Author Topic: The King of Fighters XIII 3rd |OT| Thread:Console Edition (UPDATE 8/26 1st page)  (Read 284184 times)

Nagare_Ryouma

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #420 on: August 01, 2011, 08:07:42 PM »
I want Eiji because I love him (use him all the time in XI) and if he comes back we can have the original Rival team from 96.
The other characters I want to be back are Geese and Yamazaki but I donīt think neither of them will be in this game.
Blue Mary is a posibillity, if she is not added as a secret character, I am 100% sure she will be in XIV.
Griffon is a character I never used, but I honestly think is great. Great design and the seiyuu is a delight. I wouldnt mind seeing him again.

MUSOLINI

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #421 on: August 01, 2011, 08:25:51 PM »
imo wrestling characters suck by default when it comes to character design. tight latex pants with speedo in the same gay manner superhoes wear them, a dumb ass bird mask, for real? every time i see a male character with those tight gay spandex/latex whatever the fuck they be wearing makes me think wtf.

also i still havent seen geese anywhere, hes got as much chance to be in this game as mary.

yamazaki though, hes got the most chance imo to make the cut, everything so far makes it seem like hes gonna be in it. if he does make the team with billy, i couldnt care less if it was with mary (awesome), geese (again, awesome), gato (wow, another awesome character) or with oswald (the most awesome one, but the least chance).
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

SAB-CA

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #422 on: August 01, 2011, 08:34:28 PM »
Figure'd I'd copy my Otakon Impressions to an earlier post, for ease of use, and since they seemed well-appreciated!:

Overall General Observations:
  • Alt Palettes were selected with the "back" button on the 360 joystiq. Kyo and ElisaBOOBWINDOW were the only new ones selectable. The quality on these details was fantastic; All the little secondary animation you expect was there, Kyo looked like a whole new character, and Betty's breast made sure to jump around at any possible occassion.
  • There was no way to get the remixed tracks in this version. I tried holding buttons before matches started... but didn't seem to matter. And y'know... I'm not sure if Saiki or Billy had themes... or did I just never see them played first?
  • Man, are there a lot of new / re-recorded voices. We didn't have the sound very loud the whole time, but the variety of reactions, new move lines, varied win quotes, and general audio polish really was great.

The new stages lack in animation greatly, compared to the old ones. However, they excel REALLY well in once specific area: Specific Character Animation and Cameos. Lets break it down individually:

Desert: Most sparse. An animated Flag in the BG, a nice sandstorm, and that chubby kid from AoF 3 show up between rounds.

Didn't notice much else, but it's very nicely drawn, and the perfect place for those who claim the BG's are distracting.

Micky's stage: Ok, this REALLY is an obvious AoF homage. There is gang poster for Jack on the back wall. The front junked Car reads Art Of Fighting. Mr. Big and Karman Cole show up to have a chat in the BG, very obvious it's them when you see them up close in a 50+ inch LCD, lol. A host of cats play around in the garbage, and they change between rounds. Also, a black dude sits in the doorway close to the fighters. He's chewing/blowing bubblegum the whole time, which animates very well. When someone wins a fight, be'll stop chewing, and turn his attention to the fighters, giving a look of interest / approval.

Kyokugen-ryu Dojo: Ok, this place is FULL of fun stuff. The Kids and Kushnood all observe your match with different emotions.

Totally unlike the Arcade stages, the characters don't speed up as you fight, they just... react. Naturally. They cheer and show approval when players win. Kushnood / Marco nods his head in approval, smiles, and laughs. Oddly enough, you never see the full stand animation he has in the "stage select" screen preview, he's always sitting.

Also, the ENTIRE Anti-Kyokugen team shows up here.
  • On the left-most windows along the right side, Eiji sneaks a peak into the dojo. He'll look around for a bit... then act as if he is noticed, take a suprised look, and dissapear.
  • Right under him, Kasumi Todoh is giving a very casual glance into the building, most of the time.
  • In the very center of the stage, under the potted plant on the shelf, a door will open occassional (especially during victory, it seems), and Malin will be seen, peering at everyone within.

