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

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

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Shiranui_ninja

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


SAB-CA

Prof's Translations for todays change blog!

Prof updated his post -Kane317

Quote from: The Professor!
Changes in game system:
- 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.

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 Kouken (qcf A) in the corner. FIXED -Kane317
* 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.

Grokbu

Hrm, I don't quite get what they mean with this:
Quote from: air combos from canceling AC are still present.
Is that something I've missed?

SAB-CA

Quote from: Grokbu on October 20, 2011, 04:03:39 PM
Hrm, I don't quite get what they mean with this:
Quote from: air combos from canceling AC are still present.
Is that something I've missed?

That's a bit of an odd translation (and statement in the first place), but maybe they mean to say that doing combos from the air, after light or strong hits, are still possible, even with the reduced hitstun on jump normals?

The Arcade hitstun on air attacks was insanely generous. I'm glad they've been able to adjust it, without ruining things like Maxima's Hop C -> Air EX Vapor, or Mai's air gameplay (which has been buffed, even.)

There's a lot of good stuff up there, though. Goro for Highest-tier grapple shenanigans? I've never been a Goro player, but he sounds like a great Anchor for an Alt team now!

Update: The Prof has already cleared it up himself:
QuoteSpecial attacks in the air have generally been tuned to come out faster, and combos from canceling normal moves in the air that could be done in the arcade version are still present in the game.

Grokbu

Quote from: SAB-CA on October 20, 2011, 04:27:32 PM
That's a bit of an odd translation (and statement in the first place), but maybe they mean to say that doing combos from the air, after light or strong hits, are still possible, even with the reduced hitstun on jump normals?

The Arcade hitstun on air attacks was insanely generous. I'm glad they've been able to adjust it, without ruining things like Maxima's Hop C -> Air EX Vapor, or Mai's air gameplay (which has been buffed, even.)

There's a lot of good stuff up there, though. Goro for Highest-tier grapple shenanigans? I've never been a Goro player, but he sounds like a great Anchor for an Alt team now!

Update: The Prof has already cleared it up himself:
QuoteSpecial attacks in the air have generally been tuned to come out faster, and combos from canceling normal moves in the air that could be done in the arcade version are still present in the game.
Ahh. Thanks dude! I simply couldn't wrap my head around that for some reason...

BioBooster

Working on the 2nd changes blog translation now. Will have it up in 20 more min or so.

Xxenace


SAB-CA

Quote from: BioBooster on October 20, 2011, 04:55:43 PM
Working on the 2nd changes blog translation now. Will have it up in 20 more min or so.

Thanks for the more "word for word" translation :) Hope to get some additional clarification with comparing yours and Profs :)

Quote from: Grokbu on October 20, 2011, 04:47:19 PM
Ahh. Thanks dude! I simply couldn't wrap my head around that for some reason...

I had to give it a double-take a few times too, glad to help!

Grokbu

By the way. I'm not sure if anyone is interested. But some time ago, I sent a mail to the Swedish store Webhallen, asking if they're going to get XIII, but it didn't seem like any Swedish supplier would get the game.

Well, I waited a bit and sent a new mail and asked if the situation's changed, and it seems that they'll probably carry the game. They don't think that they will get any pre order bonuses, though.

I think this is great, and it'll probably help get quite a lot of people over the fence, in case they didn't want to import.

BioBooster

Here it is…

Hello everyone.
It's the 2nd update on character changes. We've used random select to choose the characters for this round, but could it be mischievous nature of the gods of random select?
Unvelievably, the entire Fatal Fury team was selected. Perhaps it was their unshakeable friendship that brought them all together for this round…

(*denotes in the vid)
System changes:
Hit stun from normal jump attacks has been reduced. In general, air specials come out faster and so arcade combos beginning with air attacks can be cancelled into air specials then continued on the ground.

