KOF XIII General Discussion/Rant Thread

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Re: KOF XIII General Discussion/Rant Thread

Post by Yuki Yagami » Fri Jul 29, 2011 14:59

Ladies and Gentlemen, K' nerfs, noted by 17, translated by Professor @ MMCafe.

http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13297.shtml#57785
K' nerf details by 17:

2B can still be canceled.
Air Minutes Spike drops faster after hitting, but there's longer recovery.
EX Second Shell floats opponent high and far, but Minutes Spike can still somehow hit.

EX Minutes Spike damage down from 150>110 on ground, 120>70 in air.
Slight Frame disadvantage after Iron Trigger, both strengths.
Chain may be a little harder to connect.
Second Shell's hitbox is smaller. 2A or 5C>6A, 5C(2nd hit)>Weak Iron Trigger> Second Shell won't connect.
Second Shell's recovery is longer. Weak Iron Trigger> Shell > Feirce Minutes Spike > Feirce Crow Bites won't connect (weak will).
Short hop D has smaller hitbox, doesn't hit if done on the way up.
Feirce Minutes Spike whiffs against crouching opponent (weak will).
Weak Crow Bites damage down from 60/40>50/30.
Narrow Spike recovery is longer, frame disadvantage when Blocked. About 7 frames by feeling.

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Re: KOF XIII General Discussion/Rant Thread

Post by Bugle/Hawk'M » Fri Jul 29, 2011 15:32

The XIII rebalances seem like a step in the right direction, and not completely arbitrary like the changes in other games. I don't mind a damage reduction on Maxima if it means I can now apply pressure in the air with regular vapor cannons. I don't grudge SNKP for nerfing Liz's damage either since she was overpowered, and at least I won't have to relearn combos. The real question is, if a Hwa Jai is changed in KoF XIII and nobody plays him, is he really changed?

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Re: KOF XIII General Discussion/Rant Thread

Post by Aion » Fri Jul 29, 2011 16:04

Yuki Yagami wrote:Ladies and Gentlemen, K' nerfs, noted by 17, translated by Professor @ MMCafe.

http://www.mmcafe.com/cgi-bin/forums/bbs/messages/13297.shtml#57785
K' nerf details by 17:

2B can still be canceled.
Air Minutes Spike drops faster after hitting, but there's longer recovery.
EX Second Shell floats opponent high and far, but Minutes Spike can still somehow hit.

EX Minutes Spike damage down from 150>110 on ground, 120>70 in air.
Slight Frame disadvantage after Iron Trigger, both strengths.
Chain may be a little harder to connect.
Second Shell's hitbox is smaller. 2A or 5C>6A, 5C(2nd hit)>Weak Iron Trigger> Second Shell won't connect.
Second Shell's recovery is longer. Weak Iron Trigger> Shell > Feirce Minutes Spike > Feirce Crow Bites won't connect (weak will).
Short hop D has smaller hitbox, doesn't hit if done on the way up.
Feirce Minutes Spike whiffs against crouching opponent (weak will).
Weak Crow Bites damage down from 60/40>50/30.
Narrow Spike recovery is longer, frame disadvantage when Blocked. About 7 frames by feeling.
wow

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Re: KOF XIII General Discussion/Rant Thread

Post by Yuki Yagami » Sat Jul 30, 2011 03:42

More Gameplay Notes...
Some more notes from Kane317 in regards to balance changes

Vice's Ex splash starts up faster but it only goes half screen.
Clark's B SAB now has autoguard, thanks for the tip Laban.
Kula's Ex Ray Spin lost invincibility, Andy's s.C now does two hits and both are cancellable.
Cameos...

http://www.neogaf.com/forum/showpost.ph ... count=6372" onclick="window.open(this.href);return false;
Background Cameos:

Sky Noah: Adel, Rose (both characters appear in different parts of the stage more than once) Rugal and Rodem

Alley: Mr. Big and Karman Cole

Forest: Kain faces off against Kagami, Charlotte

Rose Stadium Rooftop: Hanzo

Kyokugen Dojo: Kasumi along with Marco and Hayate Also, there's a Masutatsu Oyama reference with a poster of Takuma attacking a bull on the left side of the stage.
Special thanks to AmedoS310 on DC for the pic and cameo list!

