king of fighters 13

Sort by: Most recent | Popular today | Popular this week | Most views all time | Most liked

Community Preview

Arthvader

Arthvader Previews: The King of Fighters XIII

By: Arthvader Sep 11, 2011 | 457 Views | 4 Comments

My[Arthvader] preview for The King of Fighters XIII. An in-depth look at the most important reasons why Arthvader is hype for KOF13.

With The King of Fighters XIII coming this November, I'm soo hyped up for this game. I've been a fan of the series since 94, and from the looks of it, I'm sure it'll be one of the best one yet. Here's the trailer:

Story:

     The story takes place after the event's of KoF XI. Ash Crimson has just recently managed to claim two of the three power held by the decedents of those who sealed the Orochi 1,800 years ago (Chizuru Kagura and Iori Yagami), while leaving Kyo Kusanagai to be his final victim. As Elisabeth Blanctorche, a former comrade of Ash, prepares to stop him, fighters from around the world received a letter with an invitation to another King of Fighters tournament tournament, in which it's be hosted by a person being simply labeled as "R". This person is Rose, the sponsor of the tournament, who is currently being controlled by "Those from the Past", the organization behind the two previously held tournaments that has been trying to break the seal of the Orochi.

Gameplay:

     Let's talk modes first. The game will have the following modes: Story, Practice, Challenge, Customize, Tutorial, Replay, Gallery, and Online.

     In the Story mode, you can view events from the perspective of multiple characters, and it will be influenced by the decisions you make, as well as your battle results. when it comes to battling the CPU in the story mode, you'll be given random objectives, or Target Actions, which when completed, will give you bonus points, as well as some bonuses for the next round. Also, pre-battle dialog will be shown during the single player mode.

     With the Tutorial mode, newcomers will be able to learn the basics of the game. the tournament sponsor Rose will explain the basic controls of each character, as well as the importance of each gauge.

     The Challenge mode will consist of three modes within itself: Survival, where you fight for as long as you can, Time Attack, Where you pretty much just play through the game for the fastest time, and Trial, which you perform various combos with each character.

     The Replay mode is where you can view replays of matches you saved after battles. I don't know yet if you can watch replays with friends yet.

     The Gallery is, well, it's self explanatory. in this mode, you can view various pieces of art done by the staff.

     Another neat feature for this game is the fact that you can customize the character's colors to whatever you want. Sure, at first, there won't be as many colors available at first, but as you keep playing the game, more colors will be available, allowing for unlimited customizations. the best part is, you can use those customizations in online play.

     The next thing I'll mention is gameplay changes. First of all, the following gameplay mechanics from the previous game were removed for this game: the Critical Counter system, the the Clash system, and the dynamic, zooming camera. In the place of these mechanics, the following systems and changes has been added:

  • The EX Mode: Players will be able to use powerful version if their moves for the cost of one meter for EX Desperation Moves, and two meters for EX Super Desperation Moves.
  • The Triple Cancel: this mechanic allows players to unlimitedly cancel their character's moves. the Triple Cancel is dependent on the Hyper Drive Gauge.
  • The Hyper Drive Gauge: A three-tier gauge which will gradually drain as player cancel the moves. Whenever the the gauge reaches the max, the player will then go into a state called "Hyper Drive Mode" in which players will be able to cancel unlimitedly for a short amount of time.
  • Neo Max Desperation Move: whenever the player is in the "Hyper Drive Mode" while having at least three power stocks, they'll be able to pull off this powerful technique. Players can also link this move into a combo, in which you'll do a "Max Cancel".

Sound:

All I have to say is this, the songs in this game are soo totally badass. Instead of having generic songs for the stages, we get back songs for each team. Not only that, each team's theme, in my opinion, sounds like it belongs with them. Listen to Team Japan's theme here, and see for yourself:

Graphics:

As you can see from the image above, you can tell that the game improves on the graphics. The game will feature a total of at least 8 new hand-drawn stages, while returning stages from the previous game will get a visual upgrade. each characters themselves will have at least 20 different colors to choose from, all of which looks really nice, while some characters might have head swaps (Raiden & Takuma, I'm looking at you), and if the twenty colors aren't enough, you can use your own customized colors (I explained customization mode in the gameplay section of the preview.)

Final Verdict: HYPED!!!

Even though the game won't be out just yet, I'd say BUY IT!!!!!

Also, pre-order this game to get a special 4-disk set consisting of KoF music spanning the whole franchise.

Before I go, here's some videoes of high level KoF XIII players (I found these on iplaywinner's youtube page):

Read full story...

Blog

Story Image

FnJimmy Demos The King of Fighters XIII at EVO 2011

By: fnjimmy Aug 2, 2011 | 352 Views | 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.

Community News

Story Image

Screenshots from EVO Kof13 raise the question of more characters

By: iorilamia Aug 2, 2011 | 257 Views | 6 Comments

Pictures from story mode show some old challengers...

Enough hype has been around the home version of KOF 13 having 3 more characters than the arcade (95 iori, Billy and Saiki). Images from the new build show us old characters like Heidern, BlueMary and Vanessa. Also the team select screen during Ash's story shows 2 empty team slots. Also the prolouge picture shows a some older characters including Kagura. What could this mean for returning characters? Saiki, Iori and Billy ofcourse wouldn't be on a team, those characters are most likely to be solo , unless Yamazaki and others were brought back. Check out the images below and let us know what you think.

Speculate!

 

 

source: http://dreamcancel.com/?p=1594

http://dreamcancel.com/?p=1588

Community News

Story Image

KOF13 changes in the Evo build for "re-balanced" home version.

By: iorilamia Aug 1, 2011 | 340 Views | 3 Comments

Kof 13 has gone through many changes since the arcade version, have a look at possible home "re-balances"

KoF XII poster

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.

 

Source: http://dreamcancel.com/?p=1560

 

Must See

Top 10 Video Games

 
#1 Anime Spot in Las Vegas
Gouki Original Game
FSW Las Vegas
Follow Us



Gouki Destiny Clan
FFXIV Malboro
Ad

Gouki websites: Video Games | Wrestling