KOF XIII System Discussion Thread

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Sat Aug 14, 2010 18:59

From earlier in the thread:
Toxic Avanger wrote:
Dark_Chaotix wrote:Im assuming they also got rid of the b,b~f dash they had in xii?
Yes, it's gone (I really liked that one).
Then again, XIII back steps resemble more the old games (in XII, neither the long back steps nor the short ones resemble too much the previous game ones in length and speed).

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Re: KOF XIII System Discussion Thread

Post by Aion » Sun Aug 15, 2010 05:40

Thank you, sorry for not checking the thread, I didn't expect it would've been asked. *sweatdrop

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Thu Aug 26, 2010 12:33

They keep the ability to keep on running if the opponent jumps over them. Couldnt do that in XII

Yay for "run after fb" combos :D

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Wed Sep 01, 2010 12:44

What's this I hear about 1 frame attacks can hit after throw escapes? Eg: Kyo's EX Orochinagi will hit after Kyo escapes a throw.
Prof/Kane wrote about this on mmcafe with something about holding the P button. Is this a reference to "negative edge" (where button releases count as input)?

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Wed Sep 01, 2010 14:42

Gunsmith wrote:What's this I hear about 1 frame attacks can hit after throw escapes? Eg: Kyo's EX Orochinagi will hit after Kyo escapes a throw.
Prof/Kane wrote about this on mmcafe with something about holding the P button. Is this a reference to "negative edge" (where button releases count as input)?
Oh that news to me. I havent heard that ref since 3s....Someone can look into it?

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Re: KOF XIII System Discussion Thread

Post by Toxic Avanger » Wed Sep 01, 2010 15:04

Gunsmith wrote: Prof/Kane wrote about this on mmcafe with something about holding the P button. Is this a reference to "negative edge" (where button releases count as input)?

Niet niet. This is something that is exclusive to Kyo and has been there since long, where we have that if you charge slightly his Orochinagi prior to releasing it, it will become faster than just doing the move without holding the button at all (we even have that in 2002 and I think 2001 he couldn't combo the move without relying on that little trick).

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Wed Sep 01, 2010 15:35

In 2k2 you couldnt connect f+B into DM without it, but it wasnt in xii its weird if they brought it back in xiii. Technically, these guys should be doing the DM on the ground rather then cancelling in the air if thats the case (non HD combo). So doing it after qcf+D should be possible then....

Then again, that stuff was so hard to do in 2k2 and 1 frame shen in xii was disgusting.

Plus that original trick wasnt from throw escapes as stated.....Thats semi broken if you can do something straight after a throw escape.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Sep 02, 2010 11:03

Hmmm I've left a TBC note in Kyo's movelist.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Sep 02, 2010 17:16

Can anyone test out the properties of the roll in XIII?

Are they at all cancellable? (not into HD)

Rolls should be vulnerable to a combo at the end, however I'm wondering if characters with a fast invincible DP (when rolling) can still counter.

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Re: KOF XIII System Discussion Thread

Post by Tel » Mon Sep 13, 2010 10:47

Say guys, I was watching one of the combo exhibits posted in GameFAQs, namely this one:


and was just wondering if being in HD mode allows you to bypass the charging for Leona and Ash's moves the way you could in 2k2 UM. Also, looking at the Ash combo, I'm not sure if his moves didn't need to charge as a result of being in HD move, or from using his .A .B .C .D . Anyone care to clarify?

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Re: KOF XIII System Discussion Thread

Post by Toxic Avanger » Mon Sep 13, 2010 15:38

Tel wrote:Say guys, I was watching one of the combo exhibits posted in GameFAQs, namely this one:


and was just wondering if being in HD mode allows you to bypass the charging for Leona and Ash's moves the way you could in 2k2 UM. Also, looking at the Ash combo, I'm not sure if his moves didn't need to charge as a result of being in HD move, or from using his .A .B .C .D . Anyone care to clarify?
Charging is still there, what happens is that players input (for example, with Leona) db charge ub + .C -> fwd + .D . As you can see, they don't release the charge by inputting the first move, which allows them to perform the second move... This was explained somewhere, I think.

And well, Ash doesn't need to charge when he is flaming green and he can cancel his commands moves with his chargeless specials, just like in XI.

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Re: KOF XIII System Discussion Thread

Post by Tel » Mon Sep 13, 2010 17:07

So in essence it's similar to Urien's charge buffering? Well, it certainly adds options for charge characters to be able to pull off a high difficulty, high damage combo for relatively low cost.. Thanks very much, appreciate it.

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Tue Nov 02, 2010 10:20

So someone touched on CU (cross ups) and found that its hard to tell when it will actually crossup rather then put you in the front. If its like XII that has some CU, its like that you have to be fully over the body and not like 2k2 where is just then attacking part (if i had to explain it somehow). I think it will be something that ppl will have to get used to, or is that that bad where your body is full over the opponent and it still puts you back to the front?

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Tue Nov 02, 2010 18:27

it's not bad, it's f*cked!

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Re: KOF XIII System Discussion Thread

Post by Kane317 » Thu Nov 04, 2010 11:20

Gunsmith wrote:it's not bad, it's f*cked!
I would say it's stupid sometimes; not bad, or f*cked. Eventually you learn to read what the game wants. Like I said before, give it some time. You'll learn to love XIII and forget about 2k2um.

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