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The King Of Fighters XIII - Console version detailed

BadWolf said:
That site has some nice pricing, thanks (grabbed Bayonetta and Vanquish).
Yep, it's great. My go to site for NA imports. In case you didn't know though, there can be some french on the backside of the covers, if this matters to you.
 
Grokbu said:
Yep, it's great. My go to site for NA imports. In case you didn't know though, there can be some french on the backside of the covers, if this matters to you.

As long as the game is in English its all good.
 
Grokbu said:
YES! Night Dome theme!!!

Got my XII theme with "The Myths of Geb" as well, lol.

Well, seems like the soundtrack will turn out awesome. Is it safe to say it's the XI version of Iori's theme that'll be used for Iori w/dat power der flamme? Not sure any of those Soundtracks fit Mr. Karate, unless I'm overlooking something... I'm not sure what "Toki wo suberu mono" is... *shrug*
 
Just got the email from Atlus, too. Between this and the $1k prize bonus at SoCal Regionals, it seems like Atlus is really trying to make this a really successful launch.
 
List time!
Disc 1
KoF 94 music
-Ne!
-NAPOLITAN BLUES
-JUNGLE BOUNCER
-SLUM No.5
-Kecchaku R&D
-Pre Bon [Long Version]

KoF 95 music
-Ryuko to Ken ~Yureru Otoko Gokoro~
-CLUB-M ~Azora ni Flute~
-Senritsu no Dora
-Chi wo Hau Base
-HAL to Base to Melody to
-THE SUNSET SKY PART6 ~LIEBE

KoF 96 music
-Rumbling on the City
-ESAKA?
-Psycho Soldier (Remix '96)
-Geese ni Katakori
-Dust man
-Requiem in D minor, K. 626 Dies Irae
-SELF

KoF 97 music
-Bloody
-COOL JAM ~Arashi no Saxophone 3~
-BLUE MARY'S BLUES
-Still Green
-Rhythmic Hallucination
-The Origin of Mind

KoF XIII music
-Soul Road -KoF 96-
-Esaka -KoF XI-

Disc 2
KoF 98 music
-Kurikinton (Gomame Guitar Ver.)
-C62
-London March
-Fairy
-IN SPITE OF ONE'S AGE
-FANATIC WALTZ

KoF 99 music
-MAD FANTASY
-XXX
-W.W.3
-176th Street
-SHA-LA-LA
-The way to rebirth
-Tears
-Dear Falling Angel

KoF 2000 music
-KD-0084
-INNER SHADE
-Will
-Ice Place
-DREAM EATER
-CRYSTAL (TypeA)

KoF 2001 music
-BIG PAIN
-Muteki no Hono-o
-THE QUEEN OF FIGHTERS
-NESTS: Yami no Shihaisha
-Warekoso Saikyo

Disc 3
KoF 2002 music
-Deserted Town
-TACOS DANCE
-Yuuwaku no Toki
-Last Dance
-Festive Mood

KoF 2003 music
-Splendid Evil
-Joyrider
-Kyoku-Gen
-Villainous
-Blaze
-Kakumei no Etude ~RII

KoF XI music
-kiss or poison
-Secret Circumstances
-Rinrin
-King
-Koubai
-an improvised concerto

KoF XII music
-Cracker
-The Myths of Geb
-Café au lait au Goût de la Victoire
-Matryoshka Dance
-Theme of XII-2

KoF XIII music
-PURE ~at good old days~ -KoF XI-
-Arashi no Saxophone -KoF XI-

Disc 4
KoF XIII music
-The Second Joker
-Each Promise
-Esaka Continues...
-Wild Street
-Purity Soldiers
-Irregular Mission
-Who is Queen?
-Arashi no Saxophone 5
-Kyokugen Shugyou! -Yamagomori-
-Tame a Bad Boy
-KDD-0063
-Fate
-Diabolosis
-London March -Arranged-
-Toki wo Suberu Mono
-joker -KoF XI-
-Queen -KoF XI-
-Street Dancer -KoF XI-
-Smell of Gunpowder -KoF XI-
-I'm Hot For You -KoF 2003-
-After a long absence -KoF XI-
-KDD-0075 -KoF XI-
-Geese ni Katakori -Arranged-
-Fate -Arranged-
-Staffroll -Consumer-


Alright! That's a nice looking track list...although there has to be a mistake somewhere, I don't see Trash Head anywhere D:

SAB CA said:
Oh well... this looks nice:

gsGA4ea4c5cca2a30p1n1-s.jpg

http://www.gameshot.net/common/con_view.php?code=GA4ea4c5cca2a30

I'd buy a US equivalent...

