Translated Arcadia Scans

Strats, combos, technical discussion.
7d3j
Almost there! ...52%
Almost there! ...52%
Posts:385
Joined:Tue May 10, 2005 12:41

Post by 7d3j » Tue Aug 02, 2005 12:44

THANKS PS!! :salute:

There is more to come, I hope? :wink:

Theundyingmage
Is it a bot?
Posts:4
Joined:Thu Aug 04, 2005 03:33

Post by Theundyingmage » Thu Aug 04, 2005 03:35

Thanks for the Translation.

This Kof is getting more interesting with each month that passes by.

Phoenix
Charging...8%
Charging...8%
Posts:11
Joined:Sun Jun 12, 2005 13:06
A.K.A.:Turned ON
Location:USA
Contact:

Post by Phoenix » Fri Aug 05, 2005 07:33

denieru wrote:There's no other way to gain skill points than time, which would prevent any way to abuse... BUT, since the power bat wont increase unless you hit the opp, grapplers will be at disadvantage, or if they decide to give huge power bar for a command throw, it will be the opposite.
That's actually a really good/valid point. Good job pointing it out! And of course PS = life saver. :smile:

User avatar
Perfect Stranger
MAX! Time to break stock!
MAX! Time to break stock!
Posts:490
Joined:Sun Jun 05, 2005 21:06
Currently Playing:Hide and seek with cops
Location:On the rooftops of the city

Part 2 up...

Post by Perfect Stranger » Sun Aug 07, 2005 21:31

Changed one thing in the translation for Part 1:
Autocombos (e.g. Shingo's dp k move, King's old hcf p move) now have a whiff animation added...

Page 4
(L and R stand for Left and Right screenshot)

Hero Team:

Ash Crimson

The protagonist of the last installment once again makes his presence felt. Exactly how he ties in with the main story will be something to keep track of.

L:
His main weapon of offence last installment, his projectile Vantou, is still a force to be reckoned with.

R:
Using his anti-air move, the nivous (Shebs or someone, want to correct my french? <_<), it seems possible to stick to a fireball flash kick trap style of playing.



Oswald
A new character, dressed as a refined gentleman and using poker cards as his weapons makes his debut! Possess unique attacks that have never appeared in the series before.

L:
An overhead special move that starts from him hopping slightly in the air before slashing downwards

R:
A special move that involves him slashing with cards. A 3 hit combination series move.

Shen Woo:
Exactly as he appears, a character that prides himself on big flashy attacks coupled with speedy special moves.

L:
His QCB A is now an overhead!? Looks like it'll be an important asset in crushing the opponent's guard.

R:
Has a new special move that allows him to weave forwards and backwards quickly. Also has spectacular attack moves.

Rival Team:
Elizabeth Planters
Elizabeth, a character who prides herself on her illusionary attacks based on light. Looks like she'll be popular with people who like "Elder Sister" character types!?

Left screenshot:
An uppercut special move that hits the opponent up really high.

R:
A move that looks like a rapid succession of short ranged projectiles

Duo Lon:
His fighting style of using his high mobility to befuddle opponents remains healthy intact. Will he be able to claim the title of Strongest Character like he did last installment?!

L
His hcb k move has been changed to a special move you input in the air.
R
His dp and rdp k moves, which saw heavy use last installment, have been changed such that, even upon connecting, will not hit an opponent down.

Benimaru:
A character that remains popular every installment. He's becoming a character that will be able to use comfortably as long as they've had experience with him in the past.

L
His qcb p move, which some found so difficult to use last installment. How it will fare in this game?

R
His air raikoken no longer stops you in the air - you continue falling down as he uses it.

Green box:
Kyokugendo and Cabbits' impression

K:
Up till now, a lot of the details of the system have been left unclear. Now that we've revealed some of the mystery behind it, what are your thoughts?

C:
The great improvements to the mechanics behind changing characters stands out. It seems like you'll be able to do some cool looking combos with free usage of the Quick Shift system.

K:
Yeah. It's good that you'll be able to create combos freely with all 3 characters of your team. Do you like the new saving shift?

C:
(I'm not too sure about this part - translating as best as I can)
Sure, since you keep rushing me! (laughs) It looks like it'll be interesting to see if we can follow up the saving shift! (laugh)

K:
Err... yeah (sweat drop) It seems great to me - being able to fight confidently, knowing that even if you somehow manage to screw up slightly you'll still be able to follow up and keep attacking!

