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The King Of Fighters XIII - Console version detailed

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Release Date: USA November 22th.
Price: $50
Publishers:
  • USA Atlus, November 22th
  • Europe Rising Star Games November 25th

Features:
  • New characters. Saiki and Billy Kane revealed so far
  • Alt costumes. Classic Kyo (Kusanagi) and XI Elisabeth
  • Lots and lots of new stages (About 8) full of cameos
  • Improved Story Mode with branching paths and new artwork
  • Arcade mode
  • Tutorial mode
  • Training mode
  • Gallery mode
  • Survival mode
  • Color edit (Color your characters)
  • Classic Iori as DLC (Ex Iori)
  • Rebalanced
  • Improved Online play including a Replay System.

Websites
Official Japanese Website
Official English Website

Trailers
New Promotional trailer
Rising Star Games trailer

Atlus USA Pre Order bonus:
kofxiii_faithful_cdreveal_crop.jpg


Screenshots (via iPlaywinner.com):
Screenshots

Preview by Gaming-Age.com
•In STORY mode, players can view events from multiple characters' perspectives, including Ash, Heidern, and Adelheid.
In addition, the story will be influenced by the player's choices and battle results.
All of this is presented through a wealth of new visuals and animations that fans cannot afford to miss!

•ONLINE VERSUS mode will feature three different match types, each allowing players to challenge other rivals worldwide: RANKED MATCH, PLAYER MATCH, and FRIEND MATCH/XBOX LIVE PARTY.
RANKED MATCH follows strict rules, reflecting players' records in official rankings.
Unranked PLAYER MATCH fights allow for custom rules, letting players enjoy more relaxed battles with more freedom to experiment with new strategies.
FRIEND MATCH/XBOX LIVE PARTY lets players invite online challengers.

•MISSION mode offers three challenging objectives to help players practice and improve their fighting skills!
Beat all the CPU-controlled characters as fast as possible to record the best time in TIME ATTACK.
See how many CPU-controlled characters you can defeat before your life gauge is depleted to zero in SURVIVAL.
Take on special challenges for each character in TRIAL Mode.

•Series newcomers or fans looking to improve their skills can turn to the TUTORIAL mode,
in which tournament organizer Rose Bernstein explains the different basic controls for each character and the importance of each gauge.
•Other modes available in the console version of KOF XIII include ARCADE, VERSUS, PRACTICE, REPLAY, GALLERY, and CUSTOMIZE.
More details will be made available regarding these modes at a later date!

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DAT ELISABETH

Meter management by Tizoc:
Tizoc said:
There are 2 bars at the bottom of the screen in KoF13, let's call them the HD bar (green) and the Power bar (orange/yellow).
Power bar: Used for performing supers, Guard cancel attack or Guard cancel roll.
a) Lvl. 1 supers require one stock and do 20-25% damage (all characters have the same amount of health and take the same amount of damage from attacks)
b) Lvl. 2 supers require 2 stocks and do 30-35% damage
c) While blocking pressing Back+AB buttons will make you cancel your block and roll backwards. Costs 1 stock.
d) If you press Forward+AB buttons while blocking, you'll roll forward. Costs 1 stock.
e) While blocking, pressing CD buttons will make you cancel your block and perform an attack that blows your opponent away. I think it does a small amount of damage as well? Costs 1 stock.
f) Perform EX moves, which are stronger variations of a character's normal move. These cost 1 stock and when performed have a 'blue flash'.

HD bar:
When half full, you can:
a) Cancel a special move into ANOTHER different special move
b) Cancel a special move into a Lvl. 1 or Lvl. 2 super
c) Cancel an EX move into another EX move or Special move
d) Cancel an EX move into a Lvl. 1 or 2 super

If the bar is full, you can cancel into other specials or EX moves twice. In addition when the gauge is full, pressing BC will put you in a custom combo mode or Hyper Drive mode, where for a short period of time you can cancel any special or EX into other specials or EX.

Finally there are NEOMAXes:
a) You need a full HD gauge and 3 stocks to perform NEOMAXes.
b) Alt. if you are in HD mode, you only need 2 stocks to perform a NEOMAX.
c) Finally if you have Power bar stocks to spare, you can cancel a Lvl. 1 or 2 super into NEOMAX.

