A video showing off the max cancel system of KOF XIII
The max cancel system from what i can tell is similar to the MVC3 DHC. Although insted of canceling into a partners super you cancel into a more powerful super of your own. With all the SFXT and SSF4AE and MVC3 talk KOF XIII is deep under the radar. This video is a game changer and by that i mean it can sway those who are on the fence about buying it. Take a look for yourself and see why KOF XIII has the goods. Let us know what you think and don't be a jimmy.
A more in depth look at KOF XIII.
King of Fighters XIII improves upon the KOF XII engine, using the Taito Type X2 arcade board like it's predecessor. There are nine returning KOF veterans in this installment, including: King, Mai, Yuri, Takuma, Vice, Maxima, Hwa Jai, Kula, K' and a console exclusive character, Billy Kane! This makes for a total of 32 characters so far, and they will be grouped into teams (unlike the prequel). There will also be a much greater selection of character colors (10 per character) along with some ultra cool sprite edits & "head swaps" for certain characters. At least 8 new hand-drawn stages will appear in the console version, and returning stages have been given visual updates as well.
Special moves now have "normal" and "EX" versions. The EX specials cost a small amount of the power gauge and can add extra hits, boost attack speed, and/or add an extra frame of invincibility! A new gameplay feature is the "Triple Cancel," which allows players to unlimitedly cancel their character's moves. The Triple Cancel is dependent on the "Hyper Drive Gauge," a three-tier gauge which gradually drains as the fighters cancel their moves. When a fighter is in Hyper Drive Mode and has three power stocks, they can perform a powerful technique known as a "Neo Max Desperation Move". Players can also link a Neo Max technique into a combo, which is dubbed "Max Cancel". The "zoom" effect that was used in King of Fighters XII on counter moves has been removed and the gameplay speed has also been improved greatly.
The Story Mode features a scoring system. When fighting against a computer opponent, players are challenged to complete a random objective during stages, or Target Actions. Completing these tasks can award bonus points at the scoring screen. Meeting certain conditions can also reward players the next round by filling up their power gauge or Hyper Drive Gauge. Objectives include goals such as completing a certain amount of hits within one combo, successfully hitting the opponent with a desperation technique (including EX and Neo Max desperation moves or specials), or being asked to perform a certain attack within 10 seconds. Pre-fight dialogue is also featured in game's 1-player mode.
There will also be a "mission mode" but there are no details on it yet. I hope it is similar to the MVC3 mission mode or the SSF4 trials, challenging and fun. As far as we know billy kane is the only console exclusive character but i really hope more is added. Oswald from KOF XI would kick tons of ass in this game i really hope he is added. KOF XIII is looking to hang with the big boys in the figthing game world and i think it has all the tools to do so. With improved online features and a improved network code from the previous game KOF XIII should really appeal to fighting game fans. This game drops october 25th for the ps3 and 360 will you take on the king? I know i will and i now i leave you with a look at the current roster and the latest trailer. Let us know what you think and dont be a jimmy.
take a look a what you get for pre ordering KOF XIII.
As far as i know this preorder is going on with Gamestop us/ca and Amazon us/ca. This is a pretty sweet deal seeing as the game is already 10 bucks cheaper than the standard new game price. KOF has always had good music and a 4 disc set spanning their 15 year history is amazing for KOF fans. I don't know if this is enough to make you go pre order but it is for me i love soundtracks that comes with games and it doesn't get much better than this. Also im going to leave you with the newest trailer to hype you up more i know im hype. Let us know what you think and don't be a jimmy.
By: fnjimmy Aug 2, 2011 | 9 Comments
This was just after we played the UMvC and I was already exhausted. Anyway, the random black guy was turtling.
I don't know about this game. Comepletely different pace after just playing Marvel.
By: iorilamia Aug 1, 2011 | 3 Comments
Kof 13 has gone through many changes since the arcade version, have a look at possible home "re-balances"
Kof13 original arcade version was extremely broken. After a couple of patches the game seemed alright (except for Raiden dropkicks...). With all the hype around the console release, it was said that the game will have re-balancing. Fortunately at Evo, a new KOF build was there which has alot of changes from the arcade. Most noteworthy is Raiden's dropkicks got nerfed but K"(possibly the best character in the game) got a buff.....Anyways, check out Kane317's notes and see what has changed :D
Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Liz’s midscreen, 1 stock no drive 511 damage combo now deals 391
-Shen’s gotten a slight damage decrease, I couldn’t quite figure out where but Kunio’s 799 (1 stock HD combo) now does 777
-Duo Lon’s Ex f.AC now has more hit stun (or better recovery for DL) so that he can do s.C or s.D (before it was a near 1 frame that allowed only for d.A, and if you’re close enough you can link that to s.C).
