The King of Fighters XIII

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C'est triste qu ils se fatiguent à faire un nouveau kof alors que le 2002um et le XI ferait d'excellent jeu à moitié prix sur la génération actuelle.
8 min de test gameplay ici :


la



et ici aussi: (avec un petit défilé gratuit de gens devant la camera)



On a toujours droit au loading entre les "rounds" et c'est très chiant.
Le stage en france est toujours la mais modifié, on a droit à l'arc de triomphe en fond, les personnages en fond sont un peu moins excités que dans le XII (animation plus lente)


movelist (jap of course)
http://i.imgur.com/G5b3v.jpg
http://i.imgur.com/YXvGo.jpg

interview chez neoarcadia:
http://www.neo-arcadia.com/2010/03/2...iew-exclusive/
Pour les movelist
on espere , ca serait bien une movelist plus etoffée avec plus de coups.

Special ded' au sanity

Le theme de ouf qu'il l'avait

dsl pour le hs.
Citation :
Publié par Airman
http://www.youtube.com/watch?v=mMS89UXqYI8

Le theme de ouf qu'il l'avait

dsl pour le hs.
Moué.

Ca, c'est mieux :


Mais ils auraient dû mettre mon avatar en image de fond.
Attention pavé, quelques retours de ce qui a été constaté durant le loctest.

Citation :
system notes:
CHANGES FROM THE PREVIOUS VERSION
=================================

GRAPHICS
- Characters are smaller and it’s easier to see the full screen.
- As of now there aren’t any stages that make it hard to see the characters.

SYSTEM
- All KOFXII systems (CC, sousai, guard attack) have been removed
- Backstep probably can’t be shortened either.
- Throws are back to lever + button motion
- Kara cancels are possible again.

GAME SYSTEM
===========
8- way lever + 4 buttons.

COUNTER HITS
Counter hits have a blue effect when they occur, similar to KOFXII but the effect isn’t the same.
A few counter hit animations are like KOFXII but the window is short, sort of like the interval between dashing and doing a strong attack.

GUARD CRUSH
Guard meter under the lifebar, your guard drops when it becomes empty. However at the current time it seems to recover much faster than it’s lost, so there haven’t been that many guard crushes seen. On top of that it looks like the guard crush window is very tight so it’s very hard to take advantage of it. Wondering if drive attacks will have a bigger effect on the guard meter.

GUARD CANCEL
Revived from older games. Costs 1 power stock. Does damage, but not possible to KO with it.

STUN
This has also returned
. However unlike XI there’s no visible stun meter so it’s not possible to know when it’s going to happen.

POWER GAUGES
Return of multiple power stocks. You get one additional stock per team member that you lose (much like earlier games). Feels like they charge up faster than in previous games.

EX SPECIAL MOVES/DESPERATION MOVES
Use 1 stock to do powered up specials or DMs. The powering up depends on the move – might be more damage, invincibility, etc.
EX specials have a blue shadow sort of effect to them while EX DMs are red (versus yellow for regular DMs)

DRIVE GAUGE
Green gauge above the power gauge. The length increases by 50% every time you lose a character (so that the gauge is twice as long when you’re down to your last character). Fills up at about the same rate as the power gauge, so pretty quickly. However, whiffing special moves will not fill the drive gauge (although it still fills the power gauge).

DRIVE CANCEL
Can be used as soon as the drive gauge passes 50%, which means that on your last character it can be used up to four times.
You can cancel special moves as well as command moves that couldn’t normally be cancelled into other special moves and DMs.


HYPERDRIVE MODE
Press BC when the drive gauge is maxed out to activate.
Your character will have a sort of hazy afterglow and will be able to do as many drive cancels as he wants. The gauge doesn’t fall faster if you do a cancel like in ‘02. However if you take any damage the mode ends.

Character-specific stuff:

ELISABETH (might be inaccurate since the author wasn’t familiar with Elisabeth in XII)
- More effects on her moves
- Regained dp+P and QCF,HCB+P
- QCF,HCB+P connects after dp+C
- dp+C has upper body invincibility. Low attacks beat it.
- EX QCFx2+P fires off ‘light bullets’ during the second half of the move. Probably can be beaten by guard cancel rolling.

