so serious review that was possitive was that of classic game room. It isn't very informative so i'd mainly recommend it if you enjoy cgr, though it does give a casual view on the game that is positive despite any "difficulty" issues.


*Noticed that they wrote atlas instead of atlus at the bottom of the page.. I am indeed bored.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 24, 2011, 06:11:44 PM
here's another casual 7 review

http://www.gamesradar.com/king-fighters-xiii-review/ (http://www.gamesradar.com/king-fighters-xiii-review/)

old fashioned ways and gaunt presentation,Extremely unfriendly to beginners. WOW!!



Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 06:16:46 PM
here's another casual 7 review

http://www.gamesradar.com/king-fighters-xiii-review/ (http://www.gamesradar.com/king-fighters-xiii-review/)

old fashioned ways and gaunt presentation,Extremely unfriendly to beginners. WOW!!




you have to remember after the 90's games started getting really easy and people became spoiled by it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bzerk on November 24, 2011, 06:27:24 PM
Screw the  2000's and the easy mode era that came with it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 24, 2011, 06:36:48 PM
here's another casual 7 review

http://www.gamesradar.com/king-fighters-xiii-review/ (http://www.gamesradar.com/king-fighters-xiii-review/)

old fashioned ways and gaunt presentation,Extremely unfriendly to beginners. WOW!!




you have to remember after the 90's games started getting really easy and people became spoiled by it

The good old days.. Where you're lives where numbered so to say. I remember the megadrive/genesis often being relatively brutal when it came to continues (Comix Zone anyone?). Combine that with an oldschool coin sucker to teach people to want to not lose. Neo-Genesis, the perfect combination of awesome and awesome to forge a new generation of gamers. It will revolutionize gaming by transcending console generations and become the next prophet of all compatible religions, others will succumb to its might and fade away in awe. Jesus will resurrect just to have a go at Metal Sludge; Hard Corpse 2 and then go back to heaven to preach of earths glory. There will be an end to hunger as we all turn to cannibalistic jelly from lack of exercise and an evolutionary growth spurt so that we can finally fit an optimal number of people in the same room withouth having to worry about leaving console setups unattended.

Anime fans will be tricked to spend some of their cash.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 24, 2011, 06:37:11 PM
the arcade mode isn't tough so i don't understand how it is unfriendly to beginners all you need is bare basic fg knowledge
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 24, 2011, 06:43:13 PM
the arcade mode isn't tough so i don't understand how it is unfriendly to beginners all you need is bare basic fg knowledge

But will you enjoy the game with bare basic fg knowledge? What if you don't have that knowledge at all?

This genre overall is anything but new blood or beginner friendly, I can definitely see where some of these reviewers are coming from.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 06:46:58 PM
the arcade mode isn't tough so i don't understand how it is unfriendly to beginners all you need is bare basic fg knowledge

But will you enjoy the game with bare basic fg knowledge? What if you don't have that knowledge at all?

This genre overall is anything but new blood or beginner friendly, I can definitely see where some of these reviewers are coming from.
as do i but most of these reviewers seem to do theese reviews for casual crowd not to many people in your everyday gaming or website know that much about fighting games
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 24, 2011, 07:02:09 PM
the reviewer clearly sucks at fighting games. He should stick to his genres for all I care I'm done loading up my music I'm going back to play this amazing game nobody knows what could happen tomorrow, The end of the world??!! I need to play this as much as I could, 4 DAY WEEKEND BABY!!! and KOF XIII to my side, I can die in peace. I'll see you later
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 24, 2011, 07:06:16 PM
the arcade mode isn't tough so i don't understand how it is unfriendly to beginners all you need is bare basic fg knowledge

But will you enjoy the game with bare basic fg knowledge? What if you don't have that knowledge at all?

This genre overall is anything but new blood or beginner friendly, I can definitely see where some of these reviewers are coming from.

you can beat the final bosses with goro's earthquake move alone.... and by bare basic i mean't being able to do special moves consistently and knowing how to block.

yeah real tough
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 24, 2011, 07:10:19 PM
if you dont know how to play chess, you have no right to even think about critisizing the game much less reviewing it. this ist ssbb or mk, there is no room in a true fighter for casuals, so to all those fuck off and die, i mean bye. f true fighters are one of of the few genres thats never been for fucking noobs/ casuals. you can be a noob at first, but you need to understand that you will need to develop skills and put in the time to not be a casual. yes you can be a casual kof player if you already know how to kick ass in most other fighters and play this for casual fun. but if you have no understanding and fundamentals and are a true casual not into fighters, and dont think you'll put in the time needed dont buy the fucking game and complain about shit. true fighting games are not for casuals, in fact the more casual unfriendly they are, the better the game probably will be. casuals better stick to tekken, sc, mk and ssbb.

back on topic, i think kensous only weakness is he needs to come in and do real damage, but his crouching lights lack range like chin. hes sort of like RB2 joe & andy in that aspect, in that he has tools for pretty much any situation and then some.

like i said a 100 times before, terry and mai need more moves. firekibk, air bk and pd for terry would have mde him the sweeetest terry ever. mai needs that 95/98 dp, ;fd ;b ovehead and maybe an air fb and a jumping grab dm ala hwa and mais rbs pp. goro and clarks problems have been resolved the exact way i thought would work as well, those new console dc cancels, it's like snkp was reading my posts again, lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 24, 2011, 07:17:41 PM
Page 13th to that console release edition!! (http://img411.imageshack.us/img411/1507/kingk.gif)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 24, 2011, 07:24:12 PM
as do i but most of these reviewers seem to do theese reviews for casual crowd not to many people in your everyday gaming or website know that much about fighting games

Yeah, these reviews are by casuals for casuals pretty much. Nothing of importance for us.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 24, 2011, 07:42:41 PM
back on topic, i think kensous only weakness is he needs to come in and do real damage, but his crouching lights lack range like chin. hes sort of like RB2 joe & andy in that aspect, in that he has tools for pretty much any situation and then some.

I don't know if they've changed his rekkas noticeably but in kof xii, if Kensou did three lights in a row, the first rekka could whiff, if it did hit then the second was guaranteed to whiff due to spacing and most of the time you could only actually use one light before rekkas after a jump in. He's probably gonna be good but from where i'm standing it seems like he is gonna have good punishes, safe but weak strings and then the sligthly worse then average hitconfirms. Then i recall that he can cancel out of his target combo (great buff i believe) and i wonder if his rekkas move forward more than in xii because otherwise they might not work if the distance at the end has become too great.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on November 24, 2011, 07:46:51 PM
here's some fan art.  :)    Having some great ranked matches!  One finished in a Double K.O.!  And another started the match with a Double K.O!  So great catching them with Neomaxes!!! ^_^
 

(http://img546.imageshack.us/img546/5306/cerealthose2.png)


(http://i1117.photobucket.com/albums/k600/affinity7799/KOFCereal5.jpg)

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 24, 2011, 08:12:40 PM
which version is tgat affinity?

and pretty much agreed with fluke for the most part.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 24, 2011, 08:13:04 PM
So, was in training mode with K' today.

Basically, he can't follow up his ein trigger into Second Shell (His launcher kick) unless you do C version Ein Trigger or d.B, qcf+P, f+D or st.C (1hit), qcf+P, f+D. That's not entirely accurate, but let me explain in that if he does C version Ein Trigger, you can't follow up anything either.

He's very meter dependent and he doesn't gain meter as fast as before. Outside of the corner, he only gains close to 40% meter for a regular BnB (or atleast anything you can do without meter. He can't link dp+C as far as I can tell with any combo starters without meter. This is a strange new K'.

There's plenty of other stuff you can do. If you TK his qcb+K so it's in the air, you can anywhere juggle off of a st.A. If you manage it, I'm pretty sure you could carry someone to the corner by doing standing A and that over and over again. That'd be a nice practice.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 08:15:42 PM
i found a minor bug in the game

if you look at kensou's win quote against ash the border ends up cutting some of it off
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on November 24, 2011, 08:44:31 PM
from my living room:
image
image
ahah
did you know a patch already came out? It's 6mb.. dunno what it does, i had to download it in order to play online.
the major let down for me it's the AI.. very hard my ass... not to speak about the survival, they just dont move,bah.
anyway the game is gorgeous xD

I envy youu!!

Do you already have EX Iori? Doesn't he aviable on december 6th?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 24, 2011, 08:48:24 PM
Professor has taken the time to translate today's SNKP Blog:

Quote
Official site updated with ... a pathetically small update.

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/kof_xiii_8.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/11/kof_xiii_8.html)
-The staff are enjoying the reviews and comments from overseas.
-They've seen the Atlus combo videos and wanted to do something even better, but they're overdoing it and it didn't make it on time for this week's update.
-So instead, they're showing off the invitation envelope which'll hold the Flame Iori DLC card, and they're also showing the box (bulkier than real product fake item) and that'll be used by stores for promo.
-They're also mentioning that some XIII related contents are up on PSNStore and the X360Marketplace. In reality, it's only available in the X360Marketplace. 2 Themes, each 240 MSP.

Hopefully SNKP is also seen the reviews on the Netcode too.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 24, 2011, 09:01:49 PM
it's like they're turning a blind eye to the netcode because they made their doe and the game's getting 8's. if the netcode was really good it would have been getting 9's instead and they'd be making more money and an even better name for themselves. it's DC's turn to let them know we ain't pleased, don't be a bitch and let nippons know.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on November 24, 2011, 09:03:20 PM
here's some fan art.  :)    Having some great ranked matches!  One finished in a Double K.O.!  And another started the match with a Double K.O!  So great catching them with Neomaxes!!! ^_^
 

Bring that stuff here, please: http://dreamcancel.com/forum/index.php?topic=1391.0 (http://dreamcancel.com/forum/index.php?topic=1391.0)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 24, 2011, 09:03:40 PM
it's like they're turning a blind eye to the netcode because they made their doe and the game's getting 8's. if the netcode was really good it would have been getting 9's instead and they'd be making more money and an even better name for themselves. it's DC's turn to let them know we ain't pleased, don't be a bitch and let nippons know.
well i would think they would've have at least heard something about it if they have looked at the reviews
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on November 24, 2011, 09:10:38 PM
it's like they're turning a blind eye to the netcode because they made their doe and the game's getting 8's. if the netcode was really good it would have been getting 9's instead and they'd be making more money and an even better name for themselves. it's DC's turn to let them know we ain't pleased, don't be a bitch and let nippons know.

According to the Professor word on netplay out of Japan isn't too hot either, I'm sure they know there are problems. If they will actually do anything about them is another story.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:16:00 PM
it's like they're turning a blind eye to the netcode because they made their doe and the game's getting 8's. if the netcode was really good it would have been getting 9's instead and they'd be making more money and an even better name for themselves. it's DC's turn to let them know we ain't pleased, don't be a bitch and let nippons know.

According to the Professor word on netplay out of Japan isn't too hot either, I'm sure they know there are problems. If they will actually do anything about them is another story.


Honestly, i come to expect NO changes from any netplay.  At this point I believe companies just push the game out the door, get their money, and are done with it until they release DLC.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on November 24, 2011, 09:21:36 PM
Unfortunately that's how most of them are.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:24:27 PM
Unfortunately that's how most of them are.

Well if I could get around the same money for half assing it as I would for working hard, as a company, I'd do it.  As a person I wouldn't, but as a business, it'd probably be the best thing to do unfortunately.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 24, 2011, 09:25:39 PM
Honestly, i come to expect NO changes from any netplay.  At this point I believe companies just push the game out the door, get their money, and are done with it until they release DLC.

We can always hope, Netherrealm has shown great support for the latest mk. There's ofcourse a bigger chance of snkp following in line with arcsys or capcom as far as updates and dlc goes, but we can always hope.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:26:38 PM
Honestly, i come to expect NO changes from any netplay.  At this point I believe companies just push the game out the door, get their money, and are done with it until they release DLC.

We can always hope, Netherrealm has shown great support for the latest mk. There's ofcourse a bigger chance of snkp following in line with arcsys or capcom as far as updates and dlc goes, but we can always hope.

NRS was also trying to save face.  They literally called out and talked shit on Capcom about netcode and they went out and dropped a bigger shitty one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on November 24, 2011, 09:41:10 PM
Wasn't there a rumor that around the time Japan version releases, a patch/update is planned?  Perhaps related to netcode?

I know KOFXII did receive a netcode patch (it improved it a little, but not in the ways most people wanted.)

Hmmm,  I think it's all GSS's fault for not providing state of the art netcode,

why would SNKP still do business with that company?  THey should have joined forces with Arc Systems Works.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 09:45:20 PM
So...when are we gonna get around to updating our Wiki Pages?  Saiki and Billy's still need to be made.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 24, 2011, 10:00:57 PM
The wiki really needs a nice overhaul. We can't fall behind SRK in terms of providing quality information! But in all seriousness, they did a really good job. We should shoot for something of similar or greater quality, but also something simple everyone can contribute in.

For example, even though their organization is great and has nice pictures for reference, there's not many comprehensive individual character tips. I'm sure we're more than capable of shoring up that portion and it's still relevant!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 10:07:02 PM
If you want, I can attempt to do Kensou's and Saiki's but I'm gonna need help, ESPECIALLY with Saiki's.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 24, 2011, 10:32:54 PM
so far generic converters ps1/ps2 to pc are not working. The ps3 InPin converter works though.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 10:36:18 PM
Alright uh...how do I get an account for the DC Wiki?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ZenTzen on November 24, 2011, 10:57:48 PM
Is there console frame data anywhere?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 24, 2011, 11:10:24 PM
Is there console frame data anywhere?

Nah-uh, not yet! When it is, I'll be on that all day.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 11:12:13 PM
Anybody...how do I help the DC Wiki?  Or do we just have to sit and wait?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on November 24, 2011, 11:16:08 PM
Anybody...how do I help the DC Wiki?  Or do we just have to sit and wait?

Gonna have to ask Nilcam or Kane317, but I dunno how.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on November 24, 2011, 11:16:23 PM
Contact Desmond, steamwolf or Fatacon. They're the point guys on the wiki.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 24, 2011, 11:16:45 PM
Alright, thank you good sir.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 25, 2011, 12:33:05 AM
Hey guys, has anybody bought or has  a preview of the premium themes for the xbox version?

I will buy  one but I need to see how they are
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GearaDoga on November 25, 2011, 01:24:52 AM
In the 100+ matches I've played online I've only seen Hwa, Raiden, Chin and Maxima once.  Billy i've never seen used at all.  Everyone's sticking to the shotos I guess.  The lag tactics people use on ranked remind me of the olden days of XII.  I take it the slight input lag some of you are experiencing make long hd combos unfeasible/not worth it?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 25, 2011, 01:47:33 AM
Really?  I've seen a decent amount of Billy but yeah, the others you mentioned not so much.

As for HD combos, I've seen they're possible even in slight input lag, I have the scars from Takuma blasting one on me earlier (that Takuma was straight scary).  But mostly it's probably not for the best unless you play like King, in which hers you could probably do blindfolded.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Neoprime on November 25, 2011, 02:32:08 AM
Hey guys, has anybody bought or has  a preview of the premium themes for the xbox version?

I will buy  one but I need to see how they are


I bought them for the PS3, they seem to be good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 25, 2011, 04:35:52 AM
I just notice Gundam Extreme Vs comes out in Japan the same day as KOFXIII in Japan. Is like SNKP really wanted to have a huge challenge when selling this game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 25, 2011, 04:55:13 AM
A few random thoughts:

I might have to edit my signature. I'm finding success with Maxima on 1st. He can play keepaway really well and that's what I use him for; keep them out and build as much meter as possible for Ralf and Clark. Needless to say that my Maxima is total balls for that reason. I know he's a good character in the right hands but I can't make him work. I'm so used to having speed and a safe way of getting in with Alex in 3S, that I can't really adjust to a grappler that lacks these two things. Clark has these assets that make him so fucking beastly. If you can dominate with the other grapplers than I tip my hat because for the life of me I can't get that synergy going. Ralf I like, my big problem is accidentally doing DC'ing Galactic Phantom and consistently doing his charge moves.

When the DLC characters come out I'll probably use Mr. Karate or Iori 98 in 1st or 2nd.

For now I just see my first two characters as sacrifices to Clark (MORE BLOOD FOR THE BLOOD GOD!) and if I can take out the opponents 1st character and whittle down the 2nd to about half health, then I know my Clark can win it. I have to get better at comboing and using hops though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 25, 2011, 05:07:17 AM
Hey guys, has anybody bought or has  a preview of the premium themes for the xbox version?

I will buy  one but I need to see how they are


I bought them for the PS3, they seem to be good.

kof 13 premium theme 2 and fail. (http://www.youtube.com/watch?v=x_pAhIvue5A#)

Looks cool
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 25, 2011, 05:56:48 AM
Hahaha, SNK like PS3 more that they even forgot to change the buttons for X360.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 25, 2011, 07:09:47 AM
kof 13 premium theme 2 and fail. (http://www.youtube.com/watch?v=x_pAhIvue5A#)

Looks cool

Wow, I like the artwork that is in the Friends List, I wish those were the winning pose art instead of the ones of the game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on November 25, 2011, 09:42:33 AM
I have only played a handful of online matches, but so far my experience has been decent. Can't say lag has caused me to drop anything so far, but I don't have any really big combos mastered yet anyway. It sucks that people are either playing the game like it's SF or spamming what they think are cheap moves. I fought one guy who picked joe and hwa and did nothing but spam their knee attacks and supers. It was an insanely stupid strategy and I'm glad to say I didn't let him get away with it.

@LouisCipher: I wouldn't give up on Maxima just yet. Sure it's tough to get in with him, but when he works, he really fucking works. Try baiting attacks just outside of your opponents reach and use Maxima's superior reach to punish. Good spacing does wonders for him. Though I admit I rarely get the chance to do actual combos with him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 25, 2011, 10:40:52 AM
Dumb question but I can't find an answer: How do you taunt?

* Never mind, you have to assign it in the button config.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 25, 2011, 03:24:26 PM
Well, the game has been delayed a bit more, next friday here in sweden.. Bummer, though i'm getting it earlier because of import. Jay..
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ashspiralingblood on November 25, 2011, 05:45:15 PM
Just got the game today, I'm guessing the pre-order bonus is not so special because I got the CD too
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 25, 2011, 07:49:13 PM
so apparently i have to teach my friends how to KoF

this outta be fun
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JoeJustice on November 25, 2011, 07:57:35 PM
Keep running into EX Iori online, this DLC needs to be out today.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on November 25, 2011, 08:02:48 PM
so apparently i have to teach my friends how to KoF

this outta be fun

me too xD ahah
Title: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FlyMike on November 25, 2011, 10:13:54 PM
One of my friends says that his guy has the EX characters and stages, but that it doesn't let you run a standard character and the EX version on the same team. So like....no Takuma/Ryo/Mr. Karate or Kyo/Goro/NESTS Kyo, etc.

Is this true? Can anyone confirm it?
Title: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Demoninja on November 25, 2011, 10:17:01 PM
One of my friends says that his guy has the EX characters and stages, but that it doesn't let you run a standard character and the EX version on the same team. So like....no Takuma/Ryo/Mr. Karate or Kyo/Goro/NESTS Kyo, etc.

Is this true? Can anyone confirm it?

It's true just like every other KOF game.
Title: Re: Re: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FlyMike on November 25, 2011, 10:21:17 PM


It's true just like every other KOF game.

Thanks. I never used any other versions in old games.

Haha, some people are gonna be pissed lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 25, 2011, 10:24:59 PM
i'm glad that's how it works... and i plan on using the characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 26, 2011, 12:28:51 AM
countdown is 0 for me too
got my copy for both systems i must say this game is perfect just the fighting came of the century
i thought it was easier about combos but i must change my mind : it is not a game for all for sure
im stucked in the leona trials and wow they r really a challenge at least for my day one
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on November 26, 2011, 12:47:33 AM
Btw, does billy and saiki has an special ending if they finish the game or not?

Is a movie or just an static pic?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ash2k4 on November 26, 2011, 01:20:19 AM
If you finish all the trials do you get a acheivement meaning with everyone :D
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on November 26, 2011, 02:49:52 AM
Hahaha, SNK like PS3 more that they even forgot to change the buttons for X360.

In Japan the KOF XIII Commercial doesn't even say a 360 version exists.  It just says PS3.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on November 26, 2011, 06:06:50 AM
flame Iori combos
http://v.youku.com/v_show/id_XMzI2Mjg4NDMy.html (http://v.youku.com/v_show/id_XMzI2Mjg4NDMy.html)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 26, 2011, 06:26:03 AM
friend of mine bought it for 36  today, i still haven't received my copy yet. these motherfuckers.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 26, 2011, 08:23:49 AM
So, VesperArcade, the guy that makes videos of missions/trials/etc on youtube said this:

Quote
Many people ask me my personal opinion on trial difficulty for games.

If the scale was 1 out 10 in difficulty


MVC3 - 3
SSF4 - 4
3rd Strike - 5
UMVC3 - 5
Blazblue - 9
KOF 13 - 10

http://www.youtube.com/user/VesperArcade#g/c/A4685202900CD371 (http://www.youtube.com/user/VesperArcade#g/c/A4685202900CD371)

At this moment he has the trials of Kyo and Mai, and has some thoughts or small tips about the hardest ones. This is a heads up to those who are crazy about the trials.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 26, 2011, 08:46:57 AM
Had a long set with Running Wild. Went pretty well, only one hickup. Starting to get better.

That Takuma...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 26, 2011, 08:59:14 AM
Man Louis, you just had to roll with a team full of guys with guard points. I dunno what I can do to get around it besides stay the hell way lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on November 26, 2011, 09:10:03 AM
Dune
http://com.nicovideo.jp/community/co240353 (http://com.nicovideo.jp/community/co240353)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 26, 2011, 09:11:16 AM
I've been experimenting with Billy on first, I like him I just don't know how to get dudes off of me when they're being ubher aggressive. Maxima is just really good at playing defensive and building meter. I keep fucking up and doing HCF+Kick thinking he has the same input for his grab like every other grappler. I really like Ralf, he has good overall options and his CD is gdlk. I gotta' learn those Neomax combos.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 26, 2011, 09:11:49 AM
BTW: Footage of Poongko wrecking shit online.

http://youtu.be/ns5HglrO_c0 (http://youtu.be/ns5HglrO_c0)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 26, 2011, 09:38:04 AM
I'll mark myself glad I'm not on the other end of his Kyo.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 26, 2011, 09:55:57 AM
That's what she said.






I'm sorry.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 26, 2011, 11:04:49 AM
10 in difficulty, sounds about right.

That is how combos are in general for me in this game
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on November 26, 2011, 05:15:57 PM
Finally my copy has been shipped so i expect it here on Monday or Tuesday.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 26, 2011, 06:22:49 PM
thats fucking bs, these f@ggots @ FZ fucked us over man. friend of mine bought his copy yesterday in nijmegen from a gamestore (only 360 copy there, had to wait an hour for it but he got it, unlike the 4 or 5 other people that didn't get it since there was only 1 copy). last time i order from FZ, i even called their store yesterday and they said the gme is in the store. on their site it says pre order and receive game on relase date, my ass.

also trials are fuck8ng hard, as soon as those hd mode combos start. im fuck8ng up. smoking weed and doing the hd mode trils dont work, way too long to remember. some of them future over 20 moves, dont do these under the influence.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 26, 2011, 06:30:38 PM
Man, doing these sober is annoying as hell, I can't even imagine doing them high.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on November 26, 2011, 06:39:07 PM
Amazon pissed me off because the info they gave led me to believe that they where gonna be smart and send my copy at the 23rd so i'd probably get it on release but no.. They waited till the 24th.. Though atleast, my package is actually in sweden so i'll have it on monday or tuesday, unless theres some dumbass reason for extra wait. Luckily, as i stated in an earlier post i should still have my game earlier than if i ordered from a swedish site/store, so that's something.

It's good that the trials are hard because i want to feel like i've atleast kind of accomplished something at the end of them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on November 26, 2011, 07:44:11 PM
Dont u guys love pawning SF guys? They actually belive that they can win with firebal, fireball, fireball, uppercut hahahaahaahahahaahahah

Anyway I love the game and i get pretty good matches online netcodewise.

One last thing, I LOVE CHIN!!!! I havent faced him online yet and i love how ppl underestimate him. He is always in my main team <3
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on November 26, 2011, 09:15:36 PM
thats fucking bs, these f@ggots @ FZ fucked us over man. friend of mine bought his copy yesterday in nijmegen from a gamestore (only 360 copy there, had to wait an hour for it but he got it, unlike the 4 or 5 other people that didn't get it since there was only 1 copy). last time i order from FZ, i even called their store yesterday and they said the gme is in the store. on their site it says pre order and receive game on relase date, my ass.

also trials are fuck8ng hard, as soon as those hd mode combos start. im fuck8ng up. smoking weed and doing the hd mode trils dont work, way too long to remember. some of them future over 20 moves, dont do these under the influence.

If i knew this was going to happen i would've ordered it from Canada like the French did. Saved me a whole lot of frustration.. But i'm glad that i finally get to play this gem :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 26, 2011, 10:36:37 PM
Trials are hard as hell that means just one thing, inputs are as strict as ever which is a good thing IMO.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 26, 2011, 10:49:05 PM
Trials are hard as hell that means just one thing, inputs are as strict as ever which is a good thing IMO.

yeah good thing for those of us who have good execution in fighting games and want to compete...

the same can't be said for casuals. ( i personally like it though)

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 26, 2011, 10:57:12 PM
So, VesperArcade, the guy that makes videos of missions/trials/etc on youtube said this:

Quote
Many people ask me my personal opinion on trial difficulty for games.

If the scale was 1 out 10 in difficulty


MVC3 - 3
SSF4 - 4
3rd Strike - 5
UMVC3 - 5
Blazblue - 9
KOF 13 - 10

http://www.youtube.com/user/VesperArcade#g/c/A4685202900CD371 (http://www.youtube.com/user/VesperArcade#g/c/A4685202900CD371)

At this moment he has the trials of Kyo and Mai, and has some thoughts or small tips about the hardest ones. This is a heads up to those who are crazy about the trials.

Yeah, that sounds about right.  Considering Chin is one of my main characters, I was super stumped on the level 1 trial, I thought to myself "this shouldn't be this hard..." lol.

---

One last thing, I LOVE CHIN!!!! I havent faced him online yet and i love how ppl underestimate him. He is always in my main team <3

Confirmed, we can be friends now lol.  Chin is hugely underestimated which I'm ok with :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rukawa on November 26, 2011, 11:12:48 PM
Trials are hard as hell that means just one thing, inputs are as strict as ever which is a good thing IMO.

yeah good thing for those of us who have good execution in fighting games and want to compete...

the same can't be said for casuals. ( i personally like it though)



snk is holding to its roots everything from the graphics to the gameplay and avoiding the easy route cough*CAPCOM*cough that we all know it never works.

man I'm loving this game it's been a while since I haven't enjoyed the single player of a kof game like now, I haven't played online at all.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 26, 2011, 11:18:57 PM
Trials are hard as hell that means just one thing, inputs are as strict as ever which is a good thing IMO.

Honestly, the inputs have nothing to do with it in this case.  Hell with most of the late ones, loose inputs would just make things twice as hard.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 26, 2011, 11:34:58 PM
Chin is hugely underestimated which I'm ok with :)
I second that! You are not the one thinking this!... ^^  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 26, 2011, 11:38:00 PM
So much comraderie for Chin players...I'm envy that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 27, 2011, 12:50:00 AM
So much comraderie for Chin players...I'm envy that.

Like all four of us in the world, yay!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 27, 2011, 12:58:29 AM
So much comraderie for Chin players...I'm envy that.

Like all four of us in the world, yay!

I'd rather have 4 brothers than 1000 strangers.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 27, 2011, 01:04:11 AM
I'd rather have 4 brothers than 1000 strangers.
  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 27, 2011, 02:07:29 AM
From MMCafe, mbisonhatclub posted this:


Quote
An MIT Socks Step shows us this data from a hex editor? It's probably nothing important nor hinting and probably either was just characters they planned on having but didn't make it (a la Iori 98/Billy data in KOFXII) or just trophy data-related.


This is the image that was posted:

(http://i.imgur.com/oHMrv.jpg)



But then again , this could be just NOTHING, could be fake, just take it however you want.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 27, 2011, 02:26:13 AM
From MMCafe, mbisonhatclub posted this:


Quote
An MIT Socks Step shows us this data from a hex editor? It's probably nothing important nor hinting and probably either was just characters they planned on having but didn't make it (a la Iori 98/Billy data in KOFXII) or just trophy data-related.


This is the image that was posted:

(http://i.imgur.com/oHMrv.jpg)



But then again , this could be just NOTHING, could be fake, just take it however you want.

Seems more like story paths, minus shion. Would've been awesome to see though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on November 27, 2011, 02:29:06 AM

(http://i.imgur.com/oHMrv.jpg)
c015_heidern
c016_xxxxxx (vanessa?)
c017_xxxxxx (BlueMary?)


c018_adelheid
c019_xxxxxx (Magaki?)
c020_shion

xD
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on November 27, 2011, 04:36:14 AM
Hey, one can always hope.

Too bad Botan and co aren't on that list.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 27, 2011, 05:08:12 AM
I'd rather have 4 brothers than 1000 strangers.
  :)

Yeah, I said it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: HaxMurderer on November 27, 2011, 07:04:29 AM
giggidy
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on November 27, 2011, 07:20:26 AM

(http://i.imgur.com/oHMrv.jpg)


Ha...Not this shit again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 27, 2011, 07:29:29 AM
Well, coming again from MMCafe, Toxico solved the mystery:

Quote
The .lua files are the ones from the scripts (on screen text and nothing else), the one that changes on the movies when you set the language to something else. In other words that much is just their dialogs from story mode.

In order to be planned unused characters they not only need need to be the same type of files that the "characters" are, but they also need to be grouped among them. Considering XIII cycle of development, I wouldn't be surprised if there is no extra planned character left out at all, regardless of we having the Arcade or Console version.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 27, 2011, 07:41:29 AM
Why I can't color Diana and Foxy when I color Kula?! =(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 27, 2011, 08:30:35 AM
Why I can't color Diana and Foxy when I color Kula?! =(

Now that you bring that, can you change the hair color to be multicolored ?(like Yamazaki, Goenitz or every Falcoon character)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 27, 2011, 10:33:38 AM
yo EDDR, you get the game already? ive got mine, but without the soundtracks. wtf is wrong with these fucktards? ima send them an e-mail tomorrow.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on November 27, 2011, 11:11:14 AM
yo EDDR, you get the game already? ive got mine, but without the soundtracks. wtf is wrong with these fucktards? ima send them an e-mail tomorrow.

How is the netcode for you? .. and what connexion speed do you have?

Mine looks like this - tested with a server from France
(http://www.speedtest.net/result/1615137932.png) (http://www.speedtest.net)

and this is my local
(http://www.speedtest.net/result/1615145797.png) (http://www.speedtest.net)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 27, 2011, 11:26:18 AM
yo EDDR, you get the game already? ive got mine, but without the soundtracks. wtf is wrong with these fucktards? ima send them an e-mail tomorrow.

How is the netcode for you? .. and what connexion speed do you have?

Mine looks like this - tested with a server from France
(http://www.speedtest.net/result/1615137932.png) (http://www.speedtest.net)

and this is my local
(http://www.speedtest.net/result/1615145797.png) (http://www.speedtest.net)

haven't played online yet, played online on friends 360 yesterday. im on ps3 right now, so i cant check my speed. its the same as last time when we played ssf4 against each other. we could try some games later on, im off to sleep now. peace.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 27, 2011, 11:45:03 AM
im waiting to play online just cause i have a doubt here in europe release date is setfor 2nd december and i have hte pal version but from uk ( which the release date was 25th ). im talking about the 360 version. do u think i would break the release date and burn my 360 if i go online first than 2nd ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 27, 2011, 02:37:27 PM
Can HD combo now. :p

Only with Shen, but it's a start.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: AM2 on November 27, 2011, 03:36:47 PM
(http://www.speedtest.net/result/1615459403.png) (http://www.speedtest.net)

So I'm wondering if there is any way to improve my connection, the few matches I've had were hard to play through.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on November 27, 2011, 04:00:52 PM
yo EDDR, you get the game already? ive got mine, but without the soundtracks. wtf is wrong with these fucktards? ima send them an e-mail tomorrow.

I don't have mine yet. I just hope they include the shit they promised in the first place.

Like: "Bestel King of Fighters XIII en krijg de Limited Artbook + Music CD gratis."

Probably tomorrow or the day after. After i hit the lab for a bit we should try and test out the netcode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 27, 2011, 04:36:23 PM
(http://www.speedtest.net/result/1615459403.png) (http://www.speedtest.net)

So I'm wondering if there is any way to improve my connection, the few matches I've had were hard to play through.

Oh wow, um only option there is upgrade your internet provider.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sabin on November 27, 2011, 04:39:03 PM
(http://www.speedtest.net/result/1615459403.png) (http://www.speedtest.net)

So I'm wondering if there is any way to improve my connection, the few matches I've had were hard to play through.

The sad thing is speedtest says thats faster than 84% of the US. Great infrastructure we have here  :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 27, 2011, 04:41:36 PM
(http://www.speedtest.net/result/1615459403.png) (http://www.speedtest.net)

So I'm wondering if there is any way to improve my connection, the few matches I've had were hard to play through.

The sad thing is speedtest says thats faster than 84% of the US. Great infrastructure we have here  :(

it actually said slower than 84%
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sabin on November 27, 2011, 04:42:53 PM
I actually didnt even know there was a option for slower. I just saw 84% and assumed it would say faster than 84% of the us. My bad. Still, point stands
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 27, 2011, 04:43:48 PM
84% is accurate to the people playing KOFXIII however, so many 1 bars.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 27, 2011, 04:49:40 PM
i checked mine and i am faster than 76% ( i kind of expected that). i'll be having fun  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 27, 2011, 05:41:59 PM
i checked mine and i am faster than 76% ( i kind of expected that). i'll be having fun  :)

We should play and see if we have a good connection. ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 27, 2011, 05:48:25 PM
i checked mine and i am faster than 76% ( i kind of expected that). i'll be having fun  :)

We should play and see if we have a good connection. ;)

i ordered from amazon and forgot to get release date shipping so my copy is supposedly coming wednsday

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 27, 2011, 06:04:36 PM
i checked mine and i am faster than 76% ( i kind of expected that). i'll be having fun  :)

We should play and see if we have a good connection. ;)

i ordered from amazon and forgot to get release date shipping so my copy is supposedly coming wednsday



Then we shall game then.

Even better that you're Massachussettes, that's not far from me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 27, 2011, 06:53:52 PM
yo EDDR, you get the game already? ive got mine, but without the soundtracks. wtf is wrong with these fucktards? ima send them an e-mail tomorrow.

I don't have mine yet. I just hope they include the shit they promised in the first place.

Like: "Bestel King of Fighters XIII en krijg de Limited Artbook + Music CD gratis."

Probably tomorrow or the day after. After i hit the lab for a bit we should try and test out the netcode.

yeah ill be calling them motherfuckers tomorrow for my bonus cd's.

edit: lol i downgraded couple months ago and it seems my internet speed is ASS.

http://www.speedtest.net/result/1615999382.png[/img] (http://www.speedtest.net/result/1615999382.png)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 27, 2011, 07:34:04 PM
Muso, I thought you didn't want the CDs because they weren't AST.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 27, 2011, 08:15:41 PM
I'm assuming no one saw the st1ckbug stream. They were streaming KOF 13.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 27, 2011, 08:18:44 PM
i was watching the archive of the poongko stream and noticed it there but i wanted to see how good he was.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on November 27, 2011, 08:54:24 PM
I notice custom soundtracks don't work online (either that or maybe not in ranked?)  because the XMB said it will play the track after I'm done with the current session.   Hmm so much for installing music tracks, not really interested in using the tracks offline.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 27, 2011, 08:59:36 PM
Muso, I thought you didn't want the CDs because they weren't AST.

i dont want them, but i pay for the shit so fuck yeah i want them. shit i dont really need a manuel or even a cover or box. doesnt mean idont want it when i pay for the shit.

also the 13 one is ast, isnt it? or are all 4 ost?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 27, 2011, 09:41:46 PM
Muso, I thought you didn't want the CDs because they weren't AST.

i dont want them, but i pay for the shit so fuck yeah i want them. shit i dont really need a manuel or even a cover or box. doesnt mean idont want it when i pay for the shit.

also the 13 one is ast, isnt it? or are all 4 ost?

Half of the 13 one is AST...ironically, when ripping the CD into the XBox, I ran out of space right when I finished the OST.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 27, 2011, 11:22:32 PM
how do you guys get links to show images instead of the link like in my posts?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 27, 2011, 11:30:16 PM
[img] insert the lnk here /img]

is an option when you reply for it insert image.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 28, 2011, 01:37:16 AM
so is it true that the game is rather dead on the xbox compared to the ps3?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on November 28, 2011, 01:58:05 AM
So has anyone tested out wakeup backdash properties?

Still discern if meaties when timed correctly (esp. on jump-in) will be valid.

To note, I have not seen much if any on recent vids - heh, maybe we all got too excited when we got our hands on the game. ...This Thursday for me, got a couple sick days at work remaining. Trying to come up with reasons to not be ill :P

Thanks!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 28, 2011, 02:18:56 AM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 28, 2011, 03:08:42 AM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?

Not really.  Hell, I know with SF4, I'm pretty sure that 360 is played on more than PS3.  Dunno about other games, it's usually a mix.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on November 28, 2011, 03:16:30 AM
so is it true that the game is rather dead on the xbox compared to the ps3?

I've had no trouble finding matches. I usually try to go into practice mode while waiting, but only rarely have been able to get past stage select.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GuamoKun on November 28, 2011, 03:48:17 AM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?

It does doesn't it? BTW, lurving the Kula/Stocking avatar....

...I already have a panty athena color edit...and a brief kensou one....I need to unlock more colors for kula to make one that closely resembles stocking,
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 28, 2011, 04:19:05 AM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?
dude kneesocks is much much better
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 28, 2011, 04:59:08 AM
Actually i prefer Panty a tiny bit more than Stocking, and it's a tie between Scanty and Kneesocks.
I did this avatar because Jenet is not in the game, and i think she would be a nice Panty. That, and Kula is one of my mains, and making an Stocking alt for her makes some sense.

Trying to be on-topic, some may say "DUHH" but i think Adel was seriously going to be in the game:
[spoiler](http://i40.tinypic.com/33kdk7m.png)[/spoiler]

Hell, he even has what appears to be an uncolored winning art:
[spoiler](http://i40.tinypic.com/2i6yk54.png) [/spoiler]
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 28, 2011, 05:14:05 AM
^ where did you found those?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 28, 2011, 05:54:07 AM
Here:

http://www.jeuxvideo.com/forums/1-26566-5127-1-0-1-0-adelheid-fils-de-rugal-jouable.htm (http://www.jeuxvideo.com/forums/1-26566-5127-1-0-1-0-adelheid-fils-de-rugal-jouable.htm)

Those images are from the PAL pre-order Bonus Art disc, since for some reason i couldn't post imageshack pics, i uploaded them to tinypic.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on November 28, 2011, 06:15:55 AM
Kinda want the get my hands on those artworks, that should be awesome.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on November 28, 2011, 06:29:04 AM
Trying to be on-topic, some may say "DUHH" but i think Adel was seriously going to be in the game:
[spoiler](http://i40.tinypic.com/33kdk7m.png)[/spoiler]

Hell, he even has what appears to be an uncolored winning art:
[spoiler](http://i40.tinypic.com/2i6yk54.png) [/spoiler]

Pretty sick
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: UltimaOriginal on November 28, 2011, 06:54:21 AM
Actually i prefer Panty a tiny bit more than Stocking, and it's a tie between Scanty and Kneesocks.
I did this avatar because Jenet is not in the game, and i think she would be a nice Panty. That, and Kula is one of my mains, and making an Stocking alt for her makes some sense.

Trying to be on-topic, some may say "DUHH" but i think Adel was seriously going to be in the game:
[spoiler](http://i40.tinypic.com/33kdk7m.png)[/spoiler]

Hell, he even has what appears to be an uncolored winning art:
[spoiler](http://i40.tinypic.com/2i6yk54.png) [/spoiler]

Yup, I hope he will be.
[spoiler]http://ultimaoriginal.deviantart.com/art/Adelheid-KOFXIII-colored-270998497[/spoiler]

Should I color his win pose? Hmm...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 28, 2011, 09:15:26 AM
it was a good surprise to find that in the european version there were two cdsùone the game and one the bonus art plus the poster and 4 cd
i didnt know about the one with bonus art
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on November 28, 2011, 09:23:48 AM
Actually i prefer Panty a tiny bit more than Stocking, and it's a tie between Scanty and Kneesocks.
I did this avatar because Jenet is not in the game, and i think she would be a nice Panty. That, and Kula is one of my mains, and making an Stocking alt for her makes some sense.

Trying to be on-topic, some may say "DUHH" but i think Adel was seriously going to be in the game:
[spoiler](http://i40.tinypic.com/33kdk7m.png)[/spoiler]

Hell, he even has what appears to be an uncolored winning art:
[spoiler](http://i40.tinypic.com/2i6yk54.png) [/spoiler]

Yup, I hope he will be.
[spoiler]http://ultimaoriginal.deviantart.com/art/Adelheid-KOFXIII-colored-270998497[/spoiler]

Should I color his win pose? Hmm...

Nice job, and yes you should also do the win quote pose.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on November 28, 2011, 01:06:59 PM
Oooh! I'd like to color those too! ;D
Nice job on the first color btw.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: UltimaOriginal on November 28, 2011, 01:43:27 PM
Actually i prefer Panty a tiny bit more than Stocking, and it's a tie between Scanty and Kneesocks.
I did this avatar because Jenet is not in the game, and i think she would be a nice Panty. That, and Kula is one of my mains, and making an Stocking alt for her makes some sense.

Trying to be on-topic, some may say "DUHH" but i think Adel was seriously going to be in the game:
[spoiler](http://i40.tinypic.com/33kdk7m.png)[/spoiler]

Hell, he even has what appears to be an uncolored winning art:
[spoiler](http://i40.tinypic.com/2i6yk54.png) [/spoiler]

Yup, I hope he will be.
[spoiler]http://ultimaoriginal.deviantart.com/art/Adelheid-KOFXIII-colored-270998497[/spoiler]

Should I color his win pose? Hmm...

Nice job, and yes you should also do the win quote pose.

I already have done it.
Link to Fan Art thread: http://dreamcancel.com/forum/index.php?topic=1391.msg36262#msg36262 (http://dreamcancel.com/forum/index.php?topic=1391.msg36262#msg36262)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 28, 2011, 02:06:47 PM
Hey, did anyone at Levelup upload Bala's matches from the stream to Youtube yet? I want to study his Billy Kane.

I forgot to say this but nice trolling with Clark's B Sab, Kane.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on November 28, 2011, 05:03:44 PM
BUG (http://www.youtube.com/watch?v=zQzOluX5oNo#)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 28, 2011, 05:08:43 PM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?

Not really.  Hell, I know with SF4, I'm pretty sure that 360 is played on more than PS3.  Dunno about other games, it's usually a mix.

isn't that because capcom are a bunch of f@gs that can't even properly program a game to be identical on both systems? oh yes they are, the actually made the 360 one better when it didn't have to be. on that note my respect for capcom is no more untill they actually release something worthwhile and not try to fuck me with dlc that should have been in the game for free.

wtf, how that bug happen?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 28, 2011, 05:30:18 PM
so is it true that the game is rather dead on the xbox compared to the ps3?

Doesn't this happen with most fighting games?

Not really.  Hell, I know with SF4, I'm pretty sure that 360 is played on more than PS3.  Dunno about other games, it's usually a mix.

isn't that because capcom are a bunch of f@gs that can't even properly program a game to be identical on both systems? oh yes they are, the actually made the 360 one better when it didn't have to be. on that note my respect for capcom is no more untill they actually release something worthwhile and not try to fuck me with dlc that should have been in the game for free.

wtf, how that bug happen?

Yeah, you can definitely see how that's the case considering people still run a majority of tourneys on the PS3, so yeah, people use the 360 because it's that much superior...

Seriously, how about you stop taking random innocuous things I say about a Capcom game and turn it into a rant?  Just makes you look butthurt honestly, no offense.  I understand if you have no respect for them, and honestly, most Japanese developers don't deserve any respect anymore, but talking about them nonstop is only making matters worse.


As for the actual topic of KOFXIII, you know that game we all should be enjoying and asking Atlus to fix the netcode for, WTF is that bug about?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 28, 2011, 06:06:15 PM
that people use the ps3 more for tournaments doesn't mean shit, it's because it's usually easier with changing controllers. it's a fact 360 version of the sf4 series is superior to ps3. theres like a 2 frame difference between the 2 versions when it didn't have to be like that. the 360 one is closer to the original arcade. also fuck the developers and publishers, why would you even feel the need to stick up for them is beyond me.

back on 13, completed couple more trials. roberts # 9 is killing me, ive done all his other ones. so far in 9 i either get the dm or NM at the end instead of exdm, and this should normally be easy, lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MC2 on November 28, 2011, 06:09:07 PM
On the subject of bugs, this may have been discussed before but has anyone else had story mode totally crash on them?  I had the entire game freeze right at the ending, couldn't even use the PS3 home button.  I know I shouldn't really be concerned about story mode in a competitive fighting game, but it is nevertheless a bug, and I'd like to know if I'm not the only one that has experienced it. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on November 28, 2011, 06:11:59 PM
You mean the game freeze? I did experience it, but I'm not sure if its because I'm overplaying on my PS3 or glitch. This bug shall be called 'Flaming Iori lying down'. lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 28, 2011, 09:42:18 PM
Ugh, I've lost so many matches today.

It doesn't help that for some damn reason, I keep getting extra inputs when I try to slide with Hwa on the 2P side, which means either I get his DP, or I get his DM when I actually do get slide to connect...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on November 28, 2011, 09:49:28 PM
On the subject of bugs, this may have been discussed before but has anyone else had story mode totally crash on them?  I had the entire game freeze right at the ending, couldn't even use the PS3 home button.  I know I shouldn't really be concerned about story mode in a competitive fighting game, but it is nevertheless a bug, and I'd like to know if I'm not the only one that has experienced it. 

Honestly, the game froze and crashed on me just once after I unlocked Billy. It was at a black screen heading towards the main menu and I had to manually turn my ps3 off...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 28, 2011, 09:53:11 PM
I've doing well online. Mainly cause of 3 bar which is more than playable. Started to love Takuma play style and now officially replaced Ryo with him. I got his stun combo down but I can only leave them with 5 points of stun. Anybody knows if he can do the full stun combo or do I have to do a final mix up to stun?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 28, 2011, 10:07:52 PM
that bug with iori was pretty shocking
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 28, 2011, 10:13:08 PM
Weird match earlier.  I ended up trading against Terry's Neomax, canceling it out after taking the first hit, then I got double KO'd later...

Also, Beni's a pain in the ass.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on November 28, 2011, 10:13:27 PM
On the subject of bugs, this may have been discussed before but has anyone else had story mode totally crash on them?  I had the entire game freeze right at the ending, couldn't even use the PS3 home button.  I know I shouldn't really be concerned about story mode in a competitive fighting game, but it is nevertheless a bug, and I'd like to know if I'm not the only one that has experienced it. 

Honestly, the game froze and crashed on me just once after I unlocked Billy. It was at a black screen heading towards the main menu and I had to manually turn my ps3 off...

Damn.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 28, 2011, 10:18:05 PM
I hope those incidents are isolated.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on November 29, 2011, 12:29:37 AM
Anyone noticed in the rooftop stage, on the stadium tv, Ex Iori and Ex Kyo are fighting?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on November 29, 2011, 01:01:12 AM
I think I may have encountered another bug. I was in practice mode with Iori (vs. Kyo) and did his DM in the corner, canceled into his NeoMax. I don't remember what hit it was, but the NeoMax seemed to "miss" Kyo. It was as if the move just passed right through him. He was just standing there was Iori recovering.

I wasn't able to recreate it, however.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on November 29, 2011, 07:46:38 AM
I think I may have encountered another bug. I was in practice mode with Iori (vs. Kyo) and did his DM in the corner, canceled into his NeoMax. I don't remember what hit it was, but the NeoMax seemed to "miss" Kyo. It was as if the move just passed right through him. He was just standing there was Iori recovering.

I wasn't able to recreate it, however.

I remember this happned as well. I did his dm and canceled during mid special, the neo max was blocked.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 29, 2011, 08:27:24 AM
i got terrys NM stopped after first hi was blocked. this was versus nekid boss, dont know wtf he did and why the rest didn't come out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 29, 2011, 12:51:27 PM
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: milesw on November 29, 2011, 01:00:21 PM
When is iori out?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on November 29, 2011, 01:16:47 PM
Just curious if anyone else is experiencing it. Is there an unusual amount of droppers on this game? I thought I was playing SVC again. One guy really befuddled me. He put on his message before the match starts "Don't hold back." Then drops when I have him down 2 characters.

Are the droppers getting away with not recording a loss, or are they in withdrawal from Capcom installing punishments for dropping?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on November 29, 2011, 02:13:24 PM
Just got it my copy today, can't wait to play it!  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 29, 2011, 04:10:59 PM
When is iori out?
dec 6th i think for 5 bucks
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 29, 2011, 06:03:29 PM
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

Knowing Neo Max combos, it depends on your character.  Hell, in Arcade, almost no one used them because finishing with your EX DM was almost always the better choice because it was one meter less, the damage was still similar, and you weren't on the HD bar's time limit to use it.

But like I said, now it depends on your characters.

In your case, you won't need it with Maxima when you have him on point.  With Billy, it wouldn't hurt.

Ralf...uh, no, I don't think so, I've never seen a Ralf actually use it before out of combo videos.

Clark, yeah, I would learn that to put someone down really quick if you're loaded on meter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: THE ANSWER on November 29, 2011, 06:11:40 PM
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

For top 8 in tourneys is a must, like Saitsuofleaves explained before it wasn't that necessary because of the 3 meter requirement but now in the arcade version you need to know them.


Just curious if anyone else is experiencing it. Is there an unusual amount of droppers on this game? I thought I was playing SVC again. One guy really befuddled me. He put on his message before the match starts "Don't hold back." Then drops when I have him down 2 characters.

Are the droppers getting away with not recording a loss, or are they in withdrawal from Capcom installing punishments for dropping?

Let me guess, are playing on PSN? I hear there's lot of quitters there. I don't think the system to punish them is severe enough.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sanger Zonvolt on November 29, 2011, 06:21:57 PM
So about how much time have you guys spent in training mode since release?  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 29, 2011, 06:32:12 PM
So about how much time have you guys spent in training mode since release?  :)

Considering I always host my own matches, and it takes forever to get actual matches that don't suck online...a long damn time.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 29, 2011, 06:46:38 PM
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

yes, otherwise your handicapped vs players that can do it. also it's not just about the NM, it's more about the HD activation and learning those combos. shen for instance can do like 80% damage of a hd combo with 1 super bar added. if youd try to do a similar combo without going into hd mode, you cou use all your dc meter and 5 super bars and stil not get 80% damage. so do you need to know these combos, no. will they help you out tremendously, fuck yeah cause you'll be conserving bars while doing more damage. isn't 1+1=3? in kof, yes. whatever the fuck i meant.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Gramas on November 29, 2011, 07:57:00 PM
got the game yesterday but I couldnt put the time it deserves untill today

I played 6 hours straight and its fantastic,my fingers are literally burning

In fact the game is not executional heavy like I tought(I tried a bit of classic 98 and that game its scary)

You just have to be very clean with the motions,I mastered some kyo hd combos and Im not that good @execution,in fact I use some tricks (I always go for c.C df+D(2)hcb+k instead of cl.C df+d(1)hcb+k) after hitconfirm into HD,I also tried the vice loop but I can only get the lp mayhem one :/(I dont even know if you can use hp mayhem lol)

oh I dont know how to play kof at all but training mode its still fun as hell atm

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on November 29, 2011, 10:48:37 PM
just got my copy  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on November 29, 2011, 11:44:11 PM
Hey, did anyone at Levelup upload Bala's matches from the stream to Youtube yet? I want to study his Billy Kane.

I forgot to say this but nice trolling with Clark's B Sab, Kane.

Sorry for the late reply, but back in the days we called it mindgames.  What's this trolling business? =)  I suppose a thanks in order, thanks :)

Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

For top 8 in tourneys is a must, like Saitsuofleaves explained before it wasn't that necessary because of the 3 meter requirement but now in the arcade version you need to know them.

I'm going to politely disagree here.  Yes, in the console the NeoMaxs have lower requirements and from producer Yamamoto-san himself, he wanted encourage NeoMaxes being used.  However, it's still up to your playstyle and character.  Remember, most characters don't use NeoMaxes outside of HD combos so if you don't normally do them, you probably won't in the console either.  For what it's worth, I tied 7th at Evo and I never used NeoMax combos.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 30, 2011, 01:42:00 AM
Just got it my copy today, can't wait to play it!  :)

finally ;)
enjoy it buddy
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: THE ANSWER on November 30, 2011, 01:47:27 AM
Here's a good question for our tourney players: Do you absolutely have to know Neo Max combos in order to be competitive? Just curious if there's anyone that's done well in tournies (like Top 8) without using the extended Neo Max combos for select characters.

For top 8 in tourneys is a must, like Saitsuofleaves explained before it wasn't that necessary because of the 3 meter requirement but now in the arcade version you need to know them.

I'm going to politely disagree here.  Yes, in the console the NeoMaxs have lower requirements and from producer Yamamoto-san himself, he wanted encourage NeoMaxes being used.  However, it's still up to your playstyle and character.  Remember, most characters don't use NeoMaxes outside of HD combos so if you don't normally do them, you probably won't in the console either.  For what it's worth, I tied 7th at Evo and I never used NeoMax combos.

Sir I respect your point of view, and I will agree to disagree. I do see the need to learn NeoMax combos as a number of characters such as Yuri, Terry and Saiki allow you to follow up after a NeoMax which in cases is better than just going for a normal super or Ex Super ender.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 30, 2011, 01:48:22 AM
*hears Saiki can follow up after a Neomax*

Say what now?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on November 30, 2011, 02:54:26 AM
According to the PS Store update, there is a new KOF XIII Theme (Theme 3), i'm guessing the 360 will get it too.
I'm still waiting for someone to rip those awesome arts seen in the theme 1 and 2.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Gimnbo on November 30, 2011, 03:13:58 AM
Wait, when people are arguing about "NeoMax" combos, are they really talking about HD combos? Because learning the NeoMax would just be learning one more move wouldn't it?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 30, 2011, 03:17:13 AM
Wait, when people are arguing about "NeoMax" combos, are they really talking about HD combos? Because learning the NeoMax would just be learning one more move wouldn't it?

Well it's a couple fold.

One, most Neomaxes aren't exactly that great outside of HD mode.

Two, while yes, most NeoMax combos involve HD mode, they tend to, depending on the character, change up the combo you would initially have before hand.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: johrjives on November 30, 2011, 03:43:20 AM
Perhaps its somewhat character dependent and personal preferance of meter usage imo. Whether you want to drive cancel or save up for HD/Neomax. Determine how the flow of the match is going...you might have to drive cancel to get the damage when you can, if you dont have full meter.

But you do want to be able to get the most damage out of a hit confirm and whether that combo involves a neomax or not, its in your best interest to learn it. Typically, I dont see alot of point characters doing neomax combos, but I would recommend learning them for your anchor at least, especially if thats your optimum combo.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on November 30, 2011, 03:52:35 AM
Yes, it is important to take into consideration a player's preference in meter usage.

I must say, though, that I've seen a lot of people gain meter and not using it at all. They're hoarding it and don't put it to use. I think I'll start calling these people "Scrooges" and building up meter without using it "Scrooging". =P
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 30, 2011, 06:58:06 AM
Just curious if anyone else is experiencing it. Is there an unusual amount of droppers on this game? I thought I was playing SVC again. One guy really befuddled me. He put on his message before the match starts "Don't hold back." Then drops when I have him down 2 characters.

Are the droppers getting away with not recording a loss, or are they in withdrawal from Capcom installing punishments for dropping?

Not really. I only drop when it's really, really laggy. And I usually drop at the character select screen and there's obvious lag.

I do see a shit ton of people playing runaway and spamming projectile. And it's not because of my Clark, they do that against any character I have.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on November 30, 2011, 07:07:33 AM

I'm going to politely disagree here.  Yes, in the console the NeoMaxs have lower requirements and from producer Yamamoto-san himself, he wanted encourage NeoMaxes being used.  However, it's still up to your playstyle and character.  Remember, most characters don't use NeoMaxes outside of HD combos so if you don't normally do them, you probably won't in the console either.  For what it's worth, I tied 7th at Evo and I never used NeoMax combos.