Elizabeth (New character color used in video):
Gauge increases from Entincelles (fb+P) have been diminished
EX Reverie-Geler (hk+P) has a longer recovery time on success. As such, follow ups beginning with normals will no longer hit. On the other hand, recovery time can be cancelled with a special move.
EX versions of Reverie-Souhaiter (fb+K) and  Reverie-Prier (hk+K) have been added. Both can be cancelled by a special or greater.  The specials that are used to cancel with will automatically be the EX version at no extra cost (Does not apply to Supers).
*Damage on Grand Rafale (fb,hcb+P) has been reduced from 200 > 150
Invincible time on Noble-Blanche (fbx2+P) has been increased
Hit boxes on EX Noble-Blanche have been adjusted to hit more easily. This allows all hits to land in the corner.
*Increased Neo Max cancellable frames on Grand Rafale
Yamamoto:
The addition of EX versions of Reverie-Souhaiter and  Reverie-Prier will increase the breadth of her offense.
Please experiment with the move, combined with Mistral (near hcb,f+p) it can act as a moving throw for example.
Grand Rafale has been reduced in damage to 150, but it is now no longer limited to a max cancel on the first hit.
Also, Noble-Blanche (includes EX ver) is now max cancellable and can be used at the end of a combo amongst other possibilities.

Terry Bogard:
*c.LP>c.HP target combo has been added and is cancellable
*Buster wolf now moves forward at the same speed as it's EX version
Reduced recovery time on far HK
Increased attack frames on s.CD
*Made adjustments to Trinity Geiser so that can hit 3 times more easily
Yamamoto:
Modification of Terry's normal attacks was the primary focus. With the addition of his target combo his combos are more stable.
He can attack with more of an accent now that his normals have gotten stronger.
The showpiece of his changes is his Trinity Geiser. Now that all 3 hits will land in the corner, it is also possible to continue the combo with even more hits.

Goro Daimon:
Recovery on c.HP reduce
Miss recovery on Kirikabu-Gaeshi (hc+HP) improved. No hitback on guard
*EX Chou Ukemi (hk+K) is cancellable by special or greater. It is possible to go straight into a throw during the invincible frames.
*Kirikabu-Gaeshi and Kumo-Nage (hc+LP) are drive cancellable when they connect
*Super cancel version of Jigoku Gokuraku-Otoshi (near hcbx2+P) added
* Whiff recovery on EX Chou Osoto-Gari (dp+P) improved
Yamamoto:
To make him more like a judo practitioner-like, changes were centered around his throws.
Worthy of special mention - although it requires a super cancel, Jigogku Gokuraku-Otoshi can be comboed into from various throws.
Definitely check out how his HD combos can now consist completely of throws.

Joe Higashi:
*Oponents are juggle-able when hit by his slide. As in the video, the slide is not cancellable with specials other than the Bakuretsuken, unless in HD mode.
*EX Screw Upper stops moving when it hits the opononent as seen in the video. As a result, being punished when the opononent in the corner is no longer a fear.
*The slide can be cancelled with Bakuretsuken, but not with other specials.
*Slash kick is drive cancellable
EX Tiger Kick was made faster. It now has strong frontal invincibility
Screw Straight initiates faster, but is not invincible. Also, the simultaneous projectiles limit applies
Yamamoto:
His slide can be cancelled by moves other than Bakuretsuken in HD mode, so experiment with slide initiated HD combos and combo continuations.
The way EX Screw Upper hits has been changed so it is safe to use in the corner. Also, behavior on a max cancel from it has changed.

Ryo Sakazaki:
Forward movement on Ko-Ou Ken increased
*Less frames for Hi/Low parries. The low parry is especially fast and can serve other purposes in attack strings
*Delay reduced after Zanretsuken hits. Weak Ko-Ou Ken for example, can be used to follow up in the corner.
*Stand alone overhead now faster
Weak Koho's rising/attack time reduced. On the otherhand,  overall move time has been reduced which allowing Ryo to move more quickly afterwards
*Weak Koho now drive cancellable
Haoh Shokoken initiates more quickly. It can now be used to punish fireballs or combo from strong attacks
Yamamoto:
As he is called 'the Invincible Dragon' we wanted to focus on his defense. As he is the only character with parries, we changed them dramatically.
Aside from defensive applications, low parry being even faster than high parry, can be used to cancel recovery on other attacks.
Please try out his weak Koho. It's been spead up considerably and can be used in HD combos.

Andy Bogard:
*Normal jump HK's cross-up properties enhanced
*Close HP now a 2 hit move. The first hit has no knock-back so f+LP can hit stably
*LK>HK can now be cancelled
*Damage on Chou Reppadan (hk,hcf+K) has been increased from 162 to 198
EX Ku hadan (hc+K) is no longer invincible
*Neo Max is faster
Yamamoto:
Combo starting mechanics were made stronger such as cancellable LK>HK, 2 hit close HP, and the improved jump HK cross-up.
Close HP>f+LP will no longer whiff so it can be used without fear.
"Super God Speed Zaneiken" has been spead up, so now it really is "Super God Speed".