Sho Hayate watches casually, as well, being very controlled, compared to the others. Also, as noted, the left side of the stage has 2 posters. 1 is of Takuma chopping a Bull behind the head, to bring it down in 1 blow (Mas Oyama reference) and the 2nd has the Kyokugen's most well known diciples on it, with a dojo phone number that consist of a lot of 555 XXXXXXXX.

Rooftop Coliseum: Fireworks shine in the background, and the ground has a really nice floor, which is hard to see in some vids.

The only cameo I noticed is from Hattori Hanzo (far left), but his scarf billows VERY fluidly in the wind. The little crowd of people below also have animation that suggest they're moving, which looks better than I expected.

Forest / Destroyed Manor: Kagami (LB) and Kain (MoTW) show up in the BG, with very well animated energy/lighting effects shining on them. To the far left of the stage, occasionally, Charlotte will appear, looking away into the background. These 3 don't seem to respond to the player, but the limited animation on them is very smooth.

Sky Noah: Easily one of the most static background (all the screens change, sure, but everything else kinda sits...), yet the one with the most lively, active background characters. Rose, the Black Panther, and Adel move about between rounds constantly. Rose changes outfits at pretty much every move, as well. When Adel is closest to the screen, at the far left, holding onto a mug, and operating the computer, he looked like a perfect up-rezzed version of his KoF XI sprite, brought into XIII style. Also, occasionally,, Rugal shows up, twirling a glass in his hand, on the central monitor.

Clocktower: The gear animation here is very nice! Watching pistons pump and parts turn was all pretty elaborate. I couldn't tell if the clock had any significance, as in if it kept the accurate time or anything. Krauser and Laurence were obvious in the BG, but I couldn't tell who sits between them... this was the hardest cameo for me to try and make out.

Lilly Kane, however, is fantastic. Like the Kyokugen dojo people, she reacts very well, and takes on a happy look and claps for the round winner. I wonder if she'd react to Joe, if you brought him here?

Pao Pao Cafe: Let me say, this stage has some of the most gorgeous coloring of anything I've seen in gaming! It's also the one that felt most like it'd belong in the arcade release. The people in silhouettes in the BG are much more caricatured than anyone else seen in the console stages. Cameos include Richard (sitting to the back left, cleaning a statue) and Bao, to the upper right of the Dragon statues. Richard is very nicely defined, and very close up (in his FF1 outfit), but he didn't seem to react to the fight, like others. Oddly, however, the central musicians react like the arcade BG chara's: They speed up to insane degrees, when reacting to victories. Of all the new stages, I felt this one to be the best compromise between the lively arcade stages Vs the lush, detailed, yet more static console stages.

TFTP Headquaters: There's a red orb in the center, with power coursing from it over time. As the fight progresses, tendrils start to snake up the walls, perhaps getting more dense as rounds go on. Believe character voices also echo here, but not as strongly as in the White Gate stage. Otherwise... I didn't notice any cameos or such here. It looks like a good place for a final encounter, but if I had to go to a stage like this, I'd prefer the "heaven" or "hell" stages before the gate, from the arcade release.

Note that there was no Iori 95 stage in this build. A shame, I really wanted to see it in person!

Overall, these new stages are a perfect compliment to the older, crowded ones. Everyone should be able to find a place where they

prefer to fight, as they all have unique atmospheres, secondary lighting, sound effects, level of echo, etc.

-------

Character Notes:

Vice:
  • 2 Hit close standing ;d . First part is a knee, second is her stretching out her leg. Not much testing done with it, just happy to see it there.
  • Observed a single situation where ;c Mayhem gained projectile invincibility, VS Kensou's fireball. Didn't replicate again in mid-battle, so not sure what that means, but it's interesting!
  • Had a REALLY hard time getting EX Gore Fest to work. It ALWAYS came out as an EX Splash. This was really annoying, as I wanted to check out how damaging the EX version felt as a combo ender!
  • ;a or ;a ;c Splash were great blockstring mixup fuel. Totally devoures any low attacks people will try to retalliate with.
  • Vice has a 2nd win pose, using part of Splash's recovery frames, and a few new ones (she puts a hand to her mouth while laying along the ground.)