I agree, I think it depends on largely who you use and how. But maybe six months down the road I'm wrong, Clark is low tier and the top tiers are the characters with the best Neomax combos? Who knows. But I think at this stage you can play to your preference. Clark and Billy for example do just as well without Neomax combos.

And what was up with the commentator for the levelup stream saying Ralf is low tier?  ;) I was like 'really? He's bad? Since when?' he's got a good overall zoning game, the explosion is a pretty good AA, he has an EX Punch that autoguards and is free setup for at least 400-500 damage and more if you want to spend more meter, and he has one of the best CD's of the game. I just mentioned this in the Clark thread but his Jumping CD has a HUGE hitbox, and he can cancel it into his Dive. His standing CD could be the absolute best in the game imho. Amazing reach, he's safe and can cancel into punches and he's still safe.

Side note: Anyone know when Mr. Karate and EX Kyo are out? Is it the same date as Flame Iori?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on November 30, 2011, 07:10:04 AM
i need to start back playing this again haven't really had much time due to the fact i have company over and my brother of them are usually high off there asses so i gotta watch after them and what not
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 30, 2011, 08:01:09 AM
I've been running into players online that get the SF4 Ultra mentality and love to throw out random Neo Maxes.

In one match, first round, I was using Andy vs Kyo, and I threw a EX fireball, didn't realize he had 3 stocks already and I ate a Neo Max lol. Full screen punish too. In that same match though, he got really antsy with Vice and just threw out her NeoMax for no reason, which I was waiting for, and killed her for it. I knew he was gonna get impatient and try to throw it out.

I rarely use Neo Maxes. I'd rather save the meter for EX, I can do just as much damage with a simple BnB without blowing all my meter on 1 move.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 30, 2011, 08:07:20 AM
Okay, I wouldn't consider the first example you mentioned random.  Free 50% damage for a punish isn't something to scoff at and it makes you respect the NeoMax.  And at least he did his straight raw.  He deserved eating it for Vice though.

The REALLY bad ones are those who activate HD Mode and just sit on it until they can get a random NeoMax for 2 bars.  Those are just shit.

And maybe your team doesn't need the NeoMaxes.  I know for damn sure with the way Trinity Geyser acts, we'll probably never see a competent Terry actually decide to use one outside of styling purposes.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on November 30, 2011, 08:43:54 AM
I've been running into players online that get the SF4 Ultra mentality and love to throw out a random Neo Max.

In one match, first round, I was using Andy vs Kyo, and I threw a EX fireball, didn't realize he had 3 stocks already and I ate a Neo Max lol. Full screen punish too. In that same match though, he got really antsy with Vice and just threw out her NeoMax for no reason, which I was waiting for, and killed her for it.

Lmao those Neomax's, I play too old school for XIII. Sometimes I forget neomax exist lol. I'm still trying to get use to the game. But yea you played it right, just be patient.

BTW its weird seeing people appeal to Vice alot online, was never like that back in the 2002 / 98 days. Her HD combos are somewhat simple to get used to though. Even people like Juicebox, and Sabin messing with her. Thats cool she need more love.

However, I got a strong feeling once Flame Iori gets released; online is gonna be flooded with him easily. As well as Nest Kyo. lol they were the stars back in the day because of there viscous rush down capabilities. There's people in the game that got that strong rush down feel but not like them two IMO. I cant wait for them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on November 30, 2011, 08:56:02 AM
Okay, I wouldn't consider the first example you mentioned random.

I'm more referring to what he did with Vice. Based on what I observed of him when he was Kyo, when he had the meter, he'd be real trigger happy with a Neo Max, and while I paid for it with Andy, lesson learned, I knew he would try to pull it again.

Although with the delay factored in, it could of been random for all I know lol. He could of input that NeoMax before I let my fireball loose. You never know when online play is involved. After that though, I knew he'd try to do it again with Vice, and in several more matches after he'd cut a Neo Max loose if he had the chance, expecting me to do something leaving me vulnerable.

I was mostly scratching my head at how he got 3 bars with Kyo so damn quickly in the first round lol.

But yeah, maybe some Neo Maxes have their uses for punishing shit or as some kind of reversal.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on November 30, 2011, 10:14:32 AM
i didnt play online yet but i hope droppers r not so much like in mvc3.
funny thing is after they drop they have even the brave to send u a message like if it was ur fault if they dropped (and with ur fault i dont mean connession stuffs !)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ben Reed on November 30, 2011, 10:20:56 AM
But yeah, maybe some Neo Maxes have their uses for punishing shit or as some kind of reversal.

Some NeoMAXes are actually very good as raw moves, despite their expense. Mai's NeoMAX is a good example IMO; it's very fast, punishes full screen, and is completely invincible once she's off the wall. If Mai is running away with meter for NeoMAX and the opponent chucks a full-screen fireball, you can easily react and teach them a very ugly lesson. It'll also beat a lot of stuff that might be used for stalling as the timer winds down, such as Athena Shining Crystal Bit (but not EX Shining Crystal Bit).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on November 30, 2011, 03:27:35 PM
Let me guess, are playing on PSN? I hear there's lot of quitters there. I don't think the system to punish them is severe enough.

Nope Xbox live. I guess it wouldn't bother me so much if people weren't asking for a beatdown then dropping cause of it.


Not really. I only drop when it's really, really laggy. And I usually drop at the character select screen and there's obvious lag.

Guess it's me then. Might need to record matches and see why they have so many issues.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ufgt on November 30, 2011, 07:41:40 PM
I actually feel people don't use raw NeoMax enough. KOF is a pretty offense oriented game and you can really surprise people with raw NMs. I've landed Iori's NM a whole bunch since people are not watching my meter and it just catches them during sloppy play.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on November 30, 2011, 08:14:08 PM
OBS: When Wallas (tournament organizer) bring complete infos, I'm going to post the WP Cup at Tournament Section

KOF XIII CONFIRMED @ WP Cup 2012, Brazil

Wallas confirmed KOF XIII tournament, raising the lineup to 4 games (SSF4AE 2012, UMVC3, MK9 and now, KOF XIII) of WP Cup, in São Paulo Brazil.

The tournament overall will run at Jan,7th to Jan,8th (same weekend of SF3 JP CoopCup)

Zeroblack (Chile KOF'98 top player) confirmed his presence. Maybe another latin legends from other KOF's can confirm to XIII tournament.

JS Master (CAN) will play SSF4AE 2012 and UMVC3. Tom Brady (USA)plays his main game: MK9

The KOF tournament will have 32 player max (due to release delay) and the prize is a Full Sanwa Custom Arcade Stick.

More infos still in this week, right here @ Dream Cancel


Saudações Brasileiras,

Vinn Aleixo
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on November 30, 2011, 08:33:24 PM
Double post:

Bonus Artworks from KOF XIII Euro Special Edition

http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img (http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: THE ANSWER on November 30, 2011, 08:58:57 PM
Double post:

Bonus Artworks from KOF XIII Euro Special Edition

http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img (http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img)

Oh yes!!! this is what I was looking for! is this all that's in the CD?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on November 30, 2011, 09:49:32 PM
I don't think my Hwa will be decent enough before NEC, so I'm considering going with either Elizabeth or Iori, or hell just someone else for NEC.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on November 30, 2011, 10:22:33 PM
Gonna be at NEC also. Gonna play Takuma, K, and Kyo see how that goes.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on November 30, 2011, 11:12:47 PM
Double post:

Bonus Artworks from KOF XIII Euro Special Edition

http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img (http://www.jeuxactu.com/images/kof-13-les-bonus-en-images-77723-4-6-1.htm#img)

hey that's supposed to be just for us, just kidding.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on December 01, 2011, 01:47:17 AM
I've been running into players online that get the SF4 Ultra mentality and love to throw out random Neo Maxes.

In one match, first round, I was using Andy vs Kyo, and I threw a EX fireball, didn't realize he had 3 stocks already and I ate a Neo Max lol. Full screen punish too. In that same match though, he got really antsy with Vice and just threw out her NeoMax for no reason, which I was waiting for, and killed her for it. I knew he was gonna get impatient and try to throw it out.

I rarely use Neo Maxes. I'd rather save the meter for EX, I can do just as much damage with a simple BnB without blowing all my meter on 1 move.

That might be me lol. I use Kyo first and then Vice but I dont play SSFIV :P
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on December 01, 2011, 02:50:08 AM
I was over at a friends place playing all day this tuesday and while the level of play was crap i atleast realized that Joes EX Screw upper and NeoMax are great for punishing some specific stuff, like kensous run/leap/kick special. Nothing wrong with taking away 30/45% health in an instant imo. Though i would prefer to do something flashier, i must say that in my second day playing i just wasn't there yet. I did manage to do a couple of HD combos but it is hard to hitconfirm in this game atm since i have to mind the timing and so on so i rarely go for anything but safe bets. It should be good soon though, it is coming together for me.

I understand if people choose to go for simple damage, doing actual combos does require actual work. Training mode is so rewarding here though, i'm getting the hang of Joes tigerkick/golden heel wallcarry stuff and it just feels so sweet to keep the opponent floating.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 02:52:16 AM
Question...why were you able to counter that Kensou special in the first place?  What I mean is, what the hell was that Kensou thinking to actually decide to throw out that move raw?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on December 01, 2011, 04:22:07 AM
Question...why were you able to counter that Kensou special in the first place?  What I mean is, what the hell was that Kensou thinking to actually decide to throw out that move raw?

Ehh.. I really meant that the level of play was crap :P He just liked spamming that move because he didn't get punished enough. I don't think the third guy who was playing even figured out a punish for it.. He did get a little scared when fighting me later on though and it was obvious that he was keeping track of my meters. I think light slash kick is a solid punish aswell though so that's just my bad for not using it enough really. Growing pains you know.. Gotta play dumb before you play smart.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 05:19:30 AM
Okay, seriously, I'm so sick of getting mauled by Kula.  I've yet to beat a single competent Kula.  At this point I'd probably fare better by just putting down the controller and hopefully the opponent gets so confused it becomes a draw.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on December 01, 2011, 06:07:03 AM
Resistance is futile against the overpowered loli XD
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 01, 2011, 06:32:40 AM
bit off topic but seems like decent ammount of people on 4 chan are enjoying KoF though a lot of them have the same complaints we do about the netcode
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 07:04:56 AM
Beware, 2.99 is now becoming the next 8.95.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 01, 2011, 07:35:54 AM
Got at least one good set in. Decent player (I feel like an asshole forgetting his name right now) he had a Runaway Elizabreast, very annoying character. Can't wait for that patch.

Random thoughts:

My Ralf is garbage. Offline I don't have too many problems, but online I accidentally get moves out all the time. A simple standing CD into Punch easily becomes a Galactic Phantom. Messed around with his corner combos off of an EX punch and it turns out I can get about 350-400 damage on average by either comboing straight into Bareback super, or doing Explosion, C charge punch, Cancel into another Explosion and possibly into another charge punch. Roughly the same damage is done either way. Still not a bad character, just has a bad wakeup game and mediocre AA game.

Maxima I think is going to be low tier. He's just too slow, and can't punish as well as 90% of the cast. His guard points are his greatest gimmick, but his grabs are terrible (probably the worst in the game), and he has a hard time getting in. This is how you beat Maxima; pretend you're fighting a worse version of Hugo or Zangief... like Hakan. His guard points are his one and only useful feature. *It was funny, the guy I was playing on PSN did Maxima's Super to AA me, I short hop A with Clark, Maxima absorbed the hit, but it was so slow that I was able to block the super and punish him.

Billy is a fucking black pimp. Just an amazingly good character overall. His only weakness being a bad AA game. His mixups are scary. He has an easy combo into Neo Max Super (and Neo Max is a really good punish too) and I believe his EX up kicks are safe on block or at least appear so online ;) .

Messed around with Mature, why do all of her supers do almost no damage? Other than that she's a good character.

I don't get Claw Iori. He's easy, perhaps easier to use than Flame Iori. But if you zone him or know your characters best jump ins there's not much he can do. He just doesn't have the pressure he once had. There's no real reason to use him over Flame Iori unless of course Claw Iori does more damage or has easier Neo Max combos, both of which I doubt. His command grab is garbage too. There's just no real reason to use him right now compared to most of the cast that has good ways of getting in. And less of a reason once Flame Iori is out next week.

Clark is still a black pimp :D . His B Sab is just so godly, not just because of autoguard, but because of the tick possibilities it has. He's the only grappler (aside from maybe Goro and his Kara Throw) who has great tick throws. My only problem is that his EX charge punch trades with certain things. I guess they had to give him some kind of weakness but I hate predicting that joe schmoe is going to do something, and they do random Tatsu as I do the EX and it trades...

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 01, 2011, 07:42:58 AM
anyone else think the inputs in this game can be a bit wonky sometimes?

for some reason i seem to have a somewhat hard time pulling off kyo's orochinagi and even having some trouble doing dp motions with robert and a few others maybe its just me when ever i played 98,02 or hell even kof xii i didn't have any problems
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 01, 2011, 07:49:35 AM
Eh, if you use Pad and the Shoulder buttons for EX moves it's a little off. Which is weird because I use the Shoulder buttons for EX moves in 3rd Strike and have never had problems until 3SOE came out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 01, 2011, 07:58:02 AM
Eh, if you use Pad and the Shoulder buttons for EX moves it's a little off. Which is weird because I use the Shoulder buttons for EX moves in 3rd Strike and have never had problems until 3SOE came out.
i only use my shoulder buttons for blow back and hd activation sooo yeah
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 08:35:25 AM
Go get bodied by a couple of Claw Ioris and then come back and say he's worthless.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 01, 2011, 08:39:56 AM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 08:56:47 AM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?

I'm guessing that's a trial combo...and I'm never gonna try it for two reasons.

One...that seems stupidly annoying to do.

And two...fuck Kula.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 01, 2011, 09:00:34 AM
Lol Kula's annoyance aint changed a bit, every since the 2k2 days. That bitch is aggravating lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 01, 2011, 09:06:52 AM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?

I'm guessing that's a trial combo...and I'm never gonna try it for two reasons.

One...that seems stupidly annoying to do.

And two...fuck Kula.
the only loli i seriously want to burn in a fire
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 09:16:37 AM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?

I'm guessing that's a trial combo...and I'm never gonna try it for two reasons.

One...that seems stupidly annoying to do.

And two...fuck Kula.
the only loli i seriously want to burn in a fire

She's the only loli and only the second woman.  The other woman, Dahlia Hawthorne...unfortunately she's already dead, but the bitch already came back once.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sugarboy on December 01, 2011, 10:08:19 AM
got my copy today and got flame Iori

http://youtu.be/53vpabwVyh8 (http://youtu.be/53vpabwVyh8)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 01, 2011, 10:24:34 AM
Maxima I think is going to be low tier.

I think Maxima is the shit, he was pretty strong in the arcade, and still is. He may be slow, but his guard points give him the necessary tools to slowly make his way close enough to his opponent, and EX Aerial Vapor Cannon is amazing. I usually punish what I can with s.C/s.D into hcb+B, and off that you can get more damage with a super.

I might end up being King/Shen/Maxima. I'm wondering though if I should use King as my 2nd character, because I can actually pull off her HD combo, Shen's I can't quite get out yet. I love having Maxima as my anchor because of the damage he can do off a simple 3 hit combo.

I've been playing with Ralf more too, his standing CD is really good... plus it's kara-cancelable. I've been using s.CD kara into qcb+P to approach, works pretty good.

Kim is another character I may use more, I've always been a fan of Kim in the Fatal Fury games, but rarely played him in KOF, save for like in KOF95 lol. Hangetsuzan being punishable hurts him a bit, and his Max Cancel off his Hou'ou Kyaku into Neo Max doesn't bring out much damage compared to other characters. If only he could cancel the Hou'ou Kyaku finisher into Neo Max... everytime I tried I could only do it after the first few several hits.

Also playing with Andy more, I love his s.B, s.D chain combo, it's awesome.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on December 01, 2011, 10:29:05 AM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?

Remember the "long"cut for DPs, and it shouldn't be the worst of the bunch.

 ;dn ;b, ;dn ;b, ;b,   ;fd ;df ;dn ;db ;bk ;fd ;c,  ;df ;dn ;db ;bk ;c
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 01, 2011, 10:35:37 AM
got my copy today and got flame Iori

http://youtu.be/53vpabwVyh8 (http://youtu.be/53vpabwVyh8)

Lol that envelope is pimp. Straight out the story, I like.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 01, 2011, 11:10:47 AM
anyone else think the inputs in this game can be a bit wonky sometimes?

for some reason i seem to have a somewhat hard time pulling off kyo's orochinagi and even having some trouble doing dp motions with robert and a few others maybe its just me when ever i played 98,02 or hell even kof xii i didn't have any problems

This game is SVC level strict on controls. SVC took me a year to fully master the controls, even simple inputs because of how strict it is. All the commands work properly, but it allows NO sloppiness in execution. Give it time, especially with online lag it will take a lot of practice to get used to this system.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: shinefist on December 01, 2011, 11:33:39 AM
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/kof13.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/kof13.html)

12 new vids of combos cool...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 01, 2011, 12:05:41 PM
Maxima I think is going to be low tier.

I think Maxima is the shit, he was pretty strong in the arcade, and still is. He may be slow, but his guard points give him the necessary tools to slowly make his way close enough to his opponent, and EX Aerial Vapor Cannon is amazing. I usually punish what I can with s.C/s.D into hcb+B, and off that you can get more damage with a super.

I might end up being King/Shen/Maxima. I'm wondering though if I should use King as my 2nd character, because I can actually pull off her HD combo, Shen's I can't quite get out yet. I love having Maxima as my anchor because of the damage he can do off a simple 3 hit combo.

I've been playing with Ralf more too, his standing CD is really good... plus it's kara-cancelable. I've been using s.CD kara into qcb+P to approach, works pretty good.

Kim is another character I may use more, I've always been a fan of Kim in the Fatal Fury games, but rarely played him in KOF, save for like in KOF95 lol. Hangetsuzan being punishable hurts him a bit, and his Max Cancel off his Hou'ou Kyaku into Neo Max doesn't bring out much damage compared to other characters. If only he could cancel the Hou'ou Kyaku finisher into Neo Max... everytime I tried I could only do it after the first few several hits.

Also playing with Andy more, I love his s.B, s.D chain combo, it's awesome.

 I agree. Maxima is not low tier and shouldn't be under estimated. People say he's easy, but getting in with him is a  challenge. That takes time and practice with him. Doesn't happen quick. Also, he has 1 command grab, but that 1 command grab will allow you to super cancel on any version of it. No matter what happens, you put them in the corner. Nobody's command grab does all that, especially a regular one (Except Daimon, but Daimon is just straight evil).

Give him a chance.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on December 01, 2011, 12:18:53 PM
This game is SVC level strict on controls. SVC took me a year to fully master the controls, even simple inputs because of how strict it is. All the commands work properly, but it allows NO sloppiness in execution. Give it time, especially with online lag it will take a lot of practice to get used to this system.
Nah. I disagree.  I've played SVC and XIII is better than that but KOF has always been against sloppy inputs so you have to be spot on.  I remember playing 00 after playing XI.  00 was strict.  I had to practice basic qcf motions.  Something I was able to do for more than 10 years.  XIII just has some madness with characters that demand you use shortcuts to get what you want.  Mix in some late cancels and links and it's a pain.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on December 01, 2011, 02:46:05 PM
One question. Maybe you have talked about this already... Is there any way to refuse a match when you get challenged in arcade or practice? I will like to refuse fight against 1 bar people, but I do know how (i press O button, or select, or start, or triangle, but nothing works and match starts)..

thanks in advance :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: SAB-CA on December 01, 2011, 03:14:19 PM
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/kof13.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/kof13.html)

12 new vids of combos cool...

Quote for new page, as many of SNKP's combos are worth watching:) Good short videos that cover basics and advanced sombos in short order, and have some nice tricks.

One question. Maybe you have talked about this already... Is there any way to refuse a match when you get challenged in arcade or practice? I will like to refuse fight against 1 bar people, but I do know how (i press O button, or select, or start, or triangle, but nothing works and match starts)..

thanks in advance :)

If you play Arcade or practice in Ranked, there's no way to refuse. But you're finished with the person after 1 round.

If you pick these options under Player, you can refuse the players, but they stick around after the fight.

So you get more control in player matches.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on December 01, 2011, 05:14:16 PM
So, for those that play online (doesn't matter if it sucks or not): who are the most used/overused characters there?  I'm guessing Kyo and K', but i want to hear something for those that played the game.

Just curious.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 01, 2011, 05:19:43 PM
So, for those that play online (doesn't matter if it sucks or not): who are the most used/overused characters there?  I'm guessing Kyo and K', but i want to hear something for those that played the game.

Just curious.

Mostly Athena, Robert, Kyo, and Ryo.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 01, 2011, 05:30:21 PM
So, for those that play online (doesn't matter if it sucks or not): who are the most used/overused characters there?  I'm guessing Kyo and K', but i want to hear something for those that played the game.

Just curious.

Played quite a few matches and so far the character variety my opponents have picked have been great, I wouldn't say any particular character is being overused so far.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 01, 2011, 06:47:19 PM
how easy do most of you find this kula combo;

 ;dn ;b, ;dn ;b, ;b,  ;fd ;dn ;df ;c,  ;fd ;df ;dn ;db ;bk ;fd ;df ;dn ;db ;bk ;c?

Remember the "long"cut for DPs, and it shouldn't be the worst of the bunch.

 ;dn ;b, ;dn ;b, ;b,   ;fd ;df ;dn ;db ;bk ;fd ;c,  ;df ;dn ;db ;bk ;c

holy fucking shit, the k dp into fb cancel. rex i love u man, no homo. and here i was thinking just what kind of godly execution you must have for the shit, thanx a lot man.

so finally after getting some help, has anybody found a way to make 2 crouching light into 2 half circle backs easier execution wise?

also rex and anybody with knowledge and/or execution wanna help me out with the terry 9 or 10 trial in the terry thread. the one that rex posted long ago and mr kof performed, the one where you change sides with the burning knuckle and finish with hard cracshoot into busta wolf into NM. thanx in advance. anybody seriously considering playing terry should know this combo, the first part is his hardest non corner non super bar hd combo in the game, BUT ITS HARD, lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on December 01, 2011, 07:45:14 PM
got my copy today and got flame Iori

http://youtu.be/53vpabwVyh8 (http://youtu.be/53vpabwVyh8)

sugarboy!  Welcome to DC finally!  This man is the reason I play (more like, the reason I still play rather) Chin, my hats off to you. Your tips about him the first week, and how you said Japanese players were smacking the machine playing against Chin, I was like, "I'm in!" Thank you for opening up my dark side haha.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ufgt on December 01, 2011, 07:52:42 PM
Musolini:

I go c.b,  ;fd ;df ;dn+ ;b ;db ;bk ;fd ;df ;dn ;db ;bk+ ;a+ ;c

I find it easier than trying to bust the full motion after the second c.b
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 01, 2011, 08:34:09 PM
So, for those that play online (doesn't matter if it sucks or not): who are the most used/overused characters there?  I'm guessing Kyo and K', but i want to hear something for those that played the game.

Just curious.

Most used online (mid to high level play) is Ash, Shen Woo, K' least used Elizabeth, Chin, Maxima. This is just what I see and if you count the people who are just starting out, then the people used are quite different.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 08:46:41 PM
All I see is Kula >:O
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on December 01, 2011, 08:51:50 PM
Kula is the shit.  People just get mad because her snowman can block projectiles.   ;)

Surprisingly I've barely seen any K's.  I think his combos are a little too strict for the average newb.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on December 01, 2011, 08:52:44 PM
All I see is Kula >:O

On the plus side, all you get to beat up is Kula.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 01, 2011, 08:54:46 PM
All I see is Kula >:O

On the plus side, all you get to beat up is Kula.

If I could actually beat Kulas, I wouldn't be as mad.  I keep getting steamrolled.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 01, 2011, 08:56:49 PM
Well I haven't played a whole lot of online matches, but I've seen more of Kyo, Terry, and Chin than anyone else.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 01, 2011, 09:27:19 PM
http://www.atlus.com/forum/showthread.php?t=9811 (http://www.atlus.com/forum/showthread.php?t=9811)
Quote
We have been carefully monitoring dialogue and feedback regarding the online play in THE KING OF FIGHTERS XIII. While the general consensus is that KOF XIII is one of if not the best entry in the series and that the netcode is noticeably improved over the previous iteration, we're saddened to hear that many of our fans are frustrated with their online experiences thus far.

Just as it was in the months prior to the game's release, we will do everything within our influence to help developer SNK PLAYMORE test and continue to improve KOF XIII's network performance. To this end, the detailed feedback we've received is invaluable.

We greatly appreciate the dedication of players who are diligently reporting their online experiences, and we sincerely thank the community for all of the passion and support it has offered us and THE KING OF FIGHTERS XIII.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 01, 2011, 09:40:23 PM
http://www.atlus.com/forum/showthread.php?t=9811 (http://www.atlus.com/forum/showthread.php?t=9811)
Quote
We have been carefully monitoring dialogue and feedback regarding the online play in THE KING OF FIGHTERS XIII. While the general consensus is that KOF XIII is one of if not the best entry in the series and that the netcode is noticeably improved over the previous iteration, we're saddened to hear that many of our fans are frustrated with their online experiences thus far.

Just as it was in the months prior to the game's release, we will do everything within our influence to help developer SNK PLAYMORE test and continue to improve KOF XIII's network performance. To this end, the detailed feedback we've received is invaluable.

We greatly appreciate the dedication of players who are diligently reporting their online experiences, and we sincerely thank the community for all of the passion and support it has offered us and THE KING OF FIGHTERS XIII.

 :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bzerk on December 01, 2011, 10:33:44 PM
Nice to see  they are paying attention to the online concerns. Maybe they have something planned behind the scene at snkp
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: derpsunagi79 on December 02, 2011, 01:44:09 AM
anyone else think the inputs in this game can be a bit wonky sometimes?

for some reason i seem to have a somewhat hard time pulling off kyo's orochinagi and even having some trouble doing dp motions with robert and a few others maybe its just me when ever i played 98,02 or hell even kof xii i didn't have any problems

This game is SVC level strict on controls. SVC took me a year to fully master the controls, even simple inputs because of how strict it is. All the commands work properly, but it allows NO sloppiness in execution. Give it time, especially with online lag it will take a lot of practice to get used to this system.

youve got to be kidding, right?

this has to be probably the easiest kof has ever been, easier than x1 even and that was baby mode.

in 2002 i struggled a bit with certain combos, but in 13 im breezing through them like butter, the balance is perfect between decent inupt reading and your execution, everthing is so damn easy, and this is on pad, te only thing thats hard is kyos dp into orochinagi, and thhats because im probably getting a bit to old to be doing fast inputs like that

theres no way you should be compairing this to svc, doing a ryu max mode or demitri max mode is next to impossible compaired to 13
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 02, 2011, 04:52:49 AM
Regarding the controls, I just don't see it.

On a scale of 1 to 10. 1 representing the worst controls imaginable for a fighter like say Ballz 3D. And 10 would be 3rd Strike. I would give KOF 13 a 9. Only because it has some weird anti-tick throw system that can make it difficult if you're a grappler and has to be timed just right and I wish Neomax had it's own dedicated button because sometimes you accidentally get it out.

Comparatively; KOF98 would get maybe a 5 and 2002 would get a 6 from me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 02, 2011, 04:58:06 AM
third strike is a 9 one to ten, same as RB2 imo. kof xi is 10 out 10 and then some.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 05:03:17 AM
Great, as if Kula weren't giving me enough nightmares, now I'm afraid of Clarks too.  I have to pray to get through an entire team with Kensou since Clark is usually an anchor or I get worked.

Also, off-topic, Youtube changed the layout again...hate when they don't warn you.

And two other things.  How the hell is 98 and 02 easier for you than XIII?

Also, am I the only one who thought 3S wasn't that hard execution wise unless you were using like Yun or Urien?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 06:29:17 AM
Man it's really hard to respect players online. people will do random Neo Maxes and EX to win. It's annoying playing ppl like that online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 02, 2011, 06:41:09 AM
...10 obviously representing flawless and perfect controls of course.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 02, 2011, 06:43:58 AM
Haven't played arcade mode much just been in the lab for the longest and online matches. Just realized Final Boss Sakai be on that bullshit lol. Dark Ash easy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on December 02, 2011, 06:52:29 AM
Man it's really hard to respect players online. people will do random Neo Maxes and EX to win. It's annoying playing ppl like that online.


I don't see the problem, it's not like NM and EX moves are free to do.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 06:58:48 AM
Man it's really hard to respect players online. people will do random Neo Maxes and EX to win. It's annoying playing ppl like that online.


I don't see the problem, it's not like NM and EX moves are free to do.

Yeah but I some I get hit by it cause of the random input lag the game likes to throw out.  :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 07:14:44 AM
Man it's really hard to respect players online. people will do random Neo Maxes and EX to win. It's annoying playing ppl like that online.


I don't see the problem, it's not like NM and EX moves are free to do.

It's a problem when you take a BS 500 DMG for the stupidest NM throwout ever.  Plus since the online isn't that great, it makes something as simple as running up a bit useless since you can't block in time.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 07:27:11 AM
Man it's really hard to respect players online. people will do random Neo Maxes and EX to win. It's annoying playing ppl like that online.


I don't see the problem, it's not like NM and EX moves are free to do.

It's a problem when you take a BS 500 DMG for the stupidest NM throwout ever.  Plus since the online isn't that great, it makes something as simple as running up a bit useless since you can't block in time.
Man aint that the truth, thing is I want to brush up before going to NEC and online is my only option atm since no one upstate ny plays the game. I feel like I'm wasting time playing online most of the time. Don't get me wrong I played a couple of solid players but alot other rely on online gimmicks to win matches. Sorry for the rant but I'm a bit sad i don't have a scene to improve locally.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 07:40:15 AM
You're preaching to the choir.  Have the same problem, only I'll probably have one less day to practice since I'm leaving for Philly in...well, 12 hours.  I would go to the Arcade, but it'd take too long without a car so...yeah.

Anyway, just find decent players...non-Kula players...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 02, 2011, 07:47:21 AM
something as simple as running up a bit useless since you can't block in time.
Man aint that the truth, thing is I want to brush up before going to NEC and online is my only option atm since no one upstate ny plays the game. I feel like I'm wasting time playing online most of the time. Don't get me wrong I played a couple of solid players but alot other rely on online gimmicks to win matches. Sorry for the rant but I'm a bit sad i don't have a scene to improve locally.
[/quote]

What's your PSN?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 07:49:30 AM
something as simple as running up a bit useless since you can't block in time.
Man aint that the truth, thing is I want to brush up before going to NEC and online is my only option atm since no one upstate ny plays the game. I feel like I'm wasting time playing online most of the time. Don't get me wrong I played a couple of solid players but alot other rely on online gimmicks to win matches. Sorry for the rant but I'm a bit sad i don't have a scene to improve locally.

What's your PSN?
[/quote]

EL_TRO
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 07:55:35 AM
Now I'm considering either staying up and getting some practice in, or go to sleep now, hope I wake up early and get some training in before I go.

Decisions.  And I STILL have to pick my stopgap for my team...ugh.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 08:27:42 AM
well if anything when I get to NEC I'm going to look for casuals. Hopefully the Answer will host or something. I need to get some KOF in against people that can play this game in tourneys.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 08:34:13 AM
He isn't hosting cause he's rooming with me, and I'm not dragging my 360 over there.  Jaguar said he's setting up a room so I guess we're going to his room whenever he gets in.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 02, 2011, 08:38:27 AM
Cool. well see you in NEC then. Drive safe.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 08:39:03 AM
Well I'm riding in a bus.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Dechimo on December 02, 2011, 08:40:32 AM
Yo, If anyone wants to play me on psn add me my tag is kimkaphan.
I think I'm a decent player I'm from Chicago.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 02, 2011, 08:41:24 AM
Yeah man when going to a tourney there always plenty of casual's to go around. That's 75% of the fun for me, just fun offline exhibition competition to up your game without having to worry about the issues of netplay. Make sure to get alot of fun inspirational casuals in.

Piss i cant go, got no money and it was either pay for NEC or buy KOFXIII for me. Had to make the seconded choice lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 02, 2011, 09:13:09 AM
I'm curious the people out there that are wondering about the 4 bar connection, have any of you tried player match quick match? I encounter 4 bars in there but I run into a problem that it will not show 4 when you enter the match. However it plays very well even though it will show a lower connection.

This also happens when I host a room. I will have someone come in that supposedly is on a 2 bar connection and it plays at least like a 3 if not 4 bar. I also think this the problem I heard people are entering a room asking for a 4 bar connection yet someone come in with a 2 bar instead.

I have played a 4 bar that stayed 4 when you enter the room (he was 20 miles away at most but more then likely using the same internet provider). So I've somewhat got an idea of what a 4 bar feels like.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 02, 2011, 11:03:55 AM
i think i had 2, 4' bar matches in the beginning, after that i put it on 3 and up but like most of you i kept getting 2 bar people that i had to kick. i played eripio69 from dc hes from cypres 2 bar shit connection, unplayabe.

ggs to you dc folk btw. i had some decent 3 bar matches against kael from poland, fluke whos from sweden and eddr whos from the same country as me. at 3 bars the game is playable but not great, thing is all these 3 bar connections should have been 4 bars (they would be in ssf4). holland is 100 miles from east to west and almost 200 miles from north to south. eddr should have been 4 bars instead of 3. people from the uk are only 2, such bs. the netcode would haveen good if all my neighbouring counties had 4 bars and countries further away like spain and italy 3. neighbours are 3 and spain etc are 2. in sf4 they where normally 3 to 4 if their internet didn't suck. impossible momentarily with 13's netcode, shame.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on December 02, 2011, 11:24:23 AM
It had noticable lag moments but i think the majority of the matches were fine though.

When i got the game yesterday i immediately went online and tested my connection.

-2 bars- my first online match and it was laggy as hell

-3 bars against Musolini and that was a decent connection, not perfect though

-4 bars was smooth as hell and have played a couple of people without any sort of lag whatsoever.


I think i spent more time online than in the actual game itself lol, i need to train though and level up.

Those trials are a bitch btw, damn!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 02, 2011, 01:10:34 PM
Got to play my first flaming Iori match. He hit me with 2 fireballs and. Just couldn't process what was going on, but when the uppercut went off I snapped out of my stupor. Can't wait to buy him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 02, 2011, 02:16:43 PM
Got to play my first flaming Iori match. He hit me with 2 fireballs and. Just couldn't process what was going on, but when the uppercut went off I snapped out of my stupor. Can't wait to buy him.

I myself used to playing against him all day on GGPO. 98 lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 02, 2011, 02:28:54 PM
since no one upstate ny plays the game.

Man, what rock do you live under? You gotta come play with me. Got a few guys up in Rochester I play with at RIT's EGS, and they've been getting into KOF.

We got a ranbat going on tonight.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 02, 2011, 03:51:19 PM
Got to play my first flaming Iori match. He hit me with 2 fireballs and. Just couldn't process what was going on, but when the uppercut went off I snapped out of my stupor. Can't wait to buy him.

I myself used to playing against him all day on GGPO. 98 lol

I've been having matches against him for 16 years now, you'd think it wouldn't surprise me....
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 02, 2011, 05:15:20 PM
another quick note, when going into hd mode at 3 bar connections the game stops for a sec and lags even more, making the easiest hd combos a bitch. this probably worse with 1 and 2 bars ( i feel for u peeps). how is it with 4 bars?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 05:20:47 PM
It's not so much a problem with 3 bars as the netcode itself.  When this game lag spikes (happens to all games online, not a big deal) the game doesn't resynchronize for the lost time in the round, so you play under extreme input delay until the round is over.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 02, 2011, 06:12:24 PM
http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874 (http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874)

looks like kof sold pretty well during the first week
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 02, 2011, 06:14:12 PM
Dude...literally VGChartz.

Anyway, last post before I put my laptop away and head for Philly.  Away!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 02, 2011, 06:16:45 PM
Dude...literally VGChartz.

Anyway, last post before I put my laptop away and head for Philly.  Away!
yeah i know but still
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 02, 2011, 06:42:54 PM
another quick note, when going into hd mode at 3 bar connections the game stops for a sec and lags even more, making the easiest hd combos a bitch. this probably worse with 1 and 2 bars ( i feel for u peeps). how is it with 4 bars?

Can't remember that happening to me.

http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874 (http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874)

looks like kof sold pretty well during the first week

Guessing those numbers must be respectable if it outsold Tekken Hybrid (which came out the same day iirc).

Anyway, last post before I put my laptop away and head for Philly.  Away!

I do not ask  that you guys win, just that you do not let Justin Wong win.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 02, 2011, 06:44:17 PM
I know that this is stretching it, but if vgchartz has some sort of credibility which I honestly don't know

Did KOF outsold Marvel?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: THE ANSWER on December 03, 2011, 12:24:12 AM

I do not ask  that you guys win, just that you do not let Justin Wong win.





Don't worry, I'll take care of that for ya! ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: kofoguz on December 03, 2011, 12:43:48 AM
http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874 (http://www.vgchartz.com/charts/weekly.php?reg=USA&date=40874)

looks like kof sold pretty well during the first week
I wonder if Atlus can confirm this? How could we know how many copies were sold? Could we ever know? I'm asking honestly cause I have no idea.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on December 03, 2011, 01:07:57 AM
Even Atlus say that VGChartz is NOT a reliable source.

http://www.atlus.com/forum/showthread.php?t=9814 (http://www.atlus.com/forum/showthread.php?t=9814)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 03, 2011, 01:10:14 AM

I do not ask  that you guys win, just that you do not let Justin Wong win.





Don't worry, I'll take care of that for ya! ;)

Yeah, by standing aside and watching me work.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 03, 2011, 02:47:35 AM

I do not ask  that you guys win, just that you do not let Justin Wong win.





Don't worry, I'll take care of that for ya! ;)

Yeah, by standing aside and watching me work.

Lmfao
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 03, 2011, 06:24:57 PM
Wonder when they gonna announce the iori dlc release date.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on December 03, 2011, 06:35:07 PM
Wonder when they gonna announce the iori dlc release date.

They already did, December 6.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 03, 2011, 06:36:28 PM
http://bbs.kofunion.net/read.php?tid=171407&page=e#a (http://bbs.kofunion.net/read.php?tid=171407&page=e#a)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on December 03, 2011, 07:03:02 PM
http://bbs.kofunion.net/read.php?tid=171407&page=e#a (http://bbs.kofunion.net/read.php?tid=171407&page=e#a)


Link isn't working.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 03, 2011, 07:11:48 PM
Sorry,I try again.
http://bbs.kofunion.net/read.php?tid=171407 (http://bbs.kofunion.net/read.php?tid=171407)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 04, 2011, 01:42:26 AM
Anyone know when Mr. Karate and EX Kyo are coming out?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on December 04, 2011, 02:51:14 AM
Anyone know when Mr. Karate and EX Kyo are coming out?

they haven't even been officially announced by snkp or atlus, how would anyone know?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 04, 2011, 02:59:54 AM
More random thoughts:

King: I don't like her. Her projectiles are good but I feel like I have to spam them all the time with her, and for whatever reason I can't get her slide out consistently, and I think she has the slowest sweep in the game. Not saying she's bad, but she has a tough time getting in and consequentially getting them off of her. Just my two cents.

Ryo and Robert: If I mained Shoto's I'd use them for sure. But I don't because I find them boring and horribly overused by scrubs ;) . I'd say either him or Robert are the best. Robert has every tool available to him; a command grab (EX too), a Dive, projectile super, etc. Ryo is different, he's like Clark in that he has a tool specific to him that no other character has and radically changes how to play against him. Clark's B Sab not only autoguards but gives him amazingly good tick throw options that no other character has. Just the same with Ryo's parries, they're damn good and make him scary as shit if the other guy is good at it.

Shen: Very easy neomax combos. Good overall character, I just have a hard time getting in with him.

Kim: I really like him. Just wish his QCB+kick was safe or perhaps easier to combo afterwards. Really good pressure with him. Very easy to pick up. Another thing I wish he had were his rekka's from 2002 and XI.

Netcode varies wildly. I played 3 guys. One Green, pretty good, he just loved doing Mai's Neomax. The other two were Yellow and one was 'okay' the other was okay for the first match and then lagged hardcore for the rest of the matches. I honestly think some of these guys with Yellow connections fully know that it's laggy and just want to troll by running away and spamming projectile and random super. I even had one guy empty jump over me, he's right next to me, so I go to grab, and he mashes out crLKx3 with Kula and it hits... Need that patch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DeaTh-ShiNoBi on December 04, 2011, 08:49:42 AM
Hello, sorry if this is the wrong place to ask, but it seems appropriate.  I missed the first day of NECXII, and I want to know if there is a place where I can watch the non-live stream of KOFXIII before the top 4 tomorrow.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on December 04, 2011, 09:13:13 AM
Hello, sorry if this is the wrong place to ask, but it seems appropriate.  I missed the first day of NECXII, and I want to know if there is a place where I can watch the non-live stream of KOFXIII before the top 4 tomorrow.

Welcome to DreamCancel Death Shinobi. Can't find the video right now; when I do, it'll be posted up in the  Tournament - Results (http://dreamcancel.com/forum/index.php?board=22.0) thread. That and the Upcoming Tournaments/Events threads is the place to check out that stuff.

If you'd like, you can introduce yourself in the Meet & Greet (http://dreamcancel.com/forum/index.php?board=9.0) section.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DeaTh-ShiNoBi on December 04, 2011, 09:47:50 AM
Hello, sorry if this is the wrong place to ask, but it seems appropriate.  I missed the first day of NECXII, and I want to know if there is a place where I can watch the non-live stream of KOFXIII before the top 4 tomorrow.

Welcome to DreamCancel Death Shinobi. Can't find the video right now; when I do, it'll be posted up in the  Tournament - Results (http://dreamcancel.com/forum/index.php?board=22.0) thread. That and the Upcoming Tournaments/Events threads is the place to check out that stuff.

If you'd like, you can introduce yourself in the Meet & Greet (http://dreamcancel.com/forum/index.php?board=9.0) section.

Thanks solidshark, you've told me everything I needed to know.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 04, 2011, 10:31:41 AM
KOF XIII ps3 version took the 8th place of gamer.com.tw sales ranking last week(11/27~12/03).
gamer.com.tw is the greatest video game community in Taiwan.

http://buy.gamer.com.tw/atmItem.php?sn=10306 (http://buy.gamer.com.tw/atmItem.php?sn=10306)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on December 04, 2011, 12:38:49 PM
Did anyone encounter 'lost colour' bug?

Let me go into details, I was playing to unlock K' until I reach the 40 play count usage, upon doing that, I exit game properly and it auto-saves. I did a quick check on the count and it was 40, went into customization and saw all colors unlock. Ok, since I was done I off the console and went out. To my horror, when I went into customization again, not all the colors were there.  :( I went to check the character playcount and its at 27!!

Other players who encounterd this as well: http://www.gamefaqs.com/boards/632923-the-king-of-fighters-xiii/61135872 (http://www.gamefaqs.com/boards/632923-the-king-of-fighters-xiii/61135872)

Is there anyway to inform Atlus or SNK about this?

Title: Re: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tom on December 04, 2011, 05:46:11 PM
Hello, sorry if this is the wrong place to ask, but it seems appropriate.  I missed the first day of NECXII, and I want to know if there is a place where I can watch the non-live stream of KOFXIII before the top 4 tomorrow.
Team spooky has the stream in the archive.

Sent from my GT-I9100 using Tapatalk
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 04, 2011, 06:28:25 PM
KOF XIII ps3 version took the 8th place of gamer.com.tw sales ranking last week(11/27~12/03).
gamer.com.tw is the greatest video game community in Taiwan.

http://buy.gamer.com.tw/atmItem.php?sn=10306 (http://buy.gamer.com.tw/atmItem.php?sn=10306)

Awesome.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 05, 2011, 06:04:06 AM
Just got back from NEC. My god played The Answer, Reynald and one more person who I forgot to ask his name. They made me look silly. Insanely nice those 3. Willing to help a player out to better improve. Appreciate the games I played there. Made 9th in KOF 13 which is far better then expected. Got sent to losers by Justin Wong who played extremely solid and obviously has better defense then I do (was really hard to get in against him). Over all playing and definitively seeing high level play (was sitting right behind the players during top 4) made me realize how much I want to improve in the game.

@Running Wild- Well I live in Albany which is the exact equivalent to a rock lol and believe me I would go to Rochester but I have no vehicle nor do I know how to get there by bus. If anything if you got a consistant scene going on I would go once I purchase a car. Thanks for the heads up  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 05, 2011, 09:20:24 AM
I thought you guys up in Albany get the cops called for mashing so hard?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 05, 2011, 09:24:03 AM
I thought you guys up in Albany get the cops called for mashing so hard?
That was a pretty funny story. It was an inside joke cause of a party we threw that attracted the cops attention. We haven't used that thread in a long while. Surprised you know it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 05, 2011, 10:07:47 AM
When I'm at SRK's regional match making Atlantic North sub-forum, I see that thread once in awhile, the title always catches my attention.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 05, 2011, 09:38:24 PM
guess I'll bump the thread.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 05, 2011, 11:22:43 PM
Finally back from NEC.  Had a freaking crisis where I almost couldn't get home at all.  I thought I was gonna be stranded.  Shoutouts to the Answer and OMGitzAndre for getting my ass back home lol.

But it was a great event, 53 entrants which was a solid turnout.  And I got to live the dream and commentate top 4 of KOF, twas amazing.

Met a ton of people, everyone seemed really cool, and almost everyone wants to play this game, except for Wolfkrone who's too busy dominating AE.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 05, 2011, 11:31:07 PM
It was definitively hype. Although I felt like I was the only one clapping like an idiot lol. It's too bad I wasn't able to play you.


Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kusanagi-Style on December 05, 2011, 11:41:45 PM
It was definitively hype. Although I felt like I was the only one clapping like an idiot lol. It's too bad I wasn't able to play you.



Don't worry dude I was clapping along with you watching the stream.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 05, 2011, 11:52:46 PM
It was definitively hype. Although I felt like I was the only one clapping like an idiot lol. It's too bad I wasn't able to play you.




Nah, it's fine, you probably would've beat me.  I was playing like ass all weekend.  Couldn't even finish rekkas consistently with Kensou.  I mean, you saw my match on the 8way stream, I was horrible other than catching that Joe getting comfortable with EX Buster Wolf.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 06, 2011, 12:10:34 AM
I just hope SCR will stream more than top 8. The game needs more exposure. :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: CCVengeance on December 06, 2011, 12:12:20 AM
So I decided to fous on one team every week to play as:
Last week was:Kensou,Benimaru and Maxima
this week is:Shen,Mature and Raiden
so expect me to post alot on their character threads. :)
Anyway,KOF 2002 UM has been in the xbox live arcade for a while...
Is it worth buying?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 06, 2011, 12:16:48 AM
Yes if you have people to play with. Definitively has harder hit confirms and combos compare to kof13. But it is mad fun to play.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 06, 2011, 12:24:07 AM
And by people to play with, we mean people you know IRL and will go over to your house to play it.  If you try to play that shit online, you will realize any sadness you felt over the XIII netcode is nothing compared to what 02UM did.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 06, 2011, 12:29:09 AM
And by people to play with, we mean people you know IRL and will go over to your house to play it.  If you try to play that shit online, you will realize any sadness you felt over the XIII netcode is nothing compared to what 02UM did.
Man I don't have an xbox but I heard stories about 2k2um netcode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 06, 2011, 12:36:10 AM
Yeah, well hearing the stories and experiencing it are two different things...like FG tournies.  Only experiencing one is amazing, and the other you want to lose all faith in the world.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 06, 2011, 12:59:00 AM
And by people to play with, we mean people you know IRL and will go over to your house to play it.  If you try to play that shit online, you will realize any sadness you felt over the XIII netcode is nothing compared to what 02UM did.

If you felt that much saddness for 02UM, what the heck did you feel for 98UM and MOTW?!?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 06, 2011, 02:37:06 AM
Saw you guys bringing the destruction to NEC on day 1 - way to rep!

Does anyone have a link to the archive for day 2? It eludes me despite angrily searching for it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 06, 2011, 05:05:14 AM
And by people to play with, we mean people you know IRL and will go over to your house to play it.  If you try to play that shit online, you will realize any sadness you felt over the XIII netcode is nothing compared to what 02UM did.

If you felt that much saddness for 02UM, what the heck did you feel for 98UM and MOTW?!?

Well thankfully, didn't buy those for XBL after the 02UM experience.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 06, 2011, 08:58:31 AM
I've been buying SNK/Playmore online games on the 1st day since SVC Chaos came out on xbox 180. I have so many different levels of saddness for the netcode headaches.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DeaTh-ShiNoBi on December 06, 2011, 12:08:18 PM
Saw you guys bringing the destruction to NEC on day 1 - way to rep!

Does anyone have a link to the archive for day 2? It eludes me despite angrily searching for it.

I'll link both days for convenience.

Day 1 - http://www.twitch.tv/8wayrun/b/301644345 (http://www.twitch.tv/8wayrun/b/301644345) (starts around 1:10:00)
Day 2 - http://www.twitch.tv/teamsp00ky/b/301709748 (http://www.twitch.tv/teamsp00ky/b/301709748) (starts around 1:24:00, but they were talking for a few minutes before that)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on December 06, 2011, 12:41:47 PM
Thanks man, much appreciated!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 06, 2011, 04:03:49 PM
Thanks DeaTh!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 06, 2011, 04:52:03 PM
Flame Iori seems to be up on XBL already, will most likely be up later today on PSN.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 06, 2011, 06:16:13 PM
they're not releasing all 3 together, these fucking bitches? they're already on disc and people who pirated the game are playing them for free. gayest shit ever, might as well release all 3 since they're on disc and finished as well. this some straight up bs, i should have been like luffy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on December 06, 2011, 06:24:11 PM
this is what ppl know as "Business strategy" :D or you wanna say me now (about u know them are around but still didn't officially released but someone with hacked xbox have it) didn't buy it too for learning how to screw the other ppl? i seriously didn't think the key for the other go around public just for luck or random case ;) just that. Of course i bought it and already doing my homework in training xD
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on December 06, 2011, 07:49:48 PM
Flame Iori seems to be up on XBL already, will most likely be up later today on PSN.
Yep, he's mine! xD
And he's free zone, u can catch him in XBL US, EU or JP... :p
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 06, 2011, 07:50:48 PM
iori is cool not gonna replace my team for him though
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 06, 2011, 08:33:45 PM
Yeah, and honestly idk if I even want to buy him.  My only impulse to do so at this moment is because of my need to play Rekka characters...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 06, 2011, 10:01:47 PM
Yeah, and honestly idk if I even want to buy him.  My only impulse to do so at this moment is because of my need to play Rekka characters...

Are you kidding me? The rekkas alone are reason enough to buy him. For me the flames are just a bonus!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 06, 2011, 10:10:58 PM
Yeah, and honestly idk if I even want to buy him.  My only impulse to do so at this moment is because of my need to play Rekka characters...

Are you kidding me? The rekkas alone are reason enough to buy him. For me the flames are just a bonus!
i like iori with out his flames more i rarely ever used iori in any other kof til 12 came out
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 06, 2011, 10:19:14 PM
Yeah, and honestly idk if I even want to buy him.  My only impulse to do so at this moment is because of my need to play Rekka characters...

Are you kidding me? The rekkas alone are reason enough to buy him. For me the flames are just a bonus!

Hey, Iron Fist has Rekkas in UMvC3, and you don't see me playing him.  Sometimes it's not all about rekkas >_>...but I'll probably break down with Iori.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 06, 2011, 10:55:00 PM
I'm going on skip flame Iori for now. I honestly think he'll be over used since he's the most popular character on demand. Gonna stick with Claw cause he's extremely good without Rekkas DP and Fireball.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 06, 2011, 10:57:13 PM
i like iori with out his flames more i rarely ever used iori in any other kof til 12 came out

Same, accept I got bored of the old one. XIII Iori is definitely the one I'll be focusing on, there is little to no chance of me by the EX version.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: CCVengeance on December 06, 2011, 11:18:46 PM
And by people to play with, we mean people you know IRL and will go over to your house to play it.  If you try to play that shit online, you will realize any sadness you felt over the XIII netcode is nothing compared to what 02UM did.
No worries, I've got like 10 people who I can play with near my house.Still I might not get it after all...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on December 07, 2011, 12:35:34 AM
they're not releasing all 3 together, these fucking bitches? they're already on disc and people who pirated the game are playing them for free. gayest shit ever, might as well release all 3 since they're on disc and finished as well. this some straight up bs, i should have been like luffy.

Even if they wanted to release things earlier than originally planned they can't do so freely because they need to have changes greenlit by Sony and Microsoft. The latter (as proven early on in MK9s life) are very slow in their testing and greenlighting of patches etc. Though then again i don't really believe snkp has any need to hurry at this point so they are probably just gonna go with whatever pace they planned.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on December 07, 2011, 12:50:52 AM
Anyway,KOF 2002 UM has been in the xbox live arcade for a while...
Is it worth buying?
I really recommend getting the japanese ps2 version if you can cause it has features that are lacking from the 360 version which include color edit, the option of 3D stages, and OG 2002. But if you don't care for those features then the 360 version is just fine. 02UM is definitely my favorite KOF after XIII.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: THE ANSWER on December 07, 2011, 01:11:33 AM
EX KYO!!! Wut!?!?!?!??! New character added!

http://www.atlus.com/kofxiii/ (http://www.atlus.com/kofxiii/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 07, 2011, 01:14:40 AM
^ OMG! DIDN'T SEE THAT COMING!!

OMG! CAPS!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 07, 2011, 01:17:23 AM
EX KYO!!! Wut!?!?!?!??! New character added!

http://www.atlus.com/kofxiii/ (http://www.atlus.com/kofxiii/)

While on the subject of rekka characters, EX Kyo will definitely be purchased by yours truly, with all of his glorious rekka chains.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 07, 2011, 01:23:38 AM
Yeah, I wasn't gonna get him originally...but I love Rekkas and his shit has Autoguard.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 07, 2011, 01:47:52 AM
The King of Fighters XIII: NESTS Style Kyo Console Combo Showcase (http://www.youtube.com/watch?v=7KYWNwHlNp4#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 07, 2011, 02:11:39 AM
EX Iori has now become available for download on PSN and(presumably) Xbox Live.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 07, 2011, 02:20:02 AM
YAY! Combo video! I will definitely get EX Iori and EX Kyo ones I get to my PS3!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 07, 2011, 02:24:32 AM
So apparently we get EX Kyo in two weeks...interesting.  Kane, fess up, what do you know, I know you've been holding out on us.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 07, 2011, 02:45:39 AM
EX KYO!!! Wut!?!?!?!??! New character added!

http://www.atlus.com/kofxiii/ (http://www.atlus.com/kofxiii/)

While on the subject of rekka characters, EX Kyo will definitely be purchased by yours truly, with all of his glorious rekka chains.

Hell getting him and Mr. Karate.
Dat Mushiki - CRAZILY blasts the opponent into the corner XD
NeoMax - That's the shizz, get to properly see the move on the Atlus site. Didn't know it had that kind of range and now I see it's more like a steroided buster wolf. Animation is eye sex (previously thought it was only flames engulfing the screen from close range) - VERY okay!

Problem: who the hell can I replace on my main team which I love?? Maddening! T_T
Maybe my team should have always rhymed. Joe/Beni/Ryo > Joe/Kyo/Ryo  O_o
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 07, 2011, 04:06:46 AM
so i trolled a guy with kensous taunt earlier today

and ex kyo looks so bawss im most likely gonna switch out regular kyo for him
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on December 07, 2011, 07:09:30 AM
I played alot of EX Iori's today online. He'll be the star for awhile; not just because he's a new DLC, but his move list is also very versatile.

EX Kyo looking great, I miss that R.E.D. kick.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 07, 2011, 07:12:58 AM
EX Iori is a black pimp. I mention it in the character thread but his EX SRK goes right through projectiles.  That alone makes him a top tier all around bad ass.