C:
Hmm... that sounds suspicious~
Anyway, briefly, what are your thoughts on the character line up?

K:
Everytime a new installment is launched, I'd be looking at the list of characters and thinking "Oh man, I wanna use this character" and really look forward to the game!

C:
Yeah, I understand how you feel. (laugh)
(loose translation for this part) Still, this time around, there're a lot of new characters, and characters revived from older installments and other games, and even those characters that appear nearly every year have changed quite a bit as well. Looks like we'll have to have some hands on experience on all the characters before we'll be able to decide who'll make our team.

K:
Yeah, it does seem like there are a lots of small changes. While playing the game, you keep having this feeling of freshness, this feeling that "I'm playing a new game!", and it's really fun.

C:
(loose translation again)
Ahh, I can't wait till the official launch! I can't wait to play this game! What'll I do about this roaring in my heart~!!

K:
You'll just have to wait a little bit longer in anticipation!

(small text at the bottom is an apology from Arcadia for having messed up Elizabeth's name previously)

================

Page 5:

Garou team:

Terry Bogard:
The ever popular character Terry Bogard makes his appearance yet again. This Terry plays quite differently from his NeoWave appearance - look forward to playing him!
L:
His Buster Wolf is great for linking into from combos!
R:
Since there's a short lag for his Burn Knuckled, it looks like you can use it freely

Kim, a character who loves both taewkwando and justive, has been liked by fans year after year. His trademark moves have been changed slightly.

L:
The last followup of his qcb a move (the light version) has been changed into a sliding kick that hits downwards.

R: His multihitting dwn d move has no lag upon landing, and is easy to use.

Duck King:
Frm the Fatal Fury Series, Duck King makes his first appearance! He was a popular character in the past, and will likely attract lots of attention

L:
The throw that is synonymous with his name (not sure about the translated name), Break Spiral!

R:
His head spinning attack rushes forward, and can be used to catch people offguard.

AOF Team:

Ryo:
The ever easy to use Ryo come to battle with a new move! A standard character that is easy to use even for beginners.

L:
A slashing chop that starts from the side. Wait, this looks like...!? (Translator's note: Ryu's fwd HP from SSF2X?)

R:
Qcb p hits! A highly effective move...

Yuri:
Ryo's little sister, and an outstanding user of the Kyokugen style in her own right. Use her many variations in her attacks as a weapon.

L:
qcf p hits! If you don't release the button, it turns into a haohshikoken (super fireball)
R:
Her air fireball has been changed - upon releasing it, she stops for an instant in the air, and then falls straight down.

King:
She continues on from the past installment, but since her moves are quite different from her NeoWave incarnation, playing her can be quite a refreshing experience too.

L:
Her Silent Flash still seems great as an anti-air.

R: Her Top Venom is shown . Her low hitting Under Venom still exists.

Garou MOTW Team:

B Jenet:
Garou's B Jenet makes her first appearance! How exactly she'll impact the KOF world will be something to look forward to.

L:
Her short distance multi hitting projetile, Buffers (Not sure about the name)

R:
Crazy wind, a move in which she attacks with her dress, looks like it can be used both for defence and combos?

Gato:

His many mid air moves have been polished. It looks like you'll be able to attack even after air-dashing

R:
If you do the air dash, even if you're far away...

L:
...You'll be able to attack with an overhead attack instantly.

Griffon Mask:
As can be seen from his appearance, Griffon Mask enjoys great popularity with his fans, and is a pure hearted grappler character!

L: His dropping elbow attack, the Olympus Over, can now be done even in mid air.

R: This is Griffon's Body Blow attack!

==================

Ikari Team:

Ralf:

Ralf is a character that relies on his normals to win, and it looks like they've gotten better this installment. The revivial of his body blow attack sees it return just as effective and easy to use.

L:
Looks like lots of people are liking both the effectiveness of his body blow attack and his special moves!

R:
His Unblock move (dp p), which can now be linked even from light attacaks, looks like it'll be extremely easy to combo into.

Clark:

Clark, arguably the signature grappler of KOF. Will the changes to the grappling system affect him?

L:
His romantic(?) technique, the Napalm Stretch, still makes its presence felt!

R:
Clark's command grab, in contrast of Ralk's, is an instant grab.

Whip:
In place of Leona, Whip has returned to the Ikari team. Her trademarks are the lively use of her whip and her long reach.

L(or rather, bottom):
It looks like she's finally gotten a much anticipated new super move!

