Author Topic: KOF XIII 6th General Thread: Console Released edition  (Read 318983 times)

fiol

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #150 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


KOF XIII: billy, ralf, clark
KOF XII: ralf,kyo,ryo

ELTRO

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #151 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.)
Main team: K, Kyo, Iori(claw)
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Third team: Ryo, EX Kyo, EX Iori (my 98 team)

fiol

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #152 on: November 24, 2011, 03:24:04 AM »
hehe the asian ver. carries the code for ex iori  ;)


KOF XIII: billy, ralf, clark
KOF XII: ralf,kyo,ryo

BioBooster

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #153 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...

Aenthin

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #154 on: November 24, 2011, 04:03:45 AM »
Yay advertisements.

I laughed so hard on this one.

Saitsuofleaves

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #155 on: November 24, 2011, 04:12:12 AM »
Anybody on 360 up for a set on the meh netcode?  I need training.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

Running Wild

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #156 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.

LouisCipher

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #157 on: November 24, 2011, 05:25:59 AM »
Finally unlocked Saiki and Billy. Not really digging Saiki though.

The A.I. is pathetic.
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BioBooster

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #158 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?

pablofsi

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #159 on: November 24, 2011, 06:40:02 AM »
2001 and I'm doubting '99.

BioBooster

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #160 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.

BioBooster

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #161 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

Running Wild

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #162 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.

Xxenace

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #163 on: November 24, 2011, 07:43:34 AM »
anybody think that saiki is a little too strong?

Saitsuofleaves

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Re: KOF XIII 6th General Thread: Console Released edition
« Reply #164 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.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.