Played a few dudes online. GG's to Steamwolf, sucks that it lagged, we need a patch. If you ever play a guy who's screen name is KimPKaphwan (something like that) be sure to friend him. Damn good player. I got fucking wrecked. It was slightly laggy, particularly when it came to trying to do a move or EX move on wakeup, but that was some good shit.   I think he's Mexican which explains everything ;) .
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on December 07, 2011, 10:04:06 AM
Got Classic Iori.  TEAM REKKA(Duo Lon/EX Kyo/EX Iori) is almost complete.  I just need EX Kyo.  I may have to draft up a 3rd team since I still want to get down Robert/XIII Iori/Takuma. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: milesw on December 07, 2011, 11:22:04 AM
so i trolled a guy with kensous taunt earlier today

Does his taunt have more recovery than any of his fireballs?
if not...
Let the trolling BEGIN!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on December 07, 2011, 11:36:28 AM
Not too important, but I noticed that EX Iori has all new intro dialogue in arcade mode. It's nice that they went that extra step too make the character distinct from regular Iori.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on December 07, 2011, 01:16:51 PM
Not too important, but I noticed that EX Iori has all new intro dialogue in arcade mode. It's nice that they went that extra step too make the character distinct from regular Iori.

Well that was actually needed since half of the cast was making fun of him about not having his flames.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on December 07, 2011, 04:06:50 PM
Not too important, but I noticed that EX Iori has all new intro dialogue in arcade mode. It's nice that they went that extra step too make the character distinct from regular Iori.

Now I can't wait for Ryo, Yuri and Robert's reactions on Mr. Karate.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on December 07, 2011, 04:58:51 PM
I wonder what Takuma will say to Mr. Karate lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 07, 2011, 05:14:17 PM
Looks like europe psn store update has delayed iori dlc since hes not listed in this weeks store update :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 07, 2011, 05:25:54 PM
Try accessing through the KOFXIII interface.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 07, 2011, 05:51:04 PM
Try accessing through the KOFXIII interface.

blog.eu.playstation.com/2011/12/07/heads-up-game-store-update-7th-december-2011
Its not listed here only thing that is listed is the kof13 theme :/.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 07, 2011, 06:25:51 PM
http://www.4gamer.net/games/117/G011794/20111207038/ (http://www.4gamer.net/games/117/G011794/20111207038/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on December 07, 2011, 07:26:26 PM
Not too important, but I noticed that EX Iori has all new intro dialogue in arcade mode. It's nice that they went that extra step too make the character distinct from regular Iori.

Now I can't wait for Ryo, Yuri and Robert's reactions on Mr. Karate.
They will all say in unison "oh f*** me!"
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 07, 2011, 08:12:15 PM
http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117 (http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117)

Yup confirmed no release for europe yet no release date so we probably going to get ex kyo and other dlc later than everyone else.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on December 07, 2011, 09:12:01 PM
About freaking time they announced another DLC character!

I do hope we get Mr. Karate before the year ends. Would that be asking for too much?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 07, 2011, 09:36:32 PM
About freaking time they announced another DLC character!

I do hope we get Mr. Karate before the year ends. Would that be asking for too much?

Probably.  Even if it goes by the same formula as EX Kyo, we wouldn't be getting Mr. Karate until early January.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 07, 2011, 11:14:20 PM
Besides having his original stance, which version of the character is Mr Karate?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 07, 2011, 11:44:30 PM
so anybody think we will get any more dlc after we get these last 2 ex chracters?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 07, 2011, 11:45:54 PM
Besides having his original stance, which version of the character is Mr Karate?

Like a mishmash of one of his older versions with Marco I believe, also with Geese-Styled Counters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 08, 2011, 02:41:30 AM
The game has sold out in japan, sadly, SNKP didn't expected to sale more than 25k units, so lots of people actually weren't able to buy the game


At least SNKP met with their expectations

But I had to ask, how long it takes to a company to re-stock a game?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 08, 2011, 02:44:16 AM
Besides having his original stance, which version of the character is Mr Karate?

Like a mishmash of one of his older versions with Marco I believe, also with Geese-Styled Counters.
That sounds amazing, can't wait to see more of him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 08, 2011, 02:47:16 AM
But I had to ask, how long it takes to a company to re-stock a game?

I think Professor should know that one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Gimnbo on December 08, 2011, 03:17:20 AM
Lots of steam monsters in the Team Spooky chat clamoring for the KOF. I'd say that NEC was a pretty good showing.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 08, 2011, 03:17:56 AM
so anybody think we will get any more dlc after we get these last 2 ex chracters?

I don't think it's out of the question, but it doesn't seem likely. Maybe if it sells really well they'll do more characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: CCVengeance on December 08, 2011, 03:18:44 AM
Gonna get both DLC characters when NESTS Kyo is released!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on December 08, 2011, 04:36:31 AM
so anybody think we will get any more dlc after we get these last 2 ex chracters?

Highly doubt it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on December 08, 2011, 06:09:53 AM
so anybody think we will get any more dlc after we get these last 2 ex chracters?

I doubt it. You can tell that they've been planning these three for a long time. When you go to character customization, or character data, all the names appear on a grid. There's just enough room for three extra names, but no more.

That said, it would be a good sign if sales of these characters were so high that SNK decided to make EX King, EX Robert, EX Andy, EX Leona, etc. etc. But I'm reasonably certain they're not planning to.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 08, 2011, 06:19:50 AM
true i did notice that small part of the grid in charcter customization but i was also wondering what if SNK realeased KoF XIII UM just like how capcom released ssf4 how well would that sit with you guys?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on December 08, 2011, 06:38:26 AM
Well, that EX-Kyo, seems good, but never liked him a lot... but his specials with guard points are pretty attractive...

But, the one (EX-Iori too, and already caught), really expected is THAT Mr.Karate!   :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 08, 2011, 06:43:03 AM
Um, well a UM probably wouldn't be for another couple of years.  Besides, we usually save UM's for Dream Matches don't we?

I mean, if we do a UM, they can't just add EX characters and call it a day without some annoyance, they'd probably have to do new sprites for new characters which would take a while.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 08, 2011, 06:55:28 AM
Um, well a UM probably wouldn't be for another couple of years.  Besides, we usually save UM's for Dream Matches don't we?

I mean, if we do a UM, they can't just add EX characters and call it a day without some annoyance, they'd probably have to do new sprites for new characters which would take a while.
i guess i probably should've made myself a little more clear
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 08, 2011, 07:12:44 AM
so anybody think we will get any more dlc after we get these last 2 ex chracters?

Considering the game has been selling really well it's possible now. If it was going to do just 'okay' sales which I think everyone was being realistic about, probably no extra DLC characters.

A little annoyed that EX Iori was on the disc and I paid $4.99 for a 6kb unlock... but hey, SNKP/Atlus did a damn good job, EX Iori is a black pimp, amazing character. I will still be buying Mr. Karate even though there's no doubt he's on the disc but if they fix netcode I'll buy EX Kyo just as a show of thanks.

As far as more DLC characters, my best guess is either Adelheid or Rock Howard... and yes I will bring it up again that SNKP could use Kyo's body as a base to get Rock in there. I wouldn't mind, and I can finally make a Rock Howard combo video using the song Crawling by Linkin' Park.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 08, 2011, 07:58:28 AM
so anybody think we will get any more dlc after we get these last 2 ex chracters?

Considering the game has been selling really well it's possible now. If it was going to do just 'okay' sales which I think everyone was being realistic about, probably no extra DLC characters.

A little annoyed that EX Iori was on the disc and I paid $4.99 for a 6kb unlock... but hey, SNKP/Atlus did a damn good job, EX Iori is a black pimp, amazing character. I will still be buying Mr. Karate even though there's no doubt he's on the disc but if they fix netcode I'll buy EX Kyo just as a show of thanks.

As far as more DLC characters, my best guess is either Adelheid or Rock Howard... and yes I will bring it up again that SNKP could use Kyo's body as a base to get Rock in there. I wouldn't mind, and I can finally make a Rock Howard combo video using the song Crawling by Linkin' Park.
why does iori have to be a black pimp
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 08, 2011, 08:15:45 AM
Because.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 08, 2011, 01:14:12 PM
Because.

Pimp'n ain't easy?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: milesw on December 08, 2011, 01:45:06 PM
Coz he had to slap some sense into his hoes and now theyre no more...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 08, 2011, 01:51:03 PM
Billy's definitely solid and I'm expecting great new play out of him. He's the odd man out when it comes to a fight. His zone game is pretty crazy as well as his damage. You really got to watch out for him. I think EX iori doesn't scare me as much as Billy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 08, 2011, 02:00:51 PM
http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117 (http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117)
Iori dlc confirmed 5th january for psn europe :(.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: milesw on December 08, 2011, 03:25:42 PM
fuuuuuuuuu
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 08, 2011, 04:25:56 PM
New KOFXIII blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/part1.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/part1.html)

Shows NEST Kyo moveset and has a combo video. Dunno what it says though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 08, 2011, 07:12:49 PM
they better release all 3 by then these fucking bitches. i should have went with the US version, damn it.

also fuck adelheid and rock and the rock they crawled out from under. the people demand yamazaki, if not him geese. i could live with oswald as well, but the people demand otherwise, and you know, we all people.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on December 08, 2011, 08:23:10 PM
they better release all 3 by then these fucking bitches. i should have went with the US version, damn it.

the people demand yamazaki, if not him geese. i could live with oswald as well, but the people demand otherwise, and you know, we all people.

Which people are these? ("Not me!" said marchefelix the Cat.)

'Coz from what I've seen, the people are demanding Vanessa, Adelheid, and Oswald over all others.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 08, 2011, 08:36:42 PM
nah man most demanded character is Yamazaki, its the people's choice.

geese, adelheid, vanessa and oswald are not as loveable and needed for kof as yamazaki is.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on December 08, 2011, 08:43:10 PM
Methinks you're replacing "the people's choice" for "my choice and my choice only"... I have only heard you be all like "YAMAZAKI YAMAZAKI YAMAZAKI!"

Just what's so great about him anyway? I find him annoying as fuck, especially after 2003.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Phoenixazure on December 08, 2011, 08:50:05 PM
Big news.

https://twitter.com/#!/AtlusUSA/status/144848954306203648

Demo out for XBL, on PSN Next week. 6 chars,  2 stages. They're working on netcode
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 08, 2011, 08:51:51 PM
^Awesome! Hopefully the info we all have posted will be useful to them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 08, 2011, 09:07:14 PM
theres is no yamazaki after 03, and that yamazaki was the worst one. try yamazaki in 97/98/02and the um games, hes the shit, especially the way i play him. i use him like a wall that keeps going forward and pushes you in the corner and rapes you there. turtling with him is a bitchmade style i dont use.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 08, 2011, 09:34:51 PM
I actually liked his 03 Unblockable LSDM, that made him awesome in 03 for me. lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 09, 2011, 12:15:02 AM
So they finally gave Nest Kyo Dp's and Rekkas guard point again. Now I'm hype. Havent seen that since 98.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 12:38:27 AM
So they finally gave Nest Kyo Dp's and Rekkas guard point again. Now I'm hype. Havent seen that since 98.

Yep, cannot wait for Rekka Kyo.  Just kind of stunned we're just getting a two week turnaround with him.  Imagine if he weren't leaked.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: TYRANNICAL on December 09, 2011, 12:50:16 AM
I was letdown with his Tears them but I see that they brought back Goodbye Esaka.  I couldn't have asked for more.  That's the best theme Kyo ever had.  If they made his Mu Shiki have an EX version instead of Orochinagi, he'd be better off. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: CCVengeance on December 09, 2011, 01:28:55 AM
Nest Kyo has GUARD POINT?
Oh hell yes...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 09, 2011, 01:33:03 AM
so i have like a 15 loss streak against saitsuofleaves i has a sad now :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 01:52:36 AM
so i have like a 15 loss streak against saitsuofleaves i has a sad now :(

Nah, you got 2 on me...though it was when I was fucking around with EX Iori and Beni...especially since I have no damn clue how to play Beni.

And yeah, EX Kyo has Guard Point on both his start Rekkas...and someone brought up one of his subsidiaries too, but I'm not sure which one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 09, 2011, 02:04:28 AM
so i have like a 15 loss streak against saitsuofleaves i has a sad now :(

Nah, you got 2 on me...though it was when I was fucking around with EX Iori and Beni...especially since I have no damn clue how to play Beni.

And yeah, EX Kyo has Guard Point on both his start Rekkas...and someone brought up one of his subsidiaries too, but I'm not sure which one.
dude i really HATE your saiki and i have a really hard time keeping up with your kensou even when im using him myself
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 02:06:38 AM
Hey, go play Reynald's Saiki for a change, and then say you hate my Saiki.  Mine is freaking minor league compared to his.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 09, 2011, 03:42:12 AM
New KOFXIII blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/part1.html (http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2011/12/part1.html)

Shows NEST Kyo moveset and has a combo video. Dunno what it says though.

Just some highlights:
*75 shiki kai - is 2 button presses (so assume delaying kick 2 can be used to make this safe again)
*Orochinagi has an EX, but mushiki doesn't
*Which kyo is stronger? Like Iori/EX Iori, the playstyles are vastly different, but we balanced it so that neither version is stronger than the other.
*NESTS Kyo combo vids to come next week
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Raynex on December 09, 2011, 03:43:42 AM
Is EX Kyo out yet?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 03:45:44 AM
Is EX Kyo out yet?

12 days amigo.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on December 09, 2011, 06:34:51 AM
Man I wish I can go to SCR. I'm assuming all of WC is gonna be there. Hope the games breaks 100 entrant.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 06:48:12 AM
Man I wish I can go to SCR. I'm assuming all of WC is gonna be there. Hope the games breaks 100 entrant.

I wish I could go too...though I'd probably get bodied 3x as hard as what I got at NEC, and that was just from Oscar and Reynald.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on December 09, 2011, 12:04:34 PM
Assuming there are a frequency...
Maybe we can expect Mr.Karate to the end of the year  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on December 09, 2011, 12:14:13 PM
Got my jap version in the mail today.I hope the iori dlc is region free so i can use him with my us copy so i don t have to do a jap psn id.

(http://img846.imageshack.us/img846/3442/sany0065f.jpg) (http://imageshack.us/photo/my-images/846/sany0065f.jpg/)

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on December 09, 2011, 12:20:18 PM
(http://img846.imageshack.us/img846/3442/sany0065f.jpg) (http://imageshack.us/photo/my-images/846/sany0065f.jpg/)
Lucky you! Only for that envelope, I envy you! hahaaa
(Thinking about ordering a JP edition... looool)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on December 09, 2011, 12:31:27 PM
i think that only the jap preorders come with that so i doubt you can find one since i think playmore released limited quantities of these in japan - maybe on ebay?You can make one yourself...even bigger LOL and it's way more cheap - i paid 107 dollars including expedited shipping.

Now i hope they fix the netcode soon like they promised and i will not regret the ~150$ i paid for the us and jap versions.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 09, 2011, 03:51:11 PM
ouch, 150 is a lot of money, at least the R letter is beautiful
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on December 09, 2011, 04:04:57 PM
ouch, 150 is a lot of money, at least the R letter is beautiful

It's just a sticker..and yes 150 is a lot of moneys - that's why i think it's reasonable/i am entitled to bitch and moan until they fix that netcode without anyone telling me to "shut the fuck up".i have patience but i do not like to throw away money unless i get what i paid for.If they don't i will be selling them if i can find someone to buy them at a reasonable price.If anyone is interested PM me with offers in about 1-2 months - if someone will buy them both i will add XII too as a bonus (soundtrack and pretty envelope included LOL)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 09, 2011, 05:32:38 PM
Apparently we're getting the kyo dlc 17th december in europe on psn according to rising star.

http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117&p=12112#p12112 (http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117&p=12112#p12112)

I am confused by this as its a saturday.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 05:52:30 PM
Looks like Europe is getting it sooner than we are...that's surprising.  Probably a good thing though considering Iori.

Also, do we have a DC IRC Channel?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 09, 2011, 06:16:08 PM
We do not. We tried that in the past and it didn't work so we strictly use the toolbar chat at the bottom of the site.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on December 09, 2011, 06:24:27 PM
Yeah, if you like IRC you can hit up #SNKPlaymore on efnet.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 09, 2011, 06:50:04 PM
Apparently we're getting the kyo dlc 17th december in europe on psn according to rising star.

http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117&p=12112#p12112 (http://www.risingstargames.com/forum/viewtopic.php?f=40&t=2117&p=12112#p12112)

I am confused by this as its a saturday.

does this mean they're not complete fuck ups?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 09, 2011, 07:14:00 PM
considering going out to pick up KoF XIII on ps3 today
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 09, 2011, 11:06:11 PM
Well on XBL, I just lost to BananaKen 25-0.  Shit was not fun...Athena made my life hell, and when I somehow got past her, Betty was waiting to do work on me too. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: AM2 on December 10, 2011, 01:46:35 AM
I'm not sure if anyone else knows, but button config IS on the character select screen, just not obvious. Just press the cancel button on character select screen in versus mode, there is an option to change button config. Also I'm not trying online again until the patch at least. Really bad connections even with a green bar.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 10, 2011, 02:34:06 AM
I'm not sure if anyone else knows, but button config IS on the character select screen, just not obvious. Just press the cancel button on character select screen in versus mode, there is an option to change button config. Also I'm not trying online again until the patch at least. Really bad connections even with a green bar.

Yeah, we kinda knew about it, but you must press O or B before picking any characters, that is the only way it should show up.
Title: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nars on December 10, 2011, 02:50:48 AM
I'm new to competitive KOF scene. So who are players that I should check out?

I can watch videos all day at work so I could give a f... how many players you guys can write me!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Phoenixazure on December 10, 2011, 03:22:19 AM
Reynald, the Answer, Bala, Romance, Mr. KOF, Kane317, Poongko, KCE
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on December 10, 2011, 03:48:32 AM
Reynald, the Answer, Bala, Romance, Mr. KOF, Kane317, Poongko, KCE, ach-videos, CMD, metaphysics, Team Chaos

Fixed.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on December 10, 2011, 04:36:28 AM
Reynald, the Answer, Bala, Romance, Mr. KOF, Kane317, Poongko, KCE, ach-videos, CMD, metaphysics, Team Chaos

Fixed.

Quit being modest Kane.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GenesisDC on December 10, 2011, 06:40:31 AM
Chin is a turnoff.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 10, 2011, 06:44:05 AM
Reynald, the Answer, Bala, Romance, Mr. KOF, Kane317, Poongko, KCE, ach-videos, CMD, metaphysics, Team Chaos

Fixed.

Quit being modest Kane.

Honest? What is honest about using the SSS Tier Chin??? That small midget is overpowered!!








(lol j/k)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 14, 2011, 01:26:14 AM
So KOF XIII did not win the VGAs and I'm pretty sure I know why.

Viacom has stocks in the Mortal Kombat franchise. Not only that, they own MTV. This is easily the most obscure conjob I've ever seen, but hey, it's like playing the "Kevin Bacon" game.

Anyway, bummed about that. We seem to have come in second though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 14, 2011, 02:26:15 AM
So KOF XIII did not win the VGAs and I'm pretty sure I know why.

Viacom has stocks in the Mortal Kombat franchise. Not only that, they own MTV. This is easily the most obscure conjob I've ever seen, but hey, it's like playing the "Kevin Bacon" game.

Anyway, bummed about that. We seem to have come in second though.

Reiki...I hope that this is a joke...seriously, and if it is, congrats, you found your sense of humor.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 14, 2011, 02:27:30 AM
Even though that could had made a diference

1) This are the VGA, for god's sake, wwe all stars was there

2) Plus MK9 was really popular, in a local survey here, the game won by big difference

Marvel, could have won if weren't for the whole umvc 3 fiasco, street fighter is fading in obscurity, and KOF XIII is an incredible niche game, mk9 winning is not weird for me in any sense

Honestly, people shouldn't care for the VGA awars, at least the FGC
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 14, 2011, 04:02:25 AM
Well I officially declare the XBL Online portion of KOFXIII officially dead, and I doubt the netcode patch will save it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on December 14, 2011, 04:51:35 AM
I was just playing some today. The game paired with a player from France with one-bar connection. That wasn't fun.

Then I played a FT10 with someone else as a player match. Great games with a smooth connection.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 14, 2011, 04:53:30 AM
Maybe I should revise to say, at least in the US it seems dead.  Only matches available off of searching were 2 bars or lower, and making a room for two hours, not one entrant.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 14, 2011, 05:14:34 AM
Had a bad night online. I thought online was 'okay' before but for whatever reason half the time I can't get my combos out. It's totally random. I'm not mashing. I have the timing down and they don't come out half the time. Then short hops become regular jumps and you eat yet another AA.

Then it got weird, I played a guy who had a nice Shen, but he used Flame Iori, and he knocked me down in the corner, I hold back to block his short hop C, and I eat his combo. This happened 3 times in a row. I know I'm blocking correctly, and nothing. Free combo for them.

Doesn't help that almost everyone online is very, very content to pick shoto, runaway, spam projectile, and do random AA's... Thank god for Clark.

Can't find my mojo for a solid 2nd character either. I do well with Clark and Billy but not so much Flame Iori. I feel like I get in, do Rekka if it lands, SRK or crC to AA them, maybe go for a command grab on their wakeup. Maybe I kill their character, I runaway and use projectile to build one more bar for Clark and I get killed. Tried out Kyo and Ryo, didn't like 'em. Here's hoping for Mr. Karate.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on December 14, 2011, 05:32:26 AM
Maybe I should revise to say, at least in the US it seems dead.  Only matches available off of searching were 2 bars or lower, and making a room for two hours, not one entrant.

I know how you feel.  I played a lot of matches vs my friend and it bumped my player level up pretty high.  If I wait 30 mins for someone to join, chances are they leave immediately anyway. 

Me and you should play together, we connected decently didn't we?  I won't use Kula, I promise.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 14, 2011, 05:59:57 AM
Maybe I should revise to say, at least in the US it seems dead.  Only matches available off of searching were 2 bars or lower, and making a room for two hours, not one entrant.

I know how you feel.  I played a lot of matches vs my friend and it bumped my player level up pretty high.  If I wait 30 mins for someone to join, chances are they leave immediately anyway. 

Me and you should play together, we connected decently didn't we?  I won't use Kula, I promise.

I wait an hour, I go into training mode because I feel like working out maybe Claw Iori or Shen (because Terry HD combos are insanely finicky so idk if I want to keep him, still waiting on EX Kyo next week...by the way, weren't we supposed to get a blog about him today or something?), and I go in there forever, someone finally joins and by the time I make it back to the lobby, they're gone.

It was half decent between us.  Better than the crap I usually get anyway.  And it's fine if you use Kula, I hate the bitch but with the frequency she's used, I have to learn how to fight her anyway.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 14, 2011, 06:18:03 AM
Even though that could had made a diference

1) This are the VGA, for god's sake, wwe all stars was there

2) Plus MK9 was really popular, in a local survey here, the game won by big difference

Marvel, could have won if weren't for the whole umvc 3 fiasco, street fighter is fading in obscurity, and KOF XIII is an incredible niche game, mk9 winning is not weird for me in any sense

Honestly, people shouldn't care for the VGA awars, at least the FGC
anyone who can play a video game shouldn't give a rats ass about the VGA's and personally as much as i love KoF i think mortal Kombat deserved the win ive honestly enjoyed it a lot more than both games content wise (inb4 rage)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on December 14, 2011, 07:13:23 AM

I know how you feel.  I played a lot of matches vs my friend and it bumped my player level up pretty high.  If I wait 30 mins for someone to join, chances are they leave immediately anyway. 

Me and you should play together, we connected decently didn't we?  I won't use Kula, I promise.

I believe we played the other day and I left after one match.   :) The connection was weird that day that I was dropping combos left and right. 

Perhaps we can play again some other time?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on December 14, 2011, 08:19:04 AM
I believe we played the other day and I left after one match.   :) The connection was weird that day that I was dropping combos left and right. 

Perhaps we can play again some other time?

Yeah, sure.  It's possible we live too far apart for a decent connection.  Add me on Xbox and we'll find out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 14, 2011, 08:40:12 AM
KOF XIII PS3 version took the 5th place of sales ranking of gamer.com.tw last week.
http://buy.gamer.com.tw/atmItem.php?sn=10306 (http://buy.gamer.com.tw/atmItem.php?sn=10306)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on December 14, 2011, 09:31:53 AM


Yeah, sure.  It's possible we live too far apart for a decent connection.  Add me on Xbox and we'll find out.
Yes, definitely.  I feel like it has more to do with my cable internet connection.  My speed is unstable when my neighbors start streaming netflix during peek hours and weekends. 

KOF XIII PS3 version took the 5th place of sales ranking of gamer.com.tw.
http://buy.gamer.com.tw/atmItem.php?sn=10306 (http://buy.gamer.com.tw/atmItem.php?sn=10306)

Well, the KOF series has always been huge in Asia.  I'm more curious to see how well the game sells in North America.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 15, 2011, 12:07:31 AM
It would be nice if SNK released the KOF12 stages as dlc for 13 since their pretty much layout and art style.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 15, 2011, 06:21:19 AM
Question: Only Neo Max/Hyperdrive combo I'm good with is Clark's. And I know that's because it's piss easy to do but bare with me here.

Let's say you have your 2nd character out there, Clark is your anchor. You're sitting on 2-3 bars and full Drive Cancel meter. Do you go into Neo Max to kill the 1st or 2nd character on you're opponents team, but in the process leave practically no meter and no Drive Cancel for Clark? Or do you keep it basic and build meter and possibly lose your 2nd character but you know that Clark's going to come in 3-4 bars and full drive cancel? Keep in mind that Clark is my main.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 15, 2011, 06:28:52 AM
Depends on matchups and health of your second character and how well he builds meter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 15, 2011, 06:34:09 AM
So... anyone else's player data get erased lol?

I was playing a level 8 and all of a sudden after one match he turned into a level one, mine was still the same. I then turn the system off but when I come back a little while later I'm in the same boat, I'm a level 1 and all my stats have started from scratch.

Billy and Saiki are still unlocked but all the unlocked colors have been lost.

Fuck.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 15, 2011, 06:42:59 AM
Depends on matchups and health of your second character and how well he builds meter.

My 2nd is usually Flame Iori or Billy. Sometimes I run Billy first but because I'm still figuring out Iori I run him 2nd when I see the other guy has figured out my Iori and wants to rush down Billy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 15, 2011, 07:08:37 AM
Hmm, well okay, it still also depends on health and your opponent's characters. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on December 15, 2011, 07:36:58 AM
So... anyone else's player data get erased lol?

I was playing a level 8 and all of a sudden after one match he turned into a level one, mine was still the same. I then turn the system off but when I come back a little while later I'm in the same boat, I'm a level 1 and all my stats have started from scratch.

Billy and Saiki are still unlocked but all the unlocked colors have been lost.

Fuck.



Something similar happened to me several times - The other side's stats are reset in the middle of a long set.  When that happens, their names are blanked out and the win loss stats within the room don't add up.  However, my stats have never been reset.  I did suspect they increased my loss numbers by about 10 games once.  It probably happened during the glitch where the game attributed my opponent's losses to me by error.

Anyways, I actually don't mind having my stats reset.  A lot of people come into my room, saw my level, and leave immediately.  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 15, 2011, 11:53:32 AM
Yeah I like the stat reset (I really want an option to hide stats) but losing my unlocks not so much.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on December 17, 2011, 07:40:35 AM
If anyone still cares about reviews, the guy from the fighters generation gave a 9.1 to this game.

http://www.fightersgeneration.com/games/kof-xiii.html (http://www.fightersgeneration.com/games/kof-xiii.html)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on December 17, 2011, 06:01:18 PM
If anyone still cares about reviews, the guy from the fighters generation gave a 9.1 to this game.

http://www.fightersgeneration.com/games/kof-xiii.html (http://www.fightersgeneration.com/games/kof-xiii.html)

I figured F. Yagami (I'm guessing that's the webmaster's name) to give this one a good review. Nice to have it come from someone who plays a lot of fighters like a lot of us, and most KOFs.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 17, 2011, 08:13:46 PM
dudes cool, loves samurai shodown (straight up best series ever conceived that never really turned great because snk wanted tomake kofmore popular and mainstream, these fucking bitches). also the characters he likes are actually the characters i like. it doesnt seem like he really knows 13that well judging  from hisreview, but  its clear he loves what he sees. so do i, now if onlywe couldsee a ss in better than kof 13 style (made by ss64 artist).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on December 19, 2011, 10:54:29 PM
Guess who won?
http://www.gamespot.com/the-king-of-fighters-xiii/videos/winner-best-fighting-game-of-2011-6347816?tag=updates%3Blatest%3Ball%3Btitle%3B9 (http://www.gamespot.com/the-king-of-fighters-xiii/videos/winner-best-fighting-game-of-2011-6347816?tag=updates%3Blatest%3Ball%3Btitle%3B9)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 19, 2011, 11:06:18 PM
That's actually a pleasant surprise!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 19, 2011, 11:07:06 PM
I'm surprised Gamespot picked KoFXIII over MK. Well this just proves how fantastic XIII is!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Chipymax on December 20, 2011, 01:05:27 AM
A pleasant surprise in-D!...

PS: too bad for the PS3 People, having to wait 20 more days... Viva la Xcaja360 ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 20, 2011, 01:07:45 AM
I don't liked the reasons that they gave for kof xiii as fighting game of the year, it was a surprise, but the reasons where really bad, specially the netcode one

I'm just cynical to all this awards sadly, I just hate them since there is a lot of shady reasons behind them
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Nagare_Ryouma on December 20, 2011, 01:10:12 AM
I was counting the hours to get my hands on NEST STYLE Kyo....Fuck!!!!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 20, 2011, 01:15:19 AM
I was counting the hours to get my hands on NEST STYLE Kyo....Fuck!!!!!


Poor PS3 users...go go 360.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Chipymax on December 20, 2011, 01:19:18 AM
I don't liked the reasons that they gave for kof xiii as fighting game of the year, it was a surprise, but the reasons where really bad, specially the netcode one

I'm just cynical to all this awards sadly, I just hate them since there is a lot of shady reasons behind them

I do agree with you, they didn't sound very convincing, but I still believe KOF13 is the best F.G out right now.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 20, 2011, 01:20:25 AM
http://exdragonproject.com/stream/ (http://exdragonproject.com/stream/)

KOF XIII in the UK, check it out!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 02:16:09 AM
Have not found any info that Kyo will be delayed for Japan PS3 yet, but almost certainly have to assume it...

EDIT: blog from 2 wks ago shows 12/20 xbox and 12/22 ps3. Last week's shows 12/20 w/o mention of platform. Knowing SNK, they have probably overlooked some of the details... worst case, have till wait till thursday to get any info
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 03:53:39 AM
OK, for all non US folks looks like we are good:

'The only DLC affected is the North American PSN release of NESTS Kyo.'

Aram's post on Gaf

http://neogaf.net/forum/showthread.php?p=33596861 (http://neogaf.net/forum/showthread.php?p=33596861)

(very nice of him to clarify - thanks!!)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 20, 2011, 05:00:24 AM
^ Yeah, I know. =(

Man, I wanted to play with NEST Kyo, heck I even bought a 10 dllrs PSN Card earlier today. =(

Oh well, at least we got news on the PATCH, but it seems they will only fix the randomness of the bars and give us the option to not accept a Ranked match if we see the bars are low. I wonder if they will also improve the netcode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 20, 2011, 05:03:11 AM
I think we can expect them to optimize the code as well as fix the listed issues.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 05:06:49 AM
I was wondering the same exact thing. Proper match filtering by itself would be huge, but hopefully there will be other tweaks for better connectivity overall.

nilcam, I'll hope for the same while trying to expect the above :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 20, 2011, 05:16:05 AM
I disagree.  I think that the fact that they only even addressed the matchmaking issues gives me very little hope, and it was little to begin with.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 05:24:58 AM
If that's the case, peeps will have very few matches to choose from.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on December 20, 2011, 06:10:41 AM
I like what I've heard so far, but that's not enough. It's very important that they actually try to improve the netcode instead of just improving network options.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 20, 2011, 06:28:06 AM
well i guess i should be glad that they give us the option to kick 1 bars out now of course im hoping that the put in some work with the netcode id be more optimistic about that but optimism annoys me and the whole fool me once, fool me twice deal comes into play now
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 20, 2011, 06:54:11 AM
Well it's nice, but lets be honest, who gives a rat's ass about Ranked anyway?  I was staying out of it even before I found out about the crappy matchmaking on it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 07:17:32 AM
Talking about being able to find true 3bar~4bar connections and hanging out in your own room for hours.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 20, 2011, 07:22:47 AM
I kinda wish they added some Display options, like HUD movement, contrast, brightness, screen size, etc. The TV I'm playing cuts some parts in the border and that is kinda annoying. =/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 07:27:03 AM
I'd like to be able set HUD position.

Adding on, I would really like savable default settings for practice mode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 20, 2011, 07:57:16 AM
I'd like to be able set HUD position.

Adding on, I would really like savable default settings for practice mode.

Good one, forgot about it. But yeah, having the settings in Practice mode save should save us the annoyance to change the settings each time. I mean, I can do it fast, but is nice to have it saved.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 20, 2011, 08:51:04 AM
I'd like to be able set HUD position.

Adding on, I would really like savable default settings for practice mode.

Good one, forgot about it. But yeah, having the settings in Practice mode save should save us the annoyance to change the settings each time. I mean, I can do it fast, but is nice to have it saved.

Totally, feel your pain man. I have had that thought each and every time I do it - sounds like something that should be fairly easy to implement via a patch. Heh, have gotten fast at it too.
Another while-we're-at-it, but would be nice if we got the button config along the lines of how everyone wanted it. Push button to set button, but have the current functionality available as well where you can move left or right if you want to assign buttons to no action, or set button combos, etc.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 20, 2011, 09:13:17 AM
^ It would be awesome to have the "press button" configuration, but if they didn't add it after hearing all the fans request. I doubt they would add that after a patch, maybe in the next game. But as everybody here, I wish it was implemented already.

Meanwhile we are at this wishlisting patch conversation... I wish they allow us to enter the "button config" option in characters select by pressing "START". For what I notice, START doesn't do anything in the character select and as for now, you can only go to the "Button config" by pressing O/B before picking the 3rd character. You can press O/B even if you selected the first or the 2nd character and still access it, but I find START a better button to use.

BTW, why the heck I can't custom color FOXY and DIANA? =(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Nikolai VolKOF on December 20, 2011, 09:19:27 AM
Talking about being able to find true 3bar~4bar connections and hanging out in your own room for hours.

 :( for real
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 20, 2011, 10:26:59 AM
^ It would be awesome to have the "press button" configuration, but if they didn't add it after hearing all the fans request. I doubt they would add that after a patch, maybe in the next game. But as everybody here, I wish it was implemented already.

i think the way button config works now is fine, press button config is a lil easier but the difference is minimal and not even worth complaining bout.

the horseshit they call netcode, hud options etc need bigger improvements and way more urgently.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on December 20, 2011, 12:17:53 PM
I have a feeling they're actually tweaking the netcode.  In all honesty, if the patch did just what they said it did, would it not be a lot quicker and a lot easier to just put that in rather then have an unknown date for something that should feasibly be a quick patch?

I have a hunch that they're actually doing some tweaking and fixing on the netcdoe and they aren't confident enough to tell us about it.  But then again, it's SNK so who really knows.  The one guy who's making this patch is probably doing it in his spare time between making athenas legs chubbier, making Yuri have bigger meat buns and deleting e-mail requests for Yamazaki as DLC.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: SAB-CA on December 20, 2011, 02:19:50 PM
I have a feeling they're actually tweaking the netcode.  In all honesty, if the patch did just what they said it did, would it not be a lot quicker and a lot easier to just put that in rather then have an unknown date for something that should feasibly be a quick patch?

No, not really. Part of the patch hurdles also involves passing certification for the patch to release to the public. Big companies seem to be able to "rush" a patch through these processes for Sony and Microsoft, but smaller companies can pass the patches (or even DLC) to the companies, and they companies can then decide if they're able to release it soon or not. Not to mention they have to coordinate releases with different company heads in multiple areas of the world.

I'd really like to see the code improve too, lets get those 2's feeling like 3s, 3s like 4s, and 4s better than ever! Hopefully, some true optimization with "in the wild" conditions can enable them to do some amazing things with it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 20, 2011, 03:38:44 PM
Our community provided a lot of information to Atlus and I think that should help SNKP a lot.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 20, 2011, 04:24:32 PM
I just hope they improve the delay in even Green connections.

And disable stun in Training.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 20, 2011, 04:57:03 PM
I just hope they improve the delay in even Green connections.

And disable stun in Training.

You can disable stun in training.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KBlackNoah on December 20, 2011, 05:18:16 PM
I just hope they improve the delay in even Green connections.

And disable stun in Training.

fail
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MUSOLINI on December 20, 2011, 05:19:25 PM
and deleting e-mail requests for Yamazaki as DLC.

him and i need to have a little chat then...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Garydee on December 20, 2011, 07:54:17 PM
To those who can download NEST Kyo. How is he?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: PhoenonX on December 20, 2011, 09:03:38 PM
Weeell, Looks like there's KOFXIII Gamerpics on the XBL Marketplace.

Anyone get either of them yet, I'll hold off on it for now until I know who is in each one so I don't end up getting one that doesn't actually have who I want to use in it. That would be pretty unfortunate.

Oh, and yeah, about time I made an account here.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: SAB-CA on December 20, 2011, 09:27:51 PM
To those who can download NEST Kyo. How is he?

I left my impressions in his character thread, HERE. (http://dreamcancel.com/forum/index.php?topic=1657.msg40521) Personally, I think XIII Kyo is more free-flowing, and NESTS Kyo has been given so many checks and balances, that he's slightly more restricted. HOWEVER, his own personal gameplay feels rather fresh for this game, and people willing to use his EX's and Unique attack strings will probably find a very powerful, yet well-balanced, character.

Weeell, Looks like there's KOFXIII Gamerpics on the XBL Marketplace.

Anyone get either of them yet, I'll hold off on it for now until I know who is in each one so I don't end up getting one that doesn't actually have who I want to use in it. That would be pretty unfortunate.

Oh, and yeah, about time I made an account here.

Welcome to the site:) Make sure to intro yourself in the "Meet and Greet" secti- wait, you already did! ;-)

Anywho, yeah, I wish there was a preview to the things too. I'd DL a pack or so myself, but now gotta save points for all these crazy XBL 12 days of Christmas deals...  However, keep your eyes on sites like http://gamer-pics.com/ (http://gamer-pics.com/) ... they should have the XIII picks pop up eventually!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 20, 2011, 10:35:14 PM
ex kyo soooooooooooooooooooooooooooooo good
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 20, 2011, 11:13:27 PM
Huh... MR. Karate officially announced:

The King of Fighters XIII: MR. KARATE Console Combo Showcase (http://www.youtube.com/watch?v=bXNoBJctt4Q#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 21, 2011, 12:05:56 AM
mister karate meh still much rather have someone else
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 21, 2011, 12:32:07 AM
http://gamer-pics.com/the-king-of-fighters-xiii/ (http://gamer-pics.com/the-king-of-fighters-xiii/)

There is one gamer pic but you could get an idea on how they will work

chibi galore
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 12:35:44 AM
Have a Chibi Ash Crimson Gamer Pic...enjoy the conversations with your friends who don't know KOF when you say he's a guy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on December 21, 2011, 12:54:36 AM
Mister karate seems fun to me. Looks like regular Takuma though has his own music and sounds like hes angry and taking a dump while starting his neomax. Must play.

I've been thinking of trying regular Takuma aswell, though i've thus far prefered playing his kids.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 21, 2011, 01:00:44 AM
Have a Chibi Ash Crimson Gamer Pic...enjoy the conversations with your friends who don't know KOF when you say he's a guy.
ash is a very sexy guy who i would love to take to dinner and a movie
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: PhoenonX on December 21, 2011, 01:16:46 AM
Don't be so rude, Ash is the fairest maiden in all the KoF games by far.

Second is probably Chris though, she's pretty hot too. She's got that whole Tomboy look going for her.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 01:29:48 AM
All I can say is...inb4shion.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 21, 2011, 01:46:31 AM
All I can say is...inb4shion.
all dat rule34
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 05:11:49 AM
Well, after spending like an hour just trying to look at every possible combo EX Kyo can have, it seems, at least resource wise, he's a point character (which we probably already knew, but meh).

Past his BnB 1 Drive, 1 Meter combo in the corner, he doesn't really seem to push it much further damage wise when you burn more resources unless you're going for an HD combo.  He definitely thrives early it seems.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 21, 2011, 05:27:51 AM
I might use him on 1st and replace Terry because as much as I like Terry I fucking love characters that have ways of going right through projectile spamming.

Off topic: Can someone link me Bala beasting at SCR? Is it in the levelup archive's yet?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on December 21, 2011, 05:35:14 AM
I might use him on 1st and replace Terry because as much as I like Terry I fucking love characters that have ways of going right through projectile spamming.

Off topic: Can someone link me Bala beasting at SCR? Is it in the levelup archive's yet?
http://www.twitch.tv/leveluplive/b/302995652 (http://www.twitch.tv/leveluplive/b/302995652)
Starts at 0:31:52.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 21, 2011, 05:37:38 AM
THANKS!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 05:44:53 AM
And now we've lost Louis for the rest of the night.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 21, 2011, 06:07:20 AM
I got lost in your mom last night.






 ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 21, 2011, 06:53:36 AM
I got lost in your mom last night.






 ;)
that must have been horrible anyway back on topic im thinking about dropping robert as much as i love using him in past kof games for some reason i just cant seem to do anything with him in a match i've tried with multiple people of various skill levels and the the result always seems to be the same
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 21, 2011, 12:11:15 PM
^ After playing you I picked him up a bit more to take another look at him and I still agree with you. You can make him sort of work against lower level players, but fight someone who has a little knowledge of the game and he is really hard to work with. His specials just aren't reliable enough to use them in riskier situations. You have to play safe way too much with him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 21, 2011, 12:58:21 PM
I focused on Ryo because he was the less used of the two and Robert seemed a little too good. Socal guys said the same thing in that one levelup stream, going on and on about how he's top tier. Though its funny how none of them bothered with him during SCR. Same with Hwa Jai, they said that he's top but he didn't do much worth mentioning in SCR. So yeah, I still maintain that, so far, this is one of the best balanced fighting games to date.

Now that I feel more comfy with Ryo I'll focus on Robert but, honestly, based on the few matches I've played with him I can't see myself not doing well with him. He's like a swiss knife of sorts, pretty much has everything. Fireball, DP, command throw, air special, invincible and super fast neomax (that can also be done in the air), very safe db f+B special, etc. Add to this easy hit confirms via f+B and f+A, which also work starting from lows, and you have a very solid character.

Maybe you guys are playing him way too much like in the previous years? Dunno. Most probably just have to adjust to his XIII style instead of relying on past knowledge, which is the same with a lot of the cast due to all the refreshing that took place.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 21, 2011, 01:39:49 PM
I'm not saying he's bad. Best way to describe him is like Kula. She has good stuff and if you break her down and really start to use the combo system she can be a beast, however just using the specials in a footsies game will get you killed if you are not careful. Her shoryuken hits aren't very reliable (meaning unless you have the shoryuken mastered on how it hits you are going to whiff on your opponent a lot). Her slide is very punishable, her freeze breath is easy to get inside of, and her psudo hurricane kick to iceball isn't nearly what it used to be. However if you figure her out all together she is a beast.

Robert is a lot of the same. The shoryuken isn't nearly as accurate as it used to be, the hurricane kick (Hien shenpuken I know the names but I talk SF to simplify) is not safe at all, the fireball is average at best on properties, the dive kick is not nearly as safe as in past game also is a bit slower giving the opponent more time to adjust to it, and Ryoko Ranbu can be knocked out of pretty simply taking away one of the bigger advantages he had in the past games. That all being said put all his stuff together and I'm sure you can do serious damage w/ him cause he has many different attacks to work from, but on a simple footsies level, he's not very safe to use. I'll probably pick him up and work harder on him eventually, but there are a lot more characters to master that are more my style that I can work my way into the combo system while still feeling comfortable playing footsies with.


The balance is ridiculously good on this game cause I've watched the different streams of the game and the players seem to change their mind on who they want to use tournament by tournament. I mean do you remember a SF game where the players were picking totally different people from one tournament to the next?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on December 21, 2011, 01:44:04 PM
You know, as much as I like Takuma, I really wish they would have given us Mr. Karate Ryo.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 21, 2011, 02:59:02 PM
I focused on Ryo because he was the less used of the two and Robert seemed a little too good. Socal guys said the same thing in that one levelup stream, going on and on about how he's top tier. Though its funny how none of them bothered with him during SCR. Same with Hwa Jai, they said that he's top but he didn't do much worth mentioning in SCR. So yeah, I still maintain that, so far, this is one of the best balanced fighting games to date.

Now that I feel more comfy with Ryo I'll focus on Robert but, honestly, based on the few matches I've played with him I can't see myself not doing well with him. He's like a swiss knife of sorts, pretty much has everything. Fireball, DP, command throw, air special, invincible and super fast neomax (that can also be done in the air), very safe db f+B special, etc. Add to this easy hit confirms via f+B and f+A, which also work starting from lows, and you have a very solid character.

Maybe you guys are playing him way too much like in the previous years? Dunno. Most probably just have to adjust to his XIII style instead of relying on past knowledge, which is the same with a lot of the cast due to all the refreshing that took place.
dont really rely on much knowledge from old games much generally because i forget it in like 10 minutes but like baka said robert has all the makings of a solid character but a lot of his shit is kinda risky as of right now im gonna try to focus on find a replacement for him sure ill still use him time to time but just not right now which is kinda dissapoint because in almost every other kof i played he was a mainstay in my team well heres to hoping we get 96 rob as a ex
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 21, 2011, 03:24:45 PM
I'm not saying he's bad. Best way to describe him is like Kula. She has good stuff and if you break her down and really start to use the combo system she can be a beast, however just using the specials in a footsies game will get you killed if you are not careful. Her shoryuken hits aren't very reliable (meaning unless you have the shoryuken mastered on how it hits you are going to whiff on your opponent a lot). Her slide is very punishable, her freeze breath is easy to get inside of, and her psudo hurricane kick to iceball isn't nearly what it used to be. However if you figure her out all together she is a beast.

Robert is a lot of the same. The shoryuken isn't nearly as accurate as it used to be, the hurricane kick (Hien shenpuken I know the names but I talk SF to simplify) is not safe at all, the fireball is average at best on properties, the dive kick is not nearly as safe as in past game also is a bit slower giving the opponent more time to adjust to it, and Ryoko Ranbu can be knocked out of pretty simply taking away one of the bigger advantages he had in the past games. That all being said put all his stuff together and I'm sure you can do serious damage w/ him cause he has many different attacks to work from, but on a simple footsies level, he's not very safe to use. I'll probably pick him up and work harder on him eventually, but there are a lot more characters to master that are more my style that I can work my way into the combo system while still feeling comfortable playing footsies with.


The balance is ridiculously good on this game cause I've watched the different streams of the game and the players seem to change their mind on who they want to use tournament by tournament. I mean do you remember a SF game where the players were picking totally different people from one tournament to the next?

There was actually quite a bit of character variation after the 2012 AE patch but yeah, they tend to stick more with one character in that game.

As for Robert, not having overly safe moves isn't much of an issue. Kyo is the same way, pretty much all his moves are punishable and yet he is a complete beast. Robert's ground db f+D is very unsafe but the B version seems pretty damn safe from the looks of it. unless they have a really fast move (like an EX super).

His footsie game is strong actually, you can use the same cancelling normals into fireballs tactic as Kensou. I used it with him in 2k2 and seems to work just as well here, highly annoying. Should be even better since he can easily capitalize of lows in XIII, like cr.Bx3, db f+B and cr.B, cr.A, f+B, f+A, finisher. Such strings also give him forever to hit confirm into HD. Then there is also that wall bounce and Iori style crossup. This guy has a ton of tools, if most of his moves were safe then he would probably be broken. A safe on block fireball, pretty safe db f+B and super safe neomax are enough for me.


Not sure what you mean about his dp but it has been pretty good at stuffing stuff, there is always the EX one as well. Can't remember his regular Ranbu being too hot outside of combos, Takuma's was the one that was always good (which makes sense since its one of the very few defensive options he has).

So yeah, maybe he just doesn't fit you guys anymorebut to me he seems similar to his previous years just with more combo options, tools and tricks etc.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 09:35:47 PM
Wow, I just realized.  DC had what, around 100-200 as their max of people on at one time?

SCR Weekend, we got 400.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on December 21, 2011, 09:39:30 PM
It's understandable though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 09:42:35 PM
It's understandable though.

Well sure, still cool though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on December 21, 2011, 10:51:46 PM
Okie dokie.

But anyways, does anyone know if SNKP has any plans to update the arcade version of the game with the console changes? Or is the arcade game considered obsolete to them now and not worth the resources to update?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 21, 2011, 11:19:58 PM
Okie dokie.

But anyways, does anyone know if SNKP has any plans to update the arcade version of the game with the console changes? Or is the arcade game considered obsolete to them now and not worth the resources to update?

I bet they are doing a Arcade Update, maybe with the DLC characters already playable and some extra characters that might appear for DLC on consoles. Well this is me wishing for more Characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on December 21, 2011, 11:38:09 PM
Wow, I just realized.  DC had what, around 100-200 as their max of people on at one time?

SCR Weekend, we got 400.

It was 115 up to last 2 weeks, 400+ is real nice.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 21, 2011, 11:38:48 PM
Very very nice indeed.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on December 22, 2011, 12:00:17 AM

I bet they are doing a Arcade Update, maybe with the DLC characters already playable and some extra characters that might appear for DLC on consoles. Well this is me wishing for more Characters.

I'm actually hoping something like this will happen. considering how little play the cab at Next Level saw, I think an update to it may get some people playing it more often. All I would have to do is deal with the japanese stick and buttons. But I do hope it happens and it wouldn't surprise me if it did considering how many players who played the arcade version in Japan there were.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on December 22, 2011, 12:04:59 AM

I bet they are doing a Arcade Update, maybe with the DLC characters already playable and some extra characters that might appear for DLC on consoles. Well this is me wishing for more Characters.

I'm actually hoping something like this will happen. considering how little play the cab at Next Level saw, I think an update to it may get some people playing it more often. All I would have to do is deal with the japanese stick and buttons. But I do hope it happens and it wouldn't surprise me if it did considering how many players who played the arcade version in Japan there were.

As long as everyone focuses on getting more and more ppl into KOFXIII, with the hype of NEC and SCR almost guaranteeing a spot for EVO, an update to the arcade is inevitable IMHO.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 22, 2011, 01:07:52 AM
I'm actually thinking that SNKP is expecting to create more characters for said update, since billy, saiki, and 3 ex characters doesn't seem that exciting to chill

SNKP adding 3-6 characters and focusing on other game could help them a bit
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on December 22, 2011, 01:39:43 AM
Pretty much. Truth be told, since they have fully delivered an amazing game and are getting such huge props for the finished product on console from the mainstream and the FGC, it would not surprise me at all if they are already at the drawing board for their next big project.

As much as I would want a new Fatal Fury, Metal Slug or Last Blade game, it  would come as no surprise if they are going to take another shot at making another SNK vs. Capcom game. But for now, back to KOF13!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 07:38:46 AM
Had a decent time online. It kinda' pisses me off that everyone plays keepaway against Clark but I can kinda' understand why but it still pisses me off. Pretty much impossible to pull off clutch shit online with him.

Probably not going to keep Terry on 1st. There's things I like about him, especially that EX Projectile, but he has a lot of things going against him. I remember I did his AA super at the start of the match, knowing my opponent would do something dumb, and they did a random Hangetsuzan with Kim, and Kim hits me out of the Super... Holy shit that's bad.

Billy is amazingly good on 3rd. Just pure rushdown. I love him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 23, 2011, 07:40:41 AM
You kinda understand?  I'll make it clear, I see Clark, I'm running straight across to the other side of the screen.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 07:43:13 AM
And when I see people doing that I yell at the screen and call them a woman.

It's true too.  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 23, 2011, 07:44:40 AM
And when I see people doing that I yell at the screen and call them a woman.

It's true too.  ;)

Yeah well...at least I don't have to chase anyone down for 60 seconds with Clark.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 07:48:42 AM
I'll be honest; I fucking hate zoning in fighters. And it's really weird to suddenly see it in KOF where it didn't really exist in 98/2000/02.

I'm strongly against runaway and almost never pick characters with projectiles, especially shoto.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 23, 2011, 07:51:14 AM
I assume you'd like it better if no character had a single projectile.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 07:52:07 AM
You're right. If I were to make a fighter (A hybrid of 3rd Strike and Last Blade) I would not have any projectiles. I am dead serious.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 23, 2011, 08:03:30 AM
And, real talk...I probably wouldn't buy it, and I don't even like zoners that much.  I mean, the closest I get to them is Rose in SF4 and Hawkeye and they're closer to anti-zoners than anything...

But seriously, use your order select more wisely and maybe Clark won't get cockblocked so much.  Either that or pick Kyo or Iori who don't believe in bad matchups.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 08:12:40 AM
And, real talk...I probably wouldn't buy it, and I don't even like zoners that much.  I mean, the closest I get to them is Rose in SF4 and Hawkeye and they're closer to anti-zoners than anything...

But seriously, use your order select more wisely and maybe Clark won't get cockblocked so much.  Either that or pick Kyo or Iori who don't believe in bad matchups.

Oh yeah, I tend to run Clark 2nd or 3rd. I eventually get in and win 9 times out of 10. I just like hate zoning in general ;).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on December 23, 2011, 08:16:08 AM
And it's really weird to suddenly see it in KOF where it didn't really exist in 98/2000/02.

Did you play '02?

Psycho ball... PSYCHO BALL. PSYCHO BALL!

She was one of the top tier trinity.

And don't pretend like Heidern and Krauser don't exist either.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 23, 2011, 08:18:41 AM
You make a good point, but Heidern was pretty bad in og 98. I think he was upper tier in the UM's, and that was because of his mixup, he wasn't the zoning master in those games I think. Krauser? Yeah, but his strength was his rushdown and how safe he was, not so much his fireball spam. Athena in 02? Definitely! Hated that bitch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 23, 2011, 08:35:03 AM
Both Heidern and Krauser could do unblockable fireballs in 98/UM. Krauser was just crazy scary, but I believe he got nerfed in Final Edition. I wish they'd release that on PSN or something.

I don't think zoning is a big deal in KOF, you have so many mobility options and ways around fireballs compared to Street Fighter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 23, 2011, 09:01:36 AM
Zoning is necessary in KOF. Without it all people would do is wait for blah person to come at them and counter all day. Zoning is punishment for turtles. That being said zoners are the worst lag offenders out there. If you know throwing a fireball all day w/o lag would get you killed why spam? You learn nothing 'cept being a lag fighter. On a great or offline connection KOF works perfectly. Zoners have to use intelligence and it's a fun mental game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 23, 2011, 10:15:09 AM
It's necessary, but it's not a dominant strategy. Fireballs in KOF generally have more recovery than fireballs in say, Street Fighter. If you jump over a fireball you can punish the opponent that threw it easily, not the other way around. Then a number of characters have moves that can punish fireballs completely or have projectile invincibility, guard point, etc. Some can often punish from a long distance as well.

Just one more thing I like about SNK games over most other fighting games. I much prefer fighters where being in your opponents face is where you want to be.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 23, 2011, 12:15:00 PM
Yeah that's what I've always loved about the series. It's a really level playing field for non fireballers. Heh, occaisionally for most chrs in sf, not having a fireball meant not having pants. It's def a bit different now in the sfIV's, but still feel it. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 23, 2011, 01:19:04 PM
It's necessary, but it's not a dominant strategy. Fireballs in KOF generally have more recovery than fireballs in say, Street Fighter. If you jump over a fireball you can punish the opponent that threw it easily, not the other way around. Then a number of characters have moves that can punish fireballs completely or have projectile invincibility, guard point, etc. Some can often punish from a long distance as well.

Just one more thing I like about SNK games over most other fighting games. I much prefer fighters where being in your opponents face is where you want to be.

And that's why I love KOF. For me fireballs are used to get turtles to move or make an opponent change their position to a more advantageous one for me (or to put it another way to get out of their comfort zone). The max # of fireballs you can really throw at once is 2 and against someone who knows their way around that can be a stretch. Compared to SF fireballs are simply another tool to work with rather then the dominant strategy like you said.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 23, 2011, 04:21:50 PM
Sorry, LC, but I wouldn't play a fighter without fireballs. I love the ridiculous nature of projectiles. I'm now running a team of Joe/King/Kyo. Once EX Kyo is on PSN, I'll probable add him instead of normal Kyo. I prefer rushdown but against Clark and good Raidens, I'm running. I had King throw a Raiden last night and it was hysterical. And then I was back to jumping and throwing out Venom Strikes. It's all about a check in the win column.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: bzerk on December 23, 2011, 11:24:44 PM
I understand the cautioness of playing against clark, I play him on point myself but  I play  the exact oppisite against him.  Im in that grill  all 60 secs, forcing errors and bating whiff sab.  Clark can be rushed down if you know what you want to look for.  Imo    it works for me at least
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on December 24, 2011, 01:37:55 AM
I see lag fireballs as annoying.  I also see people who use nothing but fireball users as the lag team.  Where fireballs are rewarded in a laggy enviorement

L...A...G Surfin' (The Laggers Anthem) (http://www.youtube.com/watch?v=sEM1yWQsNaQ#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 24, 2011, 02:05:39 AM
That was perfect timing. I just posted that everywhere.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 24, 2011, 04:23:46 AM
Yeah, today I've had pretty much the worst experience I've had with this shit netcode, and it was on 3 bars lol.  It was 02UM level, yes, that fucking horrid. 