I don't just want that, I NEED THAT IN MY LIFE D:
 
Inner Shade, Ice Place, and Crystal for the '00 track list, okay, that's good. No Sadistic Eyes on the '99 track list...not so good. Also meh on the songs being the OST versions, rather than AST. I like the jewel case used for the EU release better as well. It's a more than generous offer, but not something I feel I need to rush out and pre-order to get.
 
aggro crag said:
Just got the email from Atlus, too. Between this and the $1k prize bonus at SoCal Regionals, it seems like Atlus is really trying to make this a really successful launch.

I really wish they'd have a presence at NEC or Final Round.

I also wish pre-orders could use the soundtrack music for specific characters theme music.
One of my wishes for the KOF series is for each character to get their own theme , mostly taken from the older games.
 
I can just imagine ppl won't even play their audio cd's and download the music from the net anyway than going through the trouble of ripping their cd's themselves.
 
Criminal Upper said:
More importantly, where can I get that Mai poster again?
It's part of RSGs preorder bonus. I've personally preordered from Shopto, as they are getting it.
Amazon UK are also getting it, but in one of the product images, they list everything except the soundtrack discs. But I assume that they're getting the whole package, and that it's just a problem on their part.
 
Yeah...the fact that Wolfgang and Mr Big both get their themes and Goenitz is absent is odd. Each game's section should conclude with the boss themes if you ask me. Least Rhythmic Hallucination and FANATIC WALTZ made it in.

Trash Head /sadness
 
DarkCloud said:
Yeah...the fact that Wolfgang and Mr Big both get their themes and Goenitz is absent is odd. Each game's section should conclude with the boss themes if you ask me. Least Rhythmic Hallucination and FANATIC WALTZ made it in.

Trash Head /sadness

Makes sense for Krauser and Big since it's not like they could sneak in their themes somewhere else. Also, yeah, every game should have both its opening and boss theme, but oh well =/
 
I said it once and i'll say it again, I don't like how fast the opponents get up after receiving a neomax combo like it ain't no 'thang. Like it was a heavy sweep.

In 2k2 they're planking harder than a two by four for at least 2 seconds. lol.

Another thing I noticed. . . air cd's only give the same block stun as a heavy attack.

So if you try and use it because your air CD has a good angle and do it early so the hitbox hits early it actually puts you at a disadvantage because they can grab you as soon as you land since it doesn't have the same blockstun you would expect.
 
CadetMahoney said:
I said it once and i'll say it again, I don't like how fast the opponents get up after receiving a neomax combo like it ain't no 'thang. Like it was a heavy sweep.

In 2k2 they're planking harder than a two by four for at least 2 seconds. lol.

I'd guess this is because you can combo after some Neomax's. It's kinda OK, though; you should be using these to FINISH a round, much more than just as a casual hit in a fight.



Another thing I noticed. . . air cd's only give the same block stun as a heavy attack.

So if you try and use it because your air CD has a good angle and do it early so the hitbox hits early it actually puts you at a disadvantage because they can grab you as soon as you land since it doesn't have the same blockstun you would expect.

You're saying this as a console change, or as a normal aspect of XIII? Hitstun of jump attacks was pretty long in arcade XIII, but that's been changes some on console. Maybe blockstun has been modified too? The hopping blockstrings always seemed to be strong, and I've never heard it mentioned as a problem by others.
 
AlphaDragoon said:
'99 song list has Tears, so nobody at SNK has to get shot. Good job.

Looks like K' and Kyo are still stupid strong even in console release, LOL.
A lot of characters seem like they can do some ridiculous shit.
 