DUO LON
- New move QCB+P. Fires off a haze that cancels fireballs (maybe the EX version only?). Looks like it has no hitbox…use it for mindgames?
- When his EX DM hits something that looks like a high-speed hurricane mixer (???) appears.
- Can’t cancel his QCF+Px3 into teleport without a drive cancel

SHEN WOO
- Far standing D has a new animation. A high kick with slow startup.
- Jump D crosses up easier
- QCF+C has slower startup and more lag. The EX version knocks the opponent away.
- EX QCB+A has more range and seemingly faster startup
- QCF+K has small range as usual but the EX version has more range
- QCFx2+P can probably be used the same was as it was in KOFXI. EX version is faster and has full-body invincibility – so much so you can use it as anti-air!
- C,A,B,C DM is present, but no headbutt (NOOOOOOOOOOOOOOOOOOOOOOO!)
- stand C, f+B, QCF+A DC QCF+K DC QCFx2+P is a combo, although this is the same combo that had some tough links in XII. Seems like poor use of the drive gauge (lol)
- It’d be nice if he could do anything from low attacks…

KYO
- Regained air d+C. Hard knockdown on an aerial opponents, long stun on grounded opponents. Can be used to cross up.
- Can still combo stand B -> dp+P. On the second hit of dp+P you can drive cancel to QCF+K and combo to Orochinagi (ouch!)
- QCF+P seems to have less lag?
- Gained mid-air Orochinagi. Voice clip is ‘Kore de kimeru ze!’
- Doesn’t seem to have changed much.
- Seems very strong.

BENIMARU
- Regained Benimaru Koreda (his command throw)
- Might have regained his air throw?

DAIMON
- Regained dp+K
- HCF+A somehow managed to grab a standing Shen. Was it always like that? Might be stronger in terms of priority.

IORI
- Gained a new command move df+C. Swings an arm downward as if he were hitting a stake. Hits mid.
- Regained his air b+B
- dp+P has more lag? EX version does two hits and floats the opponent.
- HCF+P doesn’t launch the opponent so high that he can’t be seen anymore

MATURE

- Death Row (QCB+Px2), Ebony Tears (QCF,HCB+P) and Metal Massacre (QCB+K) regained
- Mature can cancel out of her (qcb+P) x 3 rekka after the second attack with Despair (dp+P).
- Mature's EX Ebony Tears hits three times


TERRY
- Can’t cancel standing B. Tried to cancel into a command move and failed.
- far C cancellable
- crouch D can be cancelled into command moves
- far D has new animation. Looks like the KOFXI animation. Might be useful as an anti-air.
- jump D crosses up easier. (seems like this is the case with a lot of characters)
- df+C seems to have a bigger frontal hitbox
- f+A comes out slower
- Power Wave comes out slower but has less lag. EX version does 3 hits.
- B Crack Shoot is an overhead and does multiple hits. EX version might hit mid and has faster startup. Hard knockdown on counter hits against an airborne opponent.
- Burn Knuckle seems the same? EX version does multiple hits and makes the opponent fly upwards. Not sure if you can follow up afterwards.
- Rising Tackle has no change. EX version goes vertically straight up and does something like 25 hits (lol) and has fast startup.
- Terry's EX Power Geyser creates two geysers, but the animation is the same.

ANDY
- Can’t brake Reppadan any more. Can still cross up with it, though.
- EX Zaneiken can move from one side of the screen to another
- EX Hishouken flies faster.
- EX Choureppadan is good enough to be used as an anti-air.

JOE
- Regained Ougon no Kakato (QCB+K). B version flies low while D version goes high, but neither has much lag.
- Regained Bakuretsu Hurricane Tiger Kakato. Can be connected from weak attacks.
- Slash Kick has more lag
- D Tiger Kick has a lower trajectory
- EX Hurricane Upper shoots 3 projectiles. Regular version has less lag?
- Sliding is a command move, and knocks down even when cancelled into. More lag?
- Joe can TNT Punch (P repeatedly) -> Drive Cancel -> qcf,hcb + P DM. It hurts!

KIM

- f,f+D is now done as f,f+A
- Kim got his d+K follow-up to his d charge, u + K move.

RAIDEN
- Gained Super Drop Kick (hold K for ten seconds and release) and Crazy Train (QCFx2+P)
- Regular version of Giant Bomb has more lag? EX version knocks the opponent up.

ATHENA
- Psycho Ball has less lag. EX version does 3 hits and has ‘penetrating power’ (?? goes through other fireballs, maybe?)
- Regained Psychic Teleport. EX version included.
- Throw animation has changed. Athena teleports to diagonally above the opponent and throws them.

KENSOU
- Has normals from KOFXII but specials from his earlier versions.

