Release Date: USA November 22th.
Price: $50
Publishers:
Features:
Websites
Official Japanese Website
Official English Website
Trailers
New Promotional trailer
Rising Star Games trailer
Atlus USA Pre Order bonus:
Screenshots (via iPlaywinner.com):
Screenshots
Preview by Gaming-Age.com
Meter management by Tizoc:
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 cancels 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 versions 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 Attacks invincibility runs out when its hit detection comes out. Projectile invincibility doesnt, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw wont 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 cant 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 cant be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. Its still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyakus 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 doesnt move Mature behind the opponent even if theyre crouching
Shen Woo
* Gekiken Fakeout has faster recovery. Itll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponents 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
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:
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!
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 cancels 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 versions 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 Attacks invincibility runs out when its hit detection comes out. Projectile invincibility doesnt, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw wont 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 cant 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 cant be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. Its still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyakus 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 doesnt move Mature behind the opponent even if theyre crouching
Shen Woo
* Gekiken Fakeout has faster recovery. Itll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponents 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