-Duo Lon’s NM has finally been normalized and now does 448 instead of his silly 400 he used to do. (Most characters are 450-500 in the arcade version).
-Maxima’s air vapor cannon now holds him in place for both version and then after he’s done he either goes forward or drops down (I forget), but not backwards.
-Maxima’s damage has been decreased slightly.
-Goro’s dp+K, [DC] hcf P seems to only work in the corner now (WHY?). His NM has been buffed to 571, yup!
-Kyo’s hcb+K is no longer safe, is also does not build much drive or meter if it connects. It seems only useful for combos from now on.
-Kyo has his air Ex Orochinagi
-All characters that we tested all had aerial Ex DMs like Mai.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.
-Overall, hit hitboxes have been adjusted and it’s harder to cross characters up now. It was noticable as we couldn’t get K”s j.B or j.D to crossup.
-K”s hop no longer goes over a standing opponent.
-K”s second shell (qcf+P.f+B) now juggles opponent higher and when preceded by an Ex qcf+P, allows the second shell to hit twice, and hence combo into his qcf x2+P DM like in the RS trailer.
-Shen’s fully charged qcf+P now only removes 50% of the guard gauge.
-Mai has been buffed overall. Her air.d+B has faster recovery making it kinda safe, her air.qcb+P is also safer.
-Mai’s air DM now falls “natually” as she travels across the screen a la ’95 Mai’s hidden air DM.
-Mai’s air Ex DM also MaxCancels into NM.
-Mai’s Ex Ryuenbu has startup invincibility.
-Mai’s A Ryuenbu has a larger vertical hitbox acting like an anti air (assumingly it’s like her beta version).
-Terry has a d.A, d.C link which helps his hit confirmation a lot. Gave us an instant Fatal Fury “feel” to it.
-Takuma’s stun combo juggles are much harder to perform and the timing is real tight.
-Joe’s NM comes out FAST. Can pretty much punish air attacks on reaction.
-Joe’s NM when MC’d, will wait for the opponent to drop from the Screw Upper, automatically releasing it for you. It’s a damaging MC.
-Joe’s Ex DM travels across the screen now.
-Joe’s D Tiger Knee now has startup invincibility somewhat similar to XII but not as extreme. B version is faster but has no invincibility.
-Liz’s Ex DM now does no pushback on blocked opponents
-Liz’s Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Beni’s Ex Raijinken now holds the opponent in position allowing you to follow up. I believe CMD.Duc did (corner), Ex Raijinken (qcf+AC), A Raijinken, dp+K. Overall CDM.Duc says he’s been buffed.
-Ash’s Ex qcb+P now juggles even grounded opponents.
-Ryo’s dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.
-Andy’s d.D is slower now and no longer as abusable, it still can hit anti-air but seems to trade more now.
-Andy’s Zaneiken is safe on block now, but he’s also pushed back really far himself.
-Andy’s Ex hcf+K, d.D is harder to connect now mid screen.
-Raiden’s dropkicks have finally has its charge time increased. Despite initials reports, 1.1 did not change his charge time from 1.0. Personally, I must have charged ove 20+ seconds and I could not get level 3 to come out. If you land the DK midscreen, the opponent will fly away really far not allowing a follow up. His double DK shenanigans still work in the corner.
-King and Hwa Jai’s slide both cancel now by themselves.
-King’s NM has been fixed, it now goes further and when MC’d does full damage.
-Mature’s qcb+K has better recovery
-Ralf’s Vulcan Punch now knocks the opponent away after two hits.
-Clark, sadly, seems unchanged.
-Leona’s HD combos have been nerfed slightly.
-Kula’s corner juggles seem harder to connect..
Any of these characters you feel shouldn't have gotten nerfed/buffed? Leave your thoughts in a comment.
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