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Messages - SonicTempest

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16
? The Japanese PS3 version uses the same box artwork:
http://www.amazon.co.jp/dp/B0058ROYB6

17
Three different publishers: Atlus, SNK, and RSG. All for different regions. I am pretty sure it's going to be region locked.

BlazBlue had the same situation (three publishers in three regions) and it is not region locked on either console.

18
Just wanted to let people know that Amazon.com is now offering release-day delivery for XIII. This means that Amazon Prime members can get the game delivered November 22nd for no extra cost.

They also offer free trials of Amazon Prime. Might be worth it to avoid GameStop and (potentially) avoid sales tax.  :)

...GOD DAMNIT

I switched my XIII preorder to Gamestop yesterday because Amazon's 1-day shipping was going to take too long, and now I have to change it back. ARGH

19
Except XIII Kyo isn't exactly new either, is he? If anything he's 2K2UM Kusanagi with some stuff shuffled around, and a few new things added.

And to paraphrase what a Kyo-playing (that's playing, not fangasm-ing) friend of mine says, he prefers Kyo with his firepunches because he prefers how that version of Kyo plays over fireball/uppercut Kyo. That's pretty much the gist of it.

20
'AC version' refers to the arcade version :) When referring to the EX version of a special move/DM they use 'EX版'.

21
Seems I made a mistake in translating some of the items (like how Sans-culotte is affected by scaling, lol). Whoops.

22
The K' section of the video was just to show the changes in meter increase when you get hit or when you block attacks.

Quote
As for the drinking, correct if I'm wrong ST: 『飲酒』も防御力ダウンのデメリットがなくなりAC版より使い易くなっています。 Means there's an Ex version of the drinking, and that's why they said he doesn't decrease his defense, right?

That line just says that his drinking is now easier to use since it doesn't have the demerit of lowered defense.

23
OK, here's my full translation. I stuck to the changes themselves but skipped Yamamoto's notes at the end of each section.

Quote
SYSTEM
- 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 that Kane317 did recently).

CHIN GENTSAI
- (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.

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.

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 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.

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)

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.

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.

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

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.

EDIT: Corrected some mistakes I noticed after looking at BioBooster's translation

24
I'm translating today's entry, but I thought I'd pop this in here just for Kane:

Quote
- (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 has its animation changed to make him roll recover from the attack. 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.

25
Classic King of Fighters / Re: The King of Fighters 2003
« on: October 26, 2011, 05:28:01 AM »
I recall a post in SRK explaining all the errors that 2003 had, and that was a BIG list, I can't recall where it is now, but hell, just for jhun bug that even I can apply, the game is bad, at that point you can tell that SNKP didn't gave a crap for the game, and overall felt very rushed

That post was actually by a friend of mine who's a real KOF-head, and here it is:
http://shoryuken.com/forum/index.php?threads/whats-the-general-census-on-kof2003.106543/#post-4339301

For the record I agree with what he says.

26
Dakou and Xiaohai? Wow.

27
OK, if you PMed me your mailing address by now, then the posters are on your way to you. If you haven't, then...WTF are you waiting for?

28
Look at the next combo. Ryo guards Takuma's C, f+B, db,f+B and somehow loses meter in the process.

29
Technically you can freestyle in BB's combo challenges (the markers will still light up) but it'll generally screw you over since that game has hitstun decay. KOF doesn't.

30
First thing I'll do with my copy of XIII? Maybe a bit of poking around in practice mode, and then straight online to test the netcode with my friends. Mind you I have to test it on two different versions of the game...maybe I'll have the PS3 and 360 running at the same time, lol

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