I'm not even gonna bother playing this online when the patch comes around.  Fuck this online, and fuck SNKP for even letting the game come out with this horrid netcode.  I'd rather the game come with no online play at all, at least then they can be honest about how little effort they put into this.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 24, 2011, 06:09:35 AM
On the flip side, I played a 15 game set last night that was as smooth as offline and it was 3 bars. Inconsistency at its finest!

Also, fireballs are an important tool for many situations.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on December 24, 2011, 06:29:11 AM
You're right. If I were to make a fighter (A hybrid of 3rd Strike and Last Blade) I would not have any projectiles. I am dead serious.

You know what, if I made a fighter, it would not have any projectiles either.

It would be like a hybrid of Garou:MOTW and Virtua Fighter.

And some Real Bout 2.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on December 24, 2011, 06:33:59 AM
I played a green match that felt like complete shit, then a red match that felt like a green match.  It makes me wonder how do they actually appraise this shit?

Controller is broken now.  KOF broke my controller!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 24, 2011, 07:10:26 AM
I don't see a thread on team order unless I missed it, so I'm going to talk about my team order.

I just don't like Terry on first but I got this strong feeling to use Goro. so I used him online a few times and got destroyed. I pick him again and just mess around and holy shit he can do 800 damage with 3 bars and it's easy as fuck to do but ya' know, I like his normals, and he fits my team's theme of characters that nullify fireball spam. Billy is pure rushdown and his EX Staff goes right through projectiles, nuff said about Clark, and now Goro with his full screen Jiraishin certainly makes one think twice about running away with projectiles.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 24, 2011, 08:36:30 AM
For some reason every match except for 2 or 3 I had online in this game has some type of random lag for me, and it usually comes at the worst times.

Also I think a 2D fighter without projectiles is madness.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 24, 2011, 09:27:26 AM
Terry can be a 1st for me, but it depends on how I need to use him. If I'm going on the offensive, he has enough speed in his attacks to pressure w/o using bar. However his defense is much more damaging if you have bar with the ex rising tackle does either massive damage or at least puts fear in the opponent to do jump ins. Also the ex crack shoot is a good way to get in on players when the match slows down and neither player wants to give an inch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: mightfo on December 25, 2011, 08:12:51 PM
You're right. If I were to make a fighter (A hybrid of 3rd Strike and Last Blade) I would not have any projectiles. I am dead serious.
You know what, if I made a fighter, it would not have any projectiles either.

lol
i remember when i used to hate zoners. that's when i started fighters. then i realized zoning completes 2d fighters and that projectiles often do very interesting things that would never be in fighting games without them.(although, moreso in "airdashers")
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 25, 2011, 10:29:34 PM
I hope snk includes a rematch option after match online with their patch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 26, 2011, 06:44:01 AM
This is really nitpicky, but I wonder if some of you guys feel the same way. Keep in mind that I fucking love the game but a few little things annoy me:

Comboing into Grabs: I understand there's links but why even have links? Know what I mean? Why is it super easy for Clark and Goro to combo into stLK, but once you do crLK you have to delay the grab a little bit in order to combo. I just don't get the philosophy behind it and the older KOF's (Unless I'm totally mistaken and if so I will humbly eat my words) didn't have links like that.

Alt guard: I hate it. I know it was in the other games but it sucks. I just think of it as counter productive to strategy. If you're on the ground you should not be safe from grabs unless you hit them out or out of range. Thank god for Guard Break.

Activating Hyper Drive: I honestly think Hyper Drive should've been it's own button. Similar to Neo Max and XI. It's not a huge problem and accidentally activating it but still.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 26, 2011, 06:52:08 AM
ags2011 kof13 tournament
http://www.youtube.com/user/seedd33 (http://www.youtube.com/user/seedd33)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 26, 2011, 07:03:58 AM
 I agreed with LouisCipher on the Alternative Guard and BC for Hyper Drive. I have a huge problem with ASH A>B>C>D and by mistake I activate HD mode.

ags2011 kof13 tournament
http://www.youtube.com/user/seedd33 (http://www.youtube.com/user/seedd33)

Wow that stage looks awesome. BTW, shouldn't this be on the Video Thread?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on December 26, 2011, 07:24:18 AM
There's no macro button for it?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 26, 2011, 07:35:06 AM
There's no macro button for it?

Yes, but you can still activate it by mistake. It can happen with those c.LK > HP links, it has happen to me like that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 26, 2011, 07:38:50 AM
There's no macro button for it?

The point isn't to activate it easier, it was to avoid accidental activations when having to use B and C in quick succession.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 26, 2011, 07:46:41 AM
I hope snk includes a rematch option after match online with their patch.

What about lobbies?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on December 26, 2011, 04:30:15 PM
lobby? to bring more delay in an online match? no, thanks
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 26, 2011, 07:07:04 PM
I hope snk includes a rematch option after match online with their patch.

What about lobbies?

One thing that made me hate SSFIV is endless lobby, it made finding matches really hard because everyone just has 4-8 man lobbies open, so you have to wait a long time just for your turn in which the host might randomly kick you i rather just have player matches like in MVC3 with a rematch option after you finish a match and quickly go at it rather than picking characters all over again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on December 26, 2011, 07:20:52 PM
Yeah, I can't stand waiting either, I like to either wait in training mode (or back in SF4 days wait in arcade mode) and keep practicing until someone joins. The only purpose I feel lobbies are good for if you are streaming or recording a session with others (for a online tournament etc.) or if you are hosting a gathering with others you know, and you want to watch and help people while they play.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 26, 2011, 07:31:13 PM
Well, PeacefulJay has said if XIII gets lobbies, he's gonna do his stream on that as well, so that would help exposure.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 26, 2011, 08:34:32 PM
lobby? to bring more delay in an online match? no, thanks
this shouldn't be a problem SNK should lrn2netcode so we can have lobbys. as much as i love those bros its a pretty shitty excuse to cut that out because they wanted a good netcode and still gave us a shitty one anyway
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 26, 2011, 08:43:29 PM
I hope snk includes a rematch option after match online with their patch.

What about lobbies?

One thing that made me hate SSFIV is endless lobby, it made finding matches really hard because everyone just has 4-8 man lobbies open, so you have to wait a long time just for your turn in which the host might randomly kick you i rather just have player matches like in MVC3 with a rematch option after you finish a match and quickly go at it rather than picking characters all over again.

I mean just regular lobbies though, i dont see what they can hurt, MVC3 has them too.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on December 26, 2011, 09:02:26 PM
I have always preferred lobbies. I feel they tend to make for a friendlier environment. When playing strictly one on one people almost never use their mics, and the silence kinda bothers me. In a lobby it's easier to get a conversation going and it makes me less tense because now I'm suddenly playing with friends instead of a complete stranger that doesn't say anything. I still hate the waiting between fights, but the trade off is worth it to me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 26, 2011, 09:06:15 PM
The wait during lobbies isn't that bad most of the time though, i mean just get some mics or make a chat room, and of course spectator mode.

...I'm talkin like 4 man lobbies here, 6 at most because 8 is way to long of a waiting time for me and for everybody else id say.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 26, 2011, 09:27:32 PM
Okay, so for two straight videos, SNKP has proven that the f.B loop for Athena is viable in a match...start using them Athena mains.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 27, 2011, 02:03:23 AM
Some more online musings:

The worst offenders of lag tactics are typically dudes who are Yellow bar and run a team made entirely of shoto characters.

Billy is just a really hard matchup for Goro. Pretty much nothing Goro can do to make Billy come to him, I feel like you have to use jump CD to get in a lot and against Billy that's not a good option. I have to learn some anti-Billy technology with Goro.

Clark is really good on 1st. I don't think he has any bad matchups. Not even against Billy, if you play a little patient you can beat him pretty easily. Online is another story though as always.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 28, 2011, 05:58:02 AM
New Blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/ (http://game.snkplaymore.co.jp/official/kof-xiii/blog/)

It's continuing Mr.Karate info
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 28, 2011, 06:47:51 AM
King of Fighters XIII on Hit Box (http://www.youtube.com/watch?v=bByOuTjiSOY#ws)

Don't know how many people are into this, but this is a XIII combo video, but on the Hitbox.  Not bad, not bad at all by any means.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 28, 2011, 06:52:35 AM
New Blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/ (http://game.snkplaymore.co.jp/official/kof-xiii/blog/)

It's continuing Mr.Karate info

Thanks for the link. Now we know who's top tier.

I'm calling it. He's #1 and I would bet my left nut on him being top.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on December 28, 2011, 06:59:06 AM
New Blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/ (http://game.snkplaymore.co.jp/official/kof-xiii/blog/)

It's continuing Mr.Karate info

Thanks for the link. Now we know who's top tier.

I'm calling it. He's #1 and I would bet my left nut on him being top.

I was going to argue a possible point or two, but you typically never argue with someone who's left nut is on the line.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 28, 2011, 06:59:17 AM
Well I expect you to pay up when you're wrong.

He seems really good...I just don't see him as top, but again, who the hell knows?  If I'm not mistaken, you were riding 98 Iori's nuts before he came out, proclaiming him as top, and his EX FB as OP...but he's fallen off as a good point...and still not as good as Claw Iori.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 28, 2011, 07:15:41 AM
Well I expect you to pay up when you're wrong.


Have you ever seen the ending to Old Boy?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 28, 2011, 07:17:19 AM
Mr. Karate can break his dragonpunch to Neo Max... damn...

He has a lot of tools to be top.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 28, 2011, 07:26:53 AM
Mr. Karate can break his dragonpunch to Neo Max... damn...

He has a lot of tools to be top.

I won't argue that.  I just want to wait and see, I don't want another EX Iori thing to go down where he's top for like a week or two based on legend and nothing else.

And honestly, I wasn't even CONSIDERING buying him...but he does look interesting.  But he's not going on my main team regardless so...idk if I should get him or not, I already have plenty of points backloaded for other shit.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 28, 2011, 08:40:49 AM
Well I expect you to pay up when you're wrong.


Have you ever seen the ending to Old Boy?

LOL - don't think payer nor payee will be happy in dealing with the currency in this particular transaction (>m<)

'sac du jour' anyone?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 28, 2011, 03:10:50 PM

He seems really good...I just don't see him as top, but again, who the hell knows?  If I'm not mistaken, you were riding 98 Iori's nuts before he came out, proclaiming him as top, and his EX FB as OP...but he's fallen off as a good point...and still not as good as Claw Iori.

To be fair, most people are in agreement that EX Iori is really, really good. Easily high tier. Debatably top. I was totally and completely wrong about the EX Fireball though, I will admit to that flat out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on December 28, 2011, 07:41:28 PM
New Blog:

http://game.snkplaymore.co.jp/official/kof-xiii/blog/ (http://game.snkplaymore.co.jp/official/kof-xiii/blog/)

It's continuing Mr.Karate info

Thanks for the link. Now we know who's top tier.

I'm calling it. He's #1 and I would bet my left nut on him being top.

I'll take that bet. It would be nice to have a spare left nut just in case I have a blow out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 28, 2011, 08:24:50 PM
I got to play a bootleg copy w/ Mr Karate on it. He's top. I thought he was going to be balanced with no hurricane kicks, (the kicks are all in air QCF attacks) but with those air hurricane kicks he's got everything he needs to rule. He combos so easily it's not even funny, it's a snap to close distance. If someone chases you the straight across air hurricane kick can hit people on the ground when you start it by jumping backwards (when I saw this that's not even fair). He doesn't need a bar of anything to tear you apart. He's scary plain and simple. I'm betting on a ban within a month of usage.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 28, 2011, 08:30:03 PM
lolol, you think he's gonna be banned?  I was right, this IS EX Iori all over again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on December 28, 2011, 10:28:41 PM
After seeing how EX Iori turned out. I'm quite confident that SNK will make him balanced. I mean, EX Iori had everything that he ever had good into one version of himself that has made him top tier in various KOFs and he's still not God tier?

I think we'll be fine.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 28, 2011, 10:47:39 PM
Man, I keep having problems against Ryo and Terry online. For some reason I suck again Ryo. =(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 28, 2011, 10:49:14 PM
DPs man, DP's.  And are the Terry's at least good?

As for EX Iori, the reason I don't think he turned out to be god was because he didn't abuse the XIII system enough.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 29, 2011, 12:31:20 AM
DPs man, DP's.  And are the Terry's at least good?

Can't really say, since lag doesn't help. Instead of me doing a hyperhop, I end up doing a Super Jump and the Terry just do Rising Tackle. =/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 12:39:36 AM
Anyway, every time I think I improve in this game, I still get stomped for free.  It's gonna take me another 6 months just to get to mediocre at this point.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on December 29, 2011, 12:47:45 AM
Anyway, every time I think I improve in this game, I still get stomped for free.  It's gonna take me another 6 months just to get to mediocre at this point.

I'm feeling this way as well. I've found a few online sparring partners who have consistently good connections with me. They stomped me for free the first times I played them. As I've improved, I'm hanging better but still coming up short. I'm very close to finally having a team so hopefully that helps. It can be very frustrating to see other players adapting and improving so much faster than I am.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on December 29, 2011, 01:15:49 AM
Anyway, every time I think I improve in this game, I still get stomped for free.  It's gonna take me another 6 months just to get to mediocre at this point.

I'm feeling this way as well. I've found a few online sparring partners who have consistently good connections with me. They stomped me for free the first times I played them. As I've improved, I'm hanging better but still coming up short. I'm very close to finally having a team so hopefully that helps. It can be very frustrating to see other players adapting and improving so much faster than I am.

The ones that are adapting and improving faster are most likely the players that already have their basics, fundamentals and mindgames down from playing people and learning the older KOF games, mostly likely 98/02 online (or offline wth a good scene). Even people that don't play KOF seriously but are good at other fighters (sf, bb, marvel) can adapt and learn faster from using general FG knowledge and skills which helps them learn KOF, faster than someone that just dabbled in it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 29, 2011, 01:45:27 AM
Hmm... I have won most of my online matches and the ones I have lost were because I was missing hops/combos badly. But can't really say which is my skill level in KOF when the only competition I have is the online. Which as we know is a wild card when it comes to connections. =/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 01:54:47 AM
My Record is like 175-125...unfortunately there's a stretch there where I'm 2-40...against two people.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on December 29, 2011, 02:08:13 AM
My Record is like 175-125...unfortunately there's a stretch there where I'm 2-40...against two people.
most of those matches you won were the ones where you kept stomping my face in the ground
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 02:09:55 AM
My Record is like 175-125...unfortunately there's a stretch there where I'm 2-40...against two people.
most of those matches you won were the ones where you kept stomping my face in the ground

And a couple other people, either way, the point is, my numbers are screwed up.

My record basically says I'm good against meh players, and I'm free against anyone that's actually a KOF player and not just a FG player.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 29, 2011, 03:10:27 AM
After seeing how EX Iori turned out. I'm quite confident that SNK will make him balanced. I mean, EX Iori had everything that he ever had good into one version of himself that has made him top tier in various KOFs and he's still not God tier?

I think we'll be fine.

I'm willing to put faith in snk to have him not be god tier, but have a feeling he will be top tier which is fine. Although there are not a lot of cracking matchups in XIII.....that mr. karate vs takuma - lol

On appearances, makes takuma look like Dan. Dunno how takuma can fair against karate without being able to properly pressure w fbs.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on December 29, 2011, 03:14:07 AM
10 Reasons Why Big Boobs Suck! by dhim (King of Fighters Animation) (http://www.youtube.com/watch?v=3Eba4Ywf06g#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on December 29, 2011, 05:02:07 AM
Playing online hurts bad. I can't even get simple combos to get going. I'm too used to having offline reactions. This patch needs to hurry the hell up.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 29, 2011, 05:04:09 AM
Yeah, blocking short hop crossups and fireballs on reaction are pretty much impossible online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 05:07:12 AM
Playing online hurts bad. I can't even get simple combos to get going. I'm too used to having offline reactions. This patch needs to hurry the hell up.

yet again, it's unlikely a netcode patch.  It's gonna be a Matchmaking Patch, nothing more, nothing less.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on December 29, 2011, 05:26:03 AM
I want to believe that there will be overall improvements included with the patch, but every indication provided in the description hell makes it look like matchmaking only which I was fearing from the get-go.

o wells, that will at least help a fair amount as connections are almost random. I play with solidshark a lot and if we lag we just reconnect, after enough times we've gotten some quality ones...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 05:29:19 AM
The thing is, that barely helps.  Most of us would rather play with people we know, as we'll get longer sets and we know our opponents are at least competent.  The patch doesn't touch the netcode...well, that doesn't improve these meh games we're already having so WTF?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 29, 2011, 05:42:50 AM
I don't know. I think if you find a really good connection you're going to encounter weird shit, but you can still learn matchups. You just can't take it too seriously. So online still serves a purpose. Just sucks we can't play the Mexican and Brazillians to level up.

I'm not trying to be an apologist over the netcode, but overall I'm kinda' meh about it.

This isn't like 3SOE where the best netcode out there is horribly misused and we have something that really isn't playable even if the guy is in the same state.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 05:44:40 AM
I'm not saying it doesn't serve a purpose, I'm saying the netcode patch won't change anything from what we already have...which is not good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on December 29, 2011, 06:00:20 AM
The problem with playing online (especially with a game that lags this bad) is that you are almost playing a completely different game.  You see a lot of random shit that just doesn't work offline at all and players learn to use the lag to their advantage where as using these lag tactics offline would get them murdered by a half decent player.  I'm just lucky to have a bunch of friends that are all really good at fighting games that live locally. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on December 29, 2011, 06:45:54 AM
Best thing to do is never play those fuckers ever again. You can find quite a few people that respect the rules of the game and want to get better.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 29, 2011, 06:50:23 PM
The problem w/ lag tactics is many don't even know they are using lag tactics, or are too frustrated at the time to care.  I've played highly respected players on xbox180 back in the day who did rushdowns when clearly the lag gave a tactical advantage to the person who is on the offensive. Players who are zoners in SF try to play KOF and realize the only thing they have any luck with is spamming fireballs. They don't play offline enough to know this is lag tactics so they think they are just winning.

The list goes on and on. This is one of the reasons why I tend to collect fighters I want to play with or players with a great connection. I've been online playing since around 2003 and it's the same gripes over and over again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 29, 2011, 07:18:13 PM
Heh played a dude and won, who does he pick in the next match? Robert, Athena and Kensou. What's the first thing he does when the round starts? Back dash into the corner and throw fireballs.

Luckily there was little lag (even though it was a 2 bar connection), which resulted in an ocv in my favour, but yeah, kicked him from the room right after.

Still, even with the BS here and there I am still happy we at least have this netcode. Have played well over a thousand matches online (can't say for sure since the game glitched and my stats got reset a few times) and will definitely continue on.

Even if the netcode isn't amazing I still feel like I'm learning the game and consider if what I am doing would be viable off line or not while playing. And I've pretty much stopped using fireball dependant characters, even though I have confidence in my fireball whoring skills I don't know if my opponent is falling to my skill or the lag.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 29, 2011, 08:02:17 PM
Fireball spamming is a legit strategy online and offline, you just have to do it right.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 29, 2011, 10:24:18 PM
Has someone fought a balabalatau online? His Raiden, Athena and Clark are really good. Managed to give him a fight until the last character, but damn, he was hard. I bet if we were playing offline he would beat be with only 1 character.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 29, 2011, 10:24:59 PM
KOF XIII Vice DOUBLE HD 100% (http://www.youtube.com/watch?v=03Y1tMN2Jhg#)

I just...I can't even...how far can we push the game past this?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 30, 2011, 12:42:17 AM
Oh, and sorry for the double post, but it's been announced that Tuesday we'll find out what Games will be at Evolution 2012.  Time for some finger crossing.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on December 30, 2011, 01:28:48 AM
That's awesome. I think KOF is practically a lock for this year (knocks on wood like a woodpecker on speed). There is definitely tons of interest out there for this game. I went to a local tournament a few weeks ago and there were more KOFXIII participants than in BB and MK combined.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 30, 2011, 02:19:10 AM
Fireball spamming is a legit strategy online and offline, you just have to do it right.

Fireball Zoning offline? Yes. Fireball Spamming.(a la throw fireballs as fast as you can) offline? No. Closest you can get is Ash and even then you can close distance pretty fast and work around the flip kick. KOF really punishes fireball spamming on a great connection or offline. That being said fireball zoning is a fun thing to work with on KOF cause you have to think about the concequences in throwing out a fireball. The lack of safety in the fireball maes it more exciting to use it rather then run away and spam being a viable option.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 30, 2011, 03:08:23 AM
Fireball spamming is a legit strategy online and offline, you just have to do it right.

Fireball Zoning offline? Yes. Fireball Spamming.(a la throw fireballs as fast as you can) offline? No. Closest you can get is Ash and even then you can close distance pretty fast and work around the flip kick. KOF really punishes fireball spamming on a great connection or offline. That being said fireball zoning is a fun thing to work with on KOF cause you have to think about the concequences in throwing out a fireball. The lack of safety in the fireball maes it more exciting to use it rather then run away and spam being a viable option.

Zoning and spamming are the same thing in my book, "zoning" just meaning that your doing it right.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Gimnbo on December 30, 2011, 09:11:15 AM
If you're "doing it right" you're probably not unleashing the incessant barrage most people think of when they think "spam," since that stuff don't work in KOF.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on December 30, 2011, 09:31:12 AM
I spam fireballs with King. =)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on December 30, 2011, 10:01:13 AM
Zoning and spamming are the same thing in my book, "zoning" just meaning that your doing it right.

Spamming is just throwing fireballs as fast as you can to keep distance from your opponent. Zoning is using fireballs to move your opponent into a position that is advantageous to you. For example throwing fireballs to make a defensive opponent move or getting a opponent to jump or roll to an unsafe position so you can punish him without overextending your positioning.

Spamming is next to impossible to pull on an experienced KOF player cause there are many ways to get around fireballs. Zoning on the other hand is used quite a bit.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on December 30, 2011, 11:31:26 AM
yet again, it's unlikely a netcode patch.  It's gonna be a Matchmaking Patch, nothing more, nothing less.

If they're taking this long, I doubt it's a simple matchmaking patch. One could hope.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on December 30, 2011, 04:45:23 PM
Seems like some people never played against athena on 98 or 2002 *shrugs*
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Nagare_Ryouma on December 30, 2011, 06:06:23 PM
I spam fireballs with King. =)

I also use King and her fireballs are a vital part of her game.

Man, can´t wait for Tuesday, I wanna make sure KOF will be at EVO so I can start with the visa paperwork and flight reservation.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on December 30, 2011, 09:35:01 PM
yet again, it's unlikely a netcode patch.  It's gonna be a Matchmaking Patch, nothing more, nothing less.

If they're taking this long, I doubt it's a simple matchmaking patch. One could hope.

You gotta keep in mind that SNK has like one person working on their games so nothing would surprise me with them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on December 31, 2011, 01:05:07 AM
They need to fire GSS. They're an awful networking company that specializes primarily on Japanese networking. It also doesn't help when some Japanese actually believe that the US is approximately 2-3 Japans in square mileage and that we also even have good internet around here. (Trust me when I say this is real.)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 31, 2011, 04:13:50 AM
If you're "doing it right" you're probably not unleashing the incessant barrage most people think of when they think "spam," since that stuff don't work in KOF.

Alright, you have a good point.

Also >___> wait it might not be a netcode patch? I really should learn by now to stop getting hype after hearing things like that...and telling other people on top of that
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MyvTeddy on December 31, 2011, 07:17:30 AM
What's wrong with the netcode? (haven't touched online yet).

So a friend asked me to get him KoF as a late christmas present (since he does really want kof). However since he didn't specify WHICH KoF, you guys think it might be a bit evil if he found out that I did get him KoF...12?

Right now, sounds like it's worth the prank
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 31, 2011, 07:25:51 AM
Anything lower than 4 bars tends to mediocre, though random times it could be decent.  But it's susceptible to heavy input delay, and when it lag spikes...hell ensues.

As for the Prank...normally, for other series, it'd be funny.  Giving someone KOF12 is a declaration of WAR!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on December 31, 2011, 08:03:34 AM
What's wrong with the netcode? (haven't touched online yet).

So a friend asked me to get him KoF as a late christmas present (since he does really want kof). However since he didn't specify WHICH KoF, you guys think it might be a bit evil if he found out that I did get him KoF...12?

Right now, sounds like it's worth the prank

If you have enough money, buy both (or just a really old KOF, though 12 should be cheap) and give the older version to him. Then leave the new one somewhere he wont notice until you leave...and do a lot of searching.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on December 31, 2011, 10:11:55 PM
What's wrong with the netcode? (haven't touched online yet).

So a friend asked me to get him KoF as a late christmas present (since he does really want kof). However since he didn't specify WHICH KoF, you guys think it might be a bit evil if he found out that I did get him KoF...12?

Right now, sounds like it's worth the prank

Is he new to the series? XIII might make him love it and continue on playing it, XII very well might to the opposite.

As for the netcode, I stick with 3 bars and above. 3 bars is good and very playable and the few times I experienced 4 bars it was near offline quality.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on December 31, 2011, 11:16:52 PM
Finally thought i play online since i learnt all my combos and stuff for my characters, i know this has already been said but online is awful and it makes it worse with everyone playing mindlessly spamming random moves and your trying to play the game properly and can't punish anything if the patch only improves the match making and not the netcode itself, snk can go f*** themselves, i'll drop this game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on December 31, 2011, 11:36:12 PM
Drop the game then.  SNKP already has your money, I'll doubt they'll care. 

We all knew the risks from the start, I figured from the beginning the netcode would be awful.  If you don't have a scene near you for the game, then you have no reason to keep it.

I'm not trying to sound like a douche or anything but if you can't play the game as you want, there's no reason to torture yourself and keep it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: baccano1932 on January 01, 2012, 12:20:26 AM
Drop the game then.  SNKP already has your money, I'll doubt they'll care. 

We all knew the risks from the start, I figured from the beginning the netcode would be awful.  If you don't have a scene near you for the game, then you have no reason to keep it.

I'm not trying to sound like a douche or anything but if you can't play the game as you want, there's no reason to torture yourself and keep it.

yeah I know what you mean since T6 is one of my favorite fighting games and the horid online really ended up killing it for myself and many others who now can only consider themselves "enthusiasts" opposed to genuine players of the game.

Also for all the fireball spamming talk outside the online I really don't get the complaints since it's a game and you do what you can within the rules to win and in KOF you tend to have a lot more options then in other FGs to outright avoid them, so to me it's really just a matter of adapting to your opponent.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on January 01, 2012, 01:15:24 AM
You are telling the cold truth Saitsu, i can't play online, and was hoping for some good story mode to spend my time, but the mode was "meh" at best.
I must be the only one with this game here, and that's one reason i left it long ago and haven't played again since then.

The game is excellent, but if you have no one to play against, be it offline or online, it's going to bore you quickly.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 01, 2012, 01:32:30 AM
The gripe with fireballs is mostly a translation issue. Most people mistake Spamming for a good defensive Zoner. The Zoners take offense to this (I'm sure partially cause they hear that they are spammers all of the time) so they feel the need to speak up on spamming.

Quick way to tell if you are a spammer. If your fireballs miss or get blocked 80% of the time you are probably a spammer. Zoners tend to throw fireballs that will hit at least 50% of the time. I hold Zoners in high reguard since it takes a lot of thought to make it work properly. People can say they use King fireballs all they want, but if you just throw out the fireballs & your opponent is hardly slowed down by it you're probably not winning too much. Chances are the King players Zone.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 01:35:43 AM
Game's great, but if you can't honestly play the best part of it, no reason to keep it.  Best to trade it off at the first opportunity you get before it deteriorates in value.

However, if you believe that there's the slightest chance the netcode can be fixed, or you can get offline competition, then I guess keep it in the mean time.

Since the only thing stopping me from getting my comp is a license and car, I'm keeping it, I love the game, and I have like...2 manageable connections to play with.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 05:30:37 AM
shoot now I'm contemplating in going to the Dustbowl tourney considering they're only having teams for KOF 13.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 05:54:54 AM
Some of you guys need to find an offline community.  I can almost guarantee there is a community (however small it maybe) in or around the city you live.  I can't even stand playing sf4 or marvel online, kof is IMPOSSIBLE to play online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 06:11:03 AM
Actually, no, you can't guarantee that, not with KOF.  SF, Marvel, MK, hell maybe even Tekken.  KOF, no, it isn't that easy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 06:24:07 AM
Actually, no, you can't guarantee that, not with KOF.  SF, Marvel, MK, hell maybe even Tekken.  KOF, no, it isn't that easy.
I pretty much forced KOF into an existing scene. Took a hell of amount of effort.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on January 01, 2012, 06:25:10 AM
Some of you guys need to find an offline community.  I can almost guarantee there is a community (however small it maybe) in or around the city you live.  I can't even stand playing sf4 or marvel online, kof is IMPOSSIBLE to play online.

If you live in the boonies. Good luck with that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 01, 2012, 07:38:12 AM
Some of you guys need to find an offline community.  I can almost guarantee there is a community (however small it maybe) in or around the city you live.  I can't even stand playing sf4 or marvel online, kof is IMPOSSIBLE to play online.

Community where I live, me, friend, 2 other people who also play probably...but can't meet them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 01, 2012, 07:45:59 AM
Some of you guys need to find an offline community.  I can almost guarantee there is a community (however small it maybe) in or around the city you live.  I can't even stand playing sf4 or marvel online, kof is IMPOSSIBLE to play online.
some of you guys need to quit thinking that we haven't tried to find a offline community around us, also some of you guys need to start thinking about others peoples situations and why they depend on the online community
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 07:54:50 AM
Actually, no, you can't guarantee that, not with KOF.  SF, Marvel, MK, hell maybe even Tekken.  KOF, no, it isn't that easy.
I pretty much forced KOF into an existing scene. Took a hell of amount of effort.

Yeah well some people need to accept that there are places people won't play FG's, let alone KOF.  Now I'm fortunate, I get a car, license, and I have 3 scenes within a 2 hour radius of me I could go to.  Others will not be that fortunate and that's the damn truth, whether because of transportation issues, money issues, or the fact that people in their area just don't give a rat's ass about FG's.

And it's not as simple as just getting people into them.  If you told any random gamer the effort it takes to get into a FG, let alone one like KOF, they'll run straight the other way.  Most want instant gratification they can get in things like FPS games among others.

It's not that simple for others, and I wish people would stop trying to make it out like it is.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 08:17:42 AM
some of you guys need to quit thinking that we haven't tried to find a offline community around us,  

Unless you live in a location that has a very small population there will be other people interested in fighting games.  Check the regional section of SRK if you are having trouble.  Yes, there are situations that keep people from being able to join a community and no, not every city is going to have a massive community.  But you really don't need that many people, you can just have 4 or 5 people playing in someone's apartment and have pretty good competition.

also some of you guys need to start thinking about others peoples situations and why they depend on the online community

I'm not sure why you took what I said personally (defensive much?) and I have no clue why this statement was directed towards me as I have no control over the quality of KOF's netplay.  The fact is that KOF's online is complete ass and unplayable 99% of the time.  Therefore, if people want to find competition they are going to have to look locally.

And it's not as simple as just getting people into them.  If you told any random gamer the effort it takes to get into a FG, let alone one like KOF, they'll run straight the other way.  Most want instant gratification they can get in things like FPS games among others.

That's not true, you give people too little credit.  If they game is good, people will be willing to try it.  When I lived in GA, most the FG players only played SF4, I introduced them to Melty Blood and more than half of them were immediately addicted and a small MB community was created with almost no effort.  The type of gamer that wants instant gratification is not going to be the guy that goes out of his way to meet with other players to learn and have real competition.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 08:20:22 AM
It's pretty hard getting people into the series that no body knows how to play, especially one that thinks that XIII is another XII. Where I'm at players called the series garbage without even playing one of them. It took me a hell of a long time to convince that the game is really good and it's worth the time and effort.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 01, 2012, 08:24:28 AM
It's pretty hard getting people into the series that no body knows how to play, especially one that thinks that XIII is another XII. Where I'm at players called the series garbage without even playing one of them. It took me a hell of a long time to convince that the game is really good and it's worth the time and effort.

Who are these people that think 13 is like 12? I have to assume you're talking about people into entirely different fighters like maybe Virtua Fighter or maybe MK... long shot would be Clay Fighter ;) .

I would argue that KOF isn't that different from SF. It's not like playing SF than playing MK.

Some more musings from training mode:

I really like Hwai, I think I'll use him as a backup. Have to get used to the inputs for his grab super and Neo Max. It's also a plus that I can pull off semi-successful his Hyper Drive combos. Hwai is ultimately a better version of Joe minus zoning. Just take Joe's specials, make them better, give him better air control, remove the useless Slash Kick, and there ya' go. Plus he can get drunk with 1 frame invincibility  and adds to commentary hype.

I can do Goro's Hyper Drive into Neo Max without many problems. It's funny that just being as basic as possible nets you 850 damage with 3 bars. With Clark it's a bit of a bitch to get the timing down on when to cancel into Neo Max off of Grab Super, there's times where I swear I did it right but nope. Gotta' work on that. I might need a new controller, I like the Hori but the D-pad is a bit stiff and pulling off HCB moves is a bit of a pain.

I don't know if that Bala combo with Clark http://youtu.be/AY2G3uAW6iw (http://youtu.be/AY2G3uAW6iw) is going to work with me or not. My philosophy has always been to keep combos that I know I can do 10 times out of 10. If I can't do it that consistently than I might have the opportunity and fuck it up because I went for the fancy stuff. That combo is hard as hell to pull off and it only nets you (not counting the grab super in there) roughly 700 damage. But, comboing into EX Grab and cancel into Grab Super will do about 530 damage. Is an extra 170 or so damage worth being extra risky? I've decided that no it isn't, at least for me.

I just can't get Billy's Hyper Drive stuff down. I've made it a priority when doing Corner combos to go for resets.

Too hype for Mr. Karate DLC.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 08:32:54 AM
It's pretty hard getting people into the series that no body knows how to play, especially one that thinks that XIII is another XII. Where I'm at players called the series garbage without even playing one of them. It took me a hell of a long time to convince that the game is really good and it's worth the time and effort.

Who are these people that think 13 is like 12? I have to assume you're talking about people into entirely different fighters like maybe Virtua Fighter or maybe MK... long shot would be Clay Fighter ;) .

I would argue that KOF isn't that different from SF. It's not like playing SF than playing MK.
But it's different enough to make people complain about it and the people are the ones that only plays mvc 3 and sf4.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 01, 2012, 08:39:47 AM
True. But I'd argue that people who only play AE and MVC3 have been coddled by easy inputs and comeback mechanics. But that's a can of worms waiting to be opened I think.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 08:42:37 AM
pretty much. Don't get me wrong, I actually ended up persuading in giving the game a shot and guess what. They love it. Even the most hard headed one of the group ended up appreciating the game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 08:48:17 AM
True. But I'd argue that people who only play AE and MVC3 have been coddled by easy inputs and comeback mechanics. But that's a can of worms waiting to be opened I think.

Lol, but it's true.  SF4 has massive reversal windows, fully invincible reversals and easy inputs (like hitting df,df+p for an srk and hcb/f motions requiring only 4 directional inputs instead of 5).  I'm not necessarily bashing those games, but it's a fact the inputs are extremely easy.  Anyone that started playing fighting games when SF4 came out is going to have trouble with KOF (and most other fighters) when they find out mashing reversals causes them to eat a meaty and they can't pull of hcb moves.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 09:10:54 AM

That's not true, you give people too little credit.  If they game is good, people will be willing to try it.  When I lived in GA, most the FG players only played SF4, I introduced them to Melty Blood and more than half of them were immediately addicted and a small MB community was created with almost no effort.  The type of gamer that wants instant gratification is not going to be the guy that goes out of his way to meet with other players to learn and have real competition.

Not every place has FG players, not every place have people that go on SRK, that go on Dream Cancel so stop acting like that's the case.

News fucking flash so listen up, NOT EVERYONE PLAYS FGS.  Simple as fucking that.  Then there's those who just play for the flash, like in the MKs, or the Marvels, or hell, even Soul Caliber.  People that don't give a shit about getting good, but just playing.  And those people, give them KOF, sure they might like it, but you'll probably have to play half-assed for months, lest you risk turning them off.

You want an example?  I have friends that don't mind getting into different games.  Brought over MvC3 for the hell of it.  They loved the graphics, the feel, the flash, the combos.  After an hour, they barred me from playing it with them because even as half assed as I could play, I was still doing too well.  This isn't uncommon in other places either.  What a fucking scene that is.

I agree people should get out and look, but when people have gone out of their fucking way to tell you they've taken an active search in finding a scene and have found nothing, shut the fuck up, take their word for it and get off your god damn high horse, unless you want to take a goddamn flight out to where they live and threaten people at gunpoint to play KOF with them.

I'm sorry, but it's like finding fossils.  You can dig and dig, but sometimes it's not a matter of just putting more effort into it, sometimes the only thing down there is more and more worm shit and nothing more.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 09:23:33 AM
Not every place has FG players, not every place have people that go on SRK, that go on Dream Cancel so stop acting like that's the case.

News fucking flash so listen up, NOT EVERYONE PLAYS FGS.  Simple as fucking that.  Then there's those who just play for the flash, like in the MKs, or the Marvels, or hell, even Soul Caliber.  People that don't give a shit about getting good, but just playing.  And those people, give them KOF, sure they might like it, but you'll probably have to play half-assed for months, lest you risk turning them off.

You want an example?  I have friends that don't mind getting into different games.  Brought over MvC3 for the hell of it.  They loved the graphics, the feel, the flash, the combos.  After an hour, they barred me from playing it with them because even as half assed as I could play, I was still doing too well.  This isn't uncommon in other places either.  What a fucking scene that is.

I agree people should get out and look, but when people have gone out of their fucking way to tell you they've taken an active search in finding a scene and have found nothing, shut the fuck up, take their word for it and get off your god damn high horse, unless you want to take a goddamn flight out to where they live and threaten people at gunpoint to play KOF with them.

I'm sorry, but it's like finding fossils.  You can dig and dig, but sometimes it's not a matter of just putting more effort into it, sometimes the only thing down there is more and more worm shit and nothing more.

I'm not sure what your deal is but you are acting like a baby.  I in no way flamed or antagonized anyone during this discussion so your little tantrum is not needed, sounds like you have serious issues.  If you read back I said several times that I know not every place is going to have a scene so maybe you should work on your reading comprehension before pitching a childish fit.  I seriously hope you are no older than 13 because I'm seriously embarrassed for you after reading your post if you are.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 09:26:13 AM
And let me guess, until I learn to control my anger, I should disallow myself from ever posting on these forums again until I grow up and stop acting like a child, and hell, I should probably stop posting anyway for everyone's benefit?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 09:27:12 AM
Guys relax there's no need for this argument. The idea is to help and support our fellow players. This is not needed at the moment. Or ever.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 01, 2012, 09:31:31 AM
You want an example?  I have friends that don't mind getting into different games.  Brought over MvC3 for the hell of it.  They loved the graphics, the feel, the flash, the combos.  After an hour, they barred me from playing it with them because even as half assed as I could play, I was still doing too well.  This isn't uncommon in other places either.  What a fucking scene that is.

LOL I had that exact thing happen to me with MvC3, except since im actually good at it, it took a good 10 minutes at most for them to seriously not let me play at all...on the good side 1 of my friends came back like a month or so later and had trained and beat me once I was joking around and then didn't even want to play me again after though >_>
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 09:31:49 AM
Guys relax there's no need for this argument. The idea is to help and support our fellow players. This is not needed at the moment. Or ever.

Only one person "arguing" here.  I merely made a suggestion to try and find a local scene since everyone was complaining about the netcode and some child decided that was reason enough to attempt to start a flame war.  BTW, I'm new to the forums, is there an ignore feature?  I can imagine someone that acts so immature has anything of substance to add to any discussion.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 01, 2012, 09:34:51 AM
Guys relax there's no need for this argument. The idea is to help and support our fellow players. This is not needed at the moment. Or ever.

Only one person "arguing" here.  I merely made a suggestion to try and find a local scene since everyone was complaining about the netcode and some child decided that was reason enough to attempt to start a flame war.  BTW, I'm new to the forums, is there an ignore feature?

No, you're right, and I deserve the hate.  On top of that, for that unnecessary flame of you which was completely uncalled for, I deserve a suspension if not outright ban.  I apologize and I'm prepared to pay the price for my childish behavior.  And please ignore me, I'm an asshole that doesn't deserve the privilege to post here.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 09:39:27 AM
So um, has there been any good matches streamed or uploaded lately?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on January 01, 2012, 09:43:03 AM
First off, welcome to DC Tanner. If you would like, feel free to introduce yourself here: http://dreamcancel.com/forum/index.php?board=9.0 (http://dreamcancel.com/forum/index.php?board=9.0)

Now, I have no intention of suspending or banning anyone based on the current conversation. At Dream Cancel, we understand that forum users come from all over the world, and, as such, have different opinions and feelings about whatever topic is at hand. We never aim to censor what people have to say, provided it's not directly pointed towards someone. Sure, Saitsu can be really vocal at times, but these are his opinions and I will assume that he has no ill will towards any forum members.

That said, keep it under control, guys. I know we all want to say what we have to say, but we can do it respectfully. Remember, stay on topic and enjoy yourselves.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 01, 2012, 10:09:14 AM
Happy New Year!!!!!

*looks at conversation on this page* Awesome way to start the year! lmao

Anyways, on a good note, I got my little nephew (9yr old) into KOF, been playing him and he can dodge and do fireballs now. I'm a proud Uncle! lol

But yeah, he gets beaten badly online, but at least he doesn't get discorage so easily so far. But I'm surprised he really liked Kyo, Iori, K and Kula for their "powers" and looks, even when he also seen Marvel Vs Capcom 3 (he also owns the game) he prefers KOF over it.

Yeah, I'm shocked and proud at the same time. lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 01, 2012, 10:17:31 AM
some of you guys need to quit thinking that we haven't tried to find a offline community around us,  

Unless you live in a location that has a very small population there will be other people interested in fighting games.  Check the regional section of SRK if you are having trouble.  Yes, there are situations that keep people from being able to join a community and no, not every city is going to have a massive community.  But you really don't need that many people, you can just have 4 or 5 people playing in someone's apartment and have pretty good competition.

also some of you guys need to start thinking about others peoples situations and why they depend on the online community

I'm not sure why you took what I said personally (defensive much?) and I have no clue why this statement was directed towards me as I have no control over the quality of KOF's netplay.  The fact is that KOF's online is complete ass and unplayable 99% of the time.  Therefore, if people want to find competition they are going to have to look locally.

And it's not as simple as just getting people into them.  If you told any random gamer the effort it takes to get into a FG, let alone one like KOF, they'll run straight the other way.  Most want instant gratification they can get in things like FPS games among others.

That's not true, you give people too little credit.  If they game is good, people will be willing to try it.  When I lived in GA, most the FG players only played SF4, I introduced them to Melty Blood and more than half of them were immediately addicted and a small MB community was created with almost no effort.  The type of gamer that wants instant gratification is not going to be the guy that goes out of his way to meet with other players to learn and have real competition.
(sorry for the big quote btw)

i live in a pretty small-ish town and the the most where most of the people just play call of duty  or other various shooters if i had to take a guess at what fighting games were played around here it would be either mk or mvc

and let me explain my situation to you since you dont seem to understand where im coming from. i have very little time, patience or money among other things that aren't gonna be explained here, as much as i would love to drive about to play games with other people i just cant which is why i absolutely rely on the online part being at least decent.

and yes i did bit of offense at your comment it bugs the fuck out of me when people who have a offline group of people make it seem like its so fuckin easy to find one, it also bugs me how they just blow off the online part just because they dont give a shit about it then proceed to bitch and moan when other people wont play the game
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 10:58:57 AM
^ man that sounds rough man.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 01, 2012, 05:52:55 PM
Both online and offline are crucial in this day and age. I have a fairly healthy scene. It is Capcom dominated but several of those guys are interested in XIII and that's great but the reality is I cannot play them that frequently. They are all younger than me and keep college and part-time job hours. I work a weekday job and am on a strict schedule. Most days, if I want competition, it's online. Online is also important because it helps you to learn more match ups.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 01, 2012, 07:50:44 PM
i live in a pretty small-ish town and the the most where most of the people just play call of duty  or other various shooters if i had to take a guess at what fighting games were played around here it would be either mk or mvc

and let me explain my situation to you since you dont seem to understand where im coming from. i have very little time, patience or money among other things that aren't gonna be explained here, as much as i would love to drive about to play games with other people i just cant which is why i absolutely rely on the online part being at least decent.

and yes i did bit of offense at your comment it bugs the fuck out of me when people who have a offline group of people make it seem like its so fuckin easy to find one, it also bugs me how they just blow off the online part just because they dont give a shit about it then proceed to bitch and moan when other people wont play the game

I think you need to reread my posts, I'm not blowing off the importance of online play at all, but it's just a fact that KOF's is virtually unplayable.  I would love for it to have a functioning online play so I could get some practice in between local sessions but it's not possible. 

Does everyone on this forum take differing ideas or opinions as a personal attack?  It's very frustrating for a new poster to try and express thoughts when people put words in my mouth (strawman) and throw a hissy fit about things I never said nor insinuated. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 01, 2012, 08:21:34 PM
Look this site is dedicated to a game that doesn't get that much love compare to other fighters. I'm pretty sure the guys that took offense to what you said heard the same thing before you. I know you didn't mean it as an insult but see it in their perspective for a bit. They want the game to blow up, but some doesn't even have a local fighting game scene let alone a KOF scene. They need the online portion to even compete. Offline and online are both very important to the scene. For some it's a necessity. Don't let the argument discourage you from posting your thought as long as it's not a flame bait or troll.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 02, 2012, 03:07:34 AM
I also think there is a problem with different opinions on the netcode. If you have a slower netspeed then you are probably going to have a hard time getting a decent match in. However people who have a better net connection are getting games in that are quite good.

It gets tiring to hear this is shit and everyone should drop this game cause it's shitty netcode. I understand the complaints to some degree, but for people who lived in the arcade generation, it's not like you could show up at any old time and the place would be jumpn. Sometimes you could get a match. Sometimes you don't especially if your game is not the popular one.

If you do strggle to find a decent match bug the people who you have a decent match to be on your friends list. I struggled through the xbox 180 years doing the same thing and having crappy internet so my options were limited, but it nice to have at least some options.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 02, 2012, 03:45:06 AM
I wouldn't drop the game over bad netcode. Luckily I know some people in relatively close by but still. It's not the worst netcode known to man and if you find a few good connections it's pretty manageable.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 02, 2012, 05:03:20 AM
I don't see why these companies refuse to use a GGPO style of netcode.  There's no excuse for the netcode to be this unplayable when the technology is out there to reduce input delay to virtually nothing.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 02, 2012, 05:15:01 AM
Would have been great if atlus could get what the guys at arc system works used on blazblue for their netcode seeing as how atlus is chummy with them recently with the upcoming release of the persona fighting game, but then again SNK probably too stubborn with Game sync software since i heard snk owns a part of them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 02, 2012, 06:32:02 AM
Would have been great if atlus could get what the guys at arc system works used on blazblue for their netcode seeing as how atlus is chummy with them recently with the upcoming release of the persona fighting game, but then again SNK probably too stubborn with Game sync software since i heard snk owns a part of them.

That's a bit of a maybe to me if that was ever possible. I could expect excellent netcode from ArcSys if XIII was constructed or played similar to BB. I do wonder if that 5 frame delay they used for BB would've helped. But since the current netcode has been proven to work under some circumstances now, hope one or a few attempts will make it decent for most.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on January 02, 2012, 06:58:50 AM
I don't see why these companies refuse to use a GGPO style of netcode.  There's no excuse for the netcode to be this unplayable when the technology is out there to reduce input delay to virtually nothing.

Third Strike online uses GGPO and Honestly I could say that the netcode is worse than the one used in XIII, at least from my experience

People should realize that netcodes are not some sort of magic device that will run everything fine, the netcode used to run 95 on psn will not necessarily run well in XIII, and so and on, even from experience, the only flawless netcode is the one used in BB, and still I'm sure that is not as perfect as how some people could describe, at least from a more hardcore perspective, at least I thought that a yellow bar connection  in SF IV was good, but after a while learning better the game I realized that there was a semi notorious lag

At least, SF IV and BB netcodes are miles better than XIII, which IMO really sucks, and still don't know how much the update could help, at least I think that the game should be playable in yellow bars when the not so hardcore players don't realize that there is some flaws, but at least for KOF I don't think that there will never be a netcode that could handle well the most complicated stuff (98 runs fine for me, 2002 in ggpo runs good as well, but not exactly perfect) at least I think that is bad to follow a game for his netcode since never will give the full experience, but still understand that at this age is necesary to give a large life span to some of the players with no access to other guys, but it will not help to gro a wcommunity necesarily (BB netcode is flawless but the game is not at full power at this moment, MVC3 netcode completely sucks but the game is doing well community wise)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 02, 2012, 07:04:56 AM
Well, GGPO was used for 3SOE but until Skull Girls comes out it has to be assumed that 3SOE was programmed by trained monkeys in a room.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 02, 2012, 07:31:31 AM
Well, GGPO was used for 3SOE but until Skull Girls comes out it has to be assumed that 3SOE was programmed by trained monkeys in a room.

And if Skullgirls netcode goes down...well we're all screwed.

But the thing is, about all netcodes.  The affects of delay or rollbacks become more drastic the better at the game you become.  When you're bad at the game, you won't notice it a lot or at all unless it's REALLY bad (my friend who doesn't really do FGs could feel the delay on Release MK9).  As you get better, and your timing improves and you use more advanced tactics, the delay or rollbacks become more and more apparent.

So maybe...we're asking the wrong questions.  Maybe we should find out exactly how far low players can feel the lag.  To try and word it better, let's see if we can find the consistent level between players good enough to be truly affected by lag, and those who don't really notice it as much. 

For this, we'd have to purposely avoid 4 Bar matches.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 02, 2012, 08:35:21 AM
We can only hope that the netcode patch will be the holy grail. I need match up experience and my scene is not providing it atm. I'm afraid in going to a local and get dominated by Chin and Elizabeth. Also playing Raynald's Saiki made me realize how scary that character can be.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 02, 2012, 08:38:50 AM
You played Reynald? I'm jealous.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 02, 2012, 08:40:42 AM
Yeah during NEC, I was like who is this guy destroying me. Had to ask his name. Ocved me with Saiki like 3 time  :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 02, 2012, 08:46:41 AM
I played Reynald...and I don't think I got OCV'd by Saiki...thankfully I had my own that at least got me to his second character.

Didn't even notice it was Reynald until he got to my second character so easily and I turned and looked. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on January 02, 2012, 10:23:15 AM
I think you need to reread my posts, I'm not blowing off the importance of online play at all, but it's just a fact that KOF's is virtually unplayable.  I would love for it to have a functioning online play so I could get some practice in between local sessions but it's not possible. 

Does everyone on this forum take differing ideas or opinions as a personal attack?  It's very frustrating for a new poster to try and express thoughts when people put words in my mouth (strawman) and throw a hissy fit about things I never said nor insinuated. 

You called the person in question a baby and continued to insult him for little to no reason at all. That's not exactly a good way to get someone on your side.

I just wish everyone would stop playing shooters, period. It's getting real boring lately.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 02, 2012, 02:05:09 PM
Well, GGPO was used for 3SOE but until Skull Girls comes out it has to be assumed that 3SOE was programmed by trained monkeys in a room.

And if Skullgirls netcode goes down...well we're all screwed.

But the thing is, about all netcodes.  The affects of delay or rollbacks become more drastic the better at the game you become.  When you're bad at the game, you won't notice it a lot or at all unless it's REALLY bad (my friend who doesn't really do FGs could feel the delay on Release MK9).  As you get better, and your timing improves and you use more advanced tactics, the delay or rollbacks become more and more apparent.

So maybe...we're asking the wrong questions.  Maybe we should find out exactly how far low players can feel the lag.  To try and word it better, let's see if we can find the consistent level between players good enough to be truly affected by lag, and those who don't really notice it as much. 

For this, we'd have to purposely avoid 4 Bar matches.

You have a good idea of what's going on in the netcode but 2 things you might want to think about.

1. This game has NO leniency for lag. Everything is split second. I played kof 96 on PSN with lag coming from my hookup (roommate hooked up the PS3 through the sound system then the tv) I could still play decently. He also plugged in the xbox the same way (fyi no I don't usually play this system) and the game is unplayable against someone who is decent at the game. It makes the old KOF's seem lag friendly. Any lag you get looks magnified compared to anything out there.

2. The memory usuage on this game is massive. When was the last time you remember dealing with load times in between matches for a fighting game? Tekken has already stated that their major problem with netcode was the amount of data being sent cause of the game being so data heavy. KOF is in the same boat so more then likely the big issue will be if Playmore can condense the data packets down. To which GGPO, Arc System and the other decent netcode games do not have a problem with (P.S. Street Fighter IV is 2.5 D so it's a little less data heavy then Tekken like the backgrounds for example.)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 02, 2012, 07:40:40 PM

2. The memory usuage on this game is massive. When was the last time you remember dealing with load times in between matches for a fighting game? Tekken has already stated that their major problem with netcode was the amount of data being sent cause of the game being so data heavy. KOF is in the same boat so more then likely the big issue will be if Playmore can condense the data packets down. To which GGPO, Arc System and the other decent netcode games do not have a problem with (P.S. Street Fighter IV is 2.5 D so it's a little less data heavy then Tekken like the backgrounds for example.)

Correct me if I'm wrong (and I very well may be) but I thought the only thing being sent was the input data, everything else is client side.  This is the main reason a lot of people called "BS" when Seth said SF4 has too much data to send with GGPO netcode.

You called the person in question a baby and continued to insult him for little to no reason at all. That's not exactly a good way to get someone on your side.

I just wish everyone would stop playing shooters, period. It's getting real boring lately.

I hate to sound like a broken record here but maybe you should read the entire exchange before commenting.  If you still can't figure it out then there's no hope for you.  Either way, I'm beyond over it at this point.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 02, 2012, 10:41:35 PM
It's time to move on from this conversation.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 02, 2012, 11:06:31 PM
It's time to move on from this conversation.

NEST KYO in 8 Days! (US PS3 owner)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 02, 2012, 11:17:32 PM
Mr. Karate is out the same time as EX Kyo, right? Jan 10th.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 02, 2012, 11:24:06 PM
Yes, sir! I'm getting both on 1/10.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on January 02, 2012, 11:25:40 PM
It was actually pretty sad. NESTS Kyo was supposed to come out on my bday, but then they delayed him until January :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: leegray99 on January 03, 2012, 12:13:42 AM
I can cope with the lag if its not too bad.....but after playing several player games online today with no probs.....I decided to play some ranked matches and all 4 matches never even got underway before it lost connection...........checked my player data and my match completion percent has dropped.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 03, 2012, 12:38:22 AM
Stop worrying about stats, they're pointless anyway.

Wish there was a way to clear player data (without losing unlockables) or hide stats :/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 03, 2012, 01:42:40 AM

Correct me if I'm wrong (and I very well may be) but I thought the only thing being sent was the input data, everything else is client side.  This is the main reason a lot of people called "BS" when Seth said SF4 has too much data to send with GGPO netcode.

Harada is saying the same thing when asked about GGPO. To which I can understand cause if you follow supercade they even say on theirs that the formula used for CPS3 games is totally different then the other games cause of how much memory is involved in the game. I'm not positive on which part of the memory usage messes with it. But so many different netcodes complaining about it there has to be something to it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 03, 2012, 03:20:06 AM
The problem with Supercade is the delay. There's significantly more delay, especially for 3rd Strike. Just trying to parry in 3S on Supercade is a night and day experience. The timing is entirely different. Which is why everyone rightfully so trashes Supercade. 2DF was surprisingly better than GGPO, but had some sound bugs. What happened between 2DF and Supercade only Damdai can say.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on January 03, 2012, 06:18:47 AM
Mr. Karate is out the same time as EX Kyo, right? Jan 10th.

