So...there's a machine-level setting that lets you change how lenient the inputs are?On a side note, I didn't notice until recently how dramatically different the game feels when the input timeframe option is changed in the game's settings. Some of the most simplest moves like K's Iron Trigger> Second Shell/Shoot feels as hard as 1-frame links in SF4. (ok maybe not that strict, but it's a close call)
Most arcades have the option on, but a few of the higher competition places have it off, apparently to disable Raiden's CD dropkick since it can't be done without the additional input frames.
KOF XIII System Discussion Thread
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I was making my semi-biannual pilgrimage to MMCafe and I saw this:
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Re: KOF XIII System Discussion Thread
Woah. The first thing you notice when playing XIII is how lenient the controls seem....
If they were to turn this off.... XIII will be less fun, but perhaps this would cut down the chance of inflicting 90% combos and of course Raiden abuse... hmmmmm interesting. Let's see what the console version has in this regard...
If they were to turn this off.... XIII will be less fun, but perhaps this would cut down the chance of inflicting 90% combos and of course Raiden abuse... hmmmmm interesting. Let's see what the console version has in this regard...
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Re: KOF XIII System Discussion Thread
The prof elaborated on this a little bit:
So really they left this option in because of Taito's messed up budget cabinet.Professor @ MMCafe wrote: To elaborate a bit more on the previously mentioned input timeframes, technically, it's not really meant to be a setting that increases input time although that turns out to be the result. It's more of a byproduct for a setting that deals with issues on the Vewlix, the Taito Type X family's official arcade cabinet. For anyone interested, here's an explanation.
Taito currently offers three products in its Vewlix lineup, two of which is mainstream.
Red Cabinet (Vewlix F)- The standard cabinet. Costs around 500,000 yen per unit.
Blue Cabinet (Vewlix L)- The cheap cabinet. Costs around 320,000 yen per unit.
The Blue cabinet is affordable for arcade operators, but hardcore players tend to despise it. One of the reasons behind the huge price difference is that it uses a cheaper LCD about 2 frames slower on average.
For KOF13, SNKP coped with the latency differences between the two Vewlix cabinets by providing an option that purposely adds two frames of latency into the game (apparently just input latency) so that playing on the red cabinet would feel about the same response speed as on the blue cabinet. It should be on as the default shipment setting.
When the option is turned off, the simulatated latency gets cut off. But the thing is, the input timeframe shortens as well. So for instance, a command that has a window of 4 frames would shorten to 2 frames.
Many of the arcades use third party LCD cabinets, and you never know which setting the game is on until you play it.
As of December, Taito now offers the new Lightblue Cabinet (Vewlix Diamond), which has a good LCD like the red cabinet and an improved I/O board. The system is available for the relatively affordable price of around 780,000 yen per set of 2 units. (Around 870,000 w/ nesicalive server.)
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Re: KOF XIII System Discussion Thread
Well, as a (somewhat) regular Super Street Fighter IV player, I'm used to input leniency. The difference here is that SSFIV's input leniency is just stupid. I'm sure you all know of the following travesty, but:
+
can be achieved via
+ 
Which, of course, is ri-god-damn-diculous.
However, I'm all for a little input leniency, because accessible controls will help bring some new blood into the KOF scene (and I'll finally be able to do the BC combos I was unable to do in 2k2!
).
Just as a side note, I actually kinda like how super cancels cost drive stocks (I think that's the one?). The reason being this: No more spamming setups for supers.
*ahem*DP->FADC->Ultra*ahem*





Which, of course, is ri-god-damn-diculous.
However, I'm all for a little input leniency, because accessible controls will help bring some new blood into the KOF scene (and I'll finally be able to do the BC combos I was unable to do in 2k2!