R:
The distance apart from the opponent isn't that great after using a boomering shot (hcf p), which makes it easy to pressure upon wakeup.

===========

Psycho Soldiers Team

Athena:
There're a lot of people who look forward to Athena's costume changes every year. This year, she's wearing a sailor costume!

L:
Her Psychic Suruu (Is this her 98 command grab I think so) has been brought back according to fan's wishes!

R:
Her Psychic Teleport can now be done even in the air!

Kensou:

Even though he took a break last game, in this installment he returns combining both ESP and Chinese Kenpou!

L:
(I'm not familiar with Kensou's moves at all, by the way)
His revived technique (I think it's the one in which he pokes while rushing forward) is a move that advances while attacking.

R:
A new command move? Seems like it's an overhead.

Momoko:
A little girl who uses Capoera, her movements are her trademark. Seems like she has lots of followups possible from her command moves and special moves.

L:
One of her special moves sees her rolling along the ground before kicking out.

R:
A special move that sees her hopping forward while attacking with her butt. Seems like it can be followed up.

============

Agent Team:

Vanessa:
Vanessa's back after taking a break last game! As before, it looks like you'll be able to play her using her many varied moves to confuse and bedazzle opponents.

L:
A dust cloud effect has been added to her Dashing Puncher (is this her charge back, fwd p move?)

R:
The animation for her command move has changed.

Blue Mary:

Blue Mary's becoming a character that you should be able to use without any problems at all if you've played with her before in previous installments.

L:
The return of her previously missing M Splasher rose!? Use in a combo!

R:
Her Straight Slicer, effective at catching opponents off guard. Will this be one of her bread and butter moves this installment as well?

Ramon:
The hot blooded pro wrestler has returned!
He's even had new pro wrestler moves added to his repetoire!

L:
The animation for his C distancing move (I think this is the one in which he dances back and forth) has been changed

R:
AS can be seen from the screen shot, Ramon looks like he's throwing his opponent to the ropes. A new special move maybe?

=============
Page 7:
Anti-Kyokugen Ryu Team:

Malin:
Lots of minor changes have been seen in Malin's special moves. Looks like you'll have to adopt a fighting style different from last installment.

L:
The time in which her yoyos stay in the air has shortened.

R:
The lag upon landing from her suzumebachi (I think this is her air, directional 2 punches move) looks like it has been shortened.


Kasumi:
The kobujutsu user Kasumi returns! While there might be old fans tearing with delight at her return, maybe there'll be a lot of people who think she's a new character too?

L:
A shot of her new move that allows her to throw people in mid air whilst remaining on the ground. An remarkably effective move.

R:
When you talk about Kasumi, you have to mention her (this is the move where she has a slashing motion forward. What's the command for it?) You can do it in the air too.

Eiji:
A surprising revival of a character who's not been seen since KOF 95! As befits a ninja, use his many varied moves as your main offence.

L:
His giant projectile looks like it's a super move this time around.

R:
Even his moves bring back fond memories. His knockdown move (dunno what the motion for it is, never played Eiji), useful in combos and (No idea what this is - kensei?)
=====================
K' Team:

K':
There've been lots of changes to his nromals and his special attacks, so while he's a character that's been around for a while, there's a feeling of freshness while playing him this time around.

L (or rather, bottom):
Looks like you'll now be able to do his narrow spike (qcb k, qcb k) after his Ein Trigger!? (qcf p)

R:
His new body blow attack. Even when cancelled from you'll be able to hit your opponent, which is convenient.

Kula Diamond:
With a new specal move, Kula returns. Also make sure to keep in mind the small changes made to her other moves.

L:
A mid air projectile that sees her creating a giant ice crystal is her new special move.

R:
Her strong Crow Bites (dp c) now hits 3 times. Ah, multi hitting moves are great~

Maxima:
With changes to moves like his Jump D and Far D, Maxima's had lots of changes to his normals. Looks like you'll be able to play him differently from before.

L:
A feint motion has been aded to his Vapor Cannon (qcb p)

R:
His Far D looks like it'll be able to stop people from jumping in.

Kyo and Iori Team:

Kyo:
With the return of his fireball, his combat potential has increased! As to why he'll team up with Iori in the same team is surely a point of note in the story...

L:
With the return of his fireball, it looks like Kyo will be effective even from afar.

R:
With all the strength in his body, Kyo rips into his opponent with his qcfx2 p dm!