Wouldn't be a problem if you were on the SEXbox 369.  ;)

I jest. I wanna see Serious Mr. Karate in action again.
Title: Re: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on January 03, 2012, 08:26:34 AM
Mr. Karate is out the same time as EX Kyo, right? Jan 10th.

Wouldn't be a problem if you were on the SEXbox 369.  ;)

I jest. I wanna see Serious Mr. Karate in action again.

Sexbox you say?  By jigger i gotta get a piece oc dat.  Does it cosplay too? 

Sent from my LS670 using Tapatalk
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 03, 2012, 08:53:46 AM
The problem with Supercade is the delay. There's significantly more delay, especially for 3rd Strike. Just trying to parry in 3S on Supercade is a night and day experience. The timing is entirely different. Which is why everyone rightfully so trashes Supercade. 2DF was surprisingly better than GGPO, but had some sound bugs. What happened between 2DF and Supercade only Damdai can say.

Yeah I agree. I stopped playing it on Supercade cause it was so bad. The 360 version as bad as people make it out to be is WAY better then Supercade, I can at least feel comfortable parrying online with it.

Reason I brought it up was it was another person complaining about the memory used. I know other people made it work but it's a good example in my book for my earlier point.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on January 03, 2012, 11:04:20 AM
The problem with Supercade is the delay. There's significantly more delay, especially for 3rd Strike. Just trying to parry in 3S on Supercade is a night and day experience. The timing is entirely different. Which is why everyone rightfully so trashes Supercade. 2DF was surprisingly better than GGPO, but had some sound bugs. What happened between 2DF and Supercade only Damdai can say.

Yeah I agree. I stopped playing it on Supercade cause it was so bad. The 360 version as bad as people make it out to be is WAY better then Supercade, I can at least feel comfortable parrying online with it.

Reason I brought it up was it was another person complaining about the memory used. I know other people made it work but it's a good example in my book for my earlier point.

No the real funny thing is that people always hype up GGPO like it's a miracle netcode.  OH SAVE US GGPO SAVE US FROM CAPCOM AND SNK AND MAHVUL!  The reality of what GGPO is, is that it makes good connections better and shitty connections skip frames so it's technically the same since it just skips frames so if you know when to properly attack, then it's still near the same.  However GGPO does not compensate for shitty connections, wireless connections, asstastic metropcs internet.  I found it hilarious when people were stunned that GGPO wasn't a miracle and they were like "GGPO SUCKS.  SF4 has better netcode!"  Just made me laugh and laugh.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 03, 2012, 01:20:49 PM
^ You and me both. I never got into GGPO cause the selection of games was less then Supercade and knew there was a good chance Supercade and GGPO won't like to be on my old shitty computer together. It never bothered me cause I knew a shitty connection is a shitty connection when it comes down to it. Hell I had a few xbox 180 matches that were next to flawless just cause the connection was good.  When it comes down to net connection until the normal net speed surpasses the net speed that is really required to run whatever game we are talking about it will never be what we truly want it to be.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on January 03, 2012, 02:39:38 PM
Does Iori come out in Japan on Jan 10th? He's not in the Japanese PSN at the moment.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on January 03, 2012, 04:06:12 PM
He was a pre-order bonus, so no surprise if he is not available at this moment.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on January 03, 2012, 04:28:31 PM
BB's netcode is trash, it's only useful for doing chains of attacks, not for reaction based stuff. 5 frames is an unplayable delay.

2002 on Supercade has 0 delay frames added to it, the only game that has extra delay is 3S I think, ¿trashing Supercade just because of that one game?. It's a fallacy to say all games on it have extra delay.

Supercade has 0 delay added to all games, but has no delay control where you can add to it to make your online matches run smoother. Ggpo comes with 1 delay added to it by default which you can decrease, so in fact Supercade is by default less laggy than Ggpo.

The only way to go for fighting games producers nowadays is to build netcodes with the premise of completely or almost completely eliminating delay, since the technology is already out there. It looks shameful, how companies haven't been able to come up with better netcodes than ggpo and supercade with the same vision. There is no other way to offer an acceptable online fighting game. 2 delay frames is the last playable spot a good player must accept, anything beyond that is unplayable and distorting the metagame in the end. When it comes to games like XIII with input delay netcodes, I can withstand up to 6 frames but in the end I'm not playing the game as it should be played.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on January 03, 2012, 06:02:14 PM
No offence, but seems to me like you haven't actually played BB online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: darkTown2 on January 03, 2012, 10:15:36 PM
isn't 3s on GGPO pretty bad as well? i haven't had any decent experiences with my friends, but when we play st it works fine.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 03, 2012, 10:31:24 PM
3S is very weird when it comes to emulators.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 03, 2012, 10:42:06 PM
BB's netcode is trash, it's only useful for doing chains of attacks, not for reaction based stuff. 5 frames is an unplayable delay.

2002 on Supercade has 0 delay frames added to it, the only game that has extra delay is 3S I think, ¿trashing Supercade just because of that one game?. It's a fallacy to say all games on it have extra delay.

Supercade has 0 delay added to all games, but has no delay control where you can add to it to make your online matches run smoother. Ggpo comes with 1 delay added to it by default which you can decrease, so in fact Supercade is by default less laggy than Ggpo.

The only way to go for fighting games producers nowadays is to build netcodes with the premise of completely or almost completely eliminating delay, since the technology is already out there. It looks shameful, how companies haven't been able to come up with better netcodes than ggpo and supercade with the same vision. There is no other way to offer an acceptable online fighting game. 2 delay frames is the last playable spot a good player must accept, anything beyond that is unplayable and distorting the metagame in the end. When it comes to games like XIII with input delay netcodes, I can withstand up to 6 frames but in the end I'm not playing the game as it should be played.

Um.... Actually none of us were trashing Supercade in general. Just the 3rd Strike. I even said I am exclusively (computer wise) on Supercade. 'Cept for 3S I like playing on it. Had the best match from someone from Japan on Supercade (Alpha 3 to be exact). Now do I really care anymore if they fix 3S? Hell no. But the original post was just to say Supercade had memory issues with getting a decent netcode on 3S.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 03, 2012, 10:59:27 PM
6 Hours until XIII's fate is decided.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 03, 2012, 11:20:13 PM
6 Hours until XIII's fate is decided.
Whats in 6 hours?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on January 03, 2012, 11:25:18 PM
I'm guessing the netcode patch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 03, 2012, 11:28:15 PM
I'm guessing the netcode patch.

Uh no...why would a patch be at 10PM on a random day of the week with no knowledge of it?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 03, 2012, 11:36:58 PM
The EVO 2012 announcement.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 04, 2012, 02:02:28 AM
I'm guessing the netcode patch.

Uh no...why would a patch be at 10PM on a random day of the week with no knowledge of it?
cause it would make me happy
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 04, 2012, 02:04:38 AM
Xxenace, you aren't allowed to be happy while I'm around, not during WAR.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 04, 2012, 02:11:47 AM
Xxenace, you aren't allowed to be happy while I'm around, not during WAR.
(http://sadpanda.us/images/798786-N8YA3CE.jpg)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on January 04, 2012, 03:18:26 AM
No offence, but seems to me like you haven't actually played BB online.

I played Blazblue online.  How the game works is what keeps it from "lag" but the netcode itself isn't anything special.  The game was made around online gameplay which makes it so every move takes at least five frames and is represented by five button presses online.  Because of this incredibly generous buffer "which makes the most stringent things five frames minimum" it makes online appear better since there's no one frame links, no 1/60th of a second timing to get shit done.  It also gives a lot more leniency towards other things.  Since the game was built this way, when taken online lag is nowhere near as bad since there's that leniency already built in.  Street Fighter and King of Fighters are NOT built on this and still have one frame links, and very tight combos as part of their fundamental gameplay.  Because the game wasn't built around online netplay, the game changes considerably when played online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 04, 2012, 05:19:30 AM
YES!!! KOF13 confirmed for EVO!!!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 04, 2012, 05:19:47 AM
It's Official, KOFXIII WILL BE A MAIN GAME AT EVO.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 04, 2012, 05:22:01 AM
We in there folks, fuck yes.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ashspiralingblood on January 04, 2012, 05:22:58 AM
From rags to riches, the kof cinderella story, hope this is the cupid arrow for snkp to pick up their damn feet
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 04, 2012, 05:24:25 AM
YAY! KOFXIII @ EVO! I will see if I can go, but I doubt it. Hopefully I have some money to travel to Las Vegas during EVO weekend.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Phoenixazure on January 04, 2012, 05:26:42 AM
been hoping for this since 2008. Feeling vindicated right now
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on January 04, 2012, 05:31:17 AM
Praise Da Lord, Good news.

Hyped!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 04, 2012, 05:32:19 AM
Well damn, I got beat to that pretty fast.

Now, how are we going to get this dream cancel bus to EVO?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 04, 2012, 05:36:23 AM
Well damn, I got beat to that pretty fast.

Now, how are we going to get this dream cancel bus to EVO?

A DreamCancel Bus to EVO would be awesome. lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 04, 2012, 05:40:28 AM
Well damn, I got beat to that pretty fast.

Now, how are we going to get this dream cancel bus to EVO?

A DreamCancel Bus to EVO would be awesome. lol

Pff "would" will you mean! *Holds up 5$* we can do this!
Title: Re: Re: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on January 04, 2012, 05:49:35 AM
Sexbox you say?  By jigger i gotta get a piece oc dat.  Does it cosplay too? 

It does that and so much more.

Also, CONGRATS ON KOF MAKING A MAJOR TOURNAMENT ON EVO 2012! 'Bout damn time!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 04, 2012, 05:51:44 AM
Goddamn bills! I'm literally less than $100 away from reserving hotel tickets right now.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 04, 2012, 06:05:22 AM
See you guys at Evo. :p
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 04, 2012, 06:06:45 AM
KOF at EVO; no longer a joke or a contradiction.

Finally is barely a strong-enough word to describe what has just been announced.

Thanks to SNKP and Atlus for making arguably the best fighter in years, and thanks to the players and fans for playing and leveling-up. I might cry seeing XIII on that EVO stream.

From this point, I seriously hope SNKP continues on with supporting XIII and making more awesome new games. And I hope the community will keep getting bigger and stronger so this isn't the only year or game that an SNK fighter will show up at EVO.



I promised myself I'd make a trip out there in case this would happen. Since I really can't now, if there's a way to support DC players like Kane and crew to get them there, I'd happily start donating what I can.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 04, 2012, 06:11:53 AM
DC bus confirmed for staying with Killey/Metal lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 04, 2012, 06:13:20 AM
hey, we should do a DC Bus.  Cross country bitches!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on January 04, 2012, 06:41:26 AM
I think it'd be a genius idea to start a donation to get top DC players to get to EVO if it's not possible monetarily. Personally, I would gladly help to make this EVO one to surpass even the amazing 2011 one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 04, 2012, 06:46:18 AM
I'd be behind that.  Since I'm ass, better to help the ones who can play to get there for more comp.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: robisntdrunk on January 04, 2012, 06:50:50 AM
If you guys are to cheap for the bus, we could always do a group marathon.

AKA walk. lol...it'll only take a couple of days at most!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 04, 2012, 06:54:15 AM
Here's the deal folks. I plan on checking in Thursday evening and checking out Monday morning. I can't make hotel reservations tonight because I'm just barely short. But I get paid in a couple days. If rooms are still available then the total cost will be $712.32. I'm willing to share a room with anyone who gives me half that.

3 things you need to think about before taking my offer.

1) Once you give me your half there is no going back. If something comes up and you can't go tough. I won't be dicked around on this.

2) If you can't get your money together in a timely fashion don't bother.

3) I snore like a mother fucker. Bring ear protection.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 04, 2012, 10:07:26 AM
well glad KoF is gonna be ad evo though im gonna have to be extremely bored to watch evo though
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 04, 2012, 11:17:02 AM
Man Evo is watchable now that it has KOF 13. As for the rest of the line up, surprised MK9 got another shot. Not be an ass but I thought the game died a bit after last year evo that shows me lol. I just hope more international players will compete for KOF.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 04, 2012, 03:29:23 PM
Need an opinion. Played a guy yesterday afternoon on KOF XIII. The lag was horrendous, but this guy was doing his combos like there was nothing wrong. After 1 match I bailed. Well I played him early this morning and the lag was tolerable. We had 3 close matches 1 I won. then suddenly the craptastic lag rears it's head and this guy seems to be unfazed again.

Is it just me or does it seem that this guy pull the old school trick of messing with the online to get easy wins? I haven't really seen this since xbox 180 days but it really does seem similar to those days.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 04, 2012, 04:52:21 PM
Was he hosting? In my opinion, lag does not seem to be equal to both players.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Para Para Pony on January 04, 2012, 05:10:49 PM
i had a similar instance... i couldn't even jump and entire inputs of mine were dropped completely. (press punch nothing happened) yet this one guy was dcing me left and right! almost finished me off with a massive hd cancel combo! talk about frustration! but only against one person... no other match i've had has been similar.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 04, 2012, 05:42:13 PM
I was hosting. The speed was erratic & my inputs were dropping randomly.  He seemed to have no problems with dropping whtsoever. The 1st time I just chalked it up to a fluke but when we were even through 3 matches and then the lag started it seemed curious. Hewas a Bishop if that matters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 04, 2012, 05:42:48 PM
i had a similar instance... i couldn't even jump and entire inputs of mine were dropped completely. (press punch nothing happened) yet this one guy was dcing me left and right! almost finished me off with a massive hd cancel combo! talk about frustration! but only against one person... no other match i've had has been similar.

Almost the same with me. Guy was just short of using random. Was using most of the cast and pretty well. I tried to stick with three at the time, to no avail 37-1. Once I picked Kim, who he used a lot, I started accidentally pulling off links and supers like I was a pro. I concluded that either he was taking advantage somehow, or just got that used to playing like that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on January 04, 2012, 07:20:07 PM
YES!!! KOF13 confirmed for EVO!!!!

 :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 05, 2012, 04:52:01 AM
Was probably a dude on a lag switch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 06, 2012, 12:58:53 AM
Tried out online yesterday and realized on player matches the game just matches you to anyone around the world, played a guy from a america (im from UK), which might have been the cause of a lot the horrible lag, but this makes me wonder why they didn't include a region filter like they have in ranked mode, hopefully the online patch addresses this issues and includes a flag indicator so you know where they are from.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on January 06, 2012, 01:02:28 AM
Well, that's why you look through Custom Match and then check their GT.  You'll have time.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 06, 2012, 01:12:41 AM
Yeah, thats the thing all i see is red bars which could also mean their not from my region, i need to test with someone from the UK, when i got the game i tried online with a friend had 3 bars, but couldn't really tell how good the online was since i didn't know how to play, also wish SNK includes a rematch option and not let people under the connection limit of your lobby join your lobby pretty annoying when your training mode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 06, 2012, 01:19:04 AM
Yeah, thats the thing all i see is red bars which could also mean their not from my region, i need to test with someone from the UK, when i got the game i tried online with a friend had 3 bars, but couldn't really tell how good the online was since i didn't know how to play, also wish SNK includes a rematch option and not let people under the connection limit of your lobby join your lobby pretty annoying when your training mode.
hell, whats your GT/PSNID, we can make a couple of matchs to check (i'm in france).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 06, 2012, 01:37:14 AM
My Psn is Tong_Lung, thought your from Portugal, lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 06, 2012, 01:50:34 AM
lol, one time Portugal, one time France... lol   but, most of time i'm in France xD

ok, i'll add you, check ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 06, 2012, 02:08:30 AM
Yeah, thats the thing all i see is red bars which could also mean their not from my region, i need to test with someone from the UK, when i got the game i tried online with a friend had 3 bars, but couldn't really tell how good the online was since i didn't know how to play, also wish SNK includes a rematch option and not let people under the connection limit of your lobby join your lobby pretty annoying when your training mode.

Ummm... it does have a rematch option on player match. The people entering your room with a 2 bar when you have a 3 bar and above is a glitch. When the person selects your room it does say that they have a 3 bar connection. Now just because it says 2 bars does not necessarly mean it's 2 bars. It might be a 3 bar match. The bar system is completely messed up unfortunately and if someone comes into your room I would recommed playing them once to see how it plays rather then saying they aren't worth playing.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 06, 2012, 03:14:59 AM
http://shoryuken.com/2012/01/05/qanba-partners-with-elive-to-create-competitive-fighting-game-team/ (http://shoryuken.com/2012/01/05/qanba-partners-with-elive-to-create-competitive-fighting-game-team/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on January 06, 2012, 03:15:34 AM
Yeah, thats the thing all i see is red bars which could also mean their not from my region, i need to test with someone from the UK, when i got the game i tried online with a friend had 3 bars, but couldn't really tell how good the online was since i didn't know how to play, also wish SNK includes a rematch option and not let people under the connection limit of your lobby join your lobby pretty annoying when your training mode.

Ummm... it does have a rematch option on player match. The people entering your room with a 2 bar when you have a 3 bar and above is a glitch. When the person selects your room it does say that they have a 3 bar connection. Now just because it says 2 bars does not necessarly mean it's 2 bars. It might be a 3 bar match. The bar system is completely messed up unfortunately and if someone comes into your room I would recommed playing them once to see how it plays rather then saying they aren't worth playing.

It isn't as messed up as it is that whatever it uses to measure ping between both players usually equals a worser than normal result most of the time, it happens on SSF4 AE for PC too, althought instead of showing one less bar it's one more bar.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 06, 2012, 02:13:52 PM
http://art-eater.com/2011/12/king-of-characters/ (http://art-eater.com/2011/12/king-of-characters/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 06, 2012, 07:09:45 PM
Ummm... it does have a rematch option on player match. The people entering your room with a 2 bar when you have a 3 bar and above is a glitch. When the person selects your room it does say that they have a 3 bar connection. Now just because it says 2 bars does not necessarly mean it's 2 bars. It might be a 3 bar match. The bar system is completely messed up unfortunately and if someone comes into your room I would recommed playing them once to see how it plays rather then saying they aren't worth playing.

Nah i dont mean the actual connection, when you create a lobby you can say that you want to only fight 3+ bars, but the problem is it doesn't stop people that are like 2 bar or 1 bar connection joining your lobby pretty annoying.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 06, 2012, 07:21:22 PM
Ummm... it does have a rematch option on player match. The people entering your room with a 2 bar when you have a 3 bar and above is a glitch. When the person selects your room it does say that they have a 3 bar connection. Now just because it says 2 bars does not necessarly mean it's 2 bars. It might be a 3 bar match. The bar system is completely messed up unfortunately and if someone comes into your room I would recommed playing them once to see how it plays rather then saying they aren't worth playing.

Nah i dont mean the actual connection, when you create a lobby you can say that you want to only fight 3+ bars, but the problem is it doesn't stop people that are like 2 bar or 1 bar connection joining your lobby pretty annoying.

To be fair, I've often entered 3 or 4 bar rooms only to see the connection indicator drop a bar or 2, so it's not always the player. I went into a room marked 4 bars and it showed 1 bar once in the room.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 06, 2012, 07:48:35 PM
Nah, when you start searching for custim match there are four columns, 1st is room name, 2nd is time, 3rd other and 4th the actual connection between you and the player, on the "other" column it shows the ping the player wants to play for example you can set your lobby so that you want only 3bars and up joining your lobby however that doesn't stop people who have 1 bar connection with you from joining the lobby which is set to 3 bars and up.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 06, 2012, 08:47:52 PM
I know. My point is the the connection rating varies between the search and the room. I've entered many 4 bars room that are actually 3 bar connections.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 07, 2012, 12:25:55 AM
Anyone knows if Iori Flame is out on PSN JAP (excepting that pre-oder code)?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 07, 2012, 04:29:20 AM
Wish they gave us a status update for the patch lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 07, 2012, 08:49:33 AM
Anyone knows if Iori Flame is out on PSN JAP (excepting that pre-oder code)?

Must all be preorder, only dlc chr is kyo atm. Don't see Iori in the shop - wonder what people who bought the game used are doing...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 07, 2012, 09:16:19 AM
http://www.siliconera.com/2011/12/28/snk-moving-into-social-games-ragnarok-online-will-have-ten-year-anniversary-event/ (http://www.siliconera.com/2011/12/28/snk-moving-into-social-games-ragnarok-online-will-have-ten-year-anniversary-event/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kusanagi-Style on January 07, 2012, 09:57:57 AM
Tomorrow I'll be going to my first KOF XIII tournament at Best Bout Beatdown wish me luck.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 07, 2012, 09:59:36 AM
Tomorrow I'll be going to my first KOF XIII tournament at Best Bout Beatdown wish me luck.

Good luck; aim high!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 07, 2012, 10:08:13 AM
Going to Dust Bowl 2 Saturday night unless the weather is terrible. Hope to meet quite a few KOF players and get some 3S on.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 07, 2012, 08:01:37 PM
http://www.siliconera.com/2011/12/28/snk-moving-into-social-games-ragnarok-online-will-have-ten-year-anniversary-event/ (http://www.siliconera.com/2011/12/28/snk-moving-into-social-games-ragnarok-online-will-have-ten-year-anniversary-event/)

Don't know if that is good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on January 08, 2012, 01:16:22 AM
Nah, they will create other kind of games, I doubt that this is the end of KOF
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: baccano1932 on January 08, 2012, 01:19:19 AM
I know. My point is the the connection rating varies between the search and the room. I've entered many 4 bars room that are actually 3 bar connections.

Same thing happens to me somewhat frequently.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 08, 2012, 03:47:08 AM
I didn't make it to Dust Bowl. My esteemed apologies to Running Wild. I was looking forward to some offline action but I swear that the times they scheduled for 3S was about 11 PM. So I woke up late and thought I had plenty of time. I feel like an asshole for missing that shit. I wanted to break some asses with Clark. :(

However, I did find at least one guy online who knew how to play. If you guys ever run into Jairo_Killer69 or KimKaphan on PSN, play them. They're Mexican and good.

I really like Hwa Jai on 2nd. Solid pressure. Love his damage and Grab Super. I might abandon Goro over him. My hats off to Goro users but he's really hard to use to lock down people.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 08, 2012, 06:32:14 AM
I didn't make it either Louis, my sinus cold I've had since last week wouldn't go away. Oh well, not many KOF players upstate, it would of been a very small tournament, plus it was a free tournament, so no cash prize. Without me there, hopefully one of "THE BROTHERS" took it. :D
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kusanagi-Style on January 08, 2012, 07:50:14 AM
I got 5th place at the tournament at Best bout beatdown today and I need to really level up my game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: DarKaoZ on January 08, 2012, 08:04:09 AM
I got 5th place at the tournament at Best bout beatdown today and I need to really level up my game.

Congrats!

However, I did find at least one guy online who knew how to play. If you guys ever run into Jairo_Killer69 or KimKaphan on PSN, play them. They're Mexican and good.

I'm sure I have fought KimKaphan before, don't remember how good he was or who won.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 08, 2012, 09:35:03 AM
I won the Dust Bowl tournament. Didn't get to meet non of the DC community  :(, also it became a 5 dollar entry for KOF.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 08, 2012, 10:54:51 AM
You are lucky me and Louis weren't there ELTRO. ;) But congrats on winning, what was the competition like for you?

I'm hoping the next event will be in warmer weather, I'm susceptible to getting sinus colds in the winter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 08, 2012, 10:58:01 AM
Yeah man hopefully next time we'll play.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 08, 2012, 01:41:17 PM
http://kofkoucha.wordpress.com/2012/01/08/kof-xiii-2012%E5%B9%B4%E3%82%82snk%E3%83%97%E3%83%AC%E3%82%A4%E3%83%A2%E3%82%A2%E3%80%81%E3%82%B2%E3%83%BC%E3%83%A0%E4%BA%8B%E6%A5%AD%E3%81%AF%E5%AD%98%E7%B6%9A%E3%81%AE%E6%A7%98%E5%AD%90/ (http://kofkoucha.wordpress.com/2012/01/08/kof-xiii-2012%E5%B9%B4%E3%82%82snk%E3%83%97%E3%83%AC%E3%82%A4%E3%83%A2%E3%82%A2%E3%80%81%E3%82%B2%E3%83%BC%E3%83%A0%E4%BA%8B%E6%A5%AD%E3%81%AF%E5%AD%98%E7%B6%9A%E3%81%AE%E6%A7%98%E5%AD%90/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on January 08, 2012, 03:44:27 PM
KOF XIII WP Cup beginning right now
http://pt-br.twitch.tv/wpgames (http://pt-br.twitch.tv/wpgames)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 08, 2012, 05:26:09 PM
KOF XIII WP Cup beginning right now
http://pt-br.twitch.tv/wpgames (http://pt-br.twitch.tv/wpgames)
Thks, to the entertainment!

Brigado manolo, valeu! ;) xD
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on January 08, 2012, 05:54:27 PM
http://kofkoucha.wordpress.com/2012/01/08/kof-xiii-2012%E5%B9%B4%E3%82%82snk%E3%83%97%E3%83%AC%E3%82%A4%E3%83%A2%E3%82%A2%E3%80%81%E3%82%B2%E3%83%BC%E3%83%A0%E4%BA%8B%E6%A5%AD%E3%81%AF%E5%AD%98%E7%B6%9A%E3%81%AE%E6%A7%98%E5%AD%90/ (http://kofkoucha.wordpress.com/2012/01/08/kof-xiii-2012%E5%B9%B4%E3%82%82snk%E3%83%97%E3%83%AC%E3%82%A4%E3%83%A2%E3%82%A2%E3%80%81%E3%82%B2%E3%83%BC%E3%83%A0%E4%BA%8B%E6%A5%AD%E3%81%AF%E5%AD%98%E7%B6%9A%E3%81%AE%E6%A7%98%E5%AD%90/)

Not to sound like an ass, but please next time that you post a link in japanese/chinese, please explain what does that mean, since lots of times you post links in a language that lots of people here don't speak
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 09, 2012, 02:07:45 AM
Well the competition needs some improvement on the fundamental for KOF 13. I played players that had some form of understanding but not quite there. Now one of the player from srk seems to have animosity saying that no one was good in Dust Bowl and calling the Albany crew nobodies (which funny enough Albany took top 3). But good games to all the players there in both casuals and tournament. Hopefully we'll play more in the future.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 09, 2012, 06:05:00 AM
I know one of the player from srk seems to have animosity saying that no one was good in Dust Bowl and calling the Albany crew nobodies (which funny enough Albany took top 3).

lol I saw that post.

ALBANY BABY

WE GET THE COPS CALLED FOR MASHING SO HARD. lmao

Love it. I hope you come out again if there is another event, hopefully one I'll be able to show up for.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 09, 2012, 07:30:09 AM
. I know one of the player from srk seems to have animosity saying that no one was good in Dust Bowl and calling the Albany crew nobodies (which funny enough Albany took top 3).

PJSalt to that guy.

I'll show up for some 3S and KOF13 for sure.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 09, 2012, 08:40:39 AM
Yeah, dude was a real sore looser in real life. Tried to be nice to him but w/e.

Anybody knows when is the official online patch for KOF?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 09, 2012, 08:43:37 AM
Yeah, dude was a real sore looser in real life. Tried to be nice to him but w/e.

Anybody knows when is the official online patch for KOF?
snk has been quiet as a mouse like usual
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 09, 2012, 10:34:07 AM
KOF XIII WP Cup beginning right now
http://pt-br.twitch.tv/wpgames (http://pt-br.twitch.tv/wpgames)

Since this is my first competitive KoF I don't know any of the top players outside of North America. Is there anybody in that stream I should take note of? I only caught the grand finals and it was a complete blow out.  
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Hagaishi on January 09, 2012, 11:57:58 AM
I just dont understand what we as a people can do to get "spectator mode" in the game! Capcom players cried for months but got it, I would have no prob paying for it. Its just too many people who plays it and love it but the online set up needs to change, and change fast! SNK wake up, give us spectator mode!! Oh and by the way......Great stream!! Obaiyo mina.......
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on January 09, 2012, 03:35:35 PM
I just dont understand what we as a people can do to get "spectator mode" in the game! Capcom players cried for months but got it, I would have no prob paying for it. Its just too many people who plays it and love it but the online set up needs to change, and change fast! SNK wake up, give us spectator mode!! Oh and by the way......Great stream!! Obaiyo mina.......

why do you want spectator mode if only 2 persons rooms are allowed?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 09, 2012, 03:35:47 PM
I just dont understand what we as a people can do to get "spectator mode" in the game! Capcom players cried for months but got it, I would have no prob paying for it. Its just too many people who plays it and love it but the online set up needs to change, and change fast! SNK wake up, give us spectator mode!! Oh and by the way......Great stream!! Obaiyo mina.......
my only problem is that they took it out so they could improve the net code a lot more and look where that got us
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 09, 2012, 03:36:58 PM
I just dont understand what we as a people can do to get "spectator mode" in the game! Capcom players cried for months but got it, I would have no prob paying for it. Its just too many people who plays it and love it but the online set up needs to change, and change fast! SNK wake up, give us spectator mode!! Oh and by the way......Great stream!! Obaiyo mina.......

why do you want spectator mode if only 2 persons rooms are allowed?
im pretty sure he just forgot to add in that he wanted more people per room
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Hagaishi on January 09, 2012, 03:52:51 PM
Oh yeah that too! lol!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on January 09, 2012, 04:21:38 PM
KOF XIII WP Cup beginning right now
http://pt-br.twitch.tv/wpgames (http://pt-br.twitch.tv/wpgames)

Since this is my first competitive KoF I don't know any of the top players outside of North America. Is there anybody in that stream I should take note of? I only caught the grand finals and it was a complete blow out.  

For those who came in WP Cup:
Brazil: KléberYagami, RenatoKOF. NeoGeo, Alê and CNB.House
Chile: Garode


Other Countries:
For Mexico: our known player BALA, Romance, El Rosa and LDA.Kula (he'll focus only on XIII in next month)
France: Frionel
Japan got many tops in arcade version (1.1), but for console, I just know Dune and Oogosho, both from eLive

and I don't know if Dakou and Xiaohai, from China, are playing KOF XIII but I think they'll show their face just in EVO, I think
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 09, 2012, 05:46:24 PM
Thanks for the response. I'll keep an eye on those players you mentioned.

What do you guys think about this boycott from eLive Pro? They made an announcement saying they will not be sending any players to compete in tournaments for game companies that are supporting SOPA. I know this effects players who are playing SF4 2012 since Capcom is part of the ESA and ESA is pro SOPA. I'm not sure if SNK-P or ATLUS are part of the ESA so I'm not if this effects KoFXIII players.

If they are then wouldn't this prevent players such as Mr.KOF from entering tournaments?

It's really unfortunate since I just want to see the best players compete but I understand how bad SOPA is going to be for all of us if it gets passed.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 09, 2012, 07:24:36 PM
I just dont understand what we as a people can do to get "spectator mode" in the game! Capcom players cried for months but got it, I would have no prob paying for it. Its just too many people who plays it and love it but the online set up needs to change, and change fast! SNK wake up, give us spectator mode!! Oh and by the way......Great stream!! Obaiyo mina.......

Asking for spectator mode is probably a moot point sice it takes away bandwidth and they are trying to conserve as much as possible. What they could do is put back in match save mode where you can download other people's matches. This was already in KOF XII. Just to have the ability to watch how other people play would be good enough for me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 10, 2012, 12:55:45 AM
Downloadable matches sounds like a pretty good compromise. The infrastructure would already be there to filter out scrub matches with the ranking system already in the game. Like that idea.

@Killey, I def understand the elive ban. Their business would be utterly destroyed if that passes. I really hope that it won't affect KOF either. I would hope that snkp would be against the bill bc of all of the positive press kof got due to streams and youtube.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 10, 2012, 04:30:55 AM
I can't be the only one hanging out around midnight for Mr. Karate I hope.

So Hype for him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Nagare_Ryouma on January 10, 2012, 04:38:46 AM
I still think he shouldnt be able to counter against fireballs but we'll see how that turns out.
In my case I am waiting for Mr. Karate and also Nest Style Kyo since I am on PSN.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 10, 2012, 04:51:48 AM
Mr.Karate looks really freaking good. I know it's really early to say but based on the footage we've seen, he seems overpowered to me. I hope it's not another case of SSF4 Dudley. lol

@Killey, I def understand the elive ban. Their business would be utterly destroyed if that passes. I really hope that it won't affect KOF either. I would hope that snkp would be against the bill bc of all of the positive press kof got due to streams and youtube.

I understand it too and I definitely applaud eLive and twitch.tv for making a stand. However, it seems like pulling players from events hurts the players more.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on January 10, 2012, 05:39:04 AM
At which time the updates appear on the xbox and the psn?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 10, 2012, 02:01:08 PM
Mr Karate is up on xbox live.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 10, 2012, 02:05:23 PM
@ryouma, I like the idea of countering fireballs a lot - don't think that has been done in this manner before and is unique. I think it may appear a bit much considering the rest of karate's movelist and how he comes across as overwhelmingly strong. I'm still really interested to see how crazy he really is or isn't.

@killey, yeah same. I guess that is the most potent way for them to do battle unfortunately... In general, the top COs whether it be movies/music/games may be looking to support it in order to stunt exposure of underdog competitors in their respective areas.

@sibarraz, good question. Blog says tomorrow for 360 and 1/12 for ps3, maybe the same outside of north america?
NA is probably the 20th along with NESTs Kyo for ps3, haven't heard a thing about 360 dates for NA..
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 10, 2012, 02:11:08 PM
Mr Karate is up on xbox live.

Wait, 1/10 is today, isn't it? Damn you 360 bastards! lol

(please hook us up with impressions)

I guess I will be doing the ps3 wait...again *groan*
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Hagaishi on January 10, 2012, 02:39:20 PM
Mr Karate is a BEAST!!!! Get hype!! Now ima ask god for them to KEEP bring out people! (And then God spoke: Fat chance!) lol! But on the real, I see soo many people maining him! Just watch, He can jump cancel his normals??? OMG!

And i think PSN folks get 2 people today right?? Didnt they push back Nest Kyo till today?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 10, 2012, 02:52:18 PM
I can see him being the best character to abuse in lag.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on January 10, 2012, 02:54:59 PM
I'm wondering when DLC for KoF comes up.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 10, 2012, 03:26:10 PM
Guys, do update if PSN has updated it, can't wait to get my hands on them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 10, 2012, 03:46:03 PM
The PSN is usually updated around 6pm Central. We're getting Kyo with the Power of Fire Punches and Mr. Karate today.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on January 10, 2012, 05:43:30 PM
Ugh, no way! That's so late in the day!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 10, 2012, 08:07:17 PM
Ugh, no way! That's so late in the day!
exactly why xbox is better
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 10, 2012, 11:28:05 PM
Its up on PSN
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 11, 2012, 12:04:44 AM
Ugh, no way! That's so late in the day!
exactly why xbox is better

This is why I love Xxenace... but, real talk, Genesis is the best console. Blast processing!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 01:15:58 AM
Oh Snap old school console vs current gen console!?!?!?!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 11, 2012, 03:01:52 AM
Ugh, no way! That's so late in the day!
exactly why xbox is better

This is why I love Xxenace... but, real talk, Genesis is the best console. Blast processing!
i love you to bro also i agree with because streets of rage 2 son
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 11, 2012, 03:44:47 AM
So Xxenace is a Sexbox fanboy. And Genesis does what Nintendon't. I like this forum all the more everyday ;) . Genesis had better action games and beat 'em ups. It seems like people prefer the SNES more if they love RPG's....

Anyway...

Legit question: How do you get out of Yuri's Dive Kick setups? Especially if it's Clark vs Yuri. Because Clark doesn't have a good AA he can do on reaction and that Dive Kick has a huge hitbox and equally huge hit and block stun. I was playing KimKaphan last night and he nailing me with her Dive Kicks and then during a crossup Dive Kick. I also didn't realize that Yuri's EX Grab seems to AA and will hit you if you short hop.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 04:45:25 AM
jump up back cd if only he's abusing it. Her Ex command throw is a reversal. You can block it but I don't think you can punish it unless you have charged his ex Gatling gun ready. I think she gets pushed back to far for command throw punish. Also I think you get free command throw if you block dive kick above the head. Dunno if this will work since I'm just theory fighting. Hopefully this will help.

Edit: tried it and it doesn't work. the push block is too big.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on January 11, 2012, 06:28:07 AM
What about Clark's df+A? Too slow?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 06:55:03 AM
What about Clark's df+A? Too slow?
Most likely it'll get stuffed and if the dive kick crosses up it won't auto correct.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 11, 2012, 07:53:31 AM
jump up back cd if only he's abusing it. Her Ex command throw is a reversal. You can block it but I don't think you can punish it unless you have charged his ex Gatling gun ready. I think she gets pushed back to far for command throw punish. Also I think you get free command throw if you block dive kick above the head. Dunno if this will work since I'm just theory fighting. Hopefully this will help.

Edit: tried it and it doesn't work. the push block is too big.

Thanks dude. Gonna' try that out. I was playing him online so maybe it was just that little bit of delay made the dive kick gdlk (which tends to happen a lot online in my experience in 3S) but I never played a good Yuri online or offline so who knows.

Got Mr. Karate. Mixed feelings overall. He has really safe pressure strings with crD into Fireball and crB into Fireball. It seems like he can tick into his Throw like Clark's B SAB but not nearly as good, but mixing that up with his crB spam might make it pretty scary.

Haven't explored his counters or EX Counter at all. The window to hit them after a regular counter seems really tight. His air tatsu isn't safe at all. But backdashing into it seems pretty sweet.

Mixed feeling because... I don't know. Odd vibes I guess. He's definitely gonna' be top but I guess feel mixed about him because I don't know how good I can be with him. If that makes any sense.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on January 11, 2012, 10:02:23 AM
ehy guys i know it could seems weird since the dlc characters r out from just yesterday but do u think  a petition with a list of ur favs characters for next dlcs would have any sense ? im not even sure there ll be others dlcs but lots of players r still pissed off about some legends not included in the game like b.mary yamazaki kasumi and lots more. so if on the other side ppl ask and writes petition to have megaman why wouldnt we send a message to snkp letting them know new cracaters would be very welcome ?
hope this was not too much OT or too stupid as a fan and player request but some of u have contacts with snkp so just why dont set a list ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on January 11, 2012, 11:29:10 AM
Downloadable matches sounds like a pretty good compromise. The infrastructure would already be there to filter out scrub matches with the ranking system already in the game. Like that idea.


There is already a download match function in KOF 13, but it's limited to the monthly top 100.  You have to go to leaderboards and scroll to monthly top.  However, the matches there are kind of hit or miss.  As you know, the monthly top ranks only the total wins during a month, so the people at the top are not necessary top players, just top grinders.  Also not everyone chooses to upload their matches.

What I really want though, is an auto save match log like SF4.  Most of the time I don't save my matches, because I don't want the other side waiting while I'm taking my time to save replays.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on January 11, 2012, 11:39:16 AM
So Xxenace is a Sexbox fanboy. And Genesis does what Nintendon't. I like this forum all the more everyday ;) . Genesis had better action games and beat 'em ups. It seems like people prefer the SNES more if they love RPG's....

I loved some RPGs, but a big reason I loved the SNES was because it had six buttons on it's pad. That was kinda important when a certain Capcom arcade hit got ported...

Genesis was personally my least favorite Sega system. I think it was great and all, but compared to the Saturn (best control pad ever, plus incredible arcade ports) and Dreamcast (even better arcade ports, plus Jet Grind Radio), just can't keep up.

As for future DLC characters - while there's been tons of "KOFXIII-style sprites" made by fans, SNK themselves showed off what Oswald, Momoko, Malin and Chang would have looked like in KOFXIII style. My guess is that these characters were planned for the game, but cut at some point due to time constants. Regardless, this means that they likely had some work done, so they might be able to finish them as full characters.

Personally, I think SNK is working on KOFXIV. Considering how the game sold out in Japan and is apparently hard to find in some parts of the states, I think the game has definitely been a success. I bet that Oswald, Momoko, Malin and Chang will just be in the next game, which is likely going to be a dream match (considering the Ash Saga is over - I bet all the members of Saiki's crew will just end up allying with Ron for a saga centered around him).

Looking at the new characters between KOFXII and KOFXIII, there's K', Kula, Maxima, Mai, Yuri, King, Takuma, Vice, Saiki, Billy, EX Kyo, EX Iori, Mr. Karate - 13 characters, or 8 if you don't count Vice, Saiki, EX Kyo, EX Iori or Mr. Karate as being full characters (as in, the reused many assets from certain characters present in KOFXII).

So, at least 8 characters will likely be in KOFXIV. I'm betting on (based on popularity - and the requirement that, as an Ash Saga dream match, they had to have shown up in KOF'2003, XI, XII or XIII):
Rookie Team: Momoko, Oswald, Malin.
Garou Team: Tizoc, B.Jenet, Gato.
Agent Team: Vanessa, Blue Mary, Ramon.

That's my bets, along with Adel returning as a 'final' boss and Rugal returning as the true final boss.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on January 11, 2012, 01:16:31 PM
there r lots of nice characters in ur bets and really hope some ofthem ll come true.
what i was asking for (maybe the mods can say if it is possible or usefull to do it) is open a thread where we can put our preferences about the characters we want to see as dlcs ( if they ll ever be ) or the next episode (since it probably ll be a dream match it is not necessary to write them as a team).
dunno if this sort of list could be of any help to snkp following the system crapcom used asking fans their favorite characters, or if snkp already has an idea of who they ll move in cause of the story or whatever.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 11, 2012, 01:46:18 PM
Downloadable matches sounds like a pretty good compromise. The infrastructure would already be there to filter out scrub matches with the ranking system already in the game. Like that idea.


There is already a download match function in KOF 13, but it's limited to the monthly top 100.  You have to go to leaderboards and scroll to monthly top.  However, the matches there are kind of hit or miss.  As you know, the monthly top ranks only the total wins during a month, so the people at the top are not necessary top players, just top grinders.  Also not anyone choose to upload their matches.

Ask and it shall already be there. That's right, totally forgot about it after initially hearing about it before and never bothered to check. Thanks bro
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 06:47:40 PM
Well if there's a KOF 14 it would most likely be a dream match. Since 2k3 and 11 were part of the Ash Saga I see those character coming back along with other popular characters. I'd imagine  that they'll probably tweak or completely change the game's mechanics like in the previous entry.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 11, 2012, 07:06:42 PM
The thing about dream matches is that they have a lot of sprites being recycled or re-used, SNK doesn't have this option now. Bringing back certain characters just for the dream match would be a complete waste too. So a new saga is next I think.

One big reason I want a new saga more than a dream match is b/c SNK will introduce a brand new lead and other new characters, can't wait to see what they come up with, they are so damn good at it. I think the new lead will be female.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 07:24:04 PM
True but there's also the chance of fan favorite of not returning. Considering how 13 ended we may not see Claw Iori in the next one which I really liked claw. Also dead character stay dead in KOF. Unless you're a ghost or some shit (Mature and Vice). I would like to see the Orochi team once more  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 11, 2012, 07:33:21 PM
Wasn't KoFXII considered a dream match?

KoFXIV would most likely be a dream match since due to story purposes they would have to scrap characters like Ash and Saiki and I think it would be a waste to toss a character like Saiki that they specifically made for the console version of XIII. On top of that, I think they would probably remove some teams to include other teams in the game. I can't really see Team Elisabeth returning in XIV. That being said I would be pretty pumped to see some brand new characters along side some older characters like Angel, Foxy, Vanessa, Whip, and Oswald.

In terms of new characters here's an old image that was put out during KoFXII development stage. The very bottom of the image had concepts for some new characters.

http://i26.tinypic.com/2qcme4o.jpg (http://i26.tinypic.com/2qcme4o.jpg)
http://i27.tinypic.com/1ieh78.jpg (http://i27.tinypic.com/1ieh78.jpg)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 11, 2012, 07:45:07 PM
Those pics remind me of characters from KOF EX2 Howling Blood.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 11, 2012, 07:47:03 PM
http://orochinagi.com/2012/01/kof-xiii-local-battles-ny-nj (http://orochinagi.com/2012/01/kof-xiii-local-battles-ny-nj)

Local Battle is having a tourney  for KOF 13, venue is free and it's a $10 entry. Read the link for further detail.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 12, 2012, 05:23:44 PM
May as well ask here too:

What are some safe blockstrings with Hwa?

Is Slide (downtowards B) into B Dragon Tail safe? I tested it against 1 guard Jump and it seems pretty safe, I wouldn't put it past grapplers like Clark to punish it though. But I think you can fuck that up if you use Yomi with his C Grab Super.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 12, 2012, 06:04:21 PM
True but there's also the chance of fan favorite of not returning. Considering how 13 ended we may not see Claw Iori in the next one which I really liked claw. Also dead character stay dead in KOF. Unless you're a ghost or some shit (Mature and Vice). I would like to see the Orochi team once more  :)

I would love to see team Orochi come back, love that team. Yashiro is probably my all-time kof fav, but have a feeling that normal Yashiro's fighting style would clash too much w shen's.

Good news for all might be that with how precious the current sprites are don't think they could afford to cut any out and may do something creative storyline-wise to keep everyone or just go dream match.

One thing I wonder about is system in the next iteration. IMO XIII's system is damn near perfect, wonder if they would go ruining that just for the sake of change.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on January 12, 2012, 06:42:57 PM
True but there's also the chance of fan favorite of not returning. Considering how 13 ended we may not see Claw Iori in the next one which I really liked claw. Also dead character stay dead in KOF. Unless you're a ghost or some shit (Mature and Vice). I would like to see the Orochi team once more  :)



One thing I wonder about is system in the next iteration. IMO XIII's system is damn near perfect, wonder if they would go ruining that just for the sake of change.

thats what im scared of too ... this system is just too good soooo basic and perfectly working, hope they ll not ruin this with a gameplay like for example bb where u almost need meters even for choose a character
snkp leave the system as it is
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ashspiralingblood on January 12, 2012, 06:52:56 PM
I rather have an updates along the line of ssf iv and bb cs, call it kof xiii plus or something, with story related characters like adel, heidern,shion, botan etc.... There is no point in naming it kof 14 since its kof 13 with more characters/stage and tweaked gameplay.

Damn snkp should really consider cell shading or 3d, cause i dont want to wait 5 years for a good game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 12, 2012, 08:26:29 PM
I rather have an updates along the line of ssf iv and bb cs, call it kof xiii plus or something, with story related characters like adel, heidern,shion, botan etc.... There is no point in naming it kof 14 since its kof 13 with more characters/stage and tweaked gameplay.

Damn snkp should really consider cell shading or 3d, cause i dont want to wait 5 years for a good game.

I can see where you're coming from with not wanting to wait 5 years before a KOF sequel, especially after remembering it being a yearly installment. But on the other hand, after living through the SFIV and BB update mayhem, I'd really prefer what they're doing this way.

Maybe it's best if XIV is a dream match, considering they've already got 30+ sprites to work from. Developing more from 03 and XI hopefully wouldn't be that much of a chore since, especially since a lot of the characters seem viable for the next saga - the Dragon Spirit/Hizoku clan saga I think. Lots of characters can tie to that somehow, including Duo Lon, Shen, Oswald, Malin, Shion, etc, so new sprites made in XIV can be used further into the series no problem. If XIV is a dream match, I'd hope that they figure out how to combine or include the best parts of XIII and XI for a great tag/balance gameplay.

Between the listed facts, how much attention the Dream Matches get, and how the next story arc game will change things up a great deal, best to let KOF mature for all the new fans. And lets hope it's no more than 3 years, which XIII will still be viable, and SNK will have at least started on other projects to look forward to.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 12, 2012, 08:32:36 PM
much as i like kof i would like for it to take the back seat for a while would like to see a new fatal fury,samsho, last blade,ngbc, or hell even a new ip if there up for it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 12, 2012, 09:35:41 PM
With a new OAV & live action movie coming this year I'll mention it again. Playmore needs the license to do a Rurouni Kenshin game. The new animation style, great play control and, characters that would be fun to play in a serious fighter why not? Hell Playmore has already worked with the creator on SSV you'd think it could be done.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 12, 2012, 10:26:21 PM
much as i like kof i would like for it to take the back seat for a while would like to see a new fatal fury,samsho, last blade,ngbc, or hell even a new ip if there up for it

I really like SNK's characters and with the new HD sprites of KoFXIII (and a solid gameplay system) I would be totally down for a new NGBC.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on January 13, 2012, 02:53:39 AM
With a new OAV & live action movie coming this year I'll mention it again. Playmore needs the license to do a Rurouni Kenshin game. The new animation style, great play control and, characters that would be fun to play in a serious fighter why not? Hell Playmore has already worked with the creator on SSV you'd think it could be done.

I don't think SNK is likely to get the license to do a game on an anime, though that would definitely put them with the likes of Namco and Capcom, who have done anime fighting games.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on January 13, 2012, 04:15:05 AM
Rurouni Kenshin x Last Blade = money

Actuall, versus samsho will be more money, but I want to see LB because they are closer from an era perspective
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on January 13, 2012, 05:33:24 AM
Academy of Interactive Arts and Sciences AKA AIAS's awards


http://www.joystiq.com/2012/01/12/uncharted-3-leads-aias-2011-award-nominations/ (http://www.joystiq.com/2012/01/12/uncharted-3-leads-aias-2011-award-nominations/)

Quote
Fighting Game of the Year
• Fight Night Champion
• King of Fighters XIII
• Mortal Kombat
• Super Street Fighter 4: 3D Edition
• Ultimate Marvel vs Capcom 3

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 13, 2012, 06:49:42 AM
Rurouni Kenshin x Last Blade = money

Quite f--king true. Great idea, but much as I like Sannosuke, Aoshi, and Saitoh, the LB cast still wins in regards to which I'd like to see next and updated. Feels like LB as got a lot of RK in it anway:
-Washizusa is pretty much pre-Meiji Saito
-Hibiki is close enough to Kenshin for me
-Shishio is separated into Shinnosuke and Mukuro
-Moriya as got that overall Aoshi feel
-etc


Academy of Interactive Arts and Sciences AKA AIAS's awards


http://www.joystiq.com/2012/01/12/uncharted-3-leads-aias-2011-award-nominations/ (http://www.joystiq.com/2012/01/12/uncharted-3-leads-aias-2011-award-nominations/)
Quote
Fighting Game of the Year
• Fight Night Champion
• King of Fighters XIII
• Mortal Kombat
• Super Street Fighter 4: 3D Edition
• Ultimate Marvel vs Capcom 3

No offense to the other entries, but why not just MK or KOFXIII. And a huge LOL to SSF4:3D Ed.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on January 13, 2012, 07:06:41 AM

Quite f--king true. Great idea, but much as I like Sannosuke, Aoshi, and Saitoh, the LB cast still wins in regards to which I'd like to see next and updated. Feels like LB as got a lot of RK in it anway:
-Washizusa is pretty much pre-Meiji Saito
-Hibiki is close enough to Kenshin for me
-Shishio is separated into Shinnosuke and Mukuro
-Moriya as got that overall Aoshi feel
-etc
Time for me to show my nerd card!

Kenshin = Moriya.
Saitou = Washizuka.
Okita = Kojiroh.
Shishio = Mukuro.
Sojirou = Hibiki.
Aoshi = Kagami.
Misao = Akari.
Jin-e = Zantetsu.
Enishi = Setsuna.
Raijuta = Musashi.

There's probably more (like, LB's Okina MAY have been influenced by Kenshin's Okina, and LB's Shigen MAY have been influenced by Kenshin's Anji), but these are just the utmost obvious parallels.

Other expies in the game are Kaede (got that Super Saiyan thing going on) and Rekka (Jet Li's take on Wong Fei Hung almost to a freakin' T).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 13, 2012, 07:18:17 AM
Awesome, we got Rurouni Kenshin fans up in here.

For years I thought a Rurouni Kenshin game using SNK's Last Blade style would be awesome.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on January 13, 2012, 07:28:49 AM
Awesome, we got Rurouni Kenshin fans up in here.

For years I thought a Rurouni Kenshin game using SNK's Last Blade style would be awesome.

Early in MUGEN's life (back when it was all DOS based) there was a guy who converted Washizuka, Kagami and Hibiki into Saitou, Aoshi and Sojirou respectively. It was ... pretty bad ass. Even used cut-scenes from the show when you finished an opponent off with a super move.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 13, 2012, 07:47:36 AM
Okay, I think I found my team through a lot of experimentation. Not trying to boost my ego, but I think it's interesting to talk about our team formation and why.

1st: Clark. Just an overall great character. Only downfall is that on 1st he might have a tough time with fireball spam but it doesn't take long to build that meter and it all it takes is for him to get in once to really fuck shit up.

2nd: Hwa. Standing D is a good poke. Good AA SRK's. Dragon Tail is obviously not a good AA like Joe's equivalent move but it's a good lock down move if they're on the ground. I like comboing into his Slide into Dragon Tail. And most importantly his Grab supers. They make him scary for sure and I can think of some dirty setups, not as dirty as say Robert or Yuri, but dirty enough ;). He will always be on 2nd because he absolutely needs that meter and DC for big damage.

3rd: Billy. Honestly Billy and Clark's positions are interchangeable depending on matchup. But I just love his rushdown and he has some good defensive options too. I can do at least one of his fancy corner combos (which will probably be known as his BnB corner combo soon enough) but my problem is trying to land it in the first place. I partly blame this on my Hori controller which for some reason makes it really hard to combo off of crB into his Up kicks. Hopefully the new Logitech I ordered will fix this.

Things to do: Learn Clark's Hyper Drive Charge Punch combos into Neo Max. Is Hwa's Neo Max practical? I've tried landing either of his Supers and I input the Neo Max during that time and it never once has come out. How safe is Hwa's Slide into B Dragon Tail? I have to learn Billy's Hyper Drive Combos.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Hace on January 13, 2012, 09:11:03 AM
Hwa's neomax from his command grab is seriously great if you can set it up properly, you get 700 free damage, which is a great way to end a round/match.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 13, 2012, 10:55:38 AM
Man I want to go to that Rochester tourney, but that shit is 4 hours away and I have no ride  :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on January 13, 2012, 05:00:49 PM
Damn i havent touched XIII since mid december because i have been away. Need to step it up asap right after the exams are done in feb.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 13, 2012, 07:06:58 PM
Man I want to go to that Rochester tourney, but that shit is 4 hours away and I have no ride  :(

You'd blow everybody up, Rochester is free in non-Capcom games

I'm the only one with a primarily SNK background.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on January 14, 2012, 01:55:42 AM
No offense to Last Blade, I own the Dreamcast version of Last Blade 2 and the arcade version, but Last Blade is technically a bad copy of Rurouni Kenshin. Kenshin should be a counter based character that could be offensive, but would have lots of holes. I'm sure they could make a Kyoto version for a more offensive version. Saito should work off of 2 stances not just the one. Shisho could have a kind of Chin drinking move where he puts on the glove. He also could gain strength while losing life.  A good chunk of the characters would probably use 2 stances or special move power ups. Last Blade 2 did a good job in making something that felt like Rurouni Kenshin but it was a game that was simplified moves wise compared to making a Kenshin game. Not that it was a bad idea. Remember the neo geo had memory issues and with the animation that this game brought compared to KOF it would have been next to impossible to get anything that felt accurate. I was happy with LB2 but would kill for a serious Kenshin game. I'm sick of the crap anime fighting games.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 14, 2012, 03:24:04 AM
More dlc characters will be released?

http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052 (http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Femto on January 14, 2012, 03:36:38 AM
That combo contest was too fun too watch.  I think that's a fun way to get people into XIII or at least hype about it.

Looking forward to seeing more!

What you guys think?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 14, 2012, 04:00:10 AM
Man I want to go to that Rochester tourney, but that shit is 4 hours away and I have no ride  :(

You'd blow everybody up, Rochester is free in non-Capcom games

I'm the only one with a primarily SNK background.

Pretty much.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 14, 2012, 04:02:04 AM
More dlc characters will be released?

http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052 (http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052)


Nice if true. Commence the wishlists.

Me personally: Son of Boss Team with Rock, Adelheide, and son of Goenitz. Or just 96 Boss team.

Failing that then Gato, Oswald and Vanessa.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 14, 2012, 04:07:24 AM
Google translated this, and from it all i got they were just talking about the netcode patch and the dlc characters they  were talking about kyo and mr karate, i know its google translate but i don't think there's anything about future dlc characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 14, 2012, 04:17:43 AM
Google translated this, and from it all i got they were just talking about the netcode patch and the dlc characters they  were talking about kyo and mr karate, i know its google translate but i don't think there's anything about future dlc characters.
The title of the article is  there will be more updates including new dlc and new characters.
BTW,I am from Taiwan.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 14, 2012, 05:06:55 AM
As always, really appreciate the news from your side of the pond a11111357.