Hwa Jai:
  • The crowds were enjoying everything about him! Crazy cackling laugh, freakin' awesome neomax, odd relations to Adon and Joe... he was also one of the most fun for me to play, personally.
  • Crouch ;b , stand ;b , df ;b slide , qcb + ;b is a legit combo now, 5 hits. It leaves him right in your face, ready to continue the barrage. I probably pressured people with this Combo / Blockstring more than anything else. This might even be MORE abuse-able with "Drink Pink" activated, but not sure.
  • He seems to have a target combo with crouch ;a , ;c . The ;c appears to be exchangeable between standing or ducking. Didn't catch this in gameplay myself, noticed that here, near mid vid: The King of Fighters XIII: Gameplay Video #7 EVO 2011 [PS3]
  • His ground CD now has him leap forward while performing it. This makes it REALLY easy to use to punish laggy moves, and then follow up with EX Dragon Kick's Anywhere juggle properties. This makes it similar to Ralf's ;c ;d in useage.
  • Dragon Breaker DM has 2 forms: ;a button is a command grab, 0 range for comboing off attacks (so only use with 1 close attack, for instance), but hey, it's a legit command grab! ;c button variety is like Vice's old leaping grab DM, except the startup seems fully invincible. I was easily able to jump through DM's, Vulcan punches, and high-priority strikes with it, to land the throw.
  • Drink Pink seemed to have some invulnerability? I remember watching someone try to hit me out of it, to no avail. It might have the old SNK-style "Different button determines different invincibility" properties that various DMs have in many games.
  • His taunt seems unusually easy to cancel out of. I tricked quite a few people into trying to land a jump-in while using it, only to counter with a Dragon Kick afterwards.
  • I can't compare him to the arcade, as I never played the arcade game; However, I can say that Dragon Tail has deceptive hitboxes... the swipe isn't as large, or persistent, as it appears it should be. I wiffed with it on jump-ins more than I'd liked, and failed to shield myself with it in the air as much as I'd prefer. Back hops into horizontal Dragon Kick is a nice trick, but a bit limited by it's startup. Quite risky, too, but I could see it being useful to start a guardbreak combo in HD mode.

Mai:
  • ;b , ;d target combo. (Awww, she and Andy have the same Target combo!) Can be used from whatever you can get a standing ;b to combo after, and can be performed without hitting. Couldn't get it to cancel at all. However, rapid fire blockstrings with this made me feel like I was playing MvC or Real Bout...
  • Ukihane knee dive is faster and more useful.
  • Musasabi no Mai seemed pretty safe on block.
  • I had fun playing her myself, and the 1 other that played her well seemed to give me suprising trouble with solid use of normals, and with speed that always seemed to have her attacking before I could retaliate...

Clark:
  • Autoguard SAB is abuseable VS pressure happy people. Seems to be full body autoguard too, though I'd have liked to test it VS more sweeps, to make sure. Made quite a few mildly salty opponents with just this move alone.

Ralf:
  • Strong Gattling Attack now hits with a fire effect. Helps differentiate his version from Clark's even more now.
  • ;c link after strong gutpunch and such still worked wonders. My brother WRECKED many people with this on our final day!

Maxima:
  • The Dead-drop after air vapor is nice. Still seemed to be able to combo after the EX one in the corner (was worried he'd lose that), and it really helped with moving around fireballs and anti-airs. I was able to backhop and use it to build meter, but I don't THINK you could do it in the same style as the arcade players; he'd stop in the air, do the move, then fall down, no mysterious phantom gauge-building.
  • Maxima Laser NM is the best move known to man. *ahem* I punished so many tutle-strats, risky gambles, sloppy advances, and general "down to the wire!" situations with this move, that it should be illegal. Mix with Iron Man colors, and the "Unibeam!" chants could be heard from many.
  • Did they improve his win pose? I thought it was a very boring animation od him shooting off Vapor before... but now he speaks words, and takes on a grind afterwards, all while his jacket jumps a bit while still shooting the vapor.

