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The King Of Fighters XIII - Console version detailed

alstein said:
Given Capcom's poor showing this year, no Capcom game will be a day 1 purchase until they prove themselves.

KOF I'm hyped for bigtime- I've always enjoyed the mental aspect of KOF more then SF.

Sorry, SNK dropped the ball big time this gen -twice- with KOF XII and Samurai Spirits Sen. If you've played XIII, you know it's good, but even with improved netcode in their XBLA and PSN releases, I remain skeptical of how XIII will play.

I can't see them fucking it up though. They can't be that stupid...

...I hope. :/
 
I won't be relying much on online play in the first place anyway so I'm essentially buying a training mode. Hyped as I've never been before for a fighting game.
 
I'm not sure if I would play this that much if the netcode sucks. BUT! I'm being very optimistic about the netcode, and believe that it's going to be good.
 
Grokbu said:
I'm not sure if I would play this that much if the netcode sucks. BUT! I'm being very optimistic about the netcode, and believe that it's going to be good.

I haven't followed the development of KOF13. Is there any reason why the netcode would be good this time? All other SNK games I played this generation had a terrible netcode.
 
Fortinbras said:
I haven't followed the development of KOF13. Is there any reason why the netcode would be good this time? All other SNK games I played this generation had a terrible netcode.
Have you played NGBC and the NGS releases?
They do have videos showing the online, look up the On The Spot demonstration.
 
Fortinbras said:
I haven't followed the development of KOF13. Is there any reason why the netcode would be good this time? All other SNK games I played this generation had a terrible netcode.
I don't really have any specific reason other than that they seem very confident in their netcode this time around. In the Yamamoto interview that Fersis posted yesterday (I believe), Yamamoto explained a bit more technically what they've done with the netcode (instead of simply "We understand that netplay is important to our fans, so we're trying to develop a great netcode for them"), and that makes me, personally, feel more confident in it.
I also trust that they understand how important a good netcode is this time around.

Also. The latest NEOGEO Station titles are supposed to have pretty good netcodes, as far as I know (but I'm not sure if those netcodes are developed by SNKP).
 
Terareflection said:
Have you played NGBC and the NGS releases?
They do have videos showing the online, look up the On The Spot demonstration.

But NG Station was developed by someone else if Fersis is right, so...

Kof95 has a really smart netcode, but if these guys didn't work on kof13... I wouldn't expect fireworks.
 
GrayFoxPL said:
But NG Station was developed by someone else if Fersis is right, so...

Kof95 has a really smart netcode, but if these guys didn't work on kof13... I wouldn't expect fireworks.
Yep, the Neo Geo Station releases are developed by M2, not SNKP directly. That being said, i have my fingers crossed that netcode will be great on the final product of KOFXIII.
 
Fortinbras said:
I haven't followed the development of KOF13. Is there any reason why the netcode would be good this time? All other SNK games I played this generation had a terrible netcode.

I feel this is a decent reason to at least have some hope
neo_geo_battle_coliseum-1717384.jpg
 
Theonik said:
Yep, the Neo Geo Station releases are developed by M2, not SNKP directly. That being said, i have my fingers crossed that netcode will be great on the final product of KOFXIII.

I have expectations on same level as trust for politicians, so even if it'll be a level above tragic I will be overjoyed.

Low expectations = happy surprise or "I told me so!"
 
so is the official ps3 cover the one floating around websites like amazon? ive seen an alternate ps3 cover that looks glossier- a little darker and much better. i hope thats the real cover for the game as it looks much better
 
Im about equally excited for both KOFXIII and UMVC3. I love Marvel the most out of all the new Capcom game but KOF brings the real honest fighting!
 
atomiswave said:
so is the official ps3 cover the one floating around websites like amazon? ive seen an alternate ps3 cover that looks glossier- a little darker and much better. i hope thats the real cover for the game as it looks much better
I believe so. If I understand correctly, EU gets that cover both PS3 and 360, but with RSGs preorder edition, we get a reversible cover. Going off of this image, I believe that the "second" cover depends on which console you buy it for:
Uts4m.jpg
 
I'm easily more excited for KoF XIII myself. UMVC already had a release this year, I can play that while waiting for it (and I am!), and it'll be fun... but it still has Capcom's way of balance and character "fleshing out".

I prefer SNKP's ways MOST of the time, and XIII seems to do what I like of them, possibly more than ever. Things like grapplers feeling just as "combo" friendly as rushdown with the right moves, combos being able to lead into air throws, and characters feeling more or less balanced in tool and abilities across the board, with some strength to suppliment the weaknesses, so they're not just "bad" character, but "different".