Interesting if true, SNK would definitely be taking a new approach to delivering content. I'm guessing the profits they reaped off of the EX characters must be satisfactory.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 14, 2012, 05:19:43 AM
I wonder if they see it as being more profitable to just character packs for 1-2 years and that be the end of it. OR (conspiracy theory time) they release character packs and when 14 comes out it will include all the characters except Ash/Saiki released so far in an entirely new engine similar to XI and that acts like a Gold Edition, ya' know? Instead of possibly releasing a gold edition of 13 with a sticker on it proclaiming "All DLC characters and stages included!" you get 14 with all DLC characters and new stages.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 14, 2012, 05:22:21 AM
Google translated this, and from it all i got they were just talking about the netcode patch and the dlc characters they  were talking about kyo and mr karate, i know its google translate but i don't think there's anything about future dlc characters.
I reviewed it again.You are right.He just plays on words in title.
Sorry.......
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 14, 2012, 11:31:42 AM
No offense to Last Blade, I own the Dreamcast version of Last Blade 2 and the arcade version, but Last Blade is technically a bad copy of Rurouni Kenshin

I know it's off-topic, but Rurouni Kenshin took alot of inspiration from SNK games too, particuarly Samurai Shodown, which was one of Watsuki's favorites and he mentioned it often in his notes.

On the subject of future DLC, I just want to see a complete Outlaw Team, whether it includes Mary, Yamazaki or Eiji to go with Billy. I'd especially like Eiji because he was the shit in XI and 98UM.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 14, 2012, 01:54:41 PM
More dlc characters will be released?

http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052 (http://games.qq.com/a/20120113/000014.htm?pgv_ref=aio2012&ptlang=2052)


Nice if true. Commence the wishlists.

Me personally: Son of Boss Team with Rock, Adelheide, and son of Goenitz. Or just 96 Boss team.

Failing that then Gato, Oswald and Vanessa.
Just one thing... Give us that guy:
(http://images.wikia.com/villains/images/5/5d/Geese-svc-big.jpg)
GEESE HOWARD it just would be awesome!!! :)

In a logical way, maybe we can expect a Boss/Sub-Boss Team, hmmm... like... Geese :p , Adelheid & Rugal as final Boss...

And why not that 3 dark goblins as: Shroom, Rimelo & Botan.

Other note, would be nice if Mukai, Eiji & Chizuru/Shingo could be in...

I know, prolly too many wishes... lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on January 15, 2012, 12:07:37 AM
AntiFF: Geese,Billy,Yamazaki
AntiAOF: Mr.Big,Eiji,Kasumi
TeamRugal:Rugal,Adel,Rose

Gimme those teams, plz.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on January 15, 2012, 02:54:53 AM
No offense to Last Blade, I own the Dreamcast version of Last Blade 2 and the arcade version, but Last Blade is technically a bad copy of Rurouni Kenshin

I know it's off-topic, but Rurouni Kenshin took alot of inspiration from SNK games too, particuarly Samurai Shodown, which was one of Watsuki's favorites and he mentioned it often in his notes.

On the subject of future DLC, I just want to see a complete Outlaw Team, whether it includes Mary, Yamazaki or Eiji to go with Billy. I'd especially like Eiji because he was the shit in XI and 98UM.

Off topic, but source of your signature?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 15, 2012, 07:37:46 AM
Off topic, but source of your signature?

Had this guy draw it for me -
http://brokenteapot.deviantart.com/art/RockyJoe-s-KOFXIII-team-279215024 (http://brokenteapot.deviantart.com/art/RockyJoe-s-KOFXIII-team-279215024)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 15, 2012, 09:07:26 AM
Got annihilated by KimKaphan. EX Kyo is definitely a top character, really safe lockdown and tons of tricks. Learned a lot of matchup shit though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: arstal on January 15, 2012, 01:07:00 PM
No offense to Last Blade, I own the Dreamcast version of Last Blade 2 and the arcade version, but Last Blade is technically a bad copy of Rurouni Kenshin

I know it's off-topic, but Rurouni Kenshin took alot of inspiration from SNK games too, particuarly Samurai Shodown, which was one of Watsuki's favorites and he mentioned it often in his notes.

On the subject of future DLC, I just want to see a complete Outlaw Team, whether it includes Mary, Yamazaki or Eiji to go with Billy. I'd especially like Eiji because he was the shit in XI and 98UM.

And he designed Yoshitora later on in the series.

As for future DLC- I'd be happy with Adel, Geese, and Eiji.
One weird idea: Rose (Adel's sister)- I can imagine her being the ultimate troll style.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on January 15, 2012, 02:21:09 PM
Rose's forte in sports is fencing, but she'd end up just being a bootleg Foxy.

I'd rather see Diana has a playable character for once.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 15, 2012, 04:53:30 PM
Interesting - http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683 (http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 15, 2012, 09:29:45 PM
Interesting - http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683 (http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683)
lol obama in KoF good to see that people are enjoying it so much



nothing to do with kof but still just as good

http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus (http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on January 17, 2012, 06:48:33 AM
Interesting - http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683 (http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683)
lol obama in KoF good to see that people are enjoying it so much



nothing to do with kof but still just as good

http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus (http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus)

Obama has bad credit.

And you shouldn't celebrate too much.  Sopa might be down like bros at a gears tourney, but the all ghetto PIPA is still on the table.  After we bitchslap PIPA then we can celebrate like gentlemen.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 17, 2012, 08:42:44 AM
I have a cold and took Monday off work. Stayed inside and played 13 Online. Not that many players and about half the Greens I played could best be described as 'laggy as fuck' and the other half including one Yellow were very playable. Couldn't find any good players though. When the fuck is that patch coming out?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: davidkong07 on January 17, 2012, 10:09:17 AM
haven't posted here in forever, but just wanted to ask...

who else thinks guard point on shen's stand C is dumb as fuck?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 17, 2012, 10:36:29 AM
Interesting - http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683 (http://shoryuken.com/forum/index.php?threads/kof-xiii-general-discussion-part-ii.138416/page-29#post-6371683)
lol obama in KoF good to see that people are enjoying it so much



nothing to do with kof but still just as good

http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus (http://www.maximumpc.com/article/news/sopa_bill_gets_shelved_due_lack_consensus)

Obama has bad credit.

And you shouldn't celebrate too much.  Sopa might be down like bros at a gears tourney, but the all ghetto PIPA is still on the table.  After we bitchslap PIPA then we can celebrate like gentlemen.
I prefer 1000 times this, than an "Harada" as playable character in SCV!!! -_-'
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 17, 2012, 04:05:36 PM
I have a cold and took Monday off work. Stayed inside and played 13 Online. Not that many players and about half the Greens I played could best be described as 'laggy as fuck' and the other half including one Yellow were very playable. Couldn't find any good players though. When the fuck is that patch coming out?
honestly it been so long that nobody is probably going to care once it comes out
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Para Para Pony on January 17, 2012, 05:35:26 PM
well after much "trying" online... i've discovered the new form of "cheating." ...at least on the 360 version, but i imagine it might work on the ps3 as well... what people are doing is putting their headsets next to the television sets to make as much noise as possible through them. it causes the person recieving the noise to have extra lag and drop inputs altogether. i even had one guy turbo-ing his headset on and off to make as much static as possible. because i play without my headset they fight fine while i almost just stand there the whole match. it's pretty horrific. they REALLY need to disable headsets altogether considering the netcode sucks as is...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on January 17, 2012, 07:57:06 PM
After a 6 hour offline section and then revisiting the online, I've decided to avoid online at least until the patch. I pray they can fix the online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 17, 2012, 08:09:50 PM
that being said if the patch doesn't make anything better im gonna have hard feeling sorry for SNK
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on January 17, 2012, 08:13:06 PM
imho, the online isn't enjoyable like offline no matter what kind of patch they did :) deal with that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 18, 2012, 02:29:38 AM
well after much "trying" online... i've discovered the new form of "cheating." ...at least on the 360 version, but i imagine it might work on the ps3 as well... what people are doing is putting their headsets next to the television sets to make as much noise as possible through them. it causes the person recieving the noise to have extra lag and drop inputs altogether. i even had one guy turbo-ing his headset on and off to make as much static as possible. because i play without my headset they fight fine while i almost just stand there the whole match. it's pretty horrific. they REALLY need to disable headsets altogether considering the netcode sucks as is...

wow...it's piss poor what bitches will do to increase wins. truly sad
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 18, 2012, 08:59:31 AM
http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/ (http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/)

Cameo compilation - a few crazy hard to make out ones in here I didn't know of
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 18, 2012, 11:25:45 AM
http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/ (http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/)

Cameo compilation - a few crazy hard to make out ones in here I didn't know of

Holy crap. I'd never see all of those others if I tried. They caught every last one I bet; Duck King on in that helicopter was insane. Never knew who the guy between Krauser and Lawrence was, but should've known. I guess the guy in the alley stage sitting and watching the fight is still and unconfirmed Micky (AOF2).

Thanks for the link Bio.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on January 18, 2012, 12:21:41 PM
Impressive :D i got all of them outside mayer, galford and duck in helicopter, but i recognize the pet jumping around on the stage eheh! They miss in Esaka ’96 on upside right (i think appear in second match) shingo and kyo gf too ;) check that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on January 18, 2012, 02:26:30 PM
I've read that before. Found it funny how they forgot to add the Psycho Soldier's pet panda in the China stage.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 19, 2012, 03:34:54 AM
Been practicing. 3 days off work with a cold. I'm feeling much better now after sleeping for about 15 hours in a day. Been thinking of a back up team and came up with: Billy on 1st, Goro 2nd, and Claw Iori on 3rd. I like Claw Iori but he has real problems with fireball zoners so hopefully on anchor he doesn't have to fight too many of them. Goro is solid but once he has 3 bars he becomes scary as fuck. Billy I just can't drop.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on January 19, 2012, 04:10:36 AM
...Been thinking of a back up team and came up with: Billy on 1st, Goro 2nd, and Claw Iori on 3rd... Billy I just can't drop.
Funny... causes, just started mounting a Billy!! lulz
Yep, def. I think he has a good potential, best "poker" in game imo!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 19, 2012, 04:11:13 AM

Yep, def. I think he has a good potential, best "poker" in game imo!

Obligatory 'That's what she said' comeback. ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 19, 2012, 10:25:49 AM

Yep, def. I think he has a good potential, best "poker" in game imo!

Obligatory 'That's what she said' comeback. ;)
well he does have a long hard rod
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on January 19, 2012, 12:25:37 PM
KOF XIII [COLOR="#FF0000"]CONFIRMED[/COLOR] @ Treta Championship: Armageddon

This event is going to be planned, but the possible date is in first weeks of september, in Curitiba, Paraná, Brazil

Source: https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B5zF3lPq3IiINTMyNzZiMzctY2RkOC00NDEzLWE2NzktOWMxNmMzZWRjZjFm&hl=pt_BR&pli=1 (https://docs.google.com/viewer?a=v&pid=explorer&chrome=true&srcid=0B5zF3lPq3IiINTMyNzZiMzctY2RkOC00NDEzLWE2NzktOWMxNmMzZWRjZjFm&hl=pt_BR&pli=1)

And KOF XIII is nominee to be voted as one of two extra tournaments in Heaven or Hell 2012 (against MB, MK9, Jab, Mehvel and 2on2 BB/GG/3S tournaments)

http://www.hitconfirm.com.br/forums/showthread.php/1660-Heaven-or-Hell-12 (http://www.hitconfirm.com.br/forums/showthread.php/1660-Heaven-or-Hell-12)

To vote, register in Hit Confirm forums

MOAR KOF XIII in Brazilian majors
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on January 19, 2012, 06:23:34 PM
http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/ (http://www.signedbyr.com/fr/news_i/slider/kof-xiii-les-cameos/)

Cameo compilation - a few crazy hard to make out ones in here I didn't know of

What I've always wanted.  :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 20, 2012, 05:00:26 AM
I wish more fighters (I think MK had it correct me if I'm wrong) were not only server based instead of p2p but have servers full of people at various skill levels. Because if someone is at a rank of 16 or 20 it rarely means anything, they could just be another dude picking shoto and running away, spamming fireball, and abusing that half second of lag.

Where you have a newbie server, an intermediate server, and pro server respectively.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: zeech on January 22, 2012, 04:06:33 AM
I wish more fighters (I think MK had it correct me if I'm wrong) were not only server based instead of p2p but have servers full of people at various skill levels. Because if someone is at a rank of 16 or 20 it rarely means anything, they could just be another dude picking shoto and running away, spamming fireball, and abusing that half second of lag.

Where you have a newbie server, an intermediate server, and pro server respectively.

Fighting games are 1v1.   You can send the gamestate data directly to and from both players.
Whats the point of adding a third party into the middle? (the server).  It just adds more latency.  Peer to Peer is the best system for 1v1 netcode.  (unless there are other issues like tracking disconnections and spectators.)

What you might mean, is having a server for the matchmaking.  Actually most games (including KOF13) use a server for the matchmaking (Sony or MS's, respectively.)   But the functionality offered by Sony/MS for this kind of stuff is really primitive (Ranked/Player/Create, as we've seen in countless games).

So what you're actually asking for is that more advanced functionality be made for the matchmaking, like dividing players into channels and so forth.  In which case I agree with you.  But its not a matter of server-based vs. p2p.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on January 26, 2012, 04:06:11 AM
PSN has "Unlock all custom colors" unlock key for $2.99.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 26, 2012, 05:25:36 AM
Don't really need that as I believe most of us have already unlock the colours manually. On the other hand, I read that PSN kof avatars will be out soon.

PS: Dear SNK, we prefer the online patch to this colour DLC.
      Sincerely, the kof players.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on January 26, 2012, 05:30:48 AM
new Neo Geo Pocket
http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/ (http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on January 26, 2012, 06:35:11 AM
new Neo Geo Pocket
http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/ (http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/)
Quote
Neo Geo games aren't exactly the most sought-after titles, even though they've been making appearances in Sony's PlayStation Store as of late...

They aren't all forgotten either. Also, I think XIII really help jump-start SNKP's popularity in the video gaming scene. Taking advantage of this might help them win even just some sales.

Quote
...and based on the specs reported by Famicom-Plaza and Kotaku, the device might be easily overshadowed by the more-capable Nintendo 3DS and PlayStation Vita

I dunno. I wouldn't exactly call the 3DS and Vita the most affordable handheld. If SNKP decides to play it safe, selling the device at a much lower price, as well as release some new and memorable games, they could probably win a good number of gamers who are looking for cheap but enjoyable games, games they won't have to work 3 months worth of pay day. Having a cheap alternative handheld might work out for them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on January 26, 2012, 06:51:10 AM
new Neo Geo Pocket
http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/ (http://news.cnet.com/8301-13506_3-57365580-17/remember-the-neo-geo-it-might-be-making-a-comeback/)
I wanna punch the asshole who wrote that article right in the damn face.

Everytime I read a cnet article, it seems that that's exactly what I want to do. Not long ago, I read a cnet article basically calling the Dreamcast a total waste of parts and not worth the time - completely ignoring how much it changed the way online was integrated into consoles.

Man, I do hate cnet these days. Really hope this SOPA thing bites them in the ass eventually.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 26, 2012, 06:59:10 AM
Other than the guy saying the Neo Geo MVS wasn't worth a $1... It'd be pretty insane for SNKP to release a handheld at this point. The market is saturated with state of the art smart phones and Nintendo and Sony have the market cornered for handheld gaming consoles. It wouldn't even work as a small time hobby-ist device because the GP2X and Whiz models are out there and can emulate Neo Geo shit.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 26, 2012, 08:41:53 AM
Just curious if anyone feels this way or not:

I have a philosophy that you should keep combos that are not necessarily basic but ones you absolutely know you can do. My opinion is that if you try those fancy Trial Mode combos when you can do them maybe 5 times out of 10 you run a big risk of dropping it and losing the whole thing.

Basically I ignore fancy combos that don't do that much more damage. I mean if at the most I stand to gain 100-150 more damage by doing a fancy combo that I could easily if I blink the wrong way, then I don't think it's worth it. I won't practice a trial mode combo unless the damage is 200+.

Do you guys feel the same way?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 26, 2012, 09:23:01 AM
Just curious if anyone feels this way or not:

I have a philosophy that you should keep combos that are not necessarily basic but ones you absolutely know you can do. My opinion is that if you try those fancy Trial Mode combos when you can do them maybe 5 times out of 10 you run a big risk of dropping it and losing the whole thing.

Basically I ignore fancy combos that don't do that much more damage. I mean if at the most I stand to gain 100-150 more damage by doing a fancy combo that I could easily if I blink the wrong way, then I don't think it's worth it. I won't practice a trial mode combo unless the damage is 200+.

Do you guys feel the same way?

I'd say keep all the viable combo opportunities available to you. I've risked dropping a combo while trying to perform a bigger one; it's half-and-half whether it works out or not. The only combos I'm really wary of is the ones that leave me really open under the wrong circumstances. I'm eventually trying to work on half-performed blocked combos that I see some Japanese players trying. Those always surprise the hell out of me asa they turn it into a grab. A Beni player always put me in the corner with a grab and started his own corner combo from there.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on January 26, 2012, 11:37:31 AM
On the one hand, i wouldn't be afraid to try a combo i'm a bit uncomfortable with, because you've got to practice in actual matches for things to really sink in. On the other hand, if i wanna win i'd probably rather do a combo i'm confident in completing and see if i can do a reset to make up for potential damage loss or something like that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on January 26, 2012, 03:28:38 PM
I wish SNK would re-release some of the NGPC titles on the PS Vita or 3DS.  I used to own the original NeoGeo Pocket and later the Neo Geo Pocket Color.  Fun times!!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: PhoenonX on January 29, 2012, 04:42:15 AM
I wasn't sure where to put this so...yeah.

KDD-0000 (http://www.youtube.com/watch?v=95O9D8WCf_g#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 29, 2012, 02:32:49 PM
I wish SNK would re-release some of the NGPC titles on the PS Vita or 3DS.  I used to own the original NeoGeo Pocket and later the Neo Geo Pocket Color.  Fun times!!

Me too. Those were hell good and had the best joypads on any handheld.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Tanner on January 30, 2012, 03:12:07 AM
Just curious if anyone feels this way or not:

I have a philosophy that you should keep combos that are not necessarily basic but ones you absolutely know you can do. My opinion is that if you try those fancy Trial Mode combos when you can do them maybe 5 times out of 10 you run a big risk of dropping it and losing the whole thing.

Basically I ignore fancy combos that don't do that much more damage. I mean if at the most I stand to gain 100-150 more damage by doing a fancy combo that I could easily if I blink the wrong way, then I don't think it's worth it. I won't practice a trial mode combo unless the damage is 200+.

Do you guys feel the same way?

Most trial mode combos aren't practical in a real match anyway.  Whether it's too difficult to execute (especially if there are more damaging and easier combo options) or bad damage to meter usage ratio.  In a tourney match I'd also rather do a combo that, for example, does 400 damage that I can hit 100% of the time than a 530 combo that I can only do 75% of the time.  In casuals though, I try to practice some harder versions.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: milesw on January 30, 2012, 04:51:55 AM
KOF PS3 UPDATE
1.02?! :OOO
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 30, 2012, 04:54:46 AM
damn you, now I have to connect online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 30, 2012, 05:35:45 AM
KOF PS3 UPDATE
1.02?! :OOO

????

I didn't get anything.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 30, 2012, 05:43:27 AM
Here's what I can find on this.

http://atlus.com/forum/showthread.php?t=9943 (http://atlus.com/forum/showthread.php?t=9943)

One dude from europe seems to have it and has been posting updates.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: RobocopTwo on January 30, 2012, 05:44:59 AM
The update is there, it doesn't appear to make things faster although it does look like it makes connections a fair bit more consistent but this is only after testing it once so I would be very happy to admit I am wrong when that is proved so. Also I could be wrong but Takuma's cr.C seemed marginally faster (but as I said I could be wrong).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 30, 2012, 06:07:17 AM
Dunno but I played someone and the connection has been the best so far. Dunno if there was an actual update or the dude has good netcode.
Edit: Ggs LouisCipher. You're pretty good, but tone down the reversal.Gets you more loses then wins.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 30, 2012, 06:29:56 AM
I had no idea Ryo was good at Rushdown...

I get greedy with EX when it comes to Billy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 30, 2012, 06:38:45 AM
Apparently Europe got it: http://atlus.com/forum/showthread.php?t=9943 (http://atlus.com/forum/showthread.php?t=9943)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on January 30, 2012, 06:40:33 AM
Sad Face.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 30, 2012, 06:43:34 AM
Damn, can America get anything first from SNKP? We don't get pre-order Iori and now we don't get a patch. :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on January 30, 2012, 06:44:42 AM
Apparently Europe got it: http://atlus.com/forum/showthread.php?t=9943 (http://atlus.com/forum/showthread.php?t=9943)

Bio got to you first, Des:

Here's what I can find on this.

http://atlus.com/forum/showthread.php?t=9943 (http://atlus.com/forum/showthread.php?t=9943)

One dude from europe seems to have it and has been posting updates.

If it's true, then this is great news for online gamers.

I had no idea Ryo was good at Rushdown...

With his good normals, great spacing, quick parries and fast recovery, he should be.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 30, 2012, 06:45:46 AM

With his good normals, great spacing, quick parries and fast recovery, he should be.

Yeah, I learned that the hard way. Haha.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 30, 2012, 06:52:27 AM

Bio got to you first, Des:

Oh wow, I didn't even see his post, maybe because I had it in preview for so long, lol...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 30, 2012, 06:57:12 AM
What I would like to know is if the patch addresses the controller issue? When I go to tournaments they generally don't allow the wireless ps3 pads so I have to use wired ps2 pads with a converter. But since this game doesn't like controllers without a home button I'm gonna have some real problems if they don't fix it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 30, 2012, 07:04:20 AM
The update is there, it doesn't appear to make things faster although it does look like it makes connections a fair bit more consistent but this is only after testing it once so I would be very happy to admit I am wrong when that is proved so. Also I could be wrong but Takuma's cr.C seemed marginally faster (but as I said I could be wrong).

Cool Robo. Def let us know if you have a chance to kick the tires summore :)

Can't wait to get home and sign in and see if JPN has it as well.

Heh, Des, we should get a match next time we bump into each other in chat for the hell of it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 30, 2012, 07:25:52 AM
^ Only after we get the patch for a true test. ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 30, 2012, 07:48:41 AM
Yeah think that would be in order.

Getting semi-hype to try out the patch.

(not getting a semi just yet tho...we'll see how it is)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 30, 2012, 02:56:12 PM
I got the patch im from UK, got my first blue bar match was great after that couldn't find a match lol.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 30, 2012, 06:13:12 PM
Lol, hope that is because others have to have the patch as well....

Umm....where's the patch for Japan/US?...

Others have probably spotted this, but saw kof avatars in psn.
50 cents for EACH chr D-:
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 30, 2012, 07:09:23 PM
Seems like the update messed up the character animation when your selecting team order, its real choppy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: pablofsi on January 30, 2012, 07:55:30 PM
¿Or could that mean a change of type of netcode into a delay compensation one?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kashou on January 30, 2012, 08:51:18 PM
What I would like to know is if the patch addresses the controller issue? When I go to tournaments they generally don't allow the wireless ps3 pads so I have to use wired ps2 pads with a converter. But since this game doesn't like controllers without a home button I'm gonna have some real problems if they don't fix it.

That's just a converter issue. Lot's of converters support KoF. You need a proper ps2 to ps3 converter not just a ps2 to usb.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 31, 2012, 01:25:56 AM
What I would like to know is if the patch addresses the controller issue? When I go to tournaments they generally don't allow the wireless ps3 pads so I have to use wired ps2 pads with a converter. But since this game doesn't like controllers without a home button I'm gonna have some real problems if they don't fix it.

That's just a converter issue. Lot's of converters support KoF. You need a proper ps2 to ps3 converter not just a ps2 to usb.

If you say so, it's still a problem I would like fixed. My converter works with every other game I tried it on. I'd rather not buy a new one just because of one game.

Just in case, would you care to name a few of the converters that do work? I know of one from etokki.com that is probably the best bet, but they take too long and their shipping rates suck.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on January 31, 2012, 01:27:42 AM
What I would like to know is if the patch addresses the controller issue? When I go to tournaments they generally don't allow the wireless ps3 pads so I have to use wired ps2 pads with a converter. But since this game doesn't like controllers without a home button I'm gonna have some real problems if they don't fix it.

That's just a converter issue. Lot's of converters support KoF. You need a proper ps2 to ps3 converter not just a ps2 to usb.

If you say so, it's still a problem I would like fixed. My converter works with every other game I tried it on. I'd rather not buy a new one just because of one game.

Just in case, would you care to name a few of the converters that do work? I know of one from etokki.com that is probably the best bet, but they take too long and their shipping rates suck.

Converter you're looking for is called InPin.  It's from South Korea.  They run about 50 or so on ebay.  The converter has a Playstation Home button on it, or you can access it by pressing Start and Select at the same time.

Converter is considered top of the line and has no input delay on top of it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on January 31, 2012, 02:50:04 AM
Yep, that's the converter I'm talking about. It would be a no brainer getting it, but I will only need it for one tournament (Which would be EVO). All the local tournaments in my area have been putting KOF on xbox. I'll just have to wait and see I guess. I'll buy a new converter if I have to though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on January 31, 2012, 04:01:04 AM
Anyone get the patch yet?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 31, 2012, 04:02:43 AM
Ive got the patch but no one to play.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on January 31, 2012, 07:15:55 AM
After 9 PM PST(Midnight EST), and still no patch for U.S. players. To anyone in Europe who has it, is it worth waiting for it?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on January 31, 2012, 07:28:09 AM
i wanna see some results of anyone playing this game with the patch and wireless i dont like constantly having to move my xbox downstairs just to play one game when the rest of the ones i own run just fine with out a wire
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 31, 2012, 08:17:24 AM
I do NOT have the patch yet, but this is what I observed while playing online and what my online friend had told me too. 

1.02 Patch Changes
- Iori and EX Kyo bug fixed (As per other player report)
- Will be kicked out automatically if you don't fulfill the Line Speed connection
- Able to set custom fields in Arcade/Practice mode in Rank matches

Not really sure if they fixed the netcode yet.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 31, 2012, 10:24:17 AM
The patch has arrived for me in JPN. Will have a chance to test it soon, but need to compare with people who do and don't have the patch. Hopefully BioBooster can be the before and after.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 31, 2012, 10:43:46 AM
Yeah, we need to know if the patch is for fixing bugs or net code improvement.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: GenesisDC on January 31, 2012, 11:32:12 AM
I'm curious if the EX Iori infinite is still in after the patch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on January 31, 2012, 01:10:44 PM
My Xbox version of XIII will be waiting for this patch. =D
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 31, 2012, 02:24:22 PM
Just got done with about 50 matches post-patch in ranked and player; 40 were blue connections, and there's a good chance these would've been laggy matches before. Even though it's Japan, this is a very good improvement from here. I tried asking the players if they got the patch and where they are, but no responses yet. If I can reach Bio or someone else, I can confirm a few things.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 31, 2012, 02:32:55 PM
Dude, just took it in. Online now if you want to go.

Oooooooohyeeeeeeeeeahmaaaaaaaaan :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 31, 2012, 02:56:45 PM
Notes on the patch are out:

http://game.snkplaymore.co.jp/official/kof-xiii/info/index.html (http://game.snkplaymore.co.jp/official/kof-xiii/info/index.html)

Rough Translation from Professor:
Ranked Match: You can now set your rooms so that players with low bars or low disconnects can't join in.
Custom Match: Your room and filter settings will be temporarily memorized by the game.
Connection Display: The Antenna's level display has been improved (I guess this means it won't lie like it used to)
Online Connection: The stability of online connection has been overall improved (Note that it says stability, not speed.)
Player Data: Fix(es) have been made to "Player Data" (What exactly the fixes are, it doesn't say.. probably the reset bug)
Replay: Fix(es) have been made to "Replay" (What exactly the fixes are, it doesn't say.. my guess is the delete bug: you deleted files on the 1st page no matter what you did.)
Misc: Some fixes have been made to "Customize", and also to issues caused with certain characters.

Let's hope it will be good

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 31, 2012, 03:13:27 PM
Thanks gazette.

Playing with Solid now - 4 bar matches, essentially flawless.

We're RARELY had 3 bars (maybe once).

It would appear that the netcode got upped although it doesn't specifically say so.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on January 31, 2012, 03:19:49 PM
From my experience I consider this patch extremly good (compared with like how it was before patch). Netcode has the same quality, so don't expect have better connection with people you had bad connection. But now Ranked Match can be played decently, and that's the point for me.

Now you can filter your room with "2 and up" or "3 and up" or "only 4". I played with "2 and up" and I was playing around 1 hour and half just against people with 2 or 3 bars, even one of 4. Of course, all of them from my country. Now with patch, those who "had" 2 bars but they were laggy are 1 bar now (ping is calculated better), so they can't enter into your room, the filter totally blocks 1 bar people. This means you can play ranked match without having to fight against 1 bar or laggy 2 bars. Only playable matches with 2 and 3 bars, now. But, unfortunately, this means less people to fight too...

I'm glad to have Player Data fixed too. My player data says that I played 860 times with Mature, but only 180 with Mai... T__T
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 31, 2012, 04:08:08 PM
What's pretty crazy is that that Solid and I just did like 15 matches, the connection was superb. We'd played a number of times in the past and it was always shitty. (the one good time was like a 3 bar)

I notice that the load times have been chopped as well. The time it takes to get to round one is like 2 sec if that.

Going to go battle japan's talent now and get my ass kicked - Yeeeeeeeeeeeeeeeeeeeeeeeaaaaargh!!!

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 31, 2012, 04:10:05 PM
Yo Shiranui, gonna be on at all? Was hilarious the last time we battled, would be chill testing out the new goods.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 31, 2012, 04:16:14 PM
BioBooster, we can try online again, since previous attempts were quite bad. I hope your observations are not psychological. What about the input lag? Is it significantly improved?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on January 31, 2012, 04:18:53 PM
GGs Bio. I can't remember the last time I played an online game like that so flawlessly, though the only fighters I've played recently are XIII, 3SOE, and a game of AE once. Hope this means a lot more competition will be available now, everywhere.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 31, 2012, 04:39:34 PM
Really appreciate the impressions guys, hopefully the positivity will hold up.

C'mon NA patch, release already.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on January 31, 2012, 04:47:32 PM
BioBooster, we can try online again, since previous attempts were quite bad. I hope your observations are not psychological. What about the input lag? Is it significantly improved?

Check out what Solid is saying above.

Yep, today was the first time online that I could block on reaction consistently. (and first time I've ever gotten 4 bars - never seen one that didn't degrade to 3 once in the room)

Yeah let's do it again and see what happens. Come hit me up when ur online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 31, 2012, 05:02:17 PM
Netcode has the same quality, so don't expect have better connection with people you had bad connection.

I'm not liking the sound of that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 31, 2012, 05:25:46 PM
http://www.risingstargames.com/blog/the-king-of-fighters-xiii-update-released-on-psn-coming-soon-to-xbox-live.html (http://www.risingstargames.com/blog/the-king-of-fighters-xiii-update-released-on-psn-coming-soon-to-xbox-live.html)

Rising Star press release.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on January 31, 2012, 06:18:35 PM
I'm not expecting anything significant for North America, as our internet infrastructure is severly behind. I'm hoping at the very least that I can play someone within my city with a good connection.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on January 31, 2012, 06:20:08 PM
Netcode has the same quality, so don't expect have better connection with people you had bad connection.

I'm not liking the sound of that.

Which is the opposite of what Bio and Solid are saying above.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 31, 2012, 06:40:08 PM
Netcode has the same quality, so don't expect have better connection with people you had bad connection.

I'm not liking the sound of that.

Which is the opposite of what Bio and Solid are saying above.

As Killey mentioned above, NA's internet is bad compared to Japan and some parts of Europe, so I'm expecting us to have it the roughest...I would like to be surprised and flat out wrong but we shall see. :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on January 31, 2012, 06:42:46 PM
As Killey mentioned above, NA's internet is bad compared to Japan and some parts of Europe, so I'm expecting us to have it the roughest...I would like to be surprised and flat out wrong but we shall see. :)

Yup. I'm not expecting to play anyone on the west coast since I'm in Maryland.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Garydee on January 31, 2012, 06:53:44 PM
What's pretty crazy is that that Solid and I just did like 15 matches, the connection was superb. We'd played a number of times in the past and it was always shitty. (the one good time was like a 3 bar)

I notice that the load times have been chopped as well. The time it takes to get to round one is like 2 sec if that.

Going to go battle japan's talent now and get my ass kicked - Yeeeeeeeeeeeeeeeeeeeeeeeaaaaargh!!!


Can anybody else confirm that the load times are reduced?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on January 31, 2012, 06:54:56 PM
ANy feedback on input lag? This is the most important part of the patch.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: PureYeti on January 31, 2012, 07:08:45 PM
Can anybody else confirm that the load times are reduced?

Installing will reduce the load times unless you mean shorter load times than installing it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on January 31, 2012, 07:12:27 PM

As Killey mentioned above, NA's internet is bad compared to Japan and some parts of Europe, so I'm expecting us to have it the roughest...I would like to be surprised and flat out wrong but we shall see. :)

Yeah their not releasing the patch in US because the pacth might get exposed  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Garydee on January 31, 2012, 07:14:51 PM
Can anybody else confirm that the load times are reduced?

Installing will reduce the load times unless you mean shorter load times than installing it

There is a mention that the patch reduces load time. I'm curious to see if it's true.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on January 31, 2012, 07:28:36 PM
Loading times reduced? Mmm, I don't think so. It does it matter? If you install the game loading times are pretty fast.

For input delay, i think it dependes on how bad or good is your connection with your rival. As I say before, for now i don't see any improvement on speed or quality of netcode. I tried with two friends of mine who I play often, since they are from my country. 2 and 3 bars, and the matches were good as always, not perfect but playable. I didn't notice improvement with them. But having the chance to play ranked match only with 2 and 3 bars people has no price for me.

I have been told that if you try to enter into a room were it says "2 or up" in player match and you have 1 bar, you can't.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on January 31, 2012, 07:49:02 PM
I got the patch, if anyone wants to test, find me in the toolbar chat.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on January 31, 2012, 08:13:19 PM
Well, there we go. I have it now too.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Garydee on January 31, 2012, 09:06:59 PM
I have it too. I can confirm that load times are faster.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on January 31, 2012, 09:12:38 PM
can anyone say the exact date the patch was out in europe ? cause im from italy and i didnt see any patch at all till now ( i suppose u get the alert of the patch like in all the other games or u cant load the game till u didnt install it right ? )
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: FataCon on January 31, 2012, 11:22:05 PM
Well I played some sets post-patch for about an hour or so. The game does indeed seem a smoother, and I never got the "sychronizing" box that used to pop up every so often. There was definitely enough input lag to keep me frustrated. However, my internet is pretty terrible, and no amount of patching or netcode re-writing can fix that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on February 01, 2012, 12:50:49 AM
They fixed the converter issue yay! That smartass that was trying to correct me earlier can eat it. I got what I wanted and all the nitpicking in the world can't take it away.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Jhonry Prud on February 01, 2012, 04:35:17 AM

Why SnK now release useless add on like Extra Color and unlock all icon
they are available  can do unlocked by play much
Are they following Capcom ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 01, 2012, 04:41:21 AM
No, if they were following Capcom, the colors would only be able to be obtained by buying them.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 01, 2012, 05:12:22 AM
http://www.gamershell.com/companies/atlus_software/951596.html (http://www.gamershell.com/companies/atlus_software/951596.html)

Along with the patch, apparently there`s a temporary $10 price drop on KOF13 and some Atlus EVO support info. If you guys knew people waiting for the patch or a price drop, now's the time to bring up KOF again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on February 01, 2012, 05:43:42 AM
Online is still ass with my piss poor usa fios connection.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on February 01, 2012, 05:46:52 AM
You mean US patch is out? Time to check it out later.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 01, 2012, 06:08:41 AM
Played a grand total of three people tonight. Looks like a lot of guys are starring at Ivy's tits in Soul Calibur.

Desmond: About the same as it was, maybe slightly better. Hard to tell if it's improved at all.

Jairo-killer: Somehow got worse, almost underwater connection whereas before it was pretty playable.

Some other dude with a Blue connection: Underwater.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 01, 2012, 06:20:37 AM
I played 4 matches - 2 green, 2 blue, all awful. It's gotten worse for me. I did go back and check to be sure my router was still properly configured and it's fine. Alas, was my internet upgrade for nothing?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 01, 2012, 06:25:22 AM
so is it safe to say that i/we should be severely disappointed in SNK?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 01, 2012, 06:27:04 AM
To be fair, not too many people on tonight.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 01, 2012, 06:33:04 AM
To be fair, not too many people on tonight.
well i hope this patch changes something cause ive been hearing mixed things  about it
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 01, 2012, 06:35:48 AM
Here's what they're saying on Orochinagi.

http://orochinagi.com/forums/viewtopic.php?f=78&t=3507 (http://orochinagi.com/forums/viewtopic.php?f=78&t=3507)

Mixed results.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 01, 2012, 06:38:08 AM
When the results are mixed, it's best to assume the ones with the "better" connections are undergoing a placebo effect, trying to see something that isn't really there.

It was a matchmaking patch, nothing more, nor did they really state that it would be anything more.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 01, 2012, 07:05:27 AM
After I downloaded the patch I played with someone that was a blue bar and it was horrible, lots of stuttering all over the place. Then I made a room and whenever someone would enter, the snyc pop up would come on the character select screen, then disconnect. This happened to almost everyone I tried to connect with in a 20 minute span.

Then I looked at my router settings and found out that my ps3's IP address changed and was off my portforwarding profile. After I fixed it, the matches began to connect. Weird.

I played with a red connection (from Morroco) and that was obviously horrible.

The yellow connections as far as I remember had a lots of input delay.

The green and blue connections I felt were the most playable but I'm trying to figure out if its just because the colors have switched their meanings. It's like green is yellow, and green is blue?

Many of the blue connections, on my side felt good, I played against Nilcam (was our connection really that horrible?), FameDouglas, and Sparkster. Those felt like a big upgrade from the pre-patch green bars to me. I'm trying to figure out why FameDouglas connection from pre-patch was so HORRIBLE and now, it felt damn good, and he was on a mic. We were both busting out combos and the input lag felt very low. I tried playing with Mikel on a blue connection, but he told someone was playing other games on their connection, so it was hella laggy throughout.

Many of the random blue bar connections (4?) felt good to me, and even though once in a while there was a little lag brief lag spike, the input lag I felt was minimal.

I played with Louis on a green bar connection and honestly it felt a little bit of the same as previous times.

I did notice the loading times from character select to the match online was more brief while the team screen had some lag.

So overall, I'm not sure if I'm seeing things because of the patch but it still feels a little inconsistent. I do think there has been a small improvement, but I hope it just wasn't because I was hosting a majority of the time. I think most definitely your connection speed and ping to the player plays a major role on how playable it will be, but I'm still concerned on how the connection between FameDouglas and I pre-patch was so ASS and now we were both like "wow, this is actually good".

Just remember this is day one, I'm interested to continue testing with others and seeing how it is. I will try some matches of me joining other players rooms instead of just hosting to see the difference.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 01, 2012, 08:10:45 AM
I think most definitely your connection speed and ping to the player plays a major role on how playable it will be, but I'm still concerned on how the connection between FameDouglas and I pre-patch was so ASS and now we were both like "wow, this is actually good".

Same experience for Solid and I, we've always had crazed connections until last night. Will try and do another session w him tonight to see if we can replicate that good blue bar experience again.

GGs Bio. I can't remember the last time I played an online game like that so flawlessly, though the only fighters I've played recently are XIII, 3SOE, and a game of AE once. Hope this means a lot more competition will be available now, everywhere.

^The patch doesn't seem to be doing much for most peeps, but seriously I went from not playing online due to horrendous connections time and time again to this. All the other randoms I did online last night were good too - also a first as I've never had a connection that made it worth it to be online till now period. We'll see what the new day brings...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fiol on February 01, 2012, 11:48:46 AM
played some matches.. 2 bars still bad, only 3 bar i got was "slow" ... i m in china and played in the afternoon.. i played a guy from korea, 2 bars bad... tonight i try with my bro who lives in china as well...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 01, 2012, 01:25:34 PM
so it seems patch is on just in the usa ? i plaied last nite (around late afternoon time in usa ) and what i noticed is just less ppl available in player match. connection was still the same shit , i didnt noticed any parameters of search or preferences memorized (of course cause i didnt get the patch yet ) so i think im in the box of ppl without patch and i see less players available for this ?

for those who have the patch : when launching the game u received a message saying there was an upgrade for the game or u have to look for the  patch in the marketplace ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 01, 2012, 01:29:43 PM
so it seems patch is on just in the usa ? i plaied last nite (around late afternoon time in usa ) and what i noticed is just less ppl available in player match. connection was still the same shit , i didnt noticed any parameters of search or preferences memorized (of course cause i didnt get the patch yet ) so i think im in the box of ppl without patch and i see less players available for this ?

for those who have the patch : when launching the game u received a message saying there was an upgrade for the game or u have to look for the  patch in the marketplace ?
it should ask you if you want to install the patch before you start playing the game it wouldn't be in the marketplace unless it was some type of dlc im guessing if you haven't got it yet it might not be up in your area
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 01, 2012, 01:36:24 PM
so it seems patch is on just in the usa ? i plaied last nite (around late afternoon time in usa ) and what i noticed is just less ppl available in player match. connection was still the same shit , i didnt noticed any parameters of search or preferences memorized (of course cause i didnt get the patch yet ) so i think im in the box of ppl without patch and i see less players available for this ?

for those who have the patch : when launching the game u received a message saying there was an upgrade for the game or u have to look for the  patch in the marketplace ?
it should ask you if you want to install the patch before you start playing the game it wouldn't be in the marketplace unless it was some type of dlc im guessing if you haven't got it yet it might not be up in your area



fock !! :(

@ M4zinkaiser : did u get the install message of the patch yet ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 01, 2012, 04:54:51 PM
Yup, Desmond, I had about half-a-second or so of lag. Enough that even blocking was spotty.

I plan to do the full out reset today - reinstalling the game, resetting my modem and router.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 01, 2012, 05:08:13 PM
Of late it's been unplayable for me. One sided lag. I had 1/4 second lag on my end. Makes a lot of moves unpunishable. Debating if it's on my end or what.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 01, 2012, 05:36:56 PM
Seems they payed particular attention to inputs. I noticed this specifically because when a family member starts downloading or watching youtube I instantly notice a substantial input delay kick in. Now, even though the game gets choppy, the inputs are still excepted well. So when this occured in one of my matches I was still able to finish a Kula combo for the win.

Also, a message now pops up telling you when new colors have been unlocked.

Seems bars are calculated differently for sure, one guy I played a few times with before used to have 2 or 3 bars but this time it was 4 bars every time.

And due to the new filter yesterday was the first time I played ranked since a couple matches on day of release and I think I had more "lost connection with opponent" instances occur during those few hours than all my time playing till now. Definitely seem to be intentional quits since its before losses. Against one guy it lost connect before I did the finishing blow. He then rejoins my game again and again it disconnects right before the finishing blow. He kept doing this in hopes of winning I guess.


And the load times have been improved but they were solid before so I don't know if it worth the annoying stutter on the order select screen.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on February 01, 2012, 06:24:41 PM
I got in about 3 matches last night, 1 green and 2 blue. The green match was pretty laggy for some reason, but the blue matches were flawless. Hopefully it gets better from here.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on February 01, 2012, 08:13:44 PM
Yup, Desmond, I had about half-a-second or so of lag. Enough that even blocking was spotty.

I plan to do the full out reset today - reinstalling the game, resetting my modem and router.

I think just doing the latter would do just fine.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on February 01, 2012, 08:50:06 PM
so it seems patch is on just in the usa ? i plaied last nite (around late afternoon time in usa ) and what i noticed is just less ppl available in player match. connection was still the same shit , i didnt noticed any parameters of search or preferences memorized (of course cause i didnt get the patch yet ) so i think im in the box of ppl without patch and i see less players available for this ?

for those who have the patch : when launching the game u received a message saying there was an upgrade for the game or u have to look for the  patch in the marketplace ?
it should ask you if you want to install the patch before you start playing the game it wouldn't be in the marketplace unless it was some type of dlc im guessing if you haven't got it yet it might not be up in your area



fock !! :(

@ M4zinkaiser : did u get the install message of the patch yet ?

nope :\ still waiting
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 01, 2012, 08:55:10 PM
Yup, Desmond, I had about half-a-second or so of lag. Enough that even blocking was spotty.

I plan to do the full out reset today - reinstalling the game, resetting my modem and router.

I think just doing the latter would do just fine.

Nope! I learned a valuable lesson from Breaking Bad: No half measures!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on February 01, 2012, 10:21:07 PM
You reminded me of DAT ending of the "Half Measures" episode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 02, 2012, 07:24:23 AM
Played for about two hours some thoughts:

Played Eltro and KimKaphan for a bit. Connections felt about the same, but Kim's felt like it lagged a little during the first set, I don't know if it got better or I just adjusted.

New bug, please tell me I'm not the only one it affects: The game will freeze at the 'obtaining player information' screen. It will happen randomly and you have to exit out of everything every time. WTF?

Thoughts about online: It's almost exactly the same but slightly better. The player sync box doesn't appear nearly as often, and luckily it will kick people from your room who don't match your bars. Which is nice because there's been more than a few times where some red ping retard constantly enters my room and trolls.

Mashing backdash on wakeup is a lifesaver. It's scrubby as hell to do, but it's way better option than trying to do a move on wakeup -even it's a good move that should absolutely not be interrupted by normals- and it fails and huge damage is done.

There might be a bug with Hwa's Drunken state. When I was playing Eltro I got drunk (boy I love saying that) and did D SRK when he was in the air, it landed, then I did B Dragon Tail which is an easy cancel and for some reason the B Dragon Tail came out but didn't hit him and I was free as a result.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 02, 2012, 10:02:59 AM
plaied in player match and i saw something i never saw before
his chess piece changed in vertical colored lines with the write image in the middle and in the part showing the score between me and him he had random numbers like win : 78650126502605561923695 lost: 462956254125628551 changing everytime i dont know if this is the reset score affecting the ps3 players u were talking about. first time on xbox
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BBH on February 02, 2012, 01:48:38 PM
patch is out on 360 in the US
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 02, 2012, 03:20:25 PM
The experience has been very positive for me thus far, tried it in the morning and struck 4 bars right away. It felt pretty much offline good.

New bug, please tell me I'm not the only one it affects: The game will freeze at the 'obtaining player information' screen. It will happen randomly and you have to exit out of everything every time. WTF?

Its not a new bug, happened to me lots before. You can wait it out but it can take a while (will eventually tell you that the connection has been lost with the opponent).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 02, 2012, 04:04:30 PM
Played matches. Almost positive it's a GGPO formula. Feels exactly like SF 3SOE. Personally I'm pissed cause I hate the feel of GGPO w/ the fire of a thousand suns but sure others will be happy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 02, 2012, 04:21:19 PM
GGs to Mr Bakaboy this morning!  The connection was good considering how far it is from CT to STL.  It was a four bar connection, and there were small input lags, but overall it was playable.  I doubt it's ggpo though, since I never saw any rollbacks during the games.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Crimson_King15 on February 02, 2012, 04:26:44 PM
I have nothing but great things to say about the new netcode man it has been working like a dream. Blue bars everywhere and Offline type connections No complaints whatsoever from this guy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 02, 2012, 04:41:47 PM
On my end it was the same rollback as 3SOE. Rrason why the wakeups were so hard to do anything with. It played very stable though.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: gazette on February 02, 2012, 05:50:48 PM
For me personally, this patch is not really a big improvement. There's still input lag, which means blocking low hops online are a little tougher. However its still playable. The only thing I hope is an input lag patch, that will be good enough.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 02, 2012, 06:24:28 PM
patch available in italy too (360)
plaied few matches green bar ...  didnt see any improve at all. need more tests
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Crimson_King15 on February 02, 2012, 06:31:26 PM
For me personally, this patch is not really a big improvement. There's still input lag, which means blocking low hops online are a little tougher. However its still playable. The only thing I hope is an input lag patch, that will be good enough.
No input lag for me. I wonder why.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on February 02, 2012, 06:33:56 PM
Was playing someone that every time he jumps in or I do a combo the game suddenly lag that resulting me getting hit by a jump in or dropping my combos. That's one of the reason I don't like playing online but w/e.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Crimson_King15 on February 02, 2012, 06:36:23 PM
Was playing someone that every time he jumps in or I do a combo the game suddenly lag that resulting me getting hit by a jump in or dropping my combos. That's one of the reason I don't like playing online but w/e.

This kind of sounds like he was using a lag switch to make the match go in his favor.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 02, 2012, 06:50:38 PM
From what I heard you can cause lag just by screwing with the microphone. Dunno how true it is.

The lag I see is around 1/10 of a second on a blue bar. For a lot of people it would not be that noticable. It the same lag that ranked matches had that a lot of people were bitching about. I think it will be interesting in the next few days to see the general reaction of the new netplay.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 02, 2012, 07:02:25 PM
I'm glad I have a local scene, even it is rather small.

My post-patch results are horrible. I checked all of my settings and reinstalled the game and the patch and still not good. The blue matches are slower than offline and strangely glitchy and the green bars are laggy enough that blocking is near impossible.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on February 02, 2012, 07:10:19 PM
I'm glad I have a local scene, even it is rather small.

My post-patch results are horrible. I checked all of my settings and reinstalled the game and the patch and still not good. The blue matches are slower than offline and strangely glitchy and the green bars are laggy enough that blocking is near impossible.

I think I have more problem baiting reversals online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 02, 2012, 08:50:46 PM
I'm glad I have a local scene, even it is rather small.

My post-patch results are horrible. I checked all of my settings and reinstalled the game and the patch and still not good. The blue matches are slower than offline and strangely glitchy and the green bars are laggy enough that blocking is near impossible.

That is kinda weird to hear man, I think a lot of my blue matches are really good, while the greens are good, but I stay away from yellows and reds.

Are you sure no one is leeching off of your connection or anyone else in the house? What are you up and down speeds and pings?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 02, 2012, 09:16:11 PM
Yeah, the blue bars shouldn't have changed, for most people they're still pretty good.  If it's messing up that much for you, SOMETHING on your end must be messing up, unless you're facing the same person for said blue bars.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 02, 2012, 09:48:21 PM
Blue bars are great, also player matches are still not filtered by regions so if you see alot of red bars when searching it usually means their overseas, i see alot of US players even though im from UK.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 02, 2012, 11:15:29 PM
I'm glad I have a local scene, even it is rather small.

My post-patch results are horrible. I checked all of my settings and reinstalled the game and the patch and still not good. The blue matches are slower than offline and strangely glitchy and the green bars are laggy enough that blocking is near impossible.

That is kinda weird to hear man, I think a lot of my blue matches are really good, while the greens are good, but I stay away from yellows and reds.

Are you sure no one is leeching off of your connection or anyone else in the house? What are you up and down speeds and pings?

My router is secure and I've got 25down/9up with a 20ms ping. I should be good to go.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on February 02, 2012, 11:37:57 PM
My god I was eaten alive by gimmicks online today. After I started to figure him out he left >.>
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Crimson_King15 on February 03, 2012, 12:13:32 AM
My god I was eaten alive by gimmicks online today. After I started to figure him out he left >.>
I hate that. People love winning but when you start coming close to beating them or you beat them they leave....
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 03, 2012, 04:02:32 AM
I have nothing but great things to say about the new netcode man it has been working like a dream. Blue bars everywhere and Offline type connections No complaints whatsoever from this guy.

Same, where are you located out of curiosity?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 03, 2012, 04:19:51 AM
Actually, I think I understand what the patch is doing in match now.

The whole reason we're not getting loading screens or synching pre-round is because now they're putting it within the fight itself (well maybe not the loading screens).

It will feel worse or better depending on tolerance, because unlike before where a single hiccup midmatch will fuck up the input delay for the rest of the round until it can resynch, it will try to resynch in the middle of the same round, pretty much like any other fighter with this type of netcode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on February 03, 2012, 06:52:22 AM
Netcode seems much improved for me.  Some green bars are now blue and green bars seem to be playing more consistently and smoothly than before.  Input lag with 4 bars is very minimal or non-existent, 3 bars is also very good.  Played one yellow bar, there was a bit of input lag but nothing serious.  Desync problems seemed to have gone away, which was a major problem when I'd try to play people a couple thousand kilometres away.  There seems to be less hiccuping midmatch as well but this could be connection dependant.

Overall I'm very happy with this patch.   :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 03, 2012, 06:58:45 AM
Does this mean you're gonna stop doing random things on wakeup >_> ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 03, 2012, 07:02:01 AM

New bug, please tell me I'm not the only one it affects: The game will freeze at the 'obtaining player information' screen. It will happen randomly and you have to exit out of everything every time. WTF?


Yeah, this has been happening to myself as well after you mentioned it, lol. It kinda sucks that I gotta risk having to wait forever to have the game disconnect or quit the game as a whole. SNKP needs to fix this or something.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 03, 2012, 08:31:49 AM
Actually, I think I understand what the patch is doing in match now.

The whole reason we're not getting loading screens or synching pre-round is because now they're putting it within the fight itself (well maybe not the loading screens).

It will feel worse or better depending on tolerance, because unlike before where a single hiccup midmatch will fuck up the input delay for the rest of the round until it can resynch, it will try to resynch in the middle of the same round, pretty much like any other fighter with this type of netcode.

What you are describing is the variable lag (or teleport lag) where the refreshing of parameters happens constantly, however the tradeoff is the conditions are always in flux (input, game speed, frames) now the nice thing is instead of taking away from input delay or speed of the match they are taking away frames instead which makes it feel much more stable, but the tradeoff is dropped moves. It's what I see from GGPO. I'm sure it's their own netcode, but they are usuing the tricks GGPO uses.

Nilcam what exactly are you having trouble with lag wise. Since you are one of the main people I see who is having trouble I'm curious what is messing with you. Netspeed? Frame Drops? Rollback? Input delay?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 03, 2012, 04:52:08 PM
So, I only had one match, oddly enough was a chilean, the thing worked well, I will test with chileans from other cities, if the matches run well, I think that the netcode will be great at least for  me
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 03, 2012, 05:10:37 PM
Most of the blue matches I've had have run slower than the game normally runs and usually have had frame drops. I've also experienced more input delay. I'm not sure where the problem lies. My connection is rather good (25d/9u with 20-24ms ping) and is not shared.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 03, 2012, 07:00:04 PM
I think its time for snkp to start working on their next title. Less and less ppl online every day, the only thing left for me is to complete all the missions, cause no local scene :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 03, 2012, 07:34:23 PM
I'm thinking about holding a test session next Saturday (the 11th) for players to find those who may have blue (or even green) connections with, then try to organize those in a thread. It will be held in the wibiya toolbar chat and open for XBL and PSN players...kinda like a big lobby. Would anyone be down? I have a few people interested...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 03, 2012, 08:12:07 PM
I'm thinking about holding a test session next Saturday (the 11th) for players to find those who may have blue (or even green) connections with, then try to organize those in a thread. It will be held in the wibiya toolbar chat and open for XBL and PSN players...kinda like a big lobby. Would anyone be down? I have a few people interested...
ill bring the soda and plastic cups
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 03, 2012, 09:04:08 PM
Okay peoples, here is the event for next weekend: http://dreamcancel.com/forum/index.php?topic=2024.0 (http://dreamcancel.com/forum/index.php?topic=2024.0)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 03, 2012, 11:06:23 PM
I played some games with Desmond this morning with much better results. There was a tiny bit of input lag but it was quite playable. I had some trouble with simple links like King's B, dp+B but that's to be expected.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 03, 2012, 11:25:49 PM
i played some matches with my bro saitsu about a hour or two ago if i had to compare the netcode to being in water i would have to say it felt like i was knee deep compared the waist deep feeling of before


i played a match with zyn abit afterwards and i had one bar and it ran ok-ish for the most part

i would love to do more tests but i had a lot trouble finding anybody online to play with which makes me kinda sad
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 04, 2012, 01:28:50 AM
I played some games with Desmond this morning with much better results. There was a tiny bit of input lag but it was quite playable. I had some trouble with simple links like King's B, dp+B but that's to be expected.