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Re: KOF XIII General Discussion/Rant Thread

Post by Gunsmith » Sat Jul 30, 2011 10:50

Any Europeans reading this thread need to the front page and answer my question over pre-order bonuses. Or regret it :3

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Re: KOF XIII General Discussion/Rant Thread

Post by The Master » Mon Aug 08, 2011 04:04

Awaiting this... october couldn't come faster! arrgh!

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Re: KOF XIII General Discussion/Rant Thread

Post by MikelAL93 » Fri Aug 12, 2011 21:22

The Master wrote:Awaiting this... october couldn't come faster! arrgh!
October is just two months away, lets hope we can get faster to it. XD

Anyway, about DLC, what do you guys hope to see (Characters, stages, additional features)?

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Re: KOF XIII General Discussion/Rant Thread

Post by The Monster » Sat Aug 13, 2011 17:44

I have a noob question. I'm pretty new to the series (I've known about past installations and characters though since I was a kid , played bits of CvS2) , in this game is there a way to break out of hardcore combos? What I mean is , when I was playing MvC3 months ago I noticed that if you chained a bunch of combos together there was virtually no way of breaking out . Your opponent could just juggle you around the whole time and kill you on the spot. I understand that's a very face paced (potentially in many aspects broken) game. But I was curious to know if there's such a thing in this game where combos just lock you in the whole time.

I noticed from many videos basic combos aren't high , and I haven't seen anyone do anything super crazy yet other then in a training mode. So I'm very curious to know.

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Re: KOF XIII General Discussion/Rant Thread

Post by Max » Sat Aug 13, 2011 18:45

Dear developers:

If you happen to be listening, since you are actually modifying the speeches of most (if not all) characters, would you please give Mature her laugh back?

Sincerely, moi.

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Re: KOF XIII General Discussion/Rant Thread

Post by Perfect Stranger » Sat Aug 13, 2011 19:06

The Monster wrote:I have a noob question. I'm pretty new to the series (I've known about past installations and characters though since I was a kid , played bits of CvS2) , in this game is there a way to break out of hardcore combos? What I mean is , when I was playing MvC3 months ago I noticed that if you chained a bunch of combos together there was virtually no way of breaking out . Your opponent could just juggle you around the whole time and kill you on the spot. I understand that's a very face paced (potentially in many aspects broken) game. But I was curious to know if there's such a thing in this game where combos just lock you in the whole time.

I noticed from many videos basic combos aren't high , and I haven't seen anyone do anything super crazy yet other then in a training mode. So I'm very curious to know.
In KOF XIII, there isn't a way to break out of hit stun, no. The game isn't as fast paced as MvC3 however, and the fact that there are separate rounds for each new character coming in definitely helps this, since any momentum is reset when a character dies. Also gaining stock for super moves/drive cancels takes a while, so you're not going to get comboed for 100% of your life from the start of the round.

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Re: KOF XIII General Discussion/Rant Thread

Post by hadoolket » Sat Aug 13, 2011 22:19

MikelAL93 wrote:
The Master wrote:Awaiting this... october couldn't come faster! arrgh!
October is just two months away, lets hope we can get faster to it. XD

Anyway, about DLC, what do you guys hope to see (Characters, stages, additional features)?
you should know exactly who plenty of us want to see xsx

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Re: KOF XIII General Discussion/Rant Thread

Post by Dark_Chaotix » Sun Aug 14, 2011 02:52

The Monster wrote:I have a noob question. I'm pretty new to the series (I've known about past installations and characters though since I was a kid , played bits of CvS2) , in this game is there a way to break out of hardcore combos? What I mean is , when I was playing MvC3 months ago I noticed that if you chained a bunch of combos together there was virtually no way of breaking out . Your opponent could just juggle you around the whole time and kill you on the spot. I understand that's a very face paced (potentially in many aspects broken) game. But I was curious to know if there's such a thing in this game where combos just lock you in the whole time.