Here's another "BioBooster"-created translation! "SonicTempest" did one as well, but I'm pasting this one, because it includes Yamamoto's commentary on WHY they performed the changes, and some of them are golden:)

*System:*
• Changed max combo scaling for specials in from 50% > 40%. Since NEOMAXES haven’t been altered in this respect, damage performance when using them to finish HD combos is improved. Attacks that don’t get scaled for damage will still be at 100% as in the arcade.
o Gauge gain increased (both pwr and HD) when hit by attacks (including guard). With this change, guard cancels which use gauge will be easier to use. In certain cases it’s better to perform HD combos using less hits. (comparison in video)

*Chin:*
o Added HP variant from d,d+K stance
o Attacks from hk+LK are faster and can go straight into hcf+K. Attack from a successful parry will almost never be guarded by the opponent. Also, removed the hit back to prevent whiffs.
o Reduced recovery on normal throw (includes from stance). Although limited to the corner, follow ups possible afterwards.
• No longer has reduced defense after drinking
• Reduced parry time (includes EX). The normal parry now has the same parry time as the EX version in the arcade, the EX version has been shortened even more than that.
• Reduced EX hk+LK damage from 237 to 199

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.

*Ash:*
o Increased the amount of time Genie remains on the screen
o Adjusted scaling on Sans Culotte. Scaling occurs more easily compared to the arcade
• b+LK is faster making it easier to combo off of weak attacks
• Weak Nivose has longer invincibility. Invincibility ends at the same time attack frames begin
• EX Genie will launch and leave opponent juggle-able
o Germinal no longer requires gauge
o Thermidor is faster
o LK+HK EX Genie will appear on the opponent

Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

*Robert:*
o CD attack is faster
• Can no longer down recover when hit by Robert’s NEOMAX
o Weak Hien-shippukyaku is faster and will combo from weak attacks
o Fwd+LP launches when not cancelled. The launch angle on this is similar to Robert’s back-fist in previous games.
o EX Genneikyaku has increased recovery. Note that this is punishable on guard.
o Damage within EX Ranbu modified. Total damage is the sambe, but the finish is unscaled at 100
• Haoh-shokoken comes out faster and combos from strong attacks

Yamamoto – There’s no invincibility on Robert’s f+LP, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

*Vice:*
o Strong Mayhem has better recovery. It’s possible to follow up if you hit on the end of the move
o Close HK,HK target combo added. Can only be cancelled during HD
• Jump CD is faster
o EX Mayhem is faster
o Strong Mayhem can combo after strong Decide
• EX Decide recovery reduced. Easier to follow up with normal
o Splash (includes follow up version) can now be cancelled with Overkill when it hits
o Overkill is now max cancellable
• Inputs for Overkill made easier. The last input may now be any down direction
• Damage adjustments:
1. Cancel f+LP from 70 to 45
2. Overkill from 220 to 200
3. EX Mayhem from 160 to 120

Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.

*Raiden:*
o Recovery on weak poison breath reduced. Cmd throws can be used to combo when it hits
• Super Drop Kick changes:
1. Time to increase DK level increased
2. Invincible time shortened
3. Guard crush value lowered
4. Adjusted blowback
• Normal jump HK hit box improved to hit under. Doesn’t whiff against low crouching characters
o Reduced recovery on Giant Bomb Feint
• EX Raiden Bomb changed to travel less distance horizontally
o Raiden Bomber completely invincible

Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

*Ralf:*
o Strong Burning Hammer recovery time reduced. Strong Gatling Attack can now link afterwards without a cancel
o It’s possible to move forward during Vulcan Punch (includes EX)
o EX Burning Hammer is faster and can be comboed from strong normals
o Galactica Phantom (includes EX) can be charged
• d.HK recovery time reduced

Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

*King:*
o Jump HK has more longer attack frames
o Close HP is faster
o Strong Air Venom Strike has less recoil
• Close HK has reduced recovery
o Stand-alone Slide is cancellable

Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP isn’t affected by scaling easily, please us it often as a combo starter.

*Kyo:(using new color in video)*
o Forward distance increased on df.HK. Close HP>df.D>fb.HK now does 4 hits mid-screan
• Hcb+K has longer recovery on block
o fb+K can be followed up. When hitting from the ground, Oniyaki will hit, but on an arial hit a variety of moves can be used to follow up increasing his attack options
o Air EX Orochinagi added (3 hits:300 damage). It’s not invincible like the standing version, but his fast and good for air-air and combos.
• Far HK recovery reduced

Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK combo. Please try him out now that he has so many more attack options.