Iori:

The big change about Iori is that his Saika has now been changed into a separate dm by itself. As for the rest of his moves, there seem to be no major changes.

L:
Since there seems to be little changes to his moves, you should be able to use him with no problem.

R:
His Saika, now a DM in its own right. Creating a giant pillar of flame is both flashy and cool!

Shingo:
Caught in the middle between Kyo and Iori is Shingo... Will he be able to play an effective role as a teammate?

L:
His autocombo (dp k) now has a whiff motion added to it. Missing with it is dangerous...

R:
In this installment, his Shingo kick can be done in the air as well. Use the front part of it to hit people!
Last edited by Perfect Stranger on Mon Aug 08, 2005 19:17, edited 1 time in total.

cube
Charging...69%
Charging...69%
Posts:46
Joined:Fri Jun 17, 2005 23:16

Post by cube » Sun Aug 07, 2005 21:38

Holy cow , even better.
Thanks a lot PS

User avatar
CarpeNoctumXIII
Charging...8%
Charging...8%
Posts:13
Joined:Sat Aug 06, 2005 03:53
A.K.A.:Turned ON
Location:Kearny, NJ
Contact:

Post by CarpeNoctumXIII » Sun Aug 07, 2005 22:03

I'm not too happy about Iori's Saika being a separate DM. Everything else seems good.

Keric
Charging...23%
Charging...23%
Posts:21
Joined:Thu Jun 23, 2005 18:08
A.K.A.:Turned ON
Location:France, Paris

Post by Keric » Sun Aug 07, 2005 22:36

His main weapon of offence last installment, his projectile Vantou, is still a force to be reckoned with.

R:
Using his anti-air move, the nivous (Shebs or someone, want to correct my french? <_<), it seems possible to stick to a fireball flash kick trap style of playing.
I'm french!
It's Ventose and Nivose. These were months' name during the Napoleon era.
I'm still wandering why did SNKP suddenly add a french touch to there game... (Ash's move, Soirée, Mignon, Lien from KOFMI... it's so kitsch!!)

User avatar
Apathy Wind
Maxed Out?!
Posts:1034
Joined:Fri May 06, 2005 22:32
A.K.A.:PS3 Crap Shoot
Currently Playing:no whammies, no whammies...

Re: Part 2 up...

Post by Apathy Wind » Sun Aug 07, 2005 23:02

Perfect Stranger wrote: Ralf is a character that relies on his normals to win, and it looks like they've gotten better this installment. The revivial of his body blow attack sees it return just as effective and easy to use.
Body blow?!?? Are they talking about his CD attack?
Perfect Stranger wrote: Maxima:

L:
A feint motion has been aded to his Vapor Cannon (qcf p)
QCF + P, huh?? I guess Maxima lost his Maxima Scramble then. Kinda disappointing...

---

The new system information seems interesting. A couple thoughts:

- I don't know about the Dream Cancel - seems like it'd be too potent. Provided you have the stocks (skill and power) you could pretty much get free leader DM damage off any combo you end with a DM. Yikes, shades of SFEX's three super links... I wonder if the damage will be reduced.

- The Judgment injector doesn't seem so bad since players will be able to constantly tell who has that advantage. At least that way the player about to lose a time out can make a last ditch effort for victory (as opposed to holding out in the hope of some undefined judgment win).

- The saving shift just reeks of "C-c-c-c-c-c-ombo BREAKER!"

PaGaN 3l3m3nts
Powering up...7%
Powering up...7%
Posts:109
Joined:Tue Jun 14, 2005 10:07
A.K.A.:Turned ON
Location:United States
Contact:

Post by PaGaN 3l3m3nts » Sun Aug 07, 2005 23:10

Perfect Stranger, you are as a god. There's no way to repay you for all of this wonderful translation. :smile: So, K' got his Ein Trigger > Narrow Spike, and Maxima got his Vapour Cannon feint... Both of these were in MI... Maxima also had a Bunker Buster feint in MI, useful for throwing your opponent offguard, then immediately doing his Maxima Revenger while they're blocking... I wonder if he has that as well? Yuri and King sound like they've been made a little worse still, and the Ikari Warriors still aren't improving much... ...sigh... Still, changes to most everyone else sound wonderful, other than Iori... Shingo Kicks from the air sounds wonderful. Hmm, if K's bodyblow is changed, I wonder if Kula's is?