I noticed from many videos basic combos aren't high , and I haven't seen anyone do anything super crazy yet other then in a training mode. So I'm very curious to know.
You have to forget those capcom games and what not. Even XI was sorta like that (tag) but still didnt have anything remotely like mvc2/3 (Unless you could do oswald wall bounce combo....). Only characters I can see locking down and practical ingame is Takuma providing that he has the necessary stocks.

If you in a combo there is no way out of it unless they drop it or finish it.

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Re: KOF XIII General Discussion/Rant Thread

Post by The Monster » Sun Aug 14, 2011 03:50

Perfect Stranger wrote:
The Monster wrote:I have a noob question. I'm pretty new to the series (I've known about past installations and characters though since I was a kid , played bits of CvS2) , in this game is there a way to break out of hardcore combos? What I mean is , when I was playing MvC3 months ago I noticed that if you chained a bunch of combos together there was virtually no way of breaking out . Your opponent could just juggle you around the whole time and kill you on the spot. I understand that's a very face paced (potentially in many aspects broken) game. But I was curious to know if there's such a thing in this game where combos just lock you in the whole time.

I noticed from many videos basic combos aren't high , and I haven't seen anyone do anything super crazy yet other then in a training mode. So I'm very curious to know.
In KOF XIII, there isn't a way to break out of hit stun, no. The game isn't as fast paced as MvC3 however, and the fact that there are separate rounds for each new character coming in definitely helps this, since any momentum is reset when a character dies. Also gaining stock for super moves/drive cancels takes a while, so you're not going to get comboed for 100% of your life from the start of the round.
Yeah I really enjoy how the pacing is , it's fast but it's not too overly fast. It's like an oldskool arcade fighter , which I really LOVE about it. That's understandable though , if you're locked in oh well least you have another guy depending on your scenario. Who knows , your opponent can always screw up. I'm glad meter takes a while to build , otherwise this game would be a disaster. This game is looking to be real fair which I'm liking. Thank god X_X.

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Re: KOF XIII General Discussion/Rant Thread

Post by The Monster » Sun Aug 14, 2011 03:53

Dark_Chaotix wrote:
The Monster wrote:I have a noob question. I'm pretty new to the series (I've known about past installations and characters though since I was a kid , played bits of CvS2) , in this game is there a way to break out of hardcore combos? What I mean is , when I was playing MvC3 months ago I noticed that if you chained a bunch of combos together there was virtually no way of breaking out . Your opponent could just juggle you around the whole time and kill you on the spot. I understand that's a very face paced (potentially in many aspects broken) game. But I was curious to know if there's such a thing in this game where combos just lock you in the whole time.

I noticed from many videos basic combos aren't high , and I haven't seen anyone do anything super crazy yet other then in a training mode. So I'm very curious to know.
You have to forget those capcom games and what not. Even XI was sorta like that (tag) but still didnt have anything remotely like mvc2/3 (Unless you could do oswald wall bounce combo....). Only characters I can see locking down and practical ingame is Takuma providing that he has the necessary stocks.

If you in a combo there is no way out of it unless they drop it or finish it.
Forgive me for double posting , I couldn't find a multi-quote option.

Yeah no that's why I basically was like MvC3 is very fast and in most cases broken as hell too. Deffinetely gotta think differently regarding this game and kinda start fresh and new. I tried Tekken 6 and I couldn't get the feel for it, I just sat there and facepalmed the entire time. Pity too considering I really enjoy that roster. But yeah I guess I'm gonna have to be on my A game and avoid getting locked in. Takuma looks beast. I feel like in the right hands he's going to be insane. I like how he's most hand to hand based. I kinda wanna check him out as well.

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Re: KOF XIII General Discussion/Rant Thread

Post by Sogetsu » Thu Aug 25, 2011 14:09

Ehm, I have 2 noob questions

1) Is the Arcade version gonna be updated also? Or should it be different making K near an absolute different character?
2) If the Arcade is gonna be updated, what version should I look for? I am playing actually the 1.3 IIRC

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