KOFXIII Hype Thread

Change log (Translated by MMCafe's Professor and Orochinagi's SonicTempest)

Changes in game system:
- The Hitstun on normal jump attacks have been reduced. (Meaning it's harder to do combos)
- Special attacks in the air have generally been adjusted to come out faster, so combos from canceling normal moves in the air that could be done in the arcade version can still be done.
-Neomax only uses 2 power meters during HD mode (3 meters when not in HD)
- DM damage can be scaled down to a maximum of 40% in combos now (as opposed to 50% before). However, scaling for NEOMAX DMs is unchanged, making them a better choice for ending HD combos. Moves that were unaffected by damage scaling in the arcade version continue to do 100% of their damage in the console version.
- You now get more meter when you are hit by or block an opponent's attacks, making it easier to escape from a rushdown situation using a guard cancel attack or something similar. It may be better to go for simple HD combos and to keep to combos that do fewer hits.
-Backstep turns to aerial state in 1 frame. Backstepping can be used as a way to evade attacks on wakeup.
-The guard meter's recovery timing and recovery speed has been changed. Compared ot the arcade, it starts to recover sooner after blocking an attack, but its pace of recovery is slower.

Hwa Jai
- All frames on Drink super have been changed (apparently, its recovery is faster)
* Ground CD has changed. Moves forward and has invincibility to low attacks
* Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
* Weak Dragon Backbreaker is now a 1F throw instead of a leaping throw
- Weak Dragon Tail comes out faster and connects from a fierce
- EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage.
- EX Dragon Tail chips less guard meter

Benimaru Nikaido
- Flying Drill has faster recovery, normal hit can connect afterwards
* EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
* EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcade version. It now sort of works as a special that can be “placed” on the screen.
* EX Collider hits less times. That means less scaling for the combo to come afterwards.
* Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
- Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
- Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
- EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219

Clark Still
* His Stepping (Forward+BD) is faster
* Weak SAB has full-body autoguard but comes out slower than before
- EX SAB>Flying Elbow can be MAX canceled
- EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
* Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB

Mai Shiranui
- Kaschousen comes out faster, also has quicker recovery
* Ukibane (down + B in air) has different trajectory than Arcade, recovery time has been changed
* Musasabi(from ground) can be canceled to Floating attack
* WK>FK is a chain combo. Can be used to connect into HD mode, and also gives Mai more damage on pokes
* EX air Shinobibachi added in game. Invincible until hit detection comes out.
- Crouching FP has more cancelable frames
- Weak Ryuenbu has more vertical hitbox
* Neomax comes out faster and freezes time when it reaches the edge of screen

Leona Heidern
* Voltec Launcher chips less guard meter
- Strike Arch (directon move) comes out faster
* Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
- Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
- Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
- EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.

Takuma Sakazaki
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can’t be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It’s still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku’s damage reduced from 70 to 50.

Mature
* Ebony Tears comes out faster. Can hit opponent afterwards
* Weak Metal Massacre is a one hit attack
* EX Deathrow correctly puts crouching opponent into hitback state on a hit unlike arcade version. If the opponent is crouching during 1-4 hits, a fierce Metal Massacre can still combo with a drivecancel.
- EX Despair doesn’t move Mature behind the opponent even if they’re crouching

Shen Woo
* Gekiken Fakeout has faster recovery. It’ll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent’s guard meter
* Danken(throw) comes out slower. Neither weak nor fierce has invincibility. However, it can be Drivecanceled.
* Danken(reflect) builds up meter on a success. No drive meter buildup.
* EX Fukkogeki>Kouryuugeki has slower recovery when blocked. Completely punishable

Elisabeth Branctorche
- Etincelles builds up less meter
- Ex Reverie-geler has a longer recovery time on a success. Because of that, normal moves can't be used to make an additional hit. The recovery time can be canceled with a special.
- An Ex version of her Reverie-souhaiter and Reverie-prier have been added in the game. It's invincible while in movement and cancelable with a special. What's more, the special will automatically come out as an Ex version without the cost of a meter. However, supers are an exception and will not turn into an Ex.
* Grand Rafale's damage has been dropped from 200 to 150.
- Noble-Blanche has longer invincibility.
- Ex Noble-Blanche's hitbox has been changed so that it's easier to get in all the multiple hits. With this change, it lands full hit in the corner.
* Grand Rafale has more Max cancelable frames.

Terry Bogard
* Crouching A > Crouching C is a chain combo. Can be canceled.
* Normal Buster Wolf's dashing speed is now identical to the EX version. But the Invincibility is the same as before.
- Far D's recovery time has been reduced.
- Standing CD's hit detection lasts a bit longer.
* Trinity Geyser's hitbox has been changed so that it actually hits 3 times.