KoF XIII is closer to how I'd make a fighter, rather than Capcom's recent offerings, so I'm much more excited for it, basically. Also, I fill like this is the true completion of the promises that XII made. I've been waiting for THAT ever since those first trailers from... what was it... AOU 2008?

KoF XIII all the way! I hope the quality of the arcade Base + console changes make ripples through the fight scene for years to come!

Lyte Edge said:
Sorry, SNK dropped the ball big time this gen -twice- with KOF XII and Samurai Spirits Sen. If you've played XIII, you know it's good, but even with improved netcode in their XBLA and PSN releases, I remain skeptical of how XIII will play.

I don't really hold SEN aganist them much... no more than I hold SFEX series aganist Capcom. It was outside development working on the game (Made up of Ex Samsho staff, I believe), and it did turn out much worse than it needed to...

I think I'm used to SNK, in general, releasing a clunker / not so good game, before reaching greatness. As with the MI series, the earlier KoFs compared to the later ones, the screwups with Samsho 3 -> 4, and so on.

I'd hold it aganist them more, also, if they were some huge conglomerate that is making pumped-out-in-excess titles that everyone else makes, but I feel more like I'm getting the hardcore game from hardcore fanboys who happen to be collected under a game company banner.
 
Looking forward to KOF XIII more than UMvC3.

I tried to like MvC3, but I'm finding I prefer fighting games that doesn't require pressing buttons so much.
 
I want to play UMVC3 but at this time I might just wait a couple weeks after it's release instead of day one. I already gave that attention to Vanilla earlier this year.
 
_dementia said:
KOFXIII |OT| Real Honest Fighting


Make it happen Fers.
Well yeah, as soon as i heard Jared say it i knew i had to put it in the |OT| title.
 
Gegz said:
Team Japan console changes (in English) http://www.elive.pro/en/watch/ulAoJYsrw2kL
Team Fatal Fury console changes (In English) http://www.elive.pro/en/watch/mU7BIpp7Oztz

More coming soon. If you got any questions for Frionel lemme know.
Sweet, thanks!

Do you think you could ask him this?: Since characters are in an aerial state in backdashes, can you backdash away from meaty cr.B's and certain cr.D's on wakeup without getting hit?

I assume this is the case, but confirmation would be nice.
 
Grokbu said:
Do you think you could ask him this?: Since characters are in an aerial state in backdashes, can you backdash away from meaty cr.B's and certain cr.D's on wakeup without getting hit?

I assume this is the case, but confirmation would be nice.

No, it's not really like the reversal super jump in the previous KOFs.

You can't dodge with the reversal backdash, but you take the low hit in Aerial stance, so you recover in air without taking a combo by your opponent.

By the way, be sure to watch the next casts from Frionel live, so you can ask him questions directly !
 
Gegz said:
No, it's not really like the reversal super jump in the previous KOFs.

You can't dodge with the reversal backdash, but you take the low hit in Aerial stance, so you recover in air without taking a combo by your opponent.

By the way, be sure to watch the next casts from Frionel live, so you can ask him questions directly !
Ah, that clears things up a bit for me. I was a bit afraid that people could simply backdash away from certain meaty attacks on wakeup.
Thanks a bunch!

I'll make sure to sign up at elivepro and follow his comming streams live.
 
Kids and I have been playing 2002UM lately to get ready for XIII. It's fun watching them progress from just hitting buttons and moving around to starting to figure out how to do a fireball motion.

My oldest (13) is pretty solid with basic movement and special moves save the harder desperation moves (2x QCF or QCB is fine... QCB into HCF is not his thing yet). But you know, you just really need to play these games with someone who can't do those motions to realize just how hard they are. We all take it too much for granted, to be honest.
 
EX Iori looks pretty fun, I wonder how much they'll charge for dlc characters and how they'll handle online vs people who doesn't have it.
 
It's flame Iori, most players should know his BnB by now. Only new thing worth noting is the OTG thing. I do have to wonder who's going to stick with vanilla Iori now, since most people are more familiar with OG Iori.
 
Kioshen said:
EX Iori looks pretty fun, I wonder how much they'll charge for dlc characters and how they'll handle online vs people who doesn't have it.
It's probably on the disc. Free to play against, but it'll cost you if you want to use them. That's the only way not to segment the playerbase.
 
_dementia said:
It's probably on the disc. Free to play against, but it'll cost you if you want to use them. That's the only way not to segment the playerbase.

Not really, Mortal Kombat did it by including FREE COSTUMES and the character in a free pack. The character remained locked but the costumes were free and acted as an incentive for everyone to download them. Eventually they became compulsory if I recall correctly.

BlazBlue required mandatory "System Updates" that would update with balance changes and usually included the latest DLC character too, but also locked unless you purchased them.