- Regained Chokyuudan (fireball), Ryusogeki (air QCB+P) and QCF,HCB+P DM.
- Lost QCB+A, QCB+C from KOFXII
- Still has QCB+K from KOFXII.
- Pressing B+D makes him do his KOFXII backstep
- Ryuugakusai has its command reversed (rdp+K instead of dp+K…the way it used to be)
- EX Psycho Ball is crazy fast and goes through any other projectiles. Looks useful!
- crB -> crB -> qcb+A -> qcb + C -> (qcbx2)+P = 54 HITS OMGWTF STOPPUNCHINGME He does his "tired" animation afterward, however. But he's safe as long as the super connects.

CHIN
- Didn’t see him much so no idea how he’s changed.

RYO
- far D is the same as close D. Maybe they’ll change this?
- far C cancellable
- jump D crosses up easier
- C Ko’ouken has more lag. EX version does 3 hits.
- EX Kohou does 3 hits. No idea if there’s any effect on invincibility.
- B Hienshippuukyaku is the same. D Hienshippuukyaku whiffs against crouchers. EX version is faster and resembles Takuma’s version of the move – it launches. Maybe you need to use a drive cancel to follow up?

ROBERT
- Can cancel his low attacks
- Has all his moves from KOFXII

RALF
- Regained air QCF+P.
- Vulcan Punch has more lag? Can’t connect a stand D after it anymore. Instead of that you can drive cancel to Galactica Phantom.

CLARK

- Clark's gatling punch, looks just like the 2000 version. Didn't see it connect, though.
- Still has his forward step move from XII

LEONA
- Regular V-slasher has been weakened.

MAI
- How to say this…she benefits a lot from the new system.
- Both A and C Ryuuenbu have low lag and can be followed up with stand A in the corner. If the opponent is in mid-air even stand C is possible.
- Musasabi no Mai is great for comboing in the corner. If you hit them near their feet (i.e. space it so that it hits them at the lower part of their hitbox) they shouldn’t be able to retaliate.
- Hissatsu Shinobi Bachi is fast enough to combo from light attacks, and is damaging.
- d.B -> B -> Hissatsu Shinobi Bachi DC Musasabi no Mai -> C Ryuuenbu -> Chou Hissatsu Shinobi Bachi is a combo.
- Kachousen has slower startup but less lag
- Jump CD felt a little too fast
- She has an air throw which can be used in combos.
- EX Chou Hissatsu Shinobi Bachi is invincible.

YURI
- Gained a new move, midair df+B which is very much like Yun/Yang’s Raigekishuu from 3S. She changes trajectory suddenly with no voice clip so it’s a bit startling.
- Raiohken has her jumping up to do the move again. Startup is slow. EX version shoots two fireballs.
- Can’t charge up Ko’ouken? Haohshokoken is a DM.
- Hyakuretsu Binta seems to have faster startup than usual.
- Not sure how effective her Saiha is
- Hien Hou’ou Kyaku connects from light attacks
- df+D isn’t on her movelist, nor did I see it, so it probably doesn’t combo from light attacks (lol)

KING
- Sliding is unsafe on block
- Gained a mid-air Venom Strike. Flies horizontally with unlimited range.
- Venom Strike is the same as it was. No high/low variations.
- Tornado Kick is the ‘95 version. Doesn’t seem to have any invincibility.
- DMs are Surprise Rose and Double Strike. Didn’t seem to have Illusion Dance.
- Surprise Rose can cross up as King dives. Can escape by rolling.

ASH
- Same old Guile clone (lol)
- A Ventose has so little lag that you can combo it into a sweep if you’re close enough (can’t remember if the XII version was just like that). C version is unchanged.
- EX version of Genie will make two flames appear on the screen. The locations probably depend on the two buttons you used to activate the EX version.
- Thermidor has faster startup, but only does 5 hits


Of course I also encountered a few glitches. It wouldn't be a loke test without glitches!
- Mature attempted to throw Yuri in the corner, but Yuri broke the throw. However, the animation wasn't interrupted and still hit Yuri.
- Joe KO'd Leona while she was doing her X-Calibur, and her body was left floating in the air. Joe didn't seem to mind.
- Ryo's f,b,f+P move usually sucks the opponent into it if it connects, but in one instance the opponent remained a step or two away from him. Just a graphical problem, though.