Goro Daimon
- Crouching C's recovery time has been reduced.
- Kirikabugaeshi's recovery time on a whiff has been reduced. Doesn't cause a knockback when blocked.
* EX Chou Ukemi can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi and Kumotsukaminage can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi has been added to the game.
* EX Chou Oosotogari's recovery time on a whiff has been reduced.

Joe Higashi
* Ex Screw Upper will stay in position when it hits. With this change, Joe can't be punished afterward when he hits the opponent with it in the corner.
* Sliding can be canceled with his Bakuretsuken. But not with any other specials.
* Hit detection will remain on the opponent after his sliding hits. Again, it can't be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
* Slash Kick can be drive canceled.
- EX Tiger Kick comes out faster. Has strong invincibility in front.
- Screw Straight comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can't do it while there's another projectile on the screen.)

Ryo Sakazaki
- Ryo travels more forward on Ko'ouken.
* Joudannuke and Gedannuke is faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings.
* Fierce Zanretsuken recovers faster on a hit. It can connect to a weak Zanretsuken in the corner.
* Standalone Hyouchuuwari (meaning, not from cancel) comes out faster.
- Weak Koho's rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more occasions.
* Weak Koho can be drive canceled and allows for juggling after it hits.
- Haou Shoukouken comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Andy Bogard
* Normal/high jump D has better hitbox for use in crossups.
* Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
* B>D is a chain combo. Can be canceled.
* Chou Reppadan's damage has been increased from 162 to 198.
- EX Kuhadan's invincibility has been taken out.
* Chou Shin Soku Zan'eiken (Neomax) comes out faster.

Athena Asamiya
* Phoenix Bomb (from Cancel) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce.
* Weak Phoenix Arrow has shorter recovery, but it also causes a shorter Hitstun to the opponent.
* EX Psycho Teleport can be canceled with a special or super during motion. The Arcade version only allowed drive canceling at the second half of the move, but it's no longer has that limit and it's also a normal cancel now (doesn't cost drive).
- Standing CD comes out faster.
* Shining Crystal Bit doesn't move back on execution.

Iori Yagami
* Geshiki Kui (FD + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can't be saferolled after it hits.
* EX Shogetsu's invinciblity has been taken out. However, he's still invincible on his legs.
- Fierce Akegarasu has shorter recovery when blocked. Can't be punished with normal moves.

Chin Getnsai
- (shown in video) Chin can do a close C from his d,d+K stance
- (shown in video) The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can't follow up.
- (shown in video) He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
- Chin's defense no longer decreases when he has drink stocks
- The active time of his counters has been decreased. The normal version now has the active duration of the arcade's EX version, and the EX version's is shorter still.
- His EX counter does less damage.

Ash Crimson
- (shown in video) All versions of Genie stay on the screen longer.
- (shown in video) Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.
- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.
- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.
- EX Genie now knocks away while retaining its juggling properties
- (shown in video) Germinal now takes no gauge
- (shown in video) Thermidor's startup is faster
- (shown in video) The version of EX Genie done using both kicks tracks the opponent.

Robert Garcia
- (shown in video) stand CD has faster startup
- You can't roll recover after being hit by his NEOMAX
- (shown in video) LK Hien Shippuu Kyaku has faster startup, such that it can be comboed from light attacks.
- (shown in video) his f+A floats the opponent upwards if done by itself
- (shown in video) EX Genei Kyaku has less lag afterwards. In the corner you can follow up afterwards without using a drive stock.
- EX Ryuuko Ranbu has more lag after being blocked.
- (shown in video) EX Ryuuko Ranbu has had the damage for each of its hits adjusted. The entire move does the same damage, but its damage in combos has been buffed. The finishing hit now does 100 damage by itself.
- Haoh Shoukou Ken has faster startup and will combo from strong attacks.

