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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF XIII Gameplay discussion thread
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Author Topic: KOF XIII Gameplay discussion thread  (Read 53035 times)
Kulanator
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KOF XIII Gameplay discussion thread
« on: 31 of March of 2010, 09:07:01 pm »

Since the other thread is completely shot to hell, I am making this thread and hoping it gets stickied for easy reference. This thread is only for thoughts of current gameplay seen in the videos and gameplay possibilities based on that alone. There is not to be any talking about XII systems such as "I want CCs back, bah bah bah for this reason.", If you want to talk about XII go make XII threads and do it there. Also, no bashing of other people's theories, you can disagree and be vocal about it, but be respectful. Lastly, no story talk at all, there is speculation thread already made and stickied just for that purpose. If this thread starts to get to off topic i'll lock it.
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Tizoc
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Re: KOF XIII Gameplay discussion thread
« Reply #1 on: 01 of April of 2010, 03:08:44 am »

Well Raiden can cancel his tackle into air grab in XIII, so I guess a combo of-
Jumping C/D-->St. C/D-->A Tackle-->Air grab would do something like 20-30% damage.

For that matter, damage in the current build seemed somewhat low, by the final build I hope to see them increase it a tiny bit.
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Re: KOF XIII Gameplay discussion thread
« Reply #2 on: 01 of April of 2010, 04:59:15 am »

I actually hope the damage stays at its current level to encourage use of the hyperdrive system. Unlike Daimon Raiden and Clark could probably get pretty creative with the Drive system. I was really hoping to see some gameplay with Ash, but no one seems to use him also there isn't alot of use of Mature. King is strong thought, I am glad to see that they are taking the time to make the newly added characters play as well they are at the moment.

I have noticed that alot of the videos with King don't have her using drive cancels, or ex moves. I wonder if thats because the japanese feel that this version of King is not Hyper Drive friendly or if she is so strong that she doesn't need it. I think the Japanese are scare of Joe cause no one uses him. He's a Monster
« Last Edit: 01 of April of 2010, 05:03:09 am by Kulanator » Logged

Don Vecta
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Re: KOF XIII Gameplay discussion thread
« Reply #3 on: 01 of April of 2010, 05:45:00 am »

I guess more than Hyperdrive mode I think EX moves it's what they will get more usage and highlight during the gameplay.
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Re: KOF XIII Gameplay discussion thread
« Reply #4 on: 01 of April of 2010, 09:54:24 am »

I haven't really been studying the videos too much, but does hyper drive mode share the same bar as the ex moves or is it separate? I would look this up myself, but I'm on a pretty strict connection at my job and I don't have the freedom to navigate through certain websites. I also don't have personal internet anymore because of preparations for going into the military.
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Tizoc
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Re: KOF XIII Gameplay discussion thread
« Reply #5 on: 01 of April of 2010, 11:25:14 am »

EX moves use up 1 stock of the bar. If anything they'll allow extension of combos. I just hope that the utilization of the entire bar and most of Hyper Drive gauge can lead to a nice looking 75% damaging combo.
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Re: KOF XIII Gameplay discussion thread
« Reply #6 on: 05 of April of 2010, 10:12:08 am »

Interesting. After watching this video, noticed that EX-X-caliber of Leona keeps the X slash in the air for a while. I'm guessing awesome set ups for combos. Tongue
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Re: KOF XIII Gameplay discussion thread
« Reply #7 on: 05 of April of 2010, 10:22:24 am »

^ Well spotted, that's groovy. Like you said, should provide for nice setups, and could provide a delayed mid-air opening to be followed up with V-Slasher.
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Re: KOF XIII Gameplay discussion thread
« Reply #8 on: 05 of April of 2010, 08:16:16 pm »

Looks like XIII kept the 'braking momentum' from XII's dashes/runs (you know, when you do a run with a character and stop without pressing an attack theres a few frames where you're vulnerable when 'stopping').