Just as a side note, I actually kinda like how super cancels cost drive stocks (I think that's the one?). The reason being this: No more spamming setups for supers.
*ahem*DP->FADC->Ultra*ahem*
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Re: KOF XIII System Discussion Thread
I confess that I'm completely ignorant to the SSFIV world, I had no idea there was such an easy input; does that cause a lot of unwanted overlaps and hence accidental DPs?IsshunSengeki wrote:Well, as a (somewhat) regular Super Street Fighter IV player, I'm used to input leniency. The difference here is that SSFIV's input leniency is just stupid. I'm sure you all know of the following travesty, but:
+
can be achieved via
![]()
+
Which, of course, is ri-god-damn-diculous.
However, I'm all for a little input leniency, because accessible controls will help bring some new blood into the KOF scene (and I'll finally be able to do the BC combos I was unable to do in 2k2!).
Just as a side note, I actually kinda like how super cancels cost drive stocks (I think that's the one?). The reason being this: No more spamming setups for supers.
*ahem*DP->FADC->Ultra*ahem*
To keep this on topic, I really like how in XIII they made it so that you cannot drive cancel on blocked moves (even if it burns a drive), instead they kept this option only if you're in hyperdrive (drive canceling on blocked moves) which make it a lot less abusive.
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Re: KOF XIII System Discussion Thread
I would assume that some newer, more mashy-playing Ryu/Ken scrubs would be doing some accidentalKane317 wrote:I confess that I'm completely ignorant to the SSFIV world, I had no idea there was such an easy input; does that cause a lot of unwanted overlaps and hence accidental DPs?

Haha, you Super IV players won't stand a chance without your "safe-escape-from-blocked-DP-spamming" mechanism! *laughs maniacally*Kane317 wrote:To keep this on topic, I really like how in XIII they made it so that you cannot drive cancel on blocked moves (even if it burns a drive), instead they kept this option only if you're in hyperdrive (drive canceling on blocked moves) which make it a lot less abusive.
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Re: KOF XIII System Discussion Thread
This input thing intrigues me. So does that mean with input latency off KOF XIII feels more like 2k2, or is it vice versa? Im not entirely sure which version I played but I do know that it was easier than the older KOFs. It felt a bit like CvS2 mixed with Garou. Fast and crisp, but not too fast so that you can get ur combo's off. Still, none of that matters cuz that console version be coming.
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Re: KOF XIII System Discussion Thread
DarkDreamT2 wrote:This input thing intrigues me. So does that mean with input latency off KOF XIII feels more like 2k2, or is it vice versa? Im not entirely sure which version I played but I do know that it was easier than the older KOFs. It felt a bit like CvS2 mixed with Garou. Fast and crisp, but not too fast so that you can get ur combo's off. Still, none of that matters cuz that console version be coming.
w/o the option, it feels like the older games. i hate that option btw.. everything feels so off. like 4 frames off!
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Re: KOF XIII System Discussion Thread
How long has it been known that AG is in XIII??
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Re: KOF XIII System Discussion Thread
AG = alternating guard?
I didn't even know it was in XIII to be honest...maybe I haven't been paying attention (or maybe I haven't been watching any match videos where command grabs are used, lol).
I didn't even know it was in XIII to be honest...maybe I haven't been paying attention (or maybe I haven't been watching any match videos where command grabs are used, lol).
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Re: KOF XIII System Discussion Thread
Yeah....
I think Frionel said it was still in (trying to remember where I got that info for that OG post)
I think Frionel said it was still in (trying to remember where I got that info for that OG post)
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Re: KOF XIII System Discussion Thread
Err I had trouble doing dm into hsdm while tryong out xiii. Its it strict on frame? Can you do it anytime?
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Re: KOF XIII System Discussion Thread
HSDM into NEO MAX requires HD activation beforehand, and the cancel points are fixed.
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Re: KOF XIII System Discussion Thread
I had the same problem initially.Dark_Chaotix wrote:Err I had trouble doing dm into hsdm while tryong out xiii. Its it strict on frame? Can you do it anytime?
As mentioned you need to be in HD mode then you can basically do the NeoMax at any time during the super.
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Re: KOF XIII System Discussion Thread
At anytime or is it fixed? 