Vice
- (shown in video) Strong version of Mayhem has less lag. If you hit with the edge of it you can do a strong attack as a followup.
- (shown in video) Added a new chain combo D -> D. Only cancellable in HD mode.
- jump CD is faster.
- (shown in video) EX Mayhem has faster startup.
- (shown in video) Strong version of Decide can be comboed into the Strong version of Mayhem.
- EX Decide has less lag and is easier to followup with normal attacks.
- (shown in video) Splash (including the followup version) can be super cancelled into Overkill AFTER it hits.
- (shown in video) Overkill can be MAX Cancelled.
- Overkill's command has been made easier. If the last input is in any downward direction it will register.
- Damage adjustments:
* Her f+A (when cancelled) does 45 damage (down from 70)
* Her Overkill does 200 damage (down from 220)
* Her EX Mayhem does 120 damage (down from 160)

Raiden
- (shown in video) Weak Poison Breath has less lag. When it hits you can followup with his command throw
- Adjustments to Super Drop Kick (lol)
* Charge times have been increased.
* Invincibility removed
* Guard crush ability has been reduced
* Can no longer be connected after a guard cancel attack
* Knocks the opponent away.
- Jump D's hitbox has been strengthened to hit downwards. It should whiff less often on short opponents
- (shown in video) Giant Bomb (feint) has less recovery
- EX Raiden Bomb's forward travel distance has been reduced.
- (shown in video) Raiden Bomber now has complete invincibility.

Ralf Jones
- (shown in video)Strong Burning Hammer has less lag. You can combo it into his C Gatling Attack without needing to cancel.
- (shown in video) During Vulcan Punch (all versions) Ralf can move forward.
- (shown in video) EX Burning Hammer has faster startup and can be comboed from strong attacks.
- (shown in video) Both versions of Galactica Phantom can be charged.
- crouch D has less lag.

King
- (shown in video) Jump D stays out longer
- (shown in video) close C has faster startup
- (shown in video) D Venom Strike (air) has a smaller recoil
- far D has less lag
- (shown in video) Slide can be cancelled without being cancelled into

Kyo Kusanagi
- (shown in video) 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits.
- Kototsuki You (HCB+K) has more lag on block
- (shown in video) B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things.
- (shown in video) Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast, so you can use it in combos or in air-to-air battles.
- far D has less lag.


Balance Changes Videos
Part 1
Part 2
Part 3
Part 4
1Uupl.gif
 

SAB CA

Sketchbook Picasso
I get to add my GIF because it's fun and I want to.
giefwhattha.gif

Don't worry, he's not REALLY buffed... we think...?

Anywho, new thread... Lets see if we fall back to the old one again, lol.

ANSWER and Kane should be putting up some vids by nights end, and ANSWER's twitter says XIII might have a special showing on the EVO stream! So... good time to be a KoF fan.

Urban Scholar said:
I love that poster on so many levels. How can we get it?

That particular poster is being given away at Otakon. That's all I've heard, so far.
 

KAL2006

Banned
Improved Online play including a Replay System.

This is all that matters to me, I will take a wait and see approach, NSK has failed on this many times in the past, most recently with NEOGEO Station for PSN. I also skipped MvC3 and MK due to shitty online, hopefully the same doesn't happen with this.
 

GhaleonQ

Member
I think Silicon Era wrote something that the 5 characters have never been in a The King Of Fighters game before. That's wrong, no? We just know that there are more coming, those that weren't listed in 12's data?
 

IntelliHeath

As in "Heathcliff"
wow awesome! i am pumped for it.

I am curious is that rumor about 5 new characters that never been in previous KOF will become DLC true?
 

luka

Loves Robotech S1
PS3 gets inferior boxart. Maybe the JP version will be better.

also SPRITE FILTER OPTION PLZ
 
I don't want to kill the hype, but I think I'll wait for the bomba, to get solid netcode impressions before forking over my money.
 

Raonak

Banned
Normally, 360 boxarts are bad looking, because of the green banner, just doesn't blend well.
but this ones smart, makes green in the actual box art to match the banner, gives it good flow.

I like.
 

Valion

Member
"Please accept this awesome soundtrack collection as an apology for the shitty, unusable netcode you are about to receive."
 

NichM

Banned
Out of curiosity, assume for the sake of argument that the netcode is actually good this time. What would it take to prove it to you pre-release? (Short of a public beta, since I don't think one is planned.)
 

mollipen

Member
NichM said:
Out of curiosity, assume for the sake of argument that the netcode is actually good this time. What would it take to prove it to you pre-release? (Short of a public beta, since I don't think one is planned.)

Atlus saying that it's good. (Since I trust you guys!)

But really, maybe a video showing a few matches over netcode with random people? Get a few magazine editors or whatever in on it *coughs* and record the sessions. Maybe it won't be a perfect way to show the netcode, but it might help.