I personally didn't like it even though it was a really nice touch detail-wise, I disliked the added vulnerability; sometimes you just want to close a small distance quickly without having to cancel the 'run recovery' into a crouching A or a backroll ya' know?   Undecided
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Remxi
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Re: KOF XIII Gameplay discussion thread
« Reply #9 on: 07 of April of 2010, 12:49:13 am »

Hasn't this been in every KoF game? I'm sure there's a delay going from running to standing/crouching block in 2k2 or 98. Or maybe I'm just confusing that with vulnerability at the start of the run?
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Kulanator
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Re: KOF XIII Gameplay discussion thread
« Reply #10 on: 07 of April of 2010, 09:11:46 am »

I don't remember the older games having anything like that seem like you could just dash and stop without too much risk. XII felt awkward cause i was not use to dash and attacking in KoF very often and i would find myself being open afterwards, I thought it was just input delay though.
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GTKheirro
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Re: KOF XIII Gameplay discussion thread
« Reply #11 on: 08 of April of 2010, 10:26:16 am »

Hi, i was very happy to see Team K' in KOF XIII & too hyped to know more after a saw the opening video (well speculations is not here xD ) i have guessed some combos setup that maybe exist depending on the videos i saw & some HD/EX mode speculation (well can't escape from speculations for now)
Terry Bogard: C --> df C --> Ex power knuckle (may juggle) --> Crack shoot --> Ex rising takle (that will rack up some hits)
Leona: D --> Ex grand saber Drive Cance to Balilc Launcher --> V-Slasher (im sure about this combo 80%)
Iori: C --> HCB + b Drive cancel to his command grab --> Ex-(upward slash DP+P) --> DM
Raiden: C --> HCF+B Drive cancel to (Ex ver) HCF+K Drive cancel to (Ex ver) anti-air grab
Kyo: C--> fB --> HCB+K DC to qcf+K.K --> rdp+K --> DP+C DC to rdp+D DC in the 2nd hit to DM Orochinagi
Mature: C --> Deathrow x 2 DC to Metal massacre DC to Deathrow x2 DC to Metal massacre DC to Deathrow DC to DM
Kim: C --> Hangetsuzan D DC to hienzan D DC to Ex Hangetsuzan (i think that this version do not knockback the oppenant) DC to DM
That's it for now
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Kulanator
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Re: KOF XIII Gameplay discussion thread
« Reply #12 on: 09 of April of 2010, 06:51:06 am »

Um...could you edit your post to use the directional inputs the whole way as alot of us are so used to seeing inputs we have forgotten names.
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PureYeti
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Re: KOF XIII Gameplay discussion thread
« Reply #13 on: 09 of April of 2010, 02:00:10 pm »

I'll edit it for him

Terry Bogard: C --> df + C --> Ex qcb + P (may juggle) --> qcb + K --> Ex charge d, u + P (that will rack up some hits)

Leona: D --> Ex charge b,f + K DC charge b,f + P --> qcf, hcb + P (im sure about this combo 80%)

Iori: C --> qcb + B DC close qcb + P --> Ex dp + P --> qcf, hcb + P

Raiden: C --> hcf + B DC Ex hcf + K DC Ex dp + P

Kyo: C--> f + B --> hcb + K DC qcf + K,K --> rdp + K --> dp + C DC rdp + D DC in the 2nd hit to qcb, hcf + P

Mature: C --> qcb + P x 2 DC qcb + K DC qcb + P x 2 DC qcb + K DC qcb + P DC to DM (I'm not sure which DM is he referring to)

Kim: C --> qcb + D DC charge d, u + D DC Ex qcb + K (i think that this version do not knockback the opponent) DC qcb, hcf + K



From the recent vid, Robert did dp + P DC qcf + P. I wonder other characters can do that too
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Re: KOF XIII Gameplay discussion thread
« Reply #14 on: 12 of April of 2010, 06:30:16 am »

Shame to see Team Ikari has had few changes. Hope to see that be redone in the coming version. (All of them have only one DM and Clark was given one new move.)

I also don't see the grapplers having much uses on the drive system yet. On the other hand, having K' and Kula having drive combos... Shocked
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