Athena Asamiya:
*Cancel-Phoenix Bomb properties have been changed. The angle has been changed and hits crouching opponents when cancelled out of a strong attack.
*Recovery on weak Phoenix arrow improved, but note that the opponent's hit stun has also been reduced
It is now possible to cancel Athen's Psychic Teleport with a special or greater. In arcade, only the 2nd half of the teleport could be drive cancelled, but on console standard cancels are possible.
s.CD has been made faster
*Shining Cristal Bit no longer moves backwards at the time of activation
Yamamoto:
Regarding the differences in recover time on weak Phoenix Arrow. The difference is enough that punishes via normals will not hit after the oponenent guards.
By merit of this change, cancelling Phoenix Bomb (f+LK) into weak Phoenix Arrow after a normal attack cancel may be an effective strategy.
Athena players will be happy with other changes such as the improved s.CD and Shining Crystal Bit buffs.

Iori Yagami:
*Hit box on stand alone df+C has been improved. Using it as a follow-up after his command throw is now more reliable.
*hk+HP has longer movement range
Close HP>Cmd throw will connect in almost all cases
*Maiden Smasher (including EX) will now cause an unrecoverable knock down
Contrary to Flame Iori, easy to attack opponents on their wake-up
EX hk+P has lost it's invicibility, however, the legs are still invincible
hk+HK has become safe. Normal attacks can't punish it on block.
Yamamoto:
Attack strings and combos are stronger now that hk+HP has more forward movement and hk+HK is safe.
Now that Maiden Smasher causes hard downs, attacking the oponent upon wake-up may become an important tactic.
We've made it so EX hk+K can pass through fireballs and given EX Maiden Smasher long invincible time in order to allow different playstyles in comparison to Flame Iori
Please look forward to Claw Iori who's quite different from the arcade version.


@SAB, I translated in order of  meaning > natural English > word-for-word accuracy.

Some quick impressions -

  • Liz - looks like good balancing, game play changes will be cool
  • Ryo - YES!! Finally. Yeeeeeeeeeargh!!
  • Andy - FUCK, everyone's fears confirmed - at least at face value
  • Goro - I want to try him now
  • Joe - CAN'T WAIT (am I biased?? hehe, don't care as long as he isn't god tier. HURRICANE UPPAH!!)


Enjoy!  :)

BioBooster

Quote from: SAB-CA on October 20, 2011, 03:51:27 PM
Prof's Translations for todays change blog!

Sadly I missed this post. Started working on it from a little before it and would refresh the page from time to time to check, but the big wall of blue was already off the screen.

Hope folks don't mind two versions (big ups to the Prof for getting it done so crazy fast :) )

Next time I may have to do it WHILE I'm at work  :)

DarKaoZ

^Good translation both you and Professor!

I'm still puzzled on why Andy got so much buffs, I mean... he was strong in Arcade.

And it seems the US Stage got the TV Replays back too! That is awesome! Now the console version would not feel like the inferior version compared to the Arcade. But there still not many sumos in the Japan stage.

Also, based on the back covers a11111357 posted, the PS3 version doesn't say the installation size. Which is odd, since most games tend to tell you how much is the installation size on the back. Also it's me or the 360 version says "2 to 64 players Online"? WTF?

BioBooster

Quote from: DarKaoZ on October 20, 2011, 05:47:48 PM
^Good translation both you and Professor!

I'm still puzzled on why Andy got so much buffs, I mean... he was strong in Arcade.

And it seems the US Stage got the TV Replays back too! That is awesome! Now the console version would not feel like the inferior version compared to the Arcade. But there still not many sumos in the Japan stage.

Also, based on the back covers a11111357 posted, the PS3 version doesn't say the installation size. Which is odd, since most games tend to tell you how much is the installation size on the back. Also it's me or the 360 version says "2 to 64 players Online"? WTF?

I'm def surprised by the Andy buffs as well. He was hell competitive in the arcades. Having his f+LP whiff meant you had to control your distance and use discretion on when to use it but he's gonna be cock diesel come next month (T_T).   I notice they didn't mention that his c.HK is slower. The dude hell doesn't need a better crossup.

Anyways, I think with everyone else getting buff, might not be too cracking. Still think it's going to be Andy/Shen though so far...