Some other impressions:

- London stage looks really impressive. I tried in vain to see if I could spot any spectators that were copies of each other, but had no luck. I'm sure they're there, but they've been hidden very well. Every single onlooker I saw was very detailed and unique. Bravo.
- The revamped Egyptian stage is crazy-go-awesome! When the guys in front of the fire start doing the wave, they cast eerie shadows against the back wall of the temple. Looks very creepy and quite cool. Amazing atmosphere.
- The special effect when you KO someone with a DM seems very excessive, but also extremely cool.
- In general, one-hit DMs (like Haoh Sho Koken, Power Geyser, V-Slasher) seemed to do very small damage. I assume this will be fixed in the final version, because, currently, I think some EX moves do more damage than the DMs.
- No one I saw had figured out how to use Hyperdrive mode effectively. Invariably what would happen is: they'd activate it, their opponent would go into defensive mode, they'd do some moves, and their opponent would hit them out of HD mode as soon as they had an opening (which usually didn't take long). I assume you can activate it mid-combo somehow, but it seemed no one had learned how yet.
- Also in general, SDMs seem to have the same animation as their DM counterparts. That's probably why some people have taken to calling them EX DMs.


Fun with color edits!
- Lots of crazy color options. Truth be told, I think a few too many crazy options. Just my opinion, though. Here are some memorable ones...
- Bluegreen-skinned Goro.
- Zombie Joe.
- Kyo has a Rock-outfit, and an evil version with red eyes. Also a flamboyant one with pink hair and a bright purple jacket.
- Red-skinned Ryo.
- All-blue Raiden. With red teeth? Why, SNK, why?
- Kensou has a Duolon outfit. Pretty cool looking.
- King has a Kula outfit.
- Terry and Robert's color swap is really impressive. When Robert has Terry colors, he looks almost identical to Terry minus the hat. Mark my words, someone is eventually going to see Terry-colored Robert or Robert-colored Terry and comment "OMG! Terry got a ranbu!!" or "OMG! Robert learned Buster Wolf!!!" Mark my words.
A voir, le site officiel du jeu tout simplement, la section "character" montrent les perso façon écran de selection. On peut voir une section story avec deux perso grisé en fond. Je vais voir si un pote peut la traduire, mais je présume que quelqu'un a déjà du le faire. Vous pouvez aussi écouter le thème de chaque team (dans character)

Le site ici : http://game.snkplaymore.co.jp/official/kof-xiii/

Ensuite l'Hyper mode montré ici :



L'ex mode :



Un exemple de ce qu'on peut faire avec les couleurs sur Yuri:

100327_07.jpg


Et un petit Gif

5l3rb8.gif
L'hyper mode ressemble un peu (beaucoup) à l'ultra de Jury :x

En tout cas ça à l'air vraiment pas mal allez... encore 70 euros à dépenser

Une date ?
L'hyper mode c'est un mode qui permet d'effectuer des link de coups normaux qui n'auraient pas pu link en temps normal non ?

C'est un peu un mode combo edit non ?
Rien a voir avec jury.
L hyper mode permet de cancel des coups par des spéciaux qui normelement ne devrait pas pouvoir se cancel entre eux. Ainsi on peux cancel un dragon par un tatsu en exemple.
Le truc étant que au moindre dégats tu sors du mode...
Reste que ce n est ni un genei de 3.3, ni un A groove de cvs2.
Citation :
Publié par Gutsu
L'hyper mode c'est un mode qui permet d'effectuer des link de coups normaux qui n'auraient pas pu link en temps normal non ?

C'est un peu un mode combo edit non ?
Non, grosso modo ça permet de cancel des coups spéciaux entre eux, les coups normaux ne sont pas cancelables, sauf bien sûr ceux qui le sont en temps normal (genre les lights self-cancelable et les cancel to special).
Citation :
Publié par Zynia
Il faut qu'il arrête de faire Ryo roux sérieux il est blond pas roukmout
Comme je te disais il était un roux contrarier à ces début (pour éviter qu'il ressemble trop a Ken), mais maintenant il est juste 100% roux ^^
http://static.blogstorage.hi-pi.com/photos/jypay.blog.jeuxvideo.com/images/gd/1192383601/De-l-art-moderne.jpg
Allez je profite de ce thread pour vous annoncez que les sticks TE madcatz Round 2 sont à 134.90 (frais de port offert) ici :

http://www.maisondugsm.com/a/produit...on_3_slim.html

http://www.maisondugsm.com/a/produit..._xbox_360.html

Profitez en les gars, j'ai eu du mal à faire aligner le prix.

Si vous avez le moindre renseignement, n'hésitez pas en PM.
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