User avatar
Foxhole
DESU!
Posts:1082
Joined:Sat May 28, 2005 11:28
A.K.A.:Himono Onna/Easy Prey
Currently Playing:with Atenolol.
PSN:ELT-Jurippe
Location:Tri-state Imbruglia

Post by Foxhole » Sun Aug 07, 2005 23:31

I remember Saika being underrated in 2k, I wonder if it's just as good as it was then.

Max
More power! ...18%
More power! ...18%
Posts:209
Joined:Tue May 17, 2005 17:47
Location:León, México

Post by Max » Mon Aug 08, 2005 01:42

Benimaru's Air QCF P has been reverted to '96 form (not stopping in the air)...

Will this affect his gameplay much?

User avatar
SonicTempest
Posts too much
Posts:3409
Joined:Wed May 04, 2005 14:26
A.K.A.:>8|
Currently Playing:Dark Souls II
XBL:SonicTempest84
PSN:SonicTempest
Location:Seattle, WA
Contact:

Post by SonicTempest » Mon Aug 08, 2005 02:17

Thanks again, PS. BTW, it's Judgement INDICATOR, not Injector :P

Changes sound interesting for now.

AW: To Dream Cancel you need 3 super stocks and 1 skill stock, apparently, and you start with all bars empty so it probably won't be that easy to abuse the Dream Cancel feature.

User avatar
Apathy Wind
Maxed Out?!
Posts:1034
Joined:Fri May 06, 2005 22:32
A.K.A.:PS3 Crap Shoot
Currently Playing:no whammies, no whammies...

Post by Apathy Wind » Mon Aug 08, 2005 04:39

Yeah, I know the requirements for a successful Dream Cancel combo are pretty steep. I'm just worried that it's inclusion will devolve the non-leader characters into what amounts to batteries.

I.E.

Step #1) Use non-leader characters to build up skill points and power stocks

Step #2) Switch to leader when maxed

Step #3) Dump all power stocks and skill points on massive damage normal-special-supercancel-DM-dreamcancel-leader DM combo (provided I'm reading the supercancel right - 1 skill point and 1 power stock, no?)

Step #4) Switch back to non-leader characters and repeat

Essentially I'm concerned about the game focusing on the 'hoarding' aspect I felt present in 2K3 and SFEX. Admittedly the time aspect of the skill points, building requirements of the power stocks, and eventual health loss to non-leader characters will probably minimize the long term effectiveness of such a strategy but the lure (and potential effectiveness) of even one mega combo might significantly skew the flow of matches.

Interestly enough, the saving shift might be an interesting way to negate such tactics. If the saving shift can be done at any point during an opponent's combo then you could cause your adversary to burn power stocks and skill points on a broken combo (ala countering a SFZ2 Alpha Counter with a 2-in-1'ed attack). Then again, if you can only saving shift at the being of a combo then the maxed leader can force their opponent to burn two skill stocks to avoid the inevitable mega combo (thus leaving them defenseless against a subsequent mega combo attempt...).

Ughhh... theoreticals getting too complicated duh

At any rate, despite any misgivings I've eluded to I am glad to see SNK trying out new ideas
:salute:

User avatar
Empyrian
Almost there! ...61%
Almost there! ...61%
Posts:406
Joined:Fri May 06, 2005 05:22

Post by Empyrian » Mon Aug 08, 2005 05:09

I don't think it is that simple to go through all 4 steps.

Step #3) Dump all power stocks and skill points on massive damage normal-special-supercancel-DM-dreamcancel-leader DM combo (provided I'm reading the supercancel right - 1 skill point and 1 power stock, no?)

If I do all this and the game gives me crap damage for effort, I go, "Duh?"

Btw, I just know somehow Saika can be SCed to LDM. Don't ask me why. ;p

*Worships PS with PaGaN 3l3m3nts.* (though it is a wrong month to worship supernatural beings over here. :p)

User avatar
Apathy Wind
Maxed Out?!
Posts:1034
Joined:Fri May 06, 2005 22:32
A.K.A.:PS3 Crap Shoot
Currently Playing:no whammies, no whammies...

Post by Apathy Wind » Mon Aug 08, 2005 05:47

Empyrian wrote:I don't think it is that simple to go through all 4 steps.
Umm... and why is that exactly? Skill points generate over time and it's never been terribly difficult to generate three power stocks. Timing the various cancels will probably be tough but I'd think better players would get it down easily enough.

Mind you, I'm not so much disregarding your opinion as I am looking for elaboration of your point.

Post Reply