For anyone who's now intimate with both games, and for those of us with access to XII waiting for XIII, are there any key elements to practice with for being sufficient for XIII besides the general build of the game?
The jump arcs are really the only thing that's from XII which is in XIII.
I stand corrected. I fired up my copy of XII today (to test out my new HRAP V3 SA) and the jump arcs
are not the same. The hops in XII (particularly the hyper hop) have more horizontal range than the XIII jumps. The normal jump has very little horizontal range and jumps rather high. I don't know if this has anything to do with the zooming/scaling of XII, but it's definitely noticabable after playing XIII last night and XII this morning.
The more I think about it the transition is somewhat helpful yet not at the same time. Like mentioned before, it really helps to recognize the new normals that certain characters possess. However, what threw me off after playing XIII for so long was that XII's far hitting strong normals require you to hold fwd, the throws also are the two button combination of fwd/bck+AC and finally the general formula of the combos are different (in XII it's jump strong hit, stand strong hit, standing CD, "chasing" special or super whereas all the rest are jump hit, stand hit, command attack (fwd+A/B usually), special).
Finally, the timing of the chains and combos in general seemed to be more lenient than XIII.
My .02 cents.