Terry:
  • His down ;a , down ;c target combo is insanely easy to do. I wouldn't even pretend it's a link. Every random nobody who played Terry was able to do it by accident! I don't even know WHY they were pushing those buttons! I could never get Burn Knuckle -> DC Crackshoot to land out of this combo, but don't know if that's because of ME, or the range it sticks you at.
  • Trinity Geyser is a much more legit Neomax now. You're pretty much guaranteed 3 waves to hit mid-screen, and they've been slowed to individual pulses now, rather than just one wash of power. Unfortunately for me, I screwed up and landed EX Power waves rather than the Trinity Geyser most of the time. Either I was too hype playing Terry, my execution just SUCKED with the Blazblue sticks provided by Atlus, or... well, it's a bit of a mix of both, lol. (I prefer to play on a table, not with joystick in lap.)

Yuri:
  • Her ;b Hyakuretsu Binta is now a close range command throw, rather than a short range dash. No change in motion. The ;d variety still seems to be a long-range dash.


Raiden:
  • I didn't hear or see anyone play him once, in the 2 days I was there. Same with Goro, though I almost picked him myself... I almost forgot he was in the game due to this, lol.


I think that's basically everything! It was great to finally get to experience the game properly in person, and big thanks to Atlus and SNKP for making / allowing such a thing to happen! There's such a LONG list of things I didn't even get to do/test/try...
« Last Edit: August 06, 2011, 06:09:13 PM by SAB-CA »

Sharnt

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #423 on: August 01, 2011, 08:55:07 PM »
Quote
Maxima:
-- Combo'd hop C into Air vapor cannon once. Was this always possible? I thought it was too slow for that?
It's possible on arcade version.
Quote
I was able to backhop and use it to build meter, but I don't THINK you could do it in the same style as the arcade players; he'd stop in the air, do the move, then fall down, no mysterous phantom gauge-building.
It's backdash air vapor cannon which is just too low so the animation is canceled and a stand A appeared.
You can also do a real back dash into air vapor canon, the timing is just different.
If you do the manipulation very early in the back dash the air vapor cannon comes outs, if you do it a the middle you see the start of the animation but there isn't any active frame, and if you do it at th end of the backdash a stand A which charge the EX gauge comes out.

its not possible to dc on block, right? but i did see kyo doing an ex dp that was blocked and cancelled that into aerial orochinagi on block. so im guessing supercancelling is possible even on block but dc isnt?
you can only on hd mode, it's a new feature, i don't think any SDM is really safe on guard so it won't be really a problem on dp. But it can be with invincible super on a mindgame punishment of a unsafe move x'D

Quote
-- Maxima Laser NM is the best move known to man. *ahem* I punished so many tutle-strats, risky gambles, sloppy advances, and general "down to the wire!" situations with this move, that it should be illegal. Mix with Iron Man colors, and the "Unibeam!" chants could be heard from many.
QFT
« Last Edit: August 01, 2011, 09:03:12 PM by Sharnt »
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MUSOLINI

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #424 on: August 01, 2011, 08:55:30 PM »
nice observations.

some thing i noticed that im not sure i asked or not.

its not possible to dc on block, right? but i did see kyo doing an ex dp that was blocked and cancelled that into aerial orochinagi on block. so im guessing supercancelling is possible even on block but dc isnt?
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

Nagare_Ryouma

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #425 on: August 01, 2011, 09:06:05 PM »
SAB-CA, thanks for the info.
I noticed the new samples in some of the videos. Iori said something different also instead "Sono mama shine" in one of the matches.
This port keeps getting more and more exciting.
I wish Vice would not be the only one, having 2 win poses for everycharacter would be sweet.
Another character that could be back is Shingo, I think he has a lot of fanbase in Japan.

MUSOLINI

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #426 on: August 01, 2011, 09:32:09 PM »
i think kyo didnt go into hd mode to cancel his exdp into aerial orochinagi. ill check it out again, it was in the console vids from gamespot, first one i think.

juts checked it out again, it was not in hd mode and it was a normal non ex dp into aerial orochinagi.
« Last Edit: August 01, 2011, 09:36:55 PM by MUSOLINI »
In the end, there can only be XIII.

http://www.youtube.com/watch?v=1p0XsEizwHA

Still mo sweet Chariots, keep on swingin'!