I think they are using rollbacks cause I have yet to play w/o the 2 frame lag. I need to play a guy on my friends list who lives near me. As for your blue bar bad sessions all I can think of is your ping is erratic. I had a similar problem with Xxenace. Are you on cable? Cause a problem I had back in the day was during peak times the netspeed drops drastically cause of the amount of users in general area who get online. I live in the 'burbs now, but in the city it was really bad.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 04, 2012, 01:34:24 AM
According to pingtest.net, my ping is pretty stable, usually between 20 and 24ms. I did a speed test before and after we played and got a lower speed rating than the last few sessions. I am on cable and I am baffled by the results to say the least. When it's good, it's really good; when it's bad, it's awful.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 04, 2012, 01:45:33 AM
I played some games with Desmond this morning with much better results. There was a tiny bit of input lag but it was quite playable. I had some trouble with simple links like King's B, dp+B but that's to be expected.

I think they are using rollbacks cause I have yet to play w/o the 2 frame lag. I need to play a guy on my friends list who lives near me. As for your blue bar bad sessions all I can think of is your ping is erratic. I had a similar problem with Xxenace. Are you on cable? Cause a problem I had back in the day was during peak times the netspeed drops drastically cause of the amount of users in general area who get online. I live in the 'burbs now, but in the city it was really bad.
how did that match run for you that we played? for the short while before i had to go i wasn't feeling any noticeable lag also i used wireless btw (only because it's a lot more convenient in my situation)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: asociale on February 04, 2012, 02:57:23 AM
after patch test:

vs fiol (1300km (JinHua china) from where i live (Shenzhen china)) yellow bar

awful...24+ matches and there was so much lag i just didnt give a damn anymore about what i was doing.
Before the patch there was no lag just a bit slow, nothing to scream about but was actually playable...now? the SHIT!
Sometimes there was 1s lag, sometimes none, but most of the time was something like 3s or 5s lag...to me was unplayable...

they xxxxed up pretty badly for me, kudos to SNK...as we say here in china 越来越差!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 04, 2012, 03:12:30 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 04, 2012, 03:37:00 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.

Yeah and green bars pre patch but yeah now i just leave my lobby open with 4 bar restriction not hard finding them here.

Also i wish there was frame data for this game was getting pressured with normal iori claw specials on block didnt know how to deal with them besides roll. :/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: asociale on February 04, 2012, 03:51:31 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.

u r in China? have u ever played yellow bars before in China? no right? so you comment, no offence, is useless.. before the patch i had good yellow bar matches here in the red land...really playable... so come on...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 04, 2012, 04:18:23 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.

u r in China? have u ever played yellow bars before in China? no right? so you comment, no offence, is useless.. before the patch i had good yellow bar matches here in the red land...really playable... so come on...

No I do take offence because I don't give a shit if you're in China, Australia, London, Mars, Venus or fucking Pluto.  Yellow Bars do not come with a Disclaimer "Warning, Yellow Bars in China are equivalent to Green-Blue Bars in other regions".

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 04, 2012, 04:20:28 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.

u r in China? have u ever played yellow bars before in China? no right? so you comment, no offence, is useless.. before the patch i had good yellow bar matches here in the red land...really playable... so come on...

No I do take offence because I don't give a shit if you're in China, Australia, London, Mars, Venus or fucking Pluto.  Yellow Bars do not come with a Disclaimer "Warning, Yellow Bars in China are equivalent to Green-Blue Bars in other regions".


chill bro
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 04, 2012, 04:23:28 AM
You're right...went off again...I apologize...he's right, I'm not in China, I shouldn't talk about connections in places I've never been in.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: asociale on February 04, 2012, 04:27:23 AM
Yellow bar was never really playable, you were fooling yourself if you thought it was.

u r in China? have u ever played yellow bars before in China? no right? so you comment, no offence, is useless.. before the patch i had good yellow bar matches here in the red land...really playable... so come on...

No I do take offence because I don't give a shit if you're in China, Australia, London, Mars, Venus or fucking Pluto.  Yellow Bars do not come with a Disclaimer "Warning, Yellow Bars in China are equivalent to Green-Blue Bars in other regions".



PAL if before the patch came out yellow bars were playable here doesnt mean they were perfect BUT at least they were fun to play with ,NOW ,at least with my bro (before """no problem"""), it s a lag fest.
I ve never said china yellow bars = green & blue bars in other regions so dont freak out like that ... god... i just said before the patch i had nice time playing against my bro ,now it's just a nightmare... we ll try to switch the host (yesterday evening was him hosting)...

so CHILL OUT a bit lol
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 04, 2012, 05:44:41 AM
I played some games with Desmond this morning with much better results. There was a tiny bit of input lag but it was quite playable. I had some trouble with simple links like King's B, dp+B but that's to be expected.

I think they are using rollbacks cause I have yet to play w/o the 2 frame lag. I need to play a guy on my friends list who lives near me. As for your blue bar bad sessions all I can think of is your ping is erratic. I had a similar problem with Xxenace. Are you on cable? Cause a problem I had back in the day was during peak times the netspeed drops drastically cause of the amount of users in general area who get online. I live in the 'burbs now, but in the city it was really bad.
how did that match run for you that we played? for the short while before i had to go i wasn't feeling any noticeable lag also i used wireless btw (only because it's a lot more convenient in my situation)

The game speed was wonky. It couldn't decide wether to go slower or faster. Of late frames are the usual things to drop or they drop the speed down permantly I haven't seen the speed in flux like it was there. For a 3 bar match it was bad. I thought you were getting frustrated when you dropped. Appreciated the message after explaining.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 04, 2012, 06:07:58 AM
I played some games with Desmond this morning with much better results. There was a tiny bit of input lag but it was quite playable. I had some trouble with simple links like King's B, dp+B but that's to be expected.

I think they are using rollbacks cause I have yet to play w/o the 2 frame lag. I need to play a guy on my friends list who lives near me. As for your blue bar bad sessions all I can think of is your ping is erratic. I had a similar problem with Xxenace. Are you on cable? Cause a problem I had back in the day was during peak times the netspeed drops drastically cause of the amount of users in general area who get online. I live in the 'burbs now, but in the city it was really bad.
how did that match run for you that we played? for the short while before i had to go i wasn't feeling any noticeable lag also i used wireless btw (only because it's a lot more convenient in my situation)

The game speed was wonky. It couldn't decide wether to go slower or faster. Of late frames are the usual things to drop or they drop the speed down permantly I haven't seen the speed in flux like it was there. For a 3 bar match it was bad. I thought you were getting frustrated when you dropped. Appreciated the message after explaining.
naw dude i dont rage quit even if i am against unbeatable odds or a extremely annoying 12 year old cuz i ain't a bitch like that anyway sorry to hear about things on your end
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 04, 2012, 06:33:58 AM
I ragequit only when it's laggy. I don't care if I'm winning or losing but I will ragequit because of lag. The way I see it; I play to get better. And if I'm not gaining anything from the experience then what's the point?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 04, 2012, 09:18:49 AM
It's so unfair that KOF is not as popular as SF. On SF I can get perfect connections cause ppl around me play it a lot. I want to become better and get deeper in KOF but the circumstances won't allow it :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 04, 2012, 09:23:17 AM
I ragequit only when it's laggy. I don't care if I'm winning or losing but I will ragequit because of lag. The way I see it; I play to get better. And if I'm not gaining anything from the experience then what's the point?

I was like that w/ the xbox 180 really bad lag. Nowadays I try to finish the match and politely leave. Don't blame you though. I hate having my time wasted by lag fighters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 04, 2012, 12:08:06 PM
According to pingtest.net, my ping is pretty stable, usually between 20 and 24ms. I did a speed test before and after we played and got a lower speed rating than the last few sessions. I am on cable and I am baffled by the results to say the least. When it's good, it's really good; when it's bad, it's awful.

Sorry for late response needed to get near a computer. Although pingtest does look at some of the stuff you need to know the true test is how you ping with a player. I don't know if you have a way to look how you and a player ping out but I always used old snk games on the 360. FFS, SS2, KOf98UM, and (2002UM used to) have it. Most of the time if your lag is not stable it has to do with your ping between players. If you move in game under 20 m/s it's usually good. Example if you are at 100m/s and you move around to 120m/s and below you're fine. However any more movement and the match gets erratic cause it keeps reseting parameters so much.

My ping in Auora got 40m/s and 6m/s jitter, Nixa Missouri I got 56m/s and a 9m/s jitter. Chicago (which is farthest) I got 16m/s and 1m/s jitter. but I bet if I get with another person that jitter is going to be a lot more cause pinging a server is different then pinging another 360 or computer.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 04, 2012, 04:07:27 PM
According to pingtest.net, my ping is pretty stable, usually between 20 and 24ms. I did a speed test before and after we played and got a lower speed rating than the last few sessions. I am on cable and I am baffled by the results to say the least. When it's good, it's really good; when it's bad, it's awful.

Sorry for late response needed to get near a computer. Although pingtest does look at some of the stuff you need to know the true test is how you ping with a player. I don't know if you have a way to look how you and a player ping out but I always used old snk games on the 360. FFS, SS2, KOf98UM, and (2002UM used to) have it. Most of the time if your lag is not stable it has to do with your ping between players. If you move in game under 20 m/s it's usually good. Example if you are at 100m/s and you move around to 120m/s and below you're fine. However any more movement and the match gets erratic cause it keeps reseting parameters so much.

My ping in Auora got 40m/s and 6m/s jitter, Nixa Missouri I got 56m/s and a 9m/s jitter. Chicago (which is farthest) I got 16m/s and 1m/s jitter. but I bet if I get with another person that jitter is going to be a lot more cause pinging a server is different then pinging another 360 or computer.



like asociale i noticed things r even worst with the patch, playing with the same ppl i was used to play is a little bit different (in a bad way) which is kind a mistery to me.most of the times u have the feeling u r controlling a snorkie in the deep water and even blue bars have a bad delay i dont want to think snkp is so stupid to make a patch just to fix settings and search parameters, something must have been fixed about the netcode too or it is non sense but ... looking how it is now i only can ask myself what the fu*k did they do ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 04, 2012, 04:18:55 PM
^ They added input lag to work as a rollback on the patch. From what I have witnessed 4 bars tend to mess with frame dropping but as soon as you get to 3 bars the game speed is messed with. It's supposed to stabilize the connection, but for a game like KOF XIII IMO it's a huge mistake cause this game does not work well with ANY kind of lag. My thought is Playmore broke down and made their version of GGPO without thinking of the downside to it or just thinking if they want it so bad here you go now shut up.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 04, 2012, 06:18:04 PM
Good matches Desmond, if you go by the same name on PSN as you do here i.e.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 04, 2012, 07:58:05 PM
^ Whats your PSN,  Diavle?

According to pingtest.net, my ping is pretty stable, usually between 20 and 24ms. I did a speed test before and after we played and got a lower speed rating than the last few sessions. I am on cable and I am baffled by the results to say the least. When it's good, it's really good; when it's bad, it's awful.

...You ain't using wireless correct? LOL.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Rex Dart on February 04, 2012, 08:00:20 PM
I'm really happy with the patch. The thing I wanted most was the ability to play only 3 and 4-bar ranked matches, in addition to player matches.

I don't know if the Northwest is really getting into KOF or what, but I haven't had any trouble (yet) finding matches. Of course it varies by time of day, but I typically don't have to wait more than a minute or two in practice mode.

Anyway, the 4 bar match I played post-patch was as good as the 4 bar matches I played pre-patch. Not surprising.

Obviously, I don't have to play 1 bar matches ever again (which I'm thrilled about), but I wanted to see how the game handled bad connections now. The 1 bar matches I played (someone invited me to it) felt very different from the pre-patch 1 bar matches I've played. It seemed like the game felt less like it was underwater, and the game seemed to be running more smoothly. However, the input delay was absolutely absurd. My impression was that SNKP tried to mask the bad connection with more input lag, while trying to keep the game's speed consistent.

In my opinion, this is a worse solution than just slowing the game down.

As I said, though, the good news for me is that I can now avoid the truly awful matches. All in all, I'm happy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 04, 2012, 08:53:51 PM
^ Whats your PSN,  Diavle?

Was playing under togi666.

I'm really happy with the patch. The thing I wanted most was the ability to play only 3 and 4-bar ranked matches, in addition to player matches.

I don't know if the Northwest is really getting into KOF or what, but I haven't had any trouble (yet) finding matches. Of course it varies by time of day, but I typically don't have to wait more than a minute or two in practice mode.

Anyway, the 4 bar match I played post-patch was as good as the 4 bar matches I played pre-patch. Not surprising.

Obviously, I don't have to play 1 bar matches ever again (which I'm thrilled about), but I wanted to see how the game handled bad connections now. The 1 bar matches I played (someone invited me to it) felt very different from the pre-patch 1 bar matches I've played. It seemed like the game felt less like it was underwater, and the game seemed to be running more smoothly. However, the input delay was absolutely absurd. My impression was that SNKP tried to mask the bad connection with more input lag, while trying to keep the game's speed consistent.

In my opinion, this is a worse solution than just slowing the game down.

As I said, though, the good news for me is that I can now avoid the truly awful matches. All in all, I'm happy.

Yeah, I'm really satisfied so far as well. Much easier to find 3-4 bar matches now and the experience overall is much better.

Still prefer to play Player matches, barely ever any ragequitting here unlike Ranked.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 05, 2012, 07:16:38 AM
^ Whats your PSN,  Diavle?

Was playing under togi666.


Yo, we should play some more, I don't quite remember if our matches were very laggy or what not, but I'll add you to my list.

Btw, a friend of mine recently experimented with a little tweak to decrease a bit of the lag in our matches. Before we had green bars, but now we have blue. The matches feel VERY nice now. If anyone is interested in hearing how, I can share. :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 05, 2012, 07:23:56 AM
Yo, we should play some more, I don't quite remember if our matches were very laggy or what not, but I'll add you to my list.

Yeah for sure, I was using Kula/Chin/Kim for most of our matches (if that helps your memory). The connection felt pretty good on my end.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on February 05, 2012, 08:08:59 AM
Btw, a friend of mine recently experimented with a little tweak to decrease a bit of the lag in our matches. Before we had green bars, but now we have blue. The matches feel VERY nice now. If anyone is interested in hearing how, I can share. :)

Please share.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 05, 2012, 08:17:40 AM
Don't be a prick-tease, Desmond.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 05, 2012, 10:33:01 AM
Guys I am on nat type three and whatever i do i can never get 2 or 1. Nat type 3 only restricts micro or it gives input delay as well?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 05, 2012, 09:10:36 PM
Btw, a friend of mine recently experimented with a little tweak to decrease a bit of the lag in our matches. Before we had green bars, but now we have blue. The matches feel VERY nice now. If anyone is interested in hearing how, I can share. :)

Please share.

It is explained here: http://dreamcancel.com/forum/index.php?topic=2024.msg45537#msg45537 (http://dreamcancel.com/forum/index.php?topic=2024.msg45537#msg45537)

;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 05, 2012, 10:22:58 PM
Anyone else find it odd how even though SoCal seems to hold Robert in such high regard when talking about tiers they never ever actually use him?

Also, seems Mature is moving up their ranks. She was getting a lot of use in yesterday's tournament, even as anchor. Her EX fireball pretty much completely shuts down fireball games, like that of Saiki. Her links equal tons of damage and she can really lock you down with block strings.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 05, 2012, 10:42:05 PM
Im getting bodied really hard online, am i the only new person playing this game everyone online seems really experienced, don't feel like i can learn with how one sided it is :(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Femto on February 05, 2012, 10:57:05 PM

I don't know if the Northwest is really getting into KOF or what, but I haven't had any trouble (yet) finding matches. Of course it varies by time of day, but I typically don't have to wait more than a minute or two in practice mode.



YO!!!!  We are playing this in WA, Canada BC and Oregon.  There is a NWKOF page.  I don't like FB but ended up making a dummy account and joining.  There's about 55 heads in WA alone. Tourney's and gatherings just about every week.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 05, 2012, 11:46:21 PM
Im getting bodied really hard online, am i the only new person playing this game everyone online seems really experienced, don't feel like i can learn with how one sided it is :(

Really, it's the opposite for me.  Facing a lot of people who don't really know what they're doing.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on February 06, 2012, 05:44:36 AM
Im getting bodied really hard online, am i the only new person playing this game everyone online seems really experienced, don't feel like i can learn with how one sided it is :(

Really, it's the opposite for me.  Facing a lot of people who don't really know what they're doing.

Sounds like you're playing people who are playing King of Street Fighters.  Have a FIREBALL ZEEEE.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 06, 2012, 05:49:54 AM
Except for the part where they didn't even try that.  It's not that they didn't know what they were doing in KoF.  It's that most of them didn't know what they were doing in a FG period it seemed.  If they had played like they were playing SF, one, I would've said so and two, depending on who they used the fundamentals would've at least provided me with something.

EDIT: http://game.snkplaymore.co.jp/official/kof-xiii/climax/ (http://game.snkplaymore.co.jp/official/kof-xiii/climax/)

http://shoryuken.com/2012/02/05/snk-playmore-announces-kofxiii-climax-japanese-location-tests-begin-this-weekend/ (http://shoryuken.com/2012/02/05/snk-playmore-announces-kofxiii-climax-japanese-location-tests-begin-this-weekend/)

Also, it's official, the KOFXIII Arcade Machines are indeed getting the console updates...however, it's being called KOFXIII:Climax.

Find that a bit...suspicious.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on February 06, 2012, 11:17:12 AM
That's awesome. I'm glad to see that there's people still supporting the arcade, especially when KOF has thrived on it so much. It's sad when arcade players are left behind.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 06, 2012, 02:48:17 PM
And here I am wondering if it's just a port ;)

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 06, 2012, 03:00:27 PM
That's awesome. I'm glad to see that there's people still supporting the arcade, especially when KOF has thrived on it so much. It's sad when arcade players are left behind.

More like its all that matters in Japan it seems, KOFXIII match vids etc from there pretty much completely dried up after the console release.

Doubt it but wonder if there are any differences from the console version, though as much as I'd like SNK to put new content into XIII at the same time I'd rather they shift their focus onto a new project, XIII is friggin amazing as is (easily my no.1 fighter of all time).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 06, 2012, 03:18:10 PM
Anyone else find it odd how even though SoCal seems to hold Robert in such high regard when talking about tiers they never ever actually use him?

Also, seems Mature is moving up their ranks. She was getting a lot of use in yesterday's tournament, even as anchor. Her EX fireball pretty much completely shuts down fireball games, like that of Saiki. Her links equal tons of damage and she can really lock you down with block strings.

I've been curious about the Robert thing for a long time. He's good, but works best at mid to long range IMO. The mid range attacks can set up the close range, but he always seemed weak up close compared to Takuma, or Ryo. Every time I hear about Robert though, they make him out a all around fighter w/ high priority. I just don't see it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 06, 2012, 05:01:53 PM
I has been saying for a long time the same thing about robert too, I don't see why he is supposed to be top tier

And for climax, great, now the asians will show us their secret tech
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on February 06, 2012, 05:17:32 PM
Anyone else find it odd how even though SoCal seems to hold Robert in such high regard when talking about tiers they never ever actually use him?

Also, seems Mature is moving up their ranks. She was getting a lot of use in yesterday's tournament, even as anchor. Her EX fireball pretty much completely shuts down fireball games, like that of Saiki. Her links equal tons of damage and she can really lock you down with block strings.

I've been curious about the Robert thing for a long time. He's good, but works best at mid to long range IMO. The mid range attacks can set up the close range, but he always seemed weak up close compared to Takuma, or Ryo. Every time I hear about Robert though, they make him out a all around fighter w/ high priority. I just don't see it.

I think it's exactly because he's an all-around fighter that he seems to pale in comparison with Takuma or Ryo in close range. When you look at it, Robert has pretty much everything in his arsenal: a fireball, an anti-air, a cross up, a grab...you name it, he probably has it, except more juggling options.

When he corners an opponent, he turns out to have less juggling options without having to sacrifice meter or drive. The biggest difference is that his db_f+K makes him jump backwards, unlike Takuma's version or Ryo's hcb+K. Ryo can also juggle his opponents a few times with his qcf+A while Takuma can prolong his combos further with his zanretsuken into grab. Even Yuri outjuggles Robert with her qcb+P.

Basically, he's like Mario. He's pretty well-rounded, having almost every single trick you can find, but not really the best in all of them.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 06, 2012, 05:25:07 PM
I guess the Climax (puts on sunglasses) has come earlier than everyone expected.


Yeeeeeeeeeeaaaaaaaahhhhhhhhhhhh!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 05:26:58 PM
so ive changed locations and my interwebs is supposed to be better so im down if anyone wants to have a few matches later today though i might not be around for a bit as im still trying to put shit away
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ashspiralingblood on February 06, 2012, 05:53:38 PM
Online is not fun at all, especially against people who rush down like crazy, maybe i found out my new strategy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on February 06, 2012, 05:57:32 PM
So I've been finding more green/blue bar matches on ranked instead of player match. I'm glad that I'm actually getting in some good matches, but a little sad that I keep getting my ass handed to me by so man Clark and Kula players...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on February 06, 2012, 06:11:57 PM
I think KOFXIII Climax will be released via NesicaXLive, due to SNKP re-releases of KOF'98UM FE and KOF 2002UM for this system.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 06, 2012, 06:13:19 PM
I wonder if the DLC characters will be in the game.

If so, I don't know how I'm supposed to feel about the fact that the arcade version gets characters we have to pay for in the console version...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on February 06, 2012, 06:17:57 PM
blazblue CS2 says hi, marchefelix

(OK, in CS1 console, Platinum The Trinity wasn't released until May/2011, the CS2 rebalance patch in consoles)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 06, 2012, 06:19:20 PM
Tell it I said hi back and that I would like to get to know it better  ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 06, 2012, 06:25:08 PM
Anyway...I find it odd that they had to add an extra name to it when they're only adding the Console Changes.  They could've just said Version 2 since it's on V1.1 right now in Arcades.  Calling it Climax...hmm...very...intriguing. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 06:34:11 PM
Anyway...I find it odd that they had to add an extra name to it when they're only adding the Console Changes.  They could've just said Version 2 since it's on V1.1 right now in Arcades.  Calling it Climax...hmm...very...intriguing. 
1. its gonna be the last of anything they are doing for XIII
2.the guy who names games at SNK obviously hasn't got any ass for a while

my gut tells me that the second choice is the right one
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on February 06, 2012, 06:52:36 PM
I think KOFXIII Climax will be released via NesicaXLive, due to SNKP re-releases of KOF'98UM FE and KOF 2002UM for this system.


I think so too, actually, especially since XIII was released a few months (weeks? days?) before NesicaXLive was released. I remember thinking back then what could have been had they waited for Nesica to come out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 06, 2012, 07:57:52 PM
Thanks to hackers, this game obviously will be nesica exclusive
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mikel on February 06, 2012, 08:02:22 PM
Thanks to hackers, this game obviously will be nesica exclusive

Just watch, the game will be like Continuum Shift II (Console changes and all that, it would be ported to PS Vita and 3DS; plus an update that adds two or three characters, which will hit PS3 and Xbox 360).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on February 06, 2012, 08:08:47 PM
I think KOFXIII Climax will be released via NesicaXLive, due to SNKP re-releases of KOF'98UM FE and KOF 2002UM for this system.


I think so too, actually, especially since XIII was released a few months (weeks? days?) before NesicaXLive was released. I remember thinking back then what could have been had they waited for Nesica to come out.

July: KOF XIII Original Arcade Release
August: KOF XIII 1.1 Patch
September: BBCS2 and NesicaXLive announced (as I remeber)
December: BBCS2 and Nesica released


also, SSF4 Arcade Edition wasn't released via Nesica, so it was dumped 1 month after the official PC Release lol
It can be the same fate if SNKP would be masochist enough to not release via Nesica
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Aenthin on February 06, 2012, 08:39:19 PM
Well considering one of their strongest titles (2k2UM) is in NesicaXLive, having XIII in Nesica would still be likely, don't you think?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 06, 2012, 09:01:44 PM
Is it humanly possible to play KOf13 at a high level using a pad? This was something I was talking with a friend of mine and we noticed that there are basically no top level players out there using any kind of pad playing this game or any other KOf for that matter.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 09:13:59 PM
Is it humanly possible to play KOf13 at a high level using a pad? This was something I was talking with a friend of mine and we noticed that there are basically no top level players out there using any kind of pad playing this game or any other KOf for that matter.
im sure its possible most people just prefer  arcade sticks
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on February 06, 2012, 09:15:45 PM
Is it humanly possible to play KOf13 at a high level using a pad? This was something I was talking with a friend of mine and we noticed that there are basically no top level players out there using any kind of pad playing this game or any other KOf for that matter.

Some online brazilian 2k2 top players, specially Sabãozinho, have satisfactory level playing with pad. So I think it's possible to be high level in XIII

Other tops as Kododis played in pad some time until they got their own sticks
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on February 06, 2012, 09:20:02 PM
Is it humanly possible to play KOf13 at a high level using a pad? This was something I was talking with a friend of mine and we noticed that there are basically no top level players out there using any kind of pad playing this game or any other KOf for that matter.
Laban plays Pad IIRC.

He may not be top, but he's pretty damn good at his KOF tech/knowledge. As you may see his contributions to the KOF SRK wiki. Dark Geese played pad too IIRC as well as stick. He said he likes it because your opponents cant pick up the sounds of your movements or something like that. (cant remember exactly; it was years ago when I remember him saying that).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 09:23:47 PM
and while on the topic of pads which ones do you guys prefer to use? (if you use them at all for fighting games)

i've always preferred the standard xbox 360 d-pad over most of the ones that i use(i know im crazy)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 06, 2012, 09:35:55 PM
and while on the topic of pads which ones do you guys prefer to use? (if you use them at all for fighting games)

i've always preferred the standard xbox 360 d-pad over most of the ones that i use(i know im crazy)

this was going to be my next question and no, you are not alone. since I've been playing on the 360 for years, it's the d-pad I'm most used to. but I will say, I did cut out the extra rubber padding from the diagonal sides when HDRemix came out and have been playing it since. Although right now, I have been using a PS3 pad to play MK in and I may pick it up for KOF13 aswell. I also have an original Saturn Pad I recently picked up that I'm considering modding with a PS2 PCB.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 06, 2012, 09:52:50 PM
The dpad from xbox is awesome, people who cry for his sluginess is most probable people who are too used to the sony's pad

At least I felt that from the last 2 years, the pads had gotten better, and I'm not talking about the silver xbox controller with the special dpad
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 06, 2012, 10:03:15 PM
and while on the topic of pads which ones do you guys prefer to use? (if you use them at all for fighting games)

i've always preferred the standard xbox 360 d-pad over most of the ones that i use(i know im crazy)

After years of emulators for online play my weapon of choice was a keyboard but had to learn the PS3 pad for KOF13.

I played KOF on pad back on the PS1 a lot buts its been years so adjustment was needed. Tried playing as I did before with the dpad and the consistency was very average at best, wasn't feeling it at all. Then tried using the analog stick and that made a world of a difference, moves and HD combos pretty much started coming out instantly.

So yeah, PS3 pad for me, using the analog stick (while switching mid combo to the dpad for certain things, like parts of Chin combos). Was considering getting a stick when I first started but not anymore.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mikel on February 06, 2012, 10:05:52 PM
Arcade Stick for me here, reasons for that are obvious.

Not too much of an Xbox fan here, but I prefer the PS3's pad myself, it feels more comfortable in my opinion.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 10:08:13 PM
i remember i used to use the analog stick for a few fighting game but i had to force myself to stop because i ended up killing the sticks a lot faster than usual 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mikel on February 06, 2012, 10:18:07 PM
i remember i used to use the analog stick for a few fighting game but i had to force myself to stop because i ended up killing the sticks a lot faster than usual 

What console were you playing on when that happened?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 06, 2012, 10:34:06 PM
i remember i used to use the analog stick for a few fighting game but i had to force myself to stop because i ended up killing the sticks a lot faster than usual 

What console were you playing on when that happened?
xbox,xbox 360 ps2 gamecube pretty much any system that had a fighting game
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 06, 2012, 11:16:56 PM
Is it humanly possible to play KOf13 at a high level using a pad? This was something I was talking with a friend of mine and we noticed that there are basically no top level players out there using any kind of pad playing this game or any other KOf for that matter.

There are tons of good KOF players that use pad only, it is not what you use but how you use it. It is all preference.

And yes, I agree with DaddyCane on how sticks can be really noisy sometimes, so if you play on pad, you have that advantage of listening to them mash and stuff.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 06, 2012, 11:21:05 PM

There are tons of good KOF players that use pad only, it is not what you use but how you use it. It is all preference.

And yes, I agree with DaddyCane on how sticks can be really noisy sometimes, so if you play on pad, you have that advantage of listening to them mash and stuff.

You know, I still don't understand how you having the ability to listen to a player hitting his buttons translates into an advantage. unless each button makes a distinct sound so you know exactly which attacks will be coming your way then I can understand. but if someone is mashing, well....that's where I'm lost.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on February 07, 2012, 12:23:53 AM
I have 2 MadCatz TE , and the stick makes that clicky sound when using it (totally normal), i can see/hear it being a warning signal to my friends playing when i try to make some moves, like 360º or 720º grabs, or stuff like that.

But still it's not much of a problem anyways.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on February 07, 2012, 12:47:16 AM
After playing in the arcade for some time or vs a local opponent you'll find your self getting acquainted with the sounds of hop,& jumps from the joystick that your opponent makes. Furthermore, the sound of them hitting the corner of the inside the joystick during  ;dn ( ;df ) ;fd motions. It's not something you should always react to of course because you could mistaken it for something else. But there plenty of players out there that do so.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 07, 2012, 12:54:25 AM
and while on the topic of pads which ones do you guys prefer to use? (if you use them at all for fighting games)

i've always preferred the standard xbox 360 d-pad over most of the ones that i use(i know im crazy)

I don't always use pad, but if I do I prefer the Sega Saturn Pad. Keep playing my friends.  :p
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 07, 2012, 09:11:02 AM

There are tons of good KOF players that use pad only, it is not what you use but how you use it. It is all preference.

And yes, I agree with DaddyCane on how sticks can be really noisy sometimes, so if you play on pad, you have that advantage of listening to them mash and stuff.

You know, I still don't understand how you having the ability to listen to a player hitting his buttons translates into an advantage. unless each button makes a distinct sound so you know exactly which attacks will be coming your way then I can understand. but if someone is mashing, well....that's where I'm lost.

Easy, most moves come out at the same speed. So it doesn't matter what the move is you tend to throw it out at the same speed. Using that say you are looking at Ryu. 2 clicks tend to be a fireball or hurricane kick. 3 clicks dragon punch. Any clicks that doesn't come out at that speed tend to just be moving.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mikel on February 07, 2012, 09:27:34 PM
and while on the topic of pads which ones do you guys prefer to use? (if you use them at all for fighting games)

i've always preferred the standard xbox 360 d-pad over most of the ones that i use(i know im crazy)

I don't always use pad, but if I do I prefer the Sega Saturn Pad. Keep playing my friends.  :p

I don't have a Saturn pad myself, but I would like to get the PS2 variation that they released in a bundle with the NiGHTS into Dreams remake for the PS2.

[spoiler](http://image.com.com/gamespot/images/2005/news/02/25/ssps2pad_screen001.jpg)[/spoiler]
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: hiltzy85 on February 07, 2012, 09:52:54 PM
I use a madcatz fightpad, and it treats me pretty well.  Unfortunately, when I bought mine, the only ones that were available were branded with WWE Allstars, so my controller has HHH and The Rock on it.  Personally, I would prefer to have one that is neutral (like just says MadCatz on it or something and is one solid colour), but whatever.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 08, 2012, 06:57:36 AM
But with that controller you can whip some candy asses and spit water like a god
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 08, 2012, 07:06:19 AM
But with that controller you can whip some candy asses and spit water like a god
also star in really shitty movies
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 08, 2012, 07:08:09 AM
But with that controller you can whip some candy asses and spit water like a god
also star in really shitty movies

That goes for the rock or HHH?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on February 08, 2012, 07:19:40 AM
For both me thinks.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 08, 2012, 07:20:05 AM
For both me thinks.
exactly
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 08, 2012, 10:00:05 AM
Tough ones,

It's likely I'll have a chance to peep Climax this Saturday.
If that happens as planned, I'll be happy to report all that I can ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 08, 2012, 10:28:52 AM
Tough ones,

It's likely I'll have a chance to peep Climax this Saturday.
If that happens as planned, I'll be happy to report all that I can ;)

Thanks man
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 08, 2012, 11:59:20 AM
With the new way the online works I am really debating whether to stay on this game or not. I have serious problems (always have) with the GGPO style of netcode. When the parameters are always in flux and the speed or input constantly changes throughout the match, no matter how little it is, it wreaks havoc on my game. It's the big reason why I never get into any of the Capcom titles (except SF3OE is almost tolerable on a good connection) if I can't get a good feel on the speed and input at all times it feels like I am just guessing as to when and where to jump or throw moves. Is it stable? Yes, but when your entire style of fighting revolves around pinpoint accuracy, is there a point to playing this online?   
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 08, 2012, 12:46:35 PM
Tough ones,

It's likely I'll have a chance to peep Climax this Saturday.
If that happens as planned, I'll be happy to report all that I can ;)

Thanks man


No worries. Just learned my plans are locked in \(^o^)/

Will try to capture some form of video (quality will be shaky cam) if club sega allows it.
Firmware update 1.6 will let me take footage on my vita apparently.

The excitement mounts because the big question remains - is it simply a port?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Delta on February 08, 2012, 07:03:48 PM
If SNKP is doing loketests i think they are trying to rebalance the game, or looking for some bugs and glitches. I'm not sure how these ports are supposed to work.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: hiltzy85 on February 08, 2012, 07:21:28 PM
For both me thinks.
exactly

I would give The Rock's movies "Hilariously bad" status, rather than just bad, personally
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 08, 2012, 08:02:17 PM
mmm, if I'm not wrong, 2002um AC was released 5 months after the original release from PS2, with some big balance changes, it will not be that weird to see some kind of balance changes, but I doubt that we will see new characters
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: PureYeti on February 08, 2012, 09:58:18 PM
There wasn't any balance changes from the Console to Arcade
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 09, 2012, 08:51:15 AM
That's good info. So may have to be ready for a straight-up port with possible bug fixes.

(hopefully they can fix duo lon throwing his fb backwards)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 09, 2012, 09:54:58 PM
Shen
- Shen will no longer receive a counter hit penalty when he's hit during his Far C
- Shen will gain some power meter when he bounces off anything stronger than an EX projectile with his Danken(Projectile parry)

Ralf
- Fixed issue where Ralf and Raiden's positions will change and command has be input in reverse when doing Bareback Vulcan (DM) > MAX Cancel >NEOMAX

Saiki
- Fixed Normal throw so that it no longer raises the opponent's meters.

Benimaru
- Fixed issue where doing cl.D>HD bypass will make the characters switch position when the opponent is facing back

Billy
- Took out invincibility on HD bypass

Raiden
- Changed damage on short hop & hyper hop C from 72 to 70

Flame Iori
- Fixed issue where MAX canceling too late from normal Maiden Masher wouldn't target lock the NEOMAX.
- Changed input frames for canceling from Maiden Masher.
- Fixed issue where repeatedly blocking low would display his standing block for a split moment.

Hwa
- Changed cr.B so that it can be HD bypassed.

mmm, imo those are balances, but nothing really radical
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 09, 2012, 09:57:35 PM
You're right, it seems to be a straight up port with a bit of cleaning up...I wouldn't say issues, just some quirks I guess.

And just as I was about to post, Sibarraz beats me to it.  At least I can get the video up.

KOF XIII:知ってると得する(かもしれない)Part.2 (http://www.youtube.com/watch?v=kvGZE7RIlew#ws)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on February 09, 2012, 10:59:14 PM
I'm really impressed with SNK's tutorial videos. While most of us probably already know the information presented in these videos, I'm impressed at the content they cover. They went over system mechanics, character specific mechanics, and community developed tactics.

This video goes over a lot of input shortcuts that can be done with certain characters. It goes over drive cancel combo issues such as K' DP drive cancel fireball becoming a super. They showed the HCB~F method to make this consistent and then applied it to other characters or in Flame Iori's case changed it to make one of his drive cancel combos to work.

Then they go into buffering techniques and I've never seen any game company go over buffering before. They didn't go over the basics of buffering but went into the more advance stuff like Ryo doing c.B, s.A xx Neomax. The later half of the video shows how to buffer a command grab from a run, and then examples of oki games/mind games that come about from this using Raiden as the example.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on February 10, 2012, 01:09:41 AM
Kinda hoping for new characters on Climax, but I won't hold my breath.

For the love of God, give me Geese...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 10, 2012, 01:19:53 AM
Kinda hoping for new characters on Climax, but I won't hold my breath.

For the love of God, give me Geese...

>_>  I saw that.  And you have the wrong Howard...though I know the chances of Rock are literally zero.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: VinnAleixoFM on February 10, 2012, 01:39:10 AM
Retelling the Treta announcement:

Now Giovane_CWB (treta organizer) confirmed Treta Armageddon (with KOF XIII) date:
September, 1st and 2nd @ Curitiba, PR, Brazil (venue still TBA)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mazinkaiser on February 10, 2012, 01:54:56 AM
Someone could check if the DM scaling damage freeze bug/glitch still working with Chin (he is able to connect the NM before the last hit of DM avoiding scaling). There are a vids somewhere.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 10, 2012, 05:02:39 AM
I hope these changes come to the console soon enough. Most intrigued by the input changes because I miss Clark's Neomax more often than I should.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 10, 2012, 12:03:45 PM


Then they go into buffering techniques and I've never seen any game company go over buffering before. They didn't go over the basics of buffering but went into the more advance stuff like Ryo doing c.B, s.A xx Neomax. The later half of the video shows how to buffer a command grab from a run, and then examples of oki games/mind games that come about from this using Raiden as the example.




but in snkp there is not a clown with a blanka toy and a chun li cosplay !!( free trrrrrrrrrrrrrrrolling against crapcom)

by the way is great how they r focusing on this stuffs, honestly im impressed and think months ago we werent even sure the game would have come out.

little ot ( or maybe related case there ll be a streaming for sure ) : anyone of this site is going to WGC 2012 next week ?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: ELTRO on February 10, 2012, 05:53:54 PM
Kumatei is today at Next Level. Heading there soon. It's a 2 and a half hour ride but I went further for a local. To those in the area you should go and enjoy some KoF 13  :).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 10, 2012, 10:36:09 PM
if they plan to make character update like capcom I see mary,rock or yamazaki to complete a team with billy and botan, shroom or adel to complete a boss team with normal saiki. It is just 4 characters and they can also add a second neomax to each character (which is just effects no need of new frames) and voila, 40 bucks new copy or 10-15 bucks dlc update.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sharnt on February 10, 2012, 11:02:50 PM
You're dreaming, new char will be far more too expensive, if they had some it will be new ex, like robert or yuri i guess.

And snkp didn't show any willingness to add some for now, considering the fact making a new character took them one year from scratch for arcade version, i believe we won't see any for a while.

SNK is one hundred times smaller than Capcom, and 2d games aren't 3d, it's far cheaper and faster to do char on 3d than in 2d.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: kofoguz on February 11, 2012, 12:46:05 AM
You're dreaming, new char will be far more too expensive, if they had some it will be new ex, like robert or yuri i guess.

And snkp didn't show any willingness to add some for now, considering the fact making a new character took them one year from scratch for arcade version, i believe we won't see any for a while.

SNK is one hundred times smaller than Capcom, and 2d games aren't 3d, it's far cheaper and faster to do char on 3d than in 2d.
I dont get this logic. We know that they were working on this game for years. And they had problem with deadlines. So maybe some characters, like maybe agents team or Adel were already had been worked (lets say %70 were done by the time they released the console games) and they might finish the rest during the time. There was even unfinished Winquote art for Adel. This IMHO is the solid proof of there is at least one character meant to be added but not finished apparently.

Well I can say that people who are expecting (more like hoping) for more characters, are not thinking "Great, they announced Climax, so if they start to work on new characters today, there might be three more teams done in two weeks!"
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on February 11, 2012, 01:19:23 AM
I definitely think they'll have new chars roll out. It might not be this minute, but this is a good thought that they'll keep updating with more content as time wears on.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 11, 2012, 01:43:37 AM
Just noticed did the patch remove the Dark Ash stage from online or was this never available to play online pre patch?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 11, 2012, 01:48:23 AM
I did notice that.  I haven't played the Dark Ash stage online...actually I don't think I played it ever.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 11, 2012, 01:54:51 AM
if it did thank god i hated that stage
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Killey on February 11, 2012, 02:39:46 AM
I'm up for more content if it means keeping the game's longevity over the years. A free patch to include the new balance changes and fixing glitches would be nice. If they do a patch for that and are charging for it then I would like to get some new characters in the mix. I think I would rather have something like that then have them announce a new version of the game or something.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 11, 2012, 06:05:47 AM
$20 DLC pack would be accepted by the community. I really doubt they would pull a Capcom for a game that sold about 100K copies.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 11, 2012, 10:48:06 AM
^ I think the number you are saying is low for worldwide m8. Anyway, I bet adel and botan are half finished anyway.

@ the guy who said that I am dreaming, It will cost them much more to do a whole new game so expect character update. Check how much work they did from XII to XIII, so my idea is not crazy. The other thing they can do is MI 3 capcom style which is much easier and I think they have some work done on it, or a crossover with XIII's sprites.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 11, 2012, 11:56:28 AM
I checked it out today.

Seems to pretty much be the log changes - which is sorta nice.
Start button needs to be held down to choose EX chrs.
Other than that was pretty much the console experience.

Spoke to the staff at Club Sega, they were told that it was just a console port.

I wouldn't mind some chr extras at some point, but think this is their version for SBO.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sharnt on February 11, 2012, 12:48:09 PM
$20 DLC pack would be accepted by the community. I really doubt they would pull a Capcom for a game that sold about 100K copies.

Around 400k worldwide.

@ the guy who said that I am dreaming, It will cost them much more to do a whole new game so expect character update. Check how much work they did from XII to XIII, so my idea is not crazy. The other thing they can do is MI 3 capcom style which is much easier and I think they have some work done on it, or a crossover with XIII's sprites.

I'm just saying don't hope anything for the next year. And if they release new characters it will surely be Ex ones to avoid the maximum of works on the sprites.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 11, 2012, 01:51:36 PM
Considering the track record of Playmore & how strapped for cash they are you are more then likely to see a brand new game rather then any more dlc. People expect at least 3 characters. For a brand new game they can get by with 7 new a few new stages and mess with the moves a bit and people will buy it. Why only get the niche group to buy dlc for $5 a pop when you get a wider buyer group to get a brand new game for $40 to $50 instead. Kof XIV Dream Match Continues.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on February 11, 2012, 04:54:34 PM
$20 DLC pack would be accepted by the community. I really doubt they would pull a Capcom for a game that sold about 100K copies.

Around 400k worldwide.

@ the guy who said that I am dreaming, It will cost them much more to do a whole new game so expect character update. Check how much work they did from XII to XIII, so my idea is not crazy. The other thing they can do is MI 3 capcom style which is much easier and I think they have some work done on it, or a crossover with XIII's sprites.

I'm just saying don't hope anything for the next year. And if they release new characters it will surely be Ex ones to avoid the maximum of works on the sprites.

Source?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 12, 2012, 07:42:08 AM
^ I think the number you are saying is low for worldwide m8. Anyway, I bet adel and botan are half finished anyway.

How do you even know they were making Adel and Botan sprites?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 12, 2012, 08:01:39 AM
I think all signs point to Adelheid being at one point planned to be in the game and there's many elements to support this. Just add him, Rock, Gato, Blue Mary, Venessa, and Yamazaki and I think we could call it a day.

If a 14 happens it'll probably be based on XI's gameplay and could be pretty sweet if they take that to the next level.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on February 12, 2012, 10:39:57 AM
Considering the track record of Playmore & how strapped for cash they are you are more then likely to see a brand new game rather then any more dlc. People expect at least 3 characters. For a brand new game they can get by with 7 new a few new stages and mess with the moves a bit and people will buy it. Why only get the niche group to buy dlc for $5 a pop when you get a wider buyer group to get a brand new game for $40 to $50 instead. Kof XIV Dream Match Continues.

It's a WHOLE lot cheaper to make DLC than it is to make a whole new game. With a new game, you need a new crew, a lot more characters, more content, a new marketing campaign, a website, and etc. It's a lot more money than just releasing 1-3 characters and that's it. It would actually make more sense financially, especially if they're going to sell them for 5 bucks a piece.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 12, 2012, 11:27:19 AM
Math time!

So for the sake of argument let's say KOF13 sold 400K copies world wide. It would be fair to say that about a quarter of the people who bought the game also bought at least one DLC character. It would seem about right all things considered. So that's about 160K people buying DLC which would be about $800K for SNKP, but don't forget taxes and half of it goes to Microsoft and Sony. So they would make about $400K off of DLC so far. Not bad for characters that were already completed and on the disc...

So, based on everything I've read it would seem SNKP have about 12-20 people actively working on creating the sprites. I'm going to play it safe and say that the typical Japanese developer would be making maybe $14 Yen an hour with bonus pay if the game does well (which is typical in America). So $14 an hour, 40 hour work week for let's say 20 people would be about $11,200 per week, so $44,800 in a month. This is before taxes btw.

In a year's time after the release of the console version of 12 and the arcade release of 13, nine new characters were added (I'm counting Mature and Elizabeth from the 12 Console release). It would be easy to say to say that roughly 20 people working 40 hours a week could produce a complete character in about a month and a half but from what I've read it seems that it's usually 2-3 employees that work on a single character at a time. Without knowing for sure the ins and outs of creating high res 2D sprites I can't really tell how long it takes to create a complete character. So for the sake of argument a year's time would roughly equal 9 characters and 6 months would equal 4.

But the 6 months = 4 characters I really don't know how that can work out because that is including creating a brand new game with brand new mechanics... So let's say it would take somewhere between 3-6 months to create anywhere between 3-6 new characters. I think this is a reasonable expectation.

Okay, so $44,800 per month to pay 20 employees (not counting bonuses) X 6 months of work =$268K roughly speaking. End result being 6 new characters, now they could go $5 a piece or $20 for the set. Roughly a quarter of the people will buy the full set. I'm thinking roughly $3.2 million profit minus somewhere around 250-300K in development equals 2.9 Mil then of course Sony/Microsoft gets half of that DLC so it quickly becomes 1.45 Million in profit. Perhaps more or less, they could make even more by selling each character for $5.

Either way you look at it the profit margin isn't that huge. I would expect SNKP to be as cheap as possible and finish up Adel and whoever else was partially complete and do another headswap or EX character. All timed to be released around Evo.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 13, 2012, 02:35:06 AM
They need to have an EX (Garou) Terry as a downloadable character, I'd pay up for that. I already got a bunch of ideas that would differentiate him from the regular Terry, outside of the obvious Power Dunk+Brake, Power Charge and loss of Rising Tackle.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 02:48:22 AM
Garou Terry with Rock and Adel DLC would be pretty bad ass.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 02:59:28 AM
Hell, I'd pay just to get Are You Okay back.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 03:19:47 AM
Didn't Terry have a weird overhead punch in I think it was 02UM (EX Terry) and Real Bout Dominated Minds? It kinda' looked like a pseudo Power Dunk but he didn't fly in to the air. I'd like to see Garou Terry with that move and that Slide he had in the Real Bout games.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on February 13, 2012, 03:34:05 AM
They should give Ralf his command grab back. There's alot of characters that have altered move sets that still work well. He's still sick, but I really think he should get his command grab back.

 Im sure that asking for too much though, they probably make a few tweaks too some characters moves. Probably make some modifications to HD. Dont know what to aspect but I feel they will.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 03:38:53 AM
Yeah, that was another idea I had: make Ralf a hybrid grappler again.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on February 13, 2012, 03:45:03 AM
Dunno why people keep saying no new characters will come. It's definitely possible and I bet they're already in the works. Lets just wait and see, but I totally would like Rock or EX Terry.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 03:45:10 AM
They took away his CG because they wanted to differentiate him from Clark.  Giving it back to him would likely defeat the purpose because then the only thing separating them really is DM's and NeoMaxes (and Ralf having a couple extra moves, which with his CG back, would contribute a lot less to his overall gameplay).

Instead, just make Ralf better, make his pokes do more damage.  If the devs want him to be played a lot like 98 Ralf which seems to be the case, they need to make his pokes a lot more meaningful in the long run akin to how 98 was played.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 13, 2012, 03:51:20 AM
Im having trouble beating noobs online especially the robert ones cant deal with their randomness and his flying kick can you punish his unlike takumas?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 03:57:37 AM
Dunno why people keep saying no new characters will come. It's definitely possible and I bet they're already in the works. Lets just wait and see, but I totally would like Rock or EX Terry.

I never said no new characters would come but it's much more realistic to consider more ex characters and headswaps considering the time and money involved in making new characters.

If SNKP brought back about 8 classic characters and introduced 2-3 brand new ones I think that would please just about everyone.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 13, 2012, 03:59:08 AM
Considering the track record of Playmore & how strapped for cash they are you are more then likely to see a brand new game rather then any more dlc. People expect at least 3 characters. For a brand new game they can get by with 7 new a few new stages and mess with the moves a bit and people will buy it. Why only get the niche group to buy dlc for $5 a pop when you get a wider buyer group to get a brand new game for $40 to $50 instead. Kof XIV Dream Match Continues.

It's a WHOLE lot cheaper to make DLC than it is to make a whole new game. With a new game, you need a new crew, a lot more characters, more content, a new marketing campaign, a website, and etc. It's a lot more money than just releasing 1-3 characters and that's it. It would actually make more sense financially, especially if they're going to sell them for 5 bucks a piece.

DLC for the most part is simply releasing content that is already on disc or is well on it's way to being finished then touched up and patched in at a later date. Capcom has said many times that if characters aren't already planned for release before the game is finished (I.e. meaning a good portion of the work has already been done) then it's highly unlikely any new content will be released.

That being said if the king of milking a franchise says it doesn't want to release new characters cause it's too much work chances are there might be a bit more to releasing a character from scratch then most make it out to be. On top of this what I mentioned before is the asian market hates DLC. KOF makes the most money in Asia & Latin America. If one of your main markets doesn't particulary like a format, then I doubt you are going to spend a lot of resources to that particular format.

Lastly making a new KOF game is a lot easier once the game goes back to recycling animation. KOF in the past could be churned out in a year's time. It took over 3 years to make a brand new KOF game and that particular game wasn't even finished then. The real game came out 2 years later. Using the concept that they will recycle 70% of KOF XIII I think it's safe to believe that if new from scratch content is such a pain in the ass then it's just plain easier for Playmore to go after a brand new KOF especially since the next installment begs for a dream match which doesn't require a story.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 04:10:00 AM
Who knows. DLC for fighters is still a pretty unknown area. For all we know they'd add the DLC characters to the arcades, but then comes the question about how much you can milk a single game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 04:30:24 AM
Who knows. DLC for fighters is still a pretty unknown area. For all we know they'd add the DLC characters to the arcades, but then comes the question about how much you can milk a single game.
going by street fighter standards  a whole lot anyway the only thing i want is blue mary and a workable netcode though i know im more likely to only get one of those choices 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 13, 2012, 04:50:58 AM
Hell, I'd pay just to get Are You Okay back.

A million times this.

Didn't Terry have a weird overhead punch in I think it was 02UM (EX Terry) and Real Bout Dominated Minds? It kinda' looked like a pseudo Power Dunk but he didn't fly in to the air. I'd like to see Garou Terry with that move and that Slide he had in the Real Bout games.

Yeah, it's called Quick Burn, it's like a two handed Burning Knuckle attack. Quick Burn and Fire kick are something the classic Terry is more well known for though, wouldn't make too much sense from a design stand point to have Garou Terry using those techniques. I'd rather regular ol' Terry get those, he could use a lil something extra I think.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nightmoves on February 13, 2012, 04:52:33 AM
Just give me Rock, his Garou stage, and a remix of "Spread the Wings" and I'll be happy.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 04:56:35 AM
If only we could get Rock...but it's extremely unlikely outside of Dream Matches and even then the chances are slim to none.  Short of SNKP blowing up big, or agreeing to another CvS with Capcom, Rock is never coming back.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 05:14:10 AM
tbh i think we would probably get a street fighter vs sailor moon before we would ever get another cvs
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 05:18:14 AM
...Not that that's a bad thing >_> <_<
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 05:18:58 AM
...Not that that's a bad thing >_> <_<
no it's not i would play the fuck out of that game
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 13, 2012, 05:36:57 AM
I'd rather we just get a Garou 2.

Or a Real Bout Fatal Fury 2 Ultimate Match w/ Jubei Yamada, Raiden, Hwa Jai and Ryo Sakazaki added in.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 05:39:38 AM
I'd rather we just get a Garou 2.

Or a Real Bout Fatal Fury 2 Ultimate Match w/ Jubei Yamada, Raiden, Hwa Jai and Ryo Sakazaki added in.

Garou 2 is the only way we'd see Rock again...and they aren't going to make a Garou 2 unless they suddenly get really confident with KOF. 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 06:10:34 AM
I'd rather we just get a Garou 2.

Or a Real Bout Fatal Fury 2 Ultimate Match w/ Jubei Yamada, Raiden, Hwa Jai and Ryo Sakazaki added in.

Garou 2 is the only way we'd see Rock again...and they aren't going to make a Garou 2 unless they suddenly get really confident with KOF. 
well i would say XIII gave them all the confidence they needed
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 13, 2012, 06:20:51 AM
SNK trolled us with KOFXIII, if you have Joe fight Kula, Joe mentions his disciple Kuan being a good match for her.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 06:23:10 AM
I've never played the story mode so I never caught that. Could be a casual reference or a hint towards the future. I'm thinking it's just a troll like you said, how many times could they headswap the same character?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 06:57:52 AM
I've never played the story mode so I never caught that. Could be a casual reference or a hint towards the future. I'm thinking it's just a troll like you said, how many times could they headswap the same character?
im sure they have a few more kyo clones somewhere
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 13, 2012, 07:36:59 AM
If we really do want to see Rock back, I think we better stick to hoping that a Garou 2 will indeed be made one day. I don't know, something just tells me that a lot more people would pay more attention to a game like that mainly because it's one on one instead of 3 vs 3 with rounds in it.

As for KOf13 Climax, if they are just rebalancing things, I'm all for it. But I can see why people would want at least one or two characters added in there. I love this game don't get me wrong, but it just feels empty to me without some of the more interesting characters like Yamazaki and Heavy D not being there.   
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 13, 2012, 07:43:05 AM
I think a Garou 2 with a refined Just Defend mechanic would get more casuals in. That and I;d like to see the Line Sway return.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 13, 2012, 07:57:58 AM
I think a Garou 2 with a refined Just Defend mechanic would get more casuals in. That and I;d like to see the Line Sway return.

Out of curiosity, is it true you live in NY? If so, what part of NY?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 13, 2012, 08:24:21 AM
how many times could they headswap the same character?

Kuan is female.

Let that sink in for a bit. Joe with a female student.

 ;)

[spoiler](http://img641.imageshack.us/img641/2333/joesstudent.png)[/spoiler]
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 13, 2012, 09:33:32 AM
Now I have to lobby for Kuan in Garou 2. Another Muay Thai female with Joe's over-confidence? Sounds too good to be true.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 13, 2012, 09:59:34 AM
how many times could they headswap the same character?

Kuan is female.

Let that sink in for a bit. Joe with a female student.

 ;)

[spoiler](http://img641.imageshack.us/img641/2333/joesstudent.png)[/spoiler]
im ok with this
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 13, 2012, 01:10:55 PM
I'm just wondering who gets to rub their face in her boobs in Garou 2? For some reason I could see Hokutamaru do it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Sharnt on February 13, 2012, 01:29:27 PM
Why so mush hype for Rock? And Grant ? ;(-
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 13, 2012, 03:23:31 PM
^ There always has been hype for Rock. Before the console version, he was the most voted for character to put in KOF XIII. Grant you got me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 13, 2012, 04:20:38 PM
In garou 2, I will love to see all the cast from MOTW,some new characters that still got some relation with older SNK characters, and returns with completeley new designs, and aged andy mai or even older ryo will be really badass, also I want to see a grown up li xiangfei
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 13, 2012, 08:27:20 PM
how many times could they headswap the same character?

Kuan is female.

Let that sink in for a bit. Joe with a female student.

 ;)

[spoiler](http://img641.imageshack.us/img641/2333/joesstudent.png)[/spoiler]

I lol'd at nosebleeding Tizoc. Also, is that Terry next to Joe?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 08:33:10 PM
Whomever it is...he sure isn't Okay.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 13, 2012, 09:39:22 PM
http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg)
KOF13 Esports?!??
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: hiltzy85 on February 13, 2012, 09:41:59 PM
Whomever it is...he sure isn't Okay.

you might say he's about to busta wooaf!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 13, 2012, 09:48:00 PM
http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg)
KOF13 Esports?!??

