Author Topic: KOF XIII 7th General Thread: Evo 2012 countdown edition  (Read 278772 times)

Eripio69

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1050 on: May 24, 2012, 07:37:46 PM »
^ Well at least the game is getting attention..

Kane317

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1051 on: May 24, 2012, 08:13:50 PM »

I'm no expert in '02 but I'm willing to wager that Chang can't active BC from his Far C, manually dash in time to complete the next hit.

simply because Chang C and D hits are slow on start up
it wud have been the same if he existed in 13 unless they change his attacks

I'm saying if the combo started from a far C, BC, you wouldn't be able to manually dash in time for the next hit because Chang's dash is so slow.  In XIII, you would.

Better example would be Tizoc's dash speed from XI haha (for those who don't know, Tizoc's walking speed was faster, or it sure as hell looked liked it, than his dash).

LazieFreddy

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1052 on: May 24, 2012, 08:19:24 PM »
godsgarden
http://mixupnight.info/archives/186

Nice, but why are they doing everying single elim??

a11111357

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1053 on: May 24, 2012, 08:35:32 PM »
I just received a T-Shirt from QanBa.

venusandeve

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1054 on: May 24, 2012, 09:04:16 PM »
LOL, what? did ash go into hardware production now? or is he the sales rep?
KoF XIII... Needs more Angel, Vanessa and Blue Mary! ^^

a11111357

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1055 on: May 24, 2012, 09:21:17 PM »
LOL, what? did ash go into hardware production now? or is he the sales rep?
It's a gift of an activity which QanBa held in KOFunion.
There are also Dakou's and Xiaohai's signatures on it.

nightmoves

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1056 on: May 25, 2012, 02:10:42 AM »
Hey just curious, but would anyone happen to know if there voice translation for XIII? Like a list of the voice collection translated into English?

And also is there a translation of the changes for Climax?

SPLIPH

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1057 on: May 25, 2012, 02:19:03 AM »
Hey just curious, but would anyone happen to know if there voice translation for XIII? Like a list of the voice collection translated into English?

i cant remember the the thread but i swear somebody posted a video of that.

Ky0

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1058 on: May 25, 2012, 02:48:12 AM »
And also is there a translation of the changes for Climax?
Dude... Topic dedicated to Climax, wich you've never seen? really

http://dreamcancel.com/forum/index.php?topic=2045.0
Think u'll find something...

KoF 4 EVA

nightmoves

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1059 on: May 25, 2012, 03:15:22 AM »
Not sure how, but I completely missed that topic. Thanks Ky0.

Tyrant292

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1060 on: May 25, 2012, 06:28:51 PM »


On the HD topic, I think it is a good system actually the best i'v played. Maybe they should tone down the amount of cancel you can do  but I dont know how well that turn out, it could be bad for some characters. In the end I think it depends on your skill and experience in getting  the opportunity to activate and not drop it; it needs time and dedication to actually learn and execute them that's one of the reason why newcomers feel disheartened when trying to pick up this game (that is the only bad thing I could think of).

venusandeve

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1061 on: May 26, 2012, 12:04:46 AM »
Agreed. Most of the time, if someone says something is abusive, then they're just not abusing it themselves.
KoF XIII... Needs more Angel, Vanessa and Blue Mary! ^^

Rex Dart

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1062 on: May 26, 2012, 11:22:10 PM »


On the HD topic, I think it is a good system actually the best i'v played. Maybe they should tone down the amount of cancel you can do  but I dont know how well that turn out, it could be bad for some characters. In the end I think it depends on your skill and experience in getting  the opportunity to activate and not drop it; it needs time and dedication to actually learn and execute them that's one of the reason why newcomers feel disheartened when trying to pick up this game (that is the only bad thing I could think of).

I think HD as a system is well-implemented and fun. Honestly, I don't think it's that disheartening for newcomers, personally. A newcomer to 98 would be just as easily destroyed by a pro.

My only suggestion for improving the system would be cancel-scaling. So, right now, HD canceling costs only 10% of the bar. Which I think is fair. But if EX Kyo wants to do his [qcf+A (HD) qcf+C] loop, or Iori wants to do his [qcb+B (HD) qcb+C] loop, they're just repeating two quick moves over and over. It's easy to input, and they'll be able to do quite a few of them. So my suggestion is, when a character cancels the same move into the same  move multiple times, it costs extra bar:

10% -> 12% -> 14% ... etc. And if they cancel into a different move, it would reset back to 10%.

This probably wouldn't have a big impact on most combos. In the above examples, Iori and Kyo would probably only be able to do 5 cancels as opposed to 6. But I still think this would be enough of a change to:

- Encourage more creativity in HD combos. Simple loops are easier to do and boring to watch. So why not penalize them slightly?
- Balance the cast a bit. Right now, characters who can't repeat basic loops (or can only do them in the corner) are at a big disadvantage when it comes to HD combos. This evens things up a bit.

Feel free to disagree though. This is just one man's idea.  :)

LAB Falken

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Re: KOF XIII 7th General Thread: Evo 2012 countdown edition
« Reply #1063 on: May 27, 2012, 12:04:44 AM »
Well for an obvious example; what about characters that are dependant on their loops in HD (Leona for easiest example)? Sure some characters can 'mix it up', but some are relegated to much more basic combos. Meterless, her combo would drastically shoot down in damage. For example she CAN mix it up now, but it requires meter. Sure throwing in more moves could assist in that case, but balancing a game is a tricky situation.

All it would really do would make 'optimal' HD combos a loop of 3 moves instead of 2, and mess up some of the weaker characters (the ones with less options, at least) HDs.
« Last Edit: May 27, 2012, 12:07:59 AM by LAB Falken »

venusandeve

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KoF XIII... Needs more Angel, Vanessa and Blue Mary! ^^