Also... THAT PINK / WHITE / BLACK ASH! <3
 

Mature

Member
Slamtastic said:
I don't want to kill the hype, but I think I'll wait for the bomba, to get solid netcode impressions before forking over my money.
Ahhh, don't flood my brain with smart ideas that don't involve instant gratification.
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Elisabeth looks gorgeous in that poster.
 

luka

Loves Robotech S1
Seriously though, why isn't that poster the PS3 art? Ash isn't even on it!

Mai is overrated.
 

Frankfurt

Banned
Fersis, you should add Training mode and Arcade mode to the OP list, as they're different from Tutorial and Story. You should mention Story Mode is branching, too. Maybe add an in-game picture of Old School Iori, too? That one in-game shot isn't very enticing to non-fans...

Good job, though.
 
Okay, so, I am currently eating up any and all fighting games since I bought a heavy-duty arcade stick. Not being experienced in the fighting world, how is the King of Fighters series? Is XIII a good game for a newbie to the series?
 

Fersis

It is illegal to Tag Fish in Tag Fishing Sanctuaries by law 38.36 of the GAF Wildlife Act
Frankfurt said:
Fersis, you should add Training mode and Arcade mode to the OP list, as they're different from Tutorial and Story. You should mention Story Mode is branching, too. Maybe add an in-game picture of Old School Iori, too? That one in-game shot isn't very enticing to non-fans...

Good job, though.
Done. ^__^-d

_dementia said:
Im glad to read that.
 
NichM said:
Out of curiosity, assume for the sake of argument that the netcode is actually good this time. What would it take to prove it to you pre-release? (Short of a public beta, since I don't think one is planned.)


shidoshi said:
Atlus saying that it's good. (Since I trust you guys!)
But really, maybe a video showing a few matches over netcode with random people? Get a few magazine editors or whatever in on it *coughs* and record the sessions. Maybe it won't be a perfect way to show the netcode, but it might help.
Also... THAT PINK / WHITE / BLACK ASH! <3

shidoshi has the right idea I think. It probably be best if it involved some prominent KOF players we know.
 
Incendiary said:
Okay, so, I am currently eating up any and all fighting games since I bought a heavy-duty arcade stick. Not being experienced in the fighting world, how is the King of Fighters series? Is XIII a good game for a newbie to the series?
Yes, imputs are pretty lenient and combs are easier than most games.
 

Ashkeloth

Member
I've never been much of a KoF guy and the reportedly poor quality of XII turned me off the idea of it, but watching the streams and seeing how hyped Fersis has been over this, I'll be there day one (whenever that may be in Europe) for sure.
 

Mikhal

Member
NichM said:
Out of curiosity, assume for the sake of argument that the netcode is actually good this time. What would it take to prove it to you pre-release? (Short of a public beta, since I don't think one is planned.)
How about reaching out to streamers like teamsp00ky and iplaywinner and have them stream an east coast vs. west coast online exhibition if that's at all possible? They get new content to show their viewers and you'll be able to show off the netcode to an audience that is waiting for online impressions before they make their purchase, as well as give the game more exposure.
 

Frankfurt

Banned
Incendiary said:
Okay, so, I am currently eating up any and all fighting games since I bought a heavy-duty arcade stick. Not being experienced in the fighting world, how is the King of Fighters series? Is XIII a good game for a newbie to the series?

If you can play SF4, you can play KOF. It's faster and there's multiple types of jumps, but overall you won't have any problems.

Begginer's Guide to KOF:

http://www.youtube.com/watch?v=Ye3KVgI1LvU
 

SAB CA

Sketchbook Picasso
Mikhal said:
How about reaching out to streamers like teamsp00ky and iplaywinner and have them stream an east coast vs. west coast online exhibition if that's at all possible? They get new content to show their viewers and you'll be able to show off the netcode to an audience that is waiting for online impressions before they make their purchase, as well as give the game more exposure.

Taking this even further; the netcode claims "Global!" on all available media outlets. If it really IS that good, a 2nd stream that shows US vs JP players would be great. Det Dune and No. 17 or such to fight For SNKP Japan, and get the AI guys for the US; heck, get Frionel and Salim and such in EU to play, even!

It'd be a ballsy move, but if the infrastructure is there, it'd be a great way to show how great the code holds up between Global players. Timezone differences might make a lot of this hard to do, but if it could be figured out...
 
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