I think someone just tagged the wrong video.  Otherwise, that would've appeared on both of the videos rather than just the one.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: oricon on February 14, 2012, 12:24:18 AM
Ive been thinking the KOF12 and 13 redesign of Takuma looks really familiar

http://www.youtube.com/embed/joNwYPdEBTc (http://www.youtube.com/embed/joNwYPdEBTc)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on February 14, 2012, 02:18:55 AM
Ive been the KOF12 and 13 redesign of Takuma looks really familiar

http://www.youtube.com/embed/joNwYPdEBTc (http://www.youtube.com/embed/joNwYPdEBTc)

Segata Sanshiro is indeed awesome. But i still stand by my belief that Takuma Sakazaki is based off of Sonny Chibas character Takuma in "the street fighter". Even more so after seeing mr Karate taking the same pose as Sonny Chibas character in "the killing machine" after he tells Etsuko Shihomis character that she should change her pose and lower her arms, holding them forwards instead of diagonally upwards.

It may ofcourse just be me looking too far into things, but Sonny Chiba is awesome, and so is Etsuko Shihomi, who i believe is the inspiration for Yuri Sakazaki, based on her appearance in "sister street fighter: fifth level fist" (not actually part of the sister street fighter trilogy)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 14, 2012, 02:56:37 AM
I just got beat down by MastaCJ 5-0, some replays coming later tonight or tomorrow.  I would've replayed them all..but I'm still too habitual in going past the replay screen.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on February 14, 2012, 06:22:32 AM
Takuma is neither Sonny Chiba nor Segata Sanshiro - he is Mas Oyama, founder of the Kyokushin Style of Karate.
http://en.wikipedia.org/wiki/Masutatsu_Oyama (http://en.wikipedia.org/wiki/Masutatsu_Oyama)

Yes, Kyokugen = Kyokushin.

Sonny Chiba was, however, one of Mas Oyama's students. In fact, Chiba portrayed him in various martial arts films.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 14, 2012, 08:19:28 AM
http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg (http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/398472_10100947021757652_5133675_61126966_688298114_n.jpg)
KOF13 Esports?!??

Only positive I see there is that many people possibly playing the game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 14, 2012, 08:45:31 AM
Ive been thinking the KOF12 and 13 redesign of Takuma looks really familiar

http://www.youtube.com/embed/joNwYPdEBTc (http://www.youtube.com/embed/joNwYPdEBTc)

You know I'm going to be singing this song for the rest of my shift and I'm only on 1st break.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on February 14, 2012, 12:47:35 PM
Takuma is neither Sonny Chiba nor Segata Sanshiro - he is Mas Oyama, founder of the Kyokushin Style of Karate.
http://en.wikipedia.org/wiki/Masutatsu_Oyama (http://en.wikipedia.org/wiki/Masutatsu_Oyama)

Yes, Kyokugen = Kyokushin.

Sonny Chiba was, however, one of Mas Oyama's students. In fact, Chiba portrayed him in various martial arts films.

Fancy, gotta look up those movies noted.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sociald on February 14, 2012, 02:37:21 PM
if climax means new chaaracters please anyone but no hokutomaru
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 14, 2012, 06:40:21 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 14, 2012, 07:19:15 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).

Hokutomaru?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 14, 2012, 07:37:30 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).
KoF needs a sassy black chick who dont need no man
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 14, 2012, 07:45:42 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).

Hokutomaru?


Yeah, judging mai pic from KOF XI ending, is seems that hokotomaru is the disciple of both, even some of his moves resemble more mai fighting style than andy
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 14, 2012, 07:51:47 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).
KoF needs a sassy black chick who dont need no man

So...Miki from KS?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 14, 2012, 07:56:29 PM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).
KoF needs a sassy black chick who dont need no man

So...Miki from KS?
could possibly work
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Cibernetico on February 15, 2012, 04:55:49 AM
I just got beat down by MastaCJ 5-0, some replays coming later tonight or tomorrow.  I would've replayed them all..but I'm still too habitual in going past the replay screen.

Isn't that the UMvC3 player who plays on a 360 pad or something?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 15, 2012, 05:12:18 AM
That would be him.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 15, 2012, 06:40:12 AM
Yeah, I got bodied by MastaCJ at Kumate on stream as well.  He has a sick chin and very annoying athena.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 15, 2012, 07:08:35 AM
Yeah, but how I ended up taking him on was completely random and surprising.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 15, 2012, 07:16:52 AM
Online is dead on PS3. Played one guy and one guy only and he basically just used gimmicks, every time he rolled I could not punish it for some reason. I beat him 3 times but I didn't feel like I got anything out of it other than figuring out that Billy's cr.C easily beats all of Raiden's Shoulders aside from EX.

I gotta' play you guys offline but I swear to fuck every time a weekend comes up horrible snowy weather appears and there's road warnings.

Possible scrub KOF question: What purpose do CD's have? Because it seems like they benefit only certain members of the cast by giving them an amazing Air to Air or a really good standing Meatie for pressure. But some characters have CD's that do neither of these. So is the purpose of a CD just to be a pressure move on the ground or is it supposed to be this amazing jump in that beats a variety of AA's even though in this game certain AA's and EX beat it clean? I just don't get their purpose.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: the7k on February 15, 2012, 08:31:01 AM
Where you play at? I still get some folks to play with on PSN, but it happens MUCH less often now than it did before the patch.

I must only be pitting me against people in my area. I even ran into one guy I recently saw at a tourney. While that was a fun coincidence, it made me wonder if people outside of a certain radius aren't even visible to me.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 15, 2012, 09:08:08 AM
Online is dead on PS3. Played one guy and one guy only and he basically just used gimmicks, every time he rolled I could not punish it for some reason. I beat him 3 times but I didn't feel like I got anything out of it other than figuring out that Billy's cr.C easily beats all of Raiden's Shoulders aside from EX.

I gotta' play you guys offline but I swear to fuck every time a weekend comes up horrible snowy weather appears and there's road warnings.

Possible scrub KOF question: What purpose do CD's have? Because it seems like they benefit only certain members of the cast by giving them an amazing Air to Air or a really good standing Meatie for pressure. But some characters have CD's that do neither of these. So is the purpose of a CD just to be a pressure move on the ground or is it supposed to be this amazing jump in that beats a variety of AA's even though in this game certain AA's and EX beat it clean? I just don't get their purpose.


Summore merits:
CDs can do good guard damage.
Many have good priority once into the attack frames.
More blockstun (some chrs get frame adv).
They leave the opponent juggleable after counter-hits. You see a lot of seasoned players quickly doing another jump attack if not more on reaction after hitting with a CD counter in the air.
They can be empty-cancelled into specials, etc. to keep the opponent guessing or mess up their timing - some chrs can get a little extra range on moves like EX kyo doing qcf+P on empty cancel of CD that moves him fwd a bit.
Lastly, soft knock-downs can always be good for gaining position or changing the tide.

Hope that helps round out the picture :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 15, 2012, 10:49:34 AM
Now that I think about it, Mai is the only one of the Fatal Fury five (the FF characters that were in the very first KOF and have been in all of them for the most part) that doesn't have a disciple. (Or does she?)

I've always imagined her disciple to be a blond, white American girl so that she would be the opposite of Andy (blond, white American man discipling a Japanese boy - Japanese woman discipling a blond, white American girl).

(http://static.desktopnexus.com/thumbnails/773317-bigthumbnail.jpg)
Namco beat SNKP to that probably.

But yeah, Hokutomaru is under both Andy and Mai in a sense, so maybe give him a few more recognizable moves that originally belong to Mai, and there's her half-stand in.

Of course, Jenet was always supposed to be a younger, different iteration of Mai, with moves too similar to Mai's now that I think about it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 15, 2012, 10:51:21 AM
Where you play at? I still get some folks to play with on PSN, but it happens MUCH less often now than it did before the patch.


I can't seem to find anyone to play with on PSN myself anymore. Today in the morning, afternoon and late at night, the rooms were damn near barren. I did play on blue bar match but the guy left after we played. Yeah, the online isn't perfect by any means at all, but it is still really playable to a fair degree if you have 3 or 4 bar delay connection if both of the players feel the connection is smooth.

So, yeah I think more people have to play more, that's really it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 15, 2012, 11:33:57 AM
Where you play at? I still get some folks to play with on PSN, but it happens MUCH less often now than it did before the patch.


I can't seem to find anyone to play with on PSN myself anymore. Today in the morning, afternoon and late at night, the rooms were damn near barren. I did play on blue bar match but the guy left after we played. Yeah, the online isn't perfect by any means at all, but it is still really playable to a fair degree if you have 3 or 4 bar delay connection if both of the players feel the connection is smooth.

So, yeah I think more people have to play more, that's really it.
tbh i really dont think anyone wants to play this game online any more most games of any genre that release in this state usually have their online communities die off with in a month or two maybe im just regurgitating the same shit ive been saying for the last few weeks but ive had to deal with this stuff on 5 different accounts and im not going to keep throwing my money at them just to be disappointed   i love this community to death but the devs need to straighten the fuck up 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: marchefelix on February 15, 2012, 08:37:20 PM
But yeah, Hokutomaru is under both Andy and Mai in a sense, so maybe give him a few more recognizable moves that originally belong to Mai, and there's her half-stand in.

Boo

She needs her own disciple. She can't possibly be so lazy as to conform to being Andy's disciple's other master.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: hiltzy85 on February 15, 2012, 08:57:48 PM
I don't know if this is at all common or not, but it happens to me pretty often...When I play in 3 bar matches (and good 2 bar matches), generally things are totally fine, but when I play 4 bar matches, they seem to alternate between normal and basically playing like a 1 bar match.  In fact, I've played 1 bar matches that are better than a lot of the 4 bar matches I've played in, just because they were consistently slow, rather than randomly picking up gigantic input delays.

In any case, it seems to me that a lot of the 4 bar connections I've played are very unstable, and the actual connection quality fluctuates during the match, unlike in 1, 2 and 3 bar matches.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 16, 2012, 05:00:43 AM


Summore merits:
CDs can do good guard damage.
Many have good priority once into the attack frames.
More blockstun (some chrs get frame adv).
They leave the opponent juggleable after counter-hits. You see a lot of seasoned players quickly doing another jump attack if not more on reaction after hitting with a CD counter in the air.
They can be empty-cancelled into specials, etc. to keep the opponent guessing or mess up their timing - some chrs can get a little extra range on moves like EX kyo doing qcf+P on empty cancel of CD that moves him fwd a bit.
Lastly, soft knock-downs can always be good for gaining position or changing the tide.

Hope that helps round out the picture :)

Good reasons but for me it just seems like CD's favor certain characters far more than others but I can understand the reasoning a little better now.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 16, 2012, 06:22:50 AM
Well yeah, but you could say that about any normal really.  Think of CD's less like a mechanic and more like just another normal for a character, and not every character have the same good normals.  Compare like...Iori's sweep to Kensou's.  Obviously Kensou makes more of a use out of his sweep over Iori's...horribad one.  Same deal with CD's.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 16, 2012, 07:07:07 AM
Yeah, but how I ended up taking him on was completely random and surprising.

Did you play him online?  xbox or ps3?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 16, 2012, 03:11:35 PM
XBL but I wouldn't expect to find him the way I did.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 16, 2012, 04:28:39 PM
I don't know if this is at all common or not, but it happens to me pretty often...When I play in 3 bar matches (and good 2 bar matches), generally things are totally fine, but when I play 4 bar matches, they seem to alternate between normal and basically playing like a 1 bar match.  In fact, I've played 1 bar matches that are better than a lot of the 4 bar matches I've played in, just because they were consistently slow, rather than randomly picking up gigantic input delays.

In any case, it seems to me that a lot of the 4 bar connections I've played are very unstable, and the actual connection quality fluctuates during the match, unlike in 1, 2 and 3 bar matches.

What I have seen (and I have seen it a lot) is the movement between the different bars in the match causes a lot of crap to happen. The game constantly changes the speed, frames, and input throughout the match. It messes with frames 1st then speed when you get to 3 bar and then input when you go further down 3 and into 2 bar. What you experience is your connection deciding whether to be a 4 bar or a 3 bar match. It gets really crappy when it can't decide.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Eripio69 on February 16, 2012, 10:48:34 PM
The online is really worse after patch for me.. I gave up:(
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: hiltzy85 on February 17, 2012, 09:25:57 PM
What I have seen (and I have seen it a lot) is the movement between the different bars in the match causes a lot of crap to happen. The game constantly changes the speed, frames, and input throughout the match. It messes with frames 1st then speed when you get to 3 bar and then input when you go further down 3 and into 2 bar. What you experience is your connection deciding whether to be a 4 bar or a 3 bar match. It gets really crappy when it can't decide.

This sounds pretty reasonable to me.  It seems that quite often, when I get back to the lobby after a weird 4-bar match, it often shows the connection as 2 or 3 bars, and then arbitrarily returns to 4 bars sometime before starting another match.  Conversely, when I join the room, it'll show 4 bars, and then after the match, I'll get booted from the room because the connection has dropped to 1 or 2 bars, and the room was >3-bar only.  It's a bit annoying, really
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on February 19, 2012, 01:53:57 AM
WTF DID I JUST HEAR ON THE STREAM??!  THE BEST SOCAL KOF PLAYERS INVOLVED IN A LETHAL CAR ACCIDENT??

IS THIS TRUE????


IF SO MY HEART GOES OUT THEM
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 19, 2012, 01:56:42 AM
Giby, Reynald, Romance, Kane 317, metaphysics were mentioned iirc, and more I think.

Really hope this is a fucking joke.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Diavle on February 19, 2012, 02:00:05 AM
Someone on Neogaf posted that Bala just got a text from Romance so all is good.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: EDDR on February 19, 2012, 02:07:28 AM
yeah i heard that but it's still a fucking shit joke. Not funny at all.

i just came in the room while i had the stream on speaker, and my heart literally stopped for a second
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 19, 2012, 03:20:10 AM
I honestly think the online is 'okay' or even 'pretty good'. I would compare it to 3rd Strike on GGPO, you can learn matchups and do alright, but you notice weird shit and it's hard to punish or even block certain things.

By comparison I would say that 3rd Strike Online Edition is absolute dog shit and even worse than 3rd Strike on 2DF.

There's just not a lot of people online and too many people on wireless.

Got zero good matches today and Eltro and KimKaphan haven't been on in days.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 19, 2012, 03:29:39 AM
Zero?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 19, 2012, 03:34:03 AM
Kinda' yeah. No offense meant.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 19, 2012, 04:15:22 AM
I honestly think the online is 'okay' or even 'pretty good'. I would compare it to 3rd Strike on GGPO, you can learn matchups and do alright, but you notice weird shit and it's hard to punish or even block certain things.

By comparison I would say that 3rd Strike Online Edition is absolute dog shit and even worse than 3rd Strike on 2DF.

There's just not a lot of people online and too many people on wireless.

Got zero good matches today and Eltro and KimKaphan haven't been on in days.

Personally I prefer 3SOE. I can understand why you like the new patch, it did stabilize the connection for the most part. However personally speaking, just my opinion of the game, it ruined the fun for me by switching to rollbacks and the variable lag that I can't get a feel for no matter how hard I try. KOF XIII.is just too lag sensitive to play to that style of netcode for me. Problem also is I know a lot of players that agree with me as well. I personally try to push the stability for them but they run into the same problems I do.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 19, 2012, 04:18:38 AM
I never experienced a rollback. I've experienced bad connections but again I will maintain that it's pretty playable. Only sucks when they have you pinned and you do a move on wakeup that has priority but it doesn't come out or they hop in and can't block it online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 19, 2012, 08:46:41 AM
I'm confused. Isn't rollback lag they tack on at the start of the match? So, if you are getting hit during wakeups cause of online isn't that the input lag we're talking about here? I know it's kinda comical that Alex is suddenly head stomping everyone on wakeups in Sf3rd StrikeOE. The rollback I feel is 1/10 of a second. It isn't a ton but I have yet to feel a match with no input lag. 4 bars or not.

To me it's a polarizing netcode. Some people will be happy with it. Some people won't.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: desmond_kof on February 19, 2012, 09:03:29 AM
Rollback is when the game literally rolls back (like a rewind) to a point in time where the players were both last synced up together. KOFXIII doesn't have rollback, its all input delay.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 19, 2012, 01:12:21 PM
Thanks. I was misinformed. Good to have it clarified
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 20, 2012, 05:40:11 AM
Why oh why is it so hard to block crossups and short hops online?

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 20, 2012, 08:31:49 AM
Cause the input delay kills the quick reaction time you need to pull it off and sure frame drops might contribute to it.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: zeech on February 20, 2012, 08:37:08 AM
I don't think KOF13 drops frames.  Dropping frames results in the game speeding up (or maintaining speed whilst framerate is low), but KOF13 only ever slows down.
Maybe you mean dropped inputs?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mr Bakaboy on February 20, 2012, 10:05:20 AM
You might be right.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KLSADAKO on February 20, 2012, 04:46:11 PM
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on February 20, 2012, 05:04:54 PM
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^


One Character Victory
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: KLSADAKO on February 20, 2012, 05:44:10 PM
Just a random question.
What does OCV mean? I know its when a player defeats another player's whole team with only one character, but I never knew what it stands for.. ^^


One Character Victory

oh man i feel so stupid, thanks man ^^
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Shiranui_ninja on February 20, 2012, 06:23:50 PM
Hello everyone! Long time!

In SpekSNK we had the privilage to interview SNKP and Kei Yamamoto, producer of KOF XIII. You can read the interview here (http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465) if you are interested on it. It talks a bit about how SNKP feels about KOF XIII and their future plans :)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on February 20, 2012, 07:36:20 PM
Thanks Shiranui_ninja.

It sounds like they are gonna be really scaled back for now.. Them seemingly having their focus on fighting games is cool, but they have produced other types of gems throughout the years and i wouldn't want that part to die out.

Though then again i stand by Metal Slug (the original) being the best of its series, i do enjoy newer entries and would like to see one that really shines again. It would be cool to see a modern reimagining of the series as with kof, though that might be way too much work and risk.

New fatal fury would be cool. It would be a great chance to introduce new characters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BiGGDaddyCane on February 20, 2012, 11:30:00 PM
Hello everyone! Long time!

In SpekSNK we had the privilage to interview SNKP and Kei Yamamoto, producer of KOF XIII. You can read the interview here (http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465) if you are interested on it. It talks a bit about how SNKP feels about KOF XIII and their future plans :)

Very Cool Interview.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 21, 2012, 01:57:02 AM
I'm sure than garou will be the next game, I had felt that the game has been teased for some time
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 21, 2012, 03:41:12 AM
^that's my guess as well.

@Shiranui_ninja, props for posting that interview.

A really good question is when we'll see another snkp release...
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 21, 2012, 03:43:28 AM
Glad to hear Garou 2 is pretty likely. If they're smart they'll announce it at Evo. I keep saying but it's true; a Garou sequel with Line Sway and Just Defend would do really well among the hardcore and casuals. Casual love the Just Defend mechanic. Give us Joe's sexy pupil and a Krauser-like character and I'm set.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 21, 2012, 04:06:36 AM
Hey, that just means more Rock Howard, and there's nothing wrong with that.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 21, 2012, 04:09:09 AM
Garou 2 will be like shenmue 3 in a sense that I want both games just to see how the ending of the series will be
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: MetalThrashingMadman on February 21, 2012, 04:35:08 AM
Good interview. Can't wait to hear what their next announcement will be.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on February 21, 2012, 07:56:45 AM
Good stuff with the interview bro, thks   ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 21, 2012, 11:49:17 PM
I have a question for Biobooster and everyone who's familiar with the Tokyo scene.

I am going to be in Tokyo for a week in late march.  What arcades do you guys think have the better competition in KOF?  I know the taito station in shinjuku is the mecca for SF, is there an equivalent for KOF?

Also how far away is shinjuku to akihabara?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Angel Shiranui on February 22, 2012, 02:43:18 AM
yeah i heard that but it's still a fucking shit joke. Not funny at all.

i just came in the room while i had the stream on speaker, and my heart literally stopped for a second
Agreed.  I just heard the awful "Joke".  I am pretty goofy but some things you just don't play around with.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 22, 2012, 04:13:30 AM
a Krauser-like character and I'm set.

We got a son of Geese, why not Krauser too?

Then in KOF we can have the Fathers Legacy Team w/ Adelheid.

All of them pretty boys.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 22, 2012, 06:59:27 AM
Pulled off my first Neomax in an actual match against a good player. With Clark. This is how I feel right now:

orgazmo - now you are a man (http://www.youtube.com/watch?v=oECIKVaz5rc#)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Angel Shiranui on February 22, 2012, 07:41:47 PM
A New Garou would be very welcomed.  Jae Hoon needs more shine time.  Also Tizoc/The Griffon needs to be in an updated franchise.  Hoping for Last Blade 3 as well in the same updated fashion.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 23, 2012, 06:12:09 AM
I have a question for Biobooster and everyone who's familiar with the Tokyo scene.

I am going to be in Tokyo for a week in late march.  What arcades do you guys think have the better competition in KOF?  I know the taito station in shinjuku is the mecca for SF, is there an equivalent for KOF?

Also how far away is shinjuku to akihabara?

Hey Freddie. My memory of Tokyo and Akihabara is hazy (expect how awesome it was), but the distance from Shinjuku to Akihabara by subway is probably 45 minutes, or shorter.

I remember Club SEGA having quite a few SNK cabs that people played often, and I'm sure someone might still be playing a 98, 02, or XIII version, at least before they get Climax.

It's been years since I've been back, so don't take everything as fact. Hope Bio will be on real soon to give you concrete answers.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 23, 2012, 02:07:31 PM
I have a question for Biobooster and everyone who's familiar with the Tokyo scene.

I am going to be in Tokyo for a week in late march.  What arcades do you guys think have the better competition in KOF?  I know the taito station in shinjuku is the mecca for SF, is there an equivalent for KOF?

Also how far away is shinjuku to akihabara?

Hey Freddie. My memory of Tokyo and Akihabara is hazy (expect how awesome it was), but the distance from Shinjuku to Akihabara by subway is probably 45 minutes, or shorter.

I remember Club SEGA having quite a few SNK cabs that people played often, and I'm sure someone might still be playing a 98, 02, or XIII version, at least before they get Climax.

It's been years since I've been back, so don't take everything as fact. Hope Bio will be on real soon to give you concrete answers.

Hey LazieFreddy, never saw ur original post.

TBH, I don't know the arcade scene incredibly well, but heard Shinjuku has an arcade where a lot of top players would go and I used to play KOF at Taito Hey arcade in Akihabara as that's somewhat close to work.

I'm interested to know how many arcades still have cabs atm after the console release. Will let you know about Hey arcade as I think I may be checking that out some point soon.

On place I recommend is Shibuya Kaikan near Shibuya station. I use to go there often back in the day due to it's five floors worth of games and bc they have a ton of fighters. I bet XIII would still be there for sure. Players are generally strong at Shibuya Kaikan bc most cabs at that arcade are half price of other arcades to play so peeps flock over there..... just checked their site as I was typing this. They still have XIII and it is 50 yen (half) so you may be good there.

Dunno if this is great info, but hope it helps.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 23, 2012, 09:31:06 PM
Thanks solidshard and biobooster.  I am very excited for the trip!!  At first I was planning to do sightseeing and shopping for the whole week, but upon hearing about KOFXIII Climax, I think I will spend a large portion of time in the arcades.

p.s. after a little digging, it seems that the shinjuku carnival is where dune and other top players hang out.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 24, 2012, 05:36:02 AM
No worries bro.

The release date for Climax hasn't been announced yet. The stuff you heard about was for the loke-test.

Doesn't mean people won't be populating vanilla XIII cabs tho. A number of good players supposedly don't own consoles so they may be back at it in prep for climax.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LazieFreddy on February 24, 2012, 07:44:10 AM
Yeah, I know it's still in location test, but I figured it will be release by late march.  After all, the game is done, they have little work to do.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: BioBooster on February 24, 2012, 08:51:37 AM
Nice, I'm hopeful of that too.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: meiji_99 on February 26, 2012, 06:26:36 PM
i don't know if this are already posted here or not

interview with xian (singaporean player)

http://orochinagi.com/2012/02/interview-dm-xian (http://orochinagi.com/2012/02/interview-dm-xian)

enjoy guys :D.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on February 26, 2012, 08:10:54 PM
KOFXIII producer doesn't know what to develop next?  
http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465 (http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465)

For real????  It's insane they don't realize what they have in their hands. I mean seriously, a KOFXIV dreammatch building off of KOFXIII's content and gameplay is painfully the most obvious and best path for SNKP.

KOF is the bread and butter of SNKP in the mainstream gaming market, and even though Metal Slug may arguably have sold more, Metal Slug doesn't have the charisma and popularity that KOF brings to arcades and consoles. And it's not like you're gonna see a game like Metal Slug at EVO (Mr KOF would probably win the Metal Slug tournament anyway.)

Also a new Fatal Fury would lack the diversity that KOF brings. I mean really, a new Fatal Fury would have even less characters than KOF12. If they want to maintain KOFXIII quality standards, it's such a waste that a guy in that position wouldn't take advantage of the momentum KOF has now thanks to KOFXIII, and make a KOFXIV dream match, potentially increasing the fighting selection by at least 1.5 times.

And that would give KOFXV (the start of next saga) a headstart in playable teams. It's just insane the KOFXIII producer doesn't take advantage of KOF's momentum and foundation they established now. KOFXIV could add Agents Team, Yamazaki, Rugal, Geese, a new Outlaw team, the anti-Kyokugen Team reunited, so many possibilities!

yea I know Garou fans want a MOTW2, but is that really going to make as much sales and get as much attention as a KOFXIV?     Not. at. all.

It's like if Capcom made a Darkstalkers after Street Fighter 4 instead of Super Street Fighter 4. No matter the gameplay and quality, it would still not deliver as much impact as a superior update to a superior franchise, and KOF is SNKP's #1 fighting franchise, even outside latin america.

While MOTW was sinking, KOF was always there to keep the SNKP fighting division afloat.
That KOF producer really REALLY isn't thinking straight and could end up wasting time and money on smaller projects (going back to things like Fatal Fury is like leaving the Major Leagues for the Minor Leagues.)   KOF needs a producer that thinks big for the series and has true passion for KOF's expanding and persistent future.

I mean seriously, when the team that made KOF97 was done, they were already planning for KOF98 DM.  How is KOF to expand and improve sooner if it's left on the wayside after it's only recently regained respect with KOFXIII, after the series plummeted during KOF12, which struggled to make a foundation for a new gen of KOFs?

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on February 26, 2012, 08:24:02 PM
KOFXIII producer doesn't know what to develop next?  
http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465 (http://www.speksnk.org/foro/viewtopic.php?f=23&t=74471&p=585471#p585465)

For real????  It's insane they don't realize what they have in their hands. I mean seriously, a KOFXIV dreammatch building off of KOFXIII's content and gameplay is painfully the most obvious and best path for SNKP.

KOF14 dreammatch is what all my KOF friends want.  If they could make the roster on the scale of 2002UM while maintaining balance and not fundamentally changing what makes 13 great, it would be absolutely amazing.  I really hope at least some part of SNK continues development of KOF using 13's engine.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fujifujifujifuji on February 26, 2012, 08:49:35 PM
Well they have those "Sister Quest' games, it's a pachislot with rpg elements. They can always expand them into proper games, like an action Rpg sorta like Kimino Yushaa, I like it. It's high time SNK pops out some original IPs.

But KOF XIV so soon? hmmm....maybe, but will it use the same system as KOF XIII? it'll come under fire from critics. But it's a good system and I think if they can find a way to expand it, it'll be better. But I wanted some new weapon-based fighting games! a new Samurai Spirit or Last Blade, I mean there's no 2D samurai fighting games yet out there for the next-gen. With the proper atmospheric musics, classic slow but deadly gameplay plus some Overkill fatalities, I think a new Sam-Sho will be a better option compared to cultivating a reputation of churning KOFs all the time.

Point is: I'm not too terribly excited over KOF XIV compared to other SNK games they could've been working on.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 26, 2012, 08:52:03 PM
I want to see KOFXIII GROW in the competitive play field before we see a KOFXIV. It's way too early to be talking about a XIV.

I'd rather a Garou sequel or a new 2D HD Samurai Shodown as the next game. Garou needs a sequel badly, but so does Samurai Shodown... that Edge Of Destiny game was pitiful, didn't SNK learn anything after Warriors Rage? Plus Garou's story still hasn't been dissolved yet, and there is alot of potential for the series.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 26, 2012, 09:26:03 PM
Pretty much. You can't rush out another sequel in a year or two. I would expect a 14 in around 3-4 years. Otherwise you oversaturate the market, just look at Capcom.

We can only hope that with Evo exposure that 13 will get even more tournament play and participation. A Garou 2 or new Samurai Shodown, a TRUE Samurai Shodown, would do wonders for SNKP.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: JennyCage on February 26, 2012, 10:33:15 PM
Pretty much. You can't rush out another sequel in a year or two. I would expect a 14 in around 3-4 years. Otherwise you oversaturate the market, just look at Capcom.

To be fair, Capcom is at the height of its popularity despite flooding the market with games every six months.  Case in point, Wired recently did an article about Southtown Arcade and mentioned Capcom games like ten times, mentioned KOF/SNK zero times.  And the arcade is called Southtown!  Think about that for a minute.

I loved Samurai Shodown, MOTW and Last Blade 2, but I think KOF is SNK's breadwinner and if they are (were?) in financial trouble, it doesn't make sense taking a risks with less known, less popular and less developed IPs.

13's engine is too great to not include other classic and beloved characters from past KOFs.  Here's hoping for 2 years of development at most before we see 14.   ;)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 26, 2012, 10:40:56 PM
That's the thing though, Samurai Shodown is not a lesser known, less popular, or less developed IP.

It's fucking Samurai Shodown. Before KOF, it was SNK's biggest hit. Samurai Shodown was the game that got SNK on the fighting map.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 26, 2012, 10:47:56 PM
^ That's definitely true. http://www.gametrailers.com/video/top-10-gt-countdown/47398 (http://www.gametrailers.com/video/top-10-gt-countdown/47398)

Samurai Shodown came in at number 3 on that list. And from what I understand Samurai Shodown 2 was the most popular fighter in Asia in it's time, eclipsing ST.

A new game with refined mechanics and balance plus MK-style gore would do real well.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on February 26, 2012, 10:50:18 PM
Quote
other SNK games

the majority of SNK fans want KOFXIV above all other SNK games, so that's what KOF's producer should focus on.   Any other type of SNK game isn't going to hold attention as long as a new quality KOF can.  I'm not saying they should rush it.  But once they can fit like 1-3 more teams in there, and add a dreammatch boss like Rugal and maybe tweaking KOFXIII's system a little, KOFXIV could be a new favorite for fans and improve the series as a whole.

I want to see KOFXIII GROW in the competitive play field before we see a KOFXIV. It's way too early to be talking about a XIV.

KOF98 and KOF2002 continue to be played regardless of the new KOFs that are released.  A KOFXIV would not hurt KOFXIII's competitive field, but would infact, offer more new KOF experiences for fans.   besides,  online wise KOF still has yet to meet mainstream standards.  Hardly anyone plays online, and it's still not quite up there with online communities like Super SF4.    So there's still a lot for KOF to catch up on since KOF12 started a new foundation and level of quality, and KOFXIII refined it.
 
So KOFXIV could be the new popular dreammatch like KOF98 or KOF2k2 that fans would greatly benefit from.  It's really the only fighting series with the greatest expansive potential and timeless qualities.   :)  

but the devs have to start working on KOFXIV now!  They've already attempted to bring back Garou and it didn't succeed.  They tried 3-D and it didn't succeed.  Samurai Shodown isn't as appealing as KOF.   Neo Geo Battle Coliseum is too much of a gimmicky atmosphere to take as seriously as KOF.    

When you succeed at making the company's #1 fighting franchise reach a new level, you don't just leave it on the bench.
But on the positive side, if they decide a new Garou, that could transition new fighters/teams to KOF XIV (including Rock!)


so I dunno,   considering how much work it takes as it is, and how behind they are with bringing back KOF characters/teams,  I'd say working on a KOFXIV now would be better.    

I'm not saying they should make a KOFXIII AE.   SSF4 AE is a waste of money,  only 2 "new" characters and 2 alternates.  What a half baked attempt compared to SSF4 expanding SF4 with so many more characters and improvements.

But KOFXIV should be like how KOF2k2 brought back everyone from the saga that finished, and adds a bit more.   Considering how much work was put into 12 and 13,  KOFXIV should have all of 12 and 13's stages too (DLC included), and bring back teams as playable like Agents team, a team with Kasumi, etc.  And of course Rugal since they are traditionally the dream match boss now.   They can potentially add 6-7 more characters to KOFXIV if they start work on it ASAP and don't throw away any KOFXIII content.


They should avoid the mistake Koei made with DW7 Xtreme Legends.  They sold Xtreme Legends without the previous DW7's Story and Conquest modes,   basically resulting in XL only providing Legend and Challenge modes by itself (though it at least brought back all the characters and added 3 more.)   But the point is, DW7 XL would have sold more if it brought back all the CONTENT and features of the previous one, and add more to it!   That Remix upload feature was a redeeming factor, but it still brought down DW7 XL's value when played by itself.  

That's what KOFXIV development should keep in mind.  There is no shame in reselling previous content as a sequel/new edition/DM as long as you add new content beyond that.    And especially for a fighting game it's excusable because new editions should be bigger, better and more complete!  
It's the reason why SSF4 was such a great improvement because it brought back all the important stuff from SF4 and expanded on the roster and everything, including online features!

There are ways to make a new KOF right without making it half baked attempt like SSF4 AE,  or incomplete like DW7XL.  And of course KOFXIV would be the necessary step to make the next KOF even better with a better roster of returning fighters as well as brand new team(s).

but leaving KOF dormant now isn't going to make KOF better anytime soon!

Samurai Shodown's popularity is no longer what it was before KOF,   it wouldn't deliver the financial and marketing impact that KOFXIV would easily receive.      

I mean look how bad Samurai Shodown II sold on XBLA.    Not enough people care about Samurai Shodown anymore.   For every person wanting Samurai Shodown series ports, you have dozens to hundreds of people wanting things like KOF98UM and KOF2k2UM.

Soul Calibur series is still holding onto the modern weapon fighting game crown.  SS couldn't deliver in 3-D, and 2-D it definitely wouldn't receive a big fanbase.  I mean maybe it could happen, but it took two new KOFs before they met and raised modern 2-D fighting standards.  a new Samurai Shodown would hardly make a ripple.

 
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 26, 2012, 10:59:04 PM
the majority of SNK fans want KOFXIV above all other SNK games

Uhh... excuse me? Who are those majority of SNK fans? Most SNK fans I know want either a Garou 2 or a 2D HD Samurai Shodown, not another KOF.

Everything you're spewing right now is nonsense.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on February 26, 2012, 11:08:39 PM
the majority of SNK fans want KOFXIV above all other SNK games

Uhh... excuse me? Who are those majority of SNK fans? Most SNK fans I know want either a Garou 2 or a 2D HD Samurai Shodown, not another KOF.

You can simply survey SNK related topics, and KOF is on the top of what people talk about.    And of course we can count all of latin america wanting KOF above other SNK games.   I'm not sure what Japan feels, majority-wise, but I think KOF is the most valued SNK series in China.  

but I dunno what a new Garou can add.   Yeah Garou fans could want more refined gameplay over bigger character rosters, but MOTW is proof it couldn't hold interest with such small selection and smaller focused tournament and less favorites involved, no matter the quality of fighting system.


KOF has both quality system and selection.    And now that KOFXIII has reached new quality standards, a new Garou would mean it would have to meet those standards first, which means it would start small, barebones and ignored like KOF12 and other small fighting games like Skullgirls, no matter how good the fighting system is.

I think building a new Garou would be even harder than building a KOFXIV. At least KOFXIV would have the groundwork covered to expand upon thanks to KOF12 and KOF13.    But a new Garou would have to work from scratch again, fighting system included.  

Unlike Capcom, I don't think SNKP can afford to risk on projects that deliver less than what modern KOF offers.  Garou is in a way, very niche compared to KOF, which still has trouble getting attention in the west, so what does that say about Garou?


edit: but I will say that I would look forward to a new Garou a lot more than a Samurai Shodown.   At least Garou fighters can transition and fit into KOF more naturally.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 26, 2012, 11:39:34 PM
http://dreamcancel.com/forum/index.php?topic=266.0 (http://dreamcancel.com/forum/index.php?topic=266.0)

Most ppl here seem to want Garou 2.

Just because KOF12 was rushed and an incomplete game doesn't mean a Garou 2 would be as well. KOF12 wasn't just a mess because of the small character selection (For a KOF game), the gameplay system and mechanics were completely fucked over and there were very few moves per character, the game was nothing more than a placeholder. What happened when KOFXIII came out? The game played more like traditional KOF, all of the old gameplay systems were brought back, and movesets were more complete this time around (Although I'd argue some characters are still kinda lacking, EX moves helped flesh them out slightly).

Garou 2 can totally be done and kick ass, especially if it used true HD sprites, something that KOFXIII's sprites aren't.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on February 26, 2012, 11:51:49 PM
http://dreamcancel.com/forum/index.php?topic=266.0 (http://dreamcancel.com/forum/index.php?topic=266.0)

Most ppl here seem to want Garou 2.

Just because KOF12 was rushed and an incomplete game doesn't mean a Garou 2 would be as well. KOF12 wasn't just a mess because of the small character selection (For a KOF game), the gameplay system and mechanics were completely fucked over and there were very few moves per character, the game was nothing more than a placeholder. What happened when KOFXIII came out? The game played more like traditional KOF, all of the old gameplay systems were brought back, and movesets were more complete this time around (Although I'd argue some characters are still kind lacking, EX moves helped flesh them out slightly).

Garou 2 can totally be done and kick ass, especially if it used true HD sprites, something that KOFXIII's sprites aren't.

well maybe.  They still have to have a better taste for a roster than MOTW. 

but remember, KOFXIII was great because of the groundwork KOFXII laid there.  KOFXII had fewer moves because it was their first attempt at new KOF graphics and sprites, so everyone had to be made from scratch and they got to the point they had to sell what they finished because they ran out of money to fund it.

 Considering how long it takes for their new process for sprites takes,  a MOTW2 would have to cut corners like KOFXII did to not go overbudget, since MOTW2 would not use KOFXIII's system.   They would have to start from scratch like KOF12 did.    So that means MOTW2 would have to be fairly small to meet quality expectations.

If MOTW2 sprites try to go true HD, that might take even more time to finish characters.   Well maybe a MOTW2 could be great,   not sure if they have the funding and direction to pull it off.     hmmmm, you know I think an Art of Fighting 4 would be more epic, but I always preferred AOF 1 and 2 flavor over Garou.   

hey you know, what if they apply KOFXIII AOF characters to MOTW2 (like Ryo was in FFSpecial), but I think Yuri should get a totally redone sprite,  she needs to look her age, taller and strong like in AOF2 and KOF95, and get her long hair back (the KOFXIII alternate looked cheap.)   

They could also add all Garou characters from KOFXIII too as a head start for a bigger better roster.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Amedø310 on February 26, 2012, 11:58:30 PM
With all this Garou talk, does anyone know if there was an actually MOTW 2 story that release as some short digital novel? I've sworn I have seen it somewhere online.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 27, 2012, 12:01:10 AM
They could also add all Garou characters from KOFXIII too as a head start for a bigger better roster.

XIII doesn't have any Garou characters.

Trying to make a game with all the classic Fatal Fury characters in XIII wouldn't work either. That would be the sort of thing Capcom would try to do.

Considering how long it takes for their new process for sprites takes

KOFXII/XIII's sprites only took long to produce because of the ridiculous level of shading they use. If SNK opted for a different sprite style, they could have more characters + more fluid animation.

Garou 2 needs to be a 100% new game, and it's own game.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 27, 2012, 12:27:56 AM
i would prefer a new motw over everything else at this point (or at least re-release the ffs games and i would be happy) i love kof to death but i would like them to resurrect one of the older fighting game franchises ill just get bored playing the same "thing" all the time
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 27, 2012, 01:06:36 AM
One think that some people has not realized, is that there are SNK Fans who love kof, and kof fans who only love KOF, I'm sure that judging the south and central america scene, and some reading into here, I realized that lots of kof players only care for kof, sure, they could show support to other series, but in the end they really don't care that much for them
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 27, 2012, 01:59:54 AM
That's a good point. Die hard KOF players will only play KOF regardless of other fighters or they're favorite character is in another game. Those kind of guys are pretty nitpicky when it comes to other fighters.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 27, 2012, 02:10:14 AM
I'd hope there aren't that many KOF purists out there who only play that series. It's a good series to play if you're only interested in investing time in one, but I can't count how much stuff good stuff I would've missed out on if I'd just stuck to KOF after discovering '95. Not to mention how I learned some tactics and reasoning behind some movements if the characters were from other series, especially FF to KOF.

I'm hoping it's Garou 2 that's next, and that it's different from most everything that came before it, even Garou 1 to a point. And after that, another non-KOF title. Let KOF XIII be the KOF fix for a good while; I do remember a time when it seemed KOF was SNK's ONLY significan money maker.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on February 27, 2012, 02:14:06 AM
I'm telling ya: All they have to do is announce Garou 2 at Evo and show an in-game screenshot of Rock Howard and it will be a huge success.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 27, 2012, 02:19:44 AM
I'm telling ya: All they have to do is announce Garou 2 at Evo and show an in-game screenshot of Rock Howard and it will be a huge success.

Agreed, but I might say huge anticipation to be followed hopefully by huge success.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 27, 2012, 02:35:28 AM
Most KOF players I know are SNK specialists and can play any SNK/Neo-Geo fighting game.

I know quite a few of top KOF players are really good in Garou too, like 777.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Fluke on February 27, 2012, 04:01:10 AM
I don't think Kofxiv is needed atm. Kofxiii is awesome and could go with a new batch of dlc or a "2013 edition" or something sure, but i don't think they really need to change anything and possibly invalidate xiii as a current competitive game by releasing a whole new one for some time. There's just no need for it. Instead they could focus on bringing something else to the table and when they do make Kofxiv they can hopefully take it another great step forwards. A great benefit to that is that if they get to enjoy their work and do not only what they think they have to they will hopefully make better games that are more enjoyable to everyone.

What do you want Kofxiv for anyways? Characters?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on February 27, 2012, 04:13:58 AM
What do you want Kofxiv for anyways? Characters?

Most everyone from the Ash saga, yes. Plus some form of the tag system (preferably XI), mixed slightly with what XIII has. Hope they could manage that with some balance.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fujifujifujifuji on February 27, 2012, 12:33:39 PM
Hmm, if I'm SNKP, the first thing I'm gonna do is concentrate on infrastructures. Namely, developing a reliable in-house netcode, ideally it should be in-house not licensed or purchased or whatever. We can keep milking KOF XIII and our XBLA, PSN or Virtual Console titles to fund our netcode project. Even if all of SNKP don't care about netcode, but majority of players do so we gotta get a good netcode AT ALL COST, many gamers dropped SNK games simply because of netcode...being an old school player who still regularly play DOS games I never understand these motivations, but nevertheless that's the reality. Besides, SNKP is planning to open a new division right? a casual, social gaming division. Kinda like China's booming browser and f2p games, this'll give them plenty of opportunities to practice networking while raking in profits on the side.

So I would suggest that SNKP take it easy with major games for a while, meanwhile developing ways to cope with their weaknesses. Such as studying English....not just for translations (in fact, keep this as Engrish as possible like old times), so they can scout forums like these and get first-hand opinions on foreign markets. Then maybe they could start testing inter-continental Netcode framework, and received accurate feedbacks. Oh, and the pachislots? those had higher production value and budget than the gaming divisions (seriously, with Madhouse animations, famous idol themesongs, famous mangaka arts and other expensive licensed stuff) that gotta change.

So bottom line: SNKP should take it easy and re-evaluate their priorities. Take it slow and steady, don't be tempted to ride on KOF XIII's wave for easy money, that never worked.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 27, 2012, 01:26:50 PM
^ sounds like a winner
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: nilcam on February 27, 2012, 03:46:12 PM
They have had reliable netcode in the past in the form of NGBC and the NeoGeo Station titles. They need to further improve on that and probably use slightly more forgiving controls to help with lag, i.e. KOFXI.

I support more NeoGeo Station releases. I really want to play Garou with that netcode.

As far as the next game, if they want to make money, it should be Garou 2. That is one of their most popular titles of all time in the FGC and fans have wanted it for years. It's one of the few games they've done that gets love from Capcom and SNK fans. If not for the ease of pirting NeoGeo games when Garou launched, they would have made a mint.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Running Wild on February 27, 2012, 03:50:48 PM
I'm with you Nilcam, Neo Station needs more love, Garou:MOTW would be a great addition, and I am dying for some RB games on Neo Geo Station, especially RB2.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on February 27, 2012, 05:39:03 PM
100% agree with you guys.
That NGS, needs more releases.
MOTW, RB2 or other SamSho., would be really nice! Hope it will happen...

BTW, I am the only one, feeling that SNKP falls asleep?! :/
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: kofoguz on February 27, 2012, 08:30:31 PM
I dont think they are asleep, I think theyre working on a new project (as SpekSNK' interview pointed).  Also remember the Climax. I think we dont need KOFXIV yet, just 1-2 more DLC character for Climax and consoles (if possible) would be enough to keep going with KOF.
So what should be next? Hmm I loved Garou MOTW, so MOTW2 is good for me. Seeing HD Rock will  impress a lot of fans like schoolgirls (part of me, too ;), I really would like to see HD Dong Hwan and  B. Jenet. But I'm dying to see a new NGBC.
MotW sequel seems logical cause they can create wonders with 12-15 characters (they're hiring so hoping the process would be faster), they could get some money from there, on the other hand NGBC sequel needs a little bit more crowded roster, but with this game inevitable new Snk-Capcom crossover might benefit from the sprites. So for the timeline I'm hoping;

(Meanwhile Climax and hopefully new characters.)
MotW sequel/or better AOF4       -->       NGBC sequel                    -->      KOFXIV -->    SVC sequel by SNK.
                                                  (Meanwhile CVS sequel by Capcom)

Why am I putting crossover to the equation? Crossovers are hot again, KOFXIII changed a lot of opinions and got positive reaction, Capcom is warm to the idea, SNK is warm to the idea. Personally  I (a crazy dream I know) JOJO's Bizarre Adventure Universe vs SNK or  JOJO BA Universe fighting game by SNK. I can only imagine.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: affinity on February 28, 2012, 01:55:25 AM
It makes you wonder why they choose GSS for netcode again (which made the horrible netcode on KOF12)  for KOFXIII.   

The patch improved it a bit, but less than half of the fanbase isn't going to play it online unless it meets Arcana Heart 3 standards.

They should of hired the company that did Neo Geo Station netcode for KOF95 and KOF96.
Which I think is called M2 or something.

Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on February 28, 2012, 01:59:06 AM
Likely because SNKP probably owns GSS.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Xxenace on February 28, 2012, 02:13:03 AM
It makes you wonder why they choose GSS for netcode again (which made the horrible netcode on KOF12)  for KOFXIII.   

The patch improved it a bit, but less than half of the fanbase isn't going to play it online unless it meets Arcana Heart 3 standards.

They should of hired the company that did Neo Geo Station netcode for KOF95 and KOF96.
Which I think is called M2 or something.


isn't arcana hearts netcode nearly the same as blazblues?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Mikel on February 28, 2012, 05:12:50 PM
It makes you wonder why they choose GSS for netcode again (which made the horrible netcode on KOF12)  for KOFXIII.   

The patch improved it a bit, but less than half of the fanbase isn't going to play it online unless it meets Arcana Heart 3 standards.

They should of hired the company that did Neo Geo Station netcode for KOF95 and KOF96.
Which I think is called M2 or something.


isn't arcana hearts netcode nearly the same as blazblues?
Yes, Arcana Heart 3 was ported by Arc System Works, which explains why it feels like BlazBlue's netcode.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Homies Over Shotos on February 28, 2012, 07:28:39 PM
It makes you wonder why they choose GSS for netcode again (which made the horrible netcode on KOF12)  for KOFXIII.   

The patch improved it a bit, but less than half of the fanbase isn't going to play it online unless it meets Arcana Heart 3 standards.

They should of hired the company that did Neo Geo Station netcode for KOF95 and KOF96.
Which I think is called M2 or something.


isn't arcana hearts netcode nearly the same as blazblues?
Yes, Arcana Heart 3 was ported by Arc System Works, which explains why it feels like BlazBlue's netcode.

True, Arcsys did the home port of Arcana Heart 3.

What is incorrect though is how people expect Blazblue netcode to just work with KOF.  Blazblue was created with the specific intent of being a home fighting game AND designed around playing the game ONLINE.  So EVERY move is FIVE frames minimum AND each button press reacts five times to ensure nothing is ever dropped.

KOF on the other hand is still making its games like they're from the 90s or early 2000s where there's still one frame combos that are almost impossible to do online consistently due to changing conditions and lag. 

It's just impossible to impliment Arcsys netcode onto something that is widely incomptable not just gameplay wise, but how they were both built.

KOF 13 has some frame stuff kind of like blazblue, but it's only two frames to compensate for the cheaper Vewlix cab, and not actually how the game was designed.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: fujifujifujifuji on February 28, 2012, 08:06:15 PM
Quote
It's just impossible to impliment Arcsys netcode onto something that is widely incomptable not just gameplay wise, but how they were both built.
There is truth in this statement, I would advise people to not keep asking SNKP to use netcode that isn't their own. 3rd Strike is a prime example, an implementation of GGPO that is worse than most.

As for SNKP owning GSS, now....that is unlikely, but whatever the situation is, netcode must be made to work. Although it befuddled me to no end why SNKP would ever conceal such a fact, more likely it's ONE OF THEIR HIGHER-UPS EXECUTIVE who owned GSS not the company itself. And thus perhaps, just PERHAPS, that he/she deliberately stifled netcode development in order to keep SNKP using the GSS. It's not that far of a stretch, things like this happened all the time: say Kei Yamamoto wanted to use better netcode, be it from their NGBC or GGPO or whatever, then comes order from the board "nope, use GSS". But again, it's unlikely...they fired Maasaki Kukino over KOF XII right? well he resigned actually, but that still proved (at least marginally) that SNKP still cared about their game quality, and willing to spend money and pay to fix the failing. Remember, SNKP ran a huge risk hiring new director and crews for making KOF XIII. Which as we all remember, cannot afford to fail). Luckily though, this Kei Yamamoto guy is an ace, he knew what fans wanted and he gets the job done.

I predict a good year ahead with Kei in the helm, now....if we could only get T.Nishiyama back....he would revive Garou in a flash. Guys, remember how we complain about SNK not being the same anymore? well it literally isn't the same...90% of SNK game in the 90's are produced by T.Nishiyama, while SNKP has had Falcoon, Maasaki Kukino and now Kei. Not to mention one of their exec producer from KOF 2003 all the way to KOF XIII is Soimen (a mystery man still using old-time weird pseudonym like in the Neo-Geo days).
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on February 29, 2012, 04:59:36 AM
SNK can't even own a server to host their pages, I guess that they hired GSS because they really are that cheap

The netcode from the neo geo station and NGBC will not work since those games are completely different than XIII, which uses way more resources that the other two, plus NGBC wasn't that great IMO from a netcode perspective
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on March 02, 2012, 06:24:33 PM
SBO 2012 is announced.
http://www.tougeki.com/ (http://www.tougeki.com/)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on March 02, 2012, 08:25:14 PM
We didn't get a slot this year?! That's so terribad.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 02, 2012, 09:04:35 PM
SBO is ass anyway.  I still harbor a grudge for the shit that happened this year.  You can only imagine my utter elation when I saw that this might be the last year for SBO.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Terrastorm on March 02, 2012, 10:57:14 PM
In much better news,(depending on you) KOF XIII confirmed for MLG, $16700 in prizes.

https://twitter.com/#!/MrMLGAdam/status/175679214584999936 (https://twitter.com/#!/MrMLGAdam/status/175679214584999936)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 02, 2012, 11:13:41 PM
Oh god, here we go.  I'm hitting the deck.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on March 02, 2012, 11:30:58 PM
Was just about to post this. I am telling a whole lot of people I told you so.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 02, 2012, 11:44:24 PM
Yeah, and now a question comes by, and this question goes a bit to you as well Reiki I guess.  MLG Winter Championships are in 3 weeks, same weekend as NCR.

What's going to take precedence for our top players who mostly reside in California?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on March 02, 2012, 11:48:55 PM
Really, I dunno. It's such short notice, nobody will likely go.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 02, 2012, 11:51:18 PM
That's what I'm worried about.  This is such a huge chance, but the likelyhood people will go from WC is low.

On top of that, if KOF got renewed for June, the next tourney would be in Anaheim which would be PERFECT for you guys, but we need the numbers earlier.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on March 02, 2012, 11:57:07 PM
I bet the east coast are popping in the game right now to go. Most people from West Coast can't head out to Final Round like most East Coast people can't make that trip to Vegas for EVO, but I wager people living on the East Coast are saying "8k is soundin' mighty fine to me!" and are already making plans.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 03, 2012, 12:01:19 AM
I'm East Coast, and I'm wondering how I'm even making the trip, though honestly I probably won't be able to short of a miracle.

Shit is last minute, and a decent amount of top players probably already had plans for NCR, and now they'd have to turn that attention around immediately.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on March 03, 2012, 12:20:21 AM
HYPE~
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: The Light on March 03, 2012, 12:23:39 AM
Yea this is really short notice would have been better if it was announced around the same time Mortal Kombat was so people can at least plan for it, but guess they didn't have contracts drawn up yet.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 03, 2012, 12:26:53 AM
Yeah, it's not like I blame them for the announcement or anything it's just...this can be inconvenient.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Reiki.Kito on March 03, 2012, 12:29:38 AM
I posted it up on the events thing. If MLG comes up and wants to make a real professional one, that's awesome, but I just thought it'd be good to put up there.

Anyway, I honestly see this as an opportune chance for all those people who thought there was no worth in this game to suddenly start holding sessions.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on March 03, 2012, 01:02:05 AM
2012 must be the end of the world, because I would've laughed at anyone telling me that KOF would make it into MLG.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: solidshark on March 03, 2012, 01:37:53 AM
2012 must be the end of the world, because I would've laughed at anyone telling me that KOF would make it into MLG.

Said the same thing with EVO announcement. Now I'm loving Jinxhand's (old) sig more than never: After XIII, US has no more excuse to not play KOF.

I just hope there's enough support at BOTH NCR and MLG. XIII shouldn't be snuffed out early due to a bit of poor planning.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: a11111357 on March 03, 2012, 02:47:07 AM
2012 is the year for KOF.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Ky0 on March 03, 2012, 04:11:26 AM
Its just the beginning. KoF will get more sponsoring for sure, that's what is needed right now...
More sponsors will come, and that will rocks...

2012 is the year for KOF.
For sure, but 2013 sounds better...   xD  :P
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Proto Cloud on March 03, 2012, 07:25:57 AM
I really hope that SNK are ready to support this new movement in the long run. They really should strike while the iron is hot.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: LouisCipher on March 03, 2012, 07:35:04 AM
I'm telling ya: Garou 2 announcement Evo 2012. Epic win for SNKP.
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: -Azula- on March 03, 2012, 08:25:59 AM
Don't know if this has been posted yet but:

Pools are up for Kof. 171 players!!!!

http://www.finalround.org/forums/viewtopic.php?f=3&t=807 (http://www.finalround.org/forums/viewtopic.php?f=3&t=807)
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Saitsuofleaves on March 03, 2012, 08:27:26 AM
Dan said ARE YOU OK?! BUSTER WO--  He's lucky he stopped there.  Man SNKP, how you gonna let Capcom do you like that?  How does Dan get Are You Ok, but not Terry?
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: sibarraz on March 03, 2012, 03:58:42 PM
Well, lots of famous Marvel and SF players, 171  players is really a big number, that being said, I miss some north american famous names, I wonder if they decide to get some e-sports money?

btw, I love the jab than Dan did, for one of the tutorials of SNKP, Ryo and Robert were talking about the abilities of Mr Karate, and Ryo said that the dp brake reminded him of a ''shoryu-metsu'' which robert asked which was the meaning of that and ryo said ''nevermind''

too much jabs CVS 3 - SVC 2 COMING SOON!
Title: Re: KOF XIII 6th General Thread: Console Released edition
Post by: Kane317 on March 04, 2012, 02:22:39 AM
Moving on to a new thread (http://dreamcancel.com/forum/index.php?topic=2101.msg47907#msg47907).