And other companies that I can't think of right now just introduce the character through a patch though I know that's problematic with Xbox 360 so the above two methods are used.
 
Shadow780 said:
It's flame Iori, most players should know his BnB by now. Only new thing worth noting is the OTG thing. I do have to wonder who's going to stick with vanilla Iori now, since most people are more familiar with OG Iori.
Well his combos should be quite different given the EX versions of his moves and the drive cancel system.
 
Dave Long said:
Kids and I have been playing 2002UM lately to get ready for XIII. It's fun watching them progress from just hitting buttons and moving around to starting to figure out how to do a fireball motion.

My oldest (13) is pretty solid with basic movement and special moves save the harder desperation moves (2x QCF or QCB is fine... QCB into HCF is not his thing yet).

Just teach him 2x QCB, F/2xQCF, B. ;) IIRC it works in the older games too.

Shadow780 said:
I do have to wonder who's going to stick with vanilla Iori now, since most people are more familiar with OG Iori.

Claw Iori is clearly superior to Flame Iori at least in terms of pure rushdown so I can see people sticking with him.
 
Dave Long said:
Kids and I have been playing 2002UM lately to get ready for XIII. It's fun watching them progress from just hitting buttons and moving around to starting to figure out how to do a fireball motion.

My oldest (13) is pretty solid with basic movement and special moves save the harder desperation moves (2x QCF or QCB is fine... QCB into HCF is not his thing yet). But you know, you just really need to play these games with someone who can't do those motions to realize just how hard they are. We all take it too much for granted, to be honest.

I honestly don't think they're hard even for kids if they know what the motion is tbh, although it does depend a lot on the controller (and I don't even mean like pad vs stick). Maybe I just say that because I've been throwing fireballs since I was like 4 or 5 though *shrug* To me, hard motions are the ones in old SNK games, that one air special of Vice, and the forever infamous pretzel motion.

Well his combos should be quite different given the EX versions of his moves and the drive cancel system.

Yeah, EX moves should make a difference, but the cancels are nothing special, people will just keep doing what they've been doing forever with 2k2 Iori.
 
Grokbu said:
Well his combos should be quite different given the EX versions of his moves and the drive cancel system.

I'll give you EX versions being new, 02 players should be able to easily deduce what moves to use with drive cancel. I do wish to see more new things from flame Iori, but then I guess that's what flameless Iori is for :)

Holy Order Sol said:
Claw Iori is clearly superior to Flame Iori at least in terms of pure rushdown so I can see people sticking with him.

That's probably true but I think Flame Iori is better in terms of all-aroundness.
 
Slamtastic said:
I'm trying to be as negative about as much of the game as I can until I get netcode impressions, because I'd rather not like KoFXIII than like it and be unable to play it against human opponents.
This has been my thinking as well. Only not so much negative, but indifferent/mildly interested towards it, until there is something proven to be truly excited about.

XII looked, sounded and played great imo, but it just lacked everything else. Basic stuff.
 
Shadow780 said:
I'll give you EX versions being new, 02 players should be able to easily deduce what moves to use with drive cancel. I do wish to see more new things from flame Iori, but then I guess that's what flameless Iori is for :)
Yeah. He'll probably get some new BNBs, especially using only one HD stock for example, and cancels might be different what with EX moves too. But, yeah. Drive cancelling shouldn't really be foreign.

EDIT:
SolarKnight said:
I honestly don't think they're hard even for kids if they know what the motion is tbh, although it does depend a lot on the controller (and I don't even mean like pad vs stick). Maybe I just say that because I've been throwing fireballs since I was like 4 or 5 though *shrug*
Yeah, I think that could be the reason. ^^

I remember before I got into fighters, I had trouble doing qcfs/qcbs.

EDIT 2: Professor at MMCafe mentioned earlier that the JP release date is December 1.
http://game.watch.impress.co.jp/docs/news/20111104_488637.html
 
Ash/Athena/Kensou

With NeoMaxes costing 2 meters instead of 3 I no longer have to play Ash as an anchor to get the most out of him. Kensou will probably run point and Athena's Apple Bottom can anchor instead.

Terry/K'/Robert

I'll probably be playing more of this team because I can win with them in any order with no real strategy to think about.
 
_dementia said:
Does anyone have an idea of their preliminary teams?
I haven't played he game enough to really decide yet, but I'll probably be a boring old git and choose TEAM OUR CHEESE, OUR HATE, AND ALL OF OUR FIYAAAAAHHH (Kyo, EX Iori, K') to begin with.

Kensou/Ash/Duo Lon

Though Beni looks mighty interesting, so maybe him instead of
Ash
 
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