Oh, and for any wondering, the beginning of the changelog was simple to show that YOU GAIN MORE GAUGE when attacked by longer combos. So, it's now more efficient to END combos at earlier times, to not give the opponent as much juice to counter with.

Thus, K' showing off was just that. It's not suppose to cover HIS changes at all.
 
Just wanted to pop in and say thanks to whoever posted the link to last week's Gamespot On The Spot stream. I answered their KOF trivia question and a week later one of these babies arrived at my door.

http://eightarc.com/ps3-ebony

Too bad I only play my fighting games exclusively on the 360 (already own a TE) but it was still a nice surprise since they didn't bother to notify me that I had won. haha

The box it shipped in was kind of amusing looking:

IMG_0748.JPG
 
FinestKO will be streaming a KOF 02UM tourny this Friday being held at Ramnation. I won't be able to make it but I know a few rascals like Hellpockets and Soulstar will be there. Tune in if you guys get the chance.
 
Those Chin changes. :o

Seriously. Being able to drink without a downside (except for the duration of the move) will help him a lot! I've been getting interested in playing him for some time now, and this makes me want to try him even more.

The changes to damage scaling and meter gain on the receiving end really shows that they're really pushing NeoMAXes. ^^

Also, grats on the stick henhowc!
 
This is how you rebalance a fighting game. DAYUUUMN

For realz this is KOF XIII UM
 
This rebalance really seems what the SRK types have been crying for on how to rebalance a game for years now. Too bad 90% of them won't even consider KOF because it doesn't have the Capcom name on the box.
 
alstein said:
This rebalance really seems what the SRK types have been crying for on how to rebalance a game for years now. Too bad 90% of them won't even consider KOF because it doesn't have the Capcom name on the box.
It has been years since I last played with a KoF character and the changes they talked about on Frametrap a couple of days back left me very very very impressed. The idea of an extremely combo/rushdown friendly fighting game sounds like the perfect excuse to avoid UMvC3.

The reason I'm not buying the game is different though...

Edit: I just saw changelog part three on youtube. Yooooooo...
 
It's really weird trying to parse change logs on a game you know next to nothing about on characters that you want to play but never actually did so you don't know if the changes are good or bad.
 
Kioshen said:
It's really weird trying to parse change logs on a game you know next to nothing about on characters that you want to play but never actually did so you don't know if the changes are good or bad.
I think you can generally tell apart most of the changes, if you looked at changelog from fighters before.
 
Kioshen said:
It's really weird trying to parse change logs on a game you know next to nothing about on characters that you want to play but never actually did so you don't know if the changes are good or bad.
Sorry man youre right but i get too amped up when its about KOFXII.
But personally i really like the SNKP way of balance charcters: ie Raiden: They removed the cheap stuff but added some new combos and tools.
 
alstein said:
This rebalance really seems what the SRK types have been crying for on how to rebalance a game for years now. Too bad 90% of them won't even consider KOF because it doesn't have the Capcom name on the box.
There's also that they may see it as nothing but a combofest...and that's what I see it as but am hype as fuck to get it. SO HYPE AM I FOR IT
that I'm not getting Uncharted 3, which a gameshop I frequent now has, until KoF XIII is out
 
*Ash:*
o Increased the amount of time Genie remains on the screen
o Adjusted scaling on Sans Culotte. Scaling occurs more easily compared to the arcade
• b+LK is faster making it easier to combo off of weak attacks
• Weak Nivose has longer invincibility. Invincibility ends at the same time attack frames begin
• EX Genie will launch and leave opponent juggle-able
o Germinal no longer requires gauge
o Thermidor is faster
o LK+HK EX Genie will appear on the opponent

The bolded is Chizuru's sealing move, right? That's the best change they could've done to it.


Looks to me like they're improving EVERYONE while only nerfing the stupid stuff (Raiden's dropkick, Kyo's running grab being safe on block) or stuff that doesn't result in a major nerf. This is a good thing.
 
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