SAB-CA

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #427 on: August 01, 2011, 09:41:41 PM »
nice observations.

some thing i noticed that im not sure i asked or not.

its not possible to dc on block, right? but i did see kyo doing an ex dp that was blocked and cancelled that into aerial orochinagi on block. so im guessing supercancelling is possible even on block but dc isnt?

Thanks! And I tried to DC Hwa's blocked Dragon Kick into Dragon Tail numerous times, to no avail. I noticed Kyo SC that in the vid too, took me by suprise as well.

This brings up a situation; I saw someone initiate Robert's Ranbu, which was blocked, as expected. But then Robert was able to get out a standing close ;d before the opponent could retaliate. I really doubt this mean he has true advantage, but the recovery was MUCH faster than the usual Kyokugen style "Slide recovery" that is typically used. I guess, gauge and practicality wise, SCing a special on block isn't any different than cancelling a normal into an EX move on block, maybe it could be used for an escape/heavy chip damage...

SAB-CA, thanks for the info.
I noticed the new samples in some of the videos. Iori said something different also instead "Sono mama shine" in one of the matches.
This port keeps getting more and more exciting.
I wish Vice would not be the only one, having 2 win poses for everycharacter would be sweet.
Another character that could be back is Shingo, I think he has a lot of fanbase in Japan.

Quite welcome!

Ralf and Vice both have 2 win poses. That seems to be all so far. Ralf had 2 in arcade... since the 2nd uses his taunt animation. You'd think Clark, Leona, and Mai would use modified taunts for win poses, for example, but it doesn't seem to be so, so far. Of course, people STILL generally seem to skip the victory poses, so I can't verify that I saw every one.

Shingo would pretty much be a seriously modified version of Kyo's new 2nd modified palette (Which also had an Iori color scheme, BTW, which was freaky), he'd probably be easier to make than the EX Iori we're actually getting. I'd love to see him make DLC down the road, he'd be a fantastic way to prepare for having an actual Orochi-saga Kyo in the next installment.

Demoninja

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #428 on: August 01, 2011, 09:45:38 PM »
i think kyo didnt go into hd mode to cancel his exdp into aerial orochinagi. ill check it out again, it was in the console vids from gamespot, first one i think.

juts checked it out again, it was not in hd mode and it was a normal non ex dp into aerial orochinagi.

Supercanelling on block is not new and it's in the arcade version.

JTSNOW6

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #429 on: August 01, 2011, 11:27:48 PM »
Thanks yet AGAIN, SAB-CA!!

Yeah, SCing on block has always been the case and I believe it is because then you would have ZERO reason not to go for it every single time.  Throw out Ryo's overhead??  BUFFER THE SUPER FOR FREE AND HOPE THAT IT HITS!!  It would just be unfair.

TAG7191

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #430 on: August 01, 2011, 11:33:24 PM »
http://i.imgur.com/Y8f4O.jpg

All I'm saying is  if this means what I think it means then I'm VERY happy.

JTSNOW6

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #431 on: August 01, 2011, 11:42:48 PM »
That would be a sick team!!  Poor Seth, lol...

Edit: NVM, when the shot pans over he's there.  If the Agents Team was playable, however, I think he'd be the one to sit this one out due to Blue Mary's popularity
« Last Edit: August 02, 2011, 12:09:12 AM by JTSNOW6 »

Phoenixazure

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #432 on: August 01, 2011, 11:52:07 PM »
I remember in the Japanese site showing the story mode paths breaking into three paths, Ash (which also had team select), Adelheid, and Hiedern, before the 3 branches link to the tournament itself.

Who knows if its just a visual novel part, or will there be some playable confrontations.

pablofsi

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #433 on: August 02, 2011, 12:12:53 AM »
SNKp should allow those that preorder to use the ASTs music from the bonus cds as battle music.

FataCon

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Re: The King of Fighters XIII 2ND |OT| Thread: Final Edition
« Reply #434 on: August 02, 2011, 12:20:18 AM »
http://i.imgur.com/Y8f4O.jpg

All I'm saying is  if this means what I think it means then I'm VERY happy.

ffffff... don't tease me!