The King of Fighters XIII [PS3/XBOX360]

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Supreme
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 04 июл 2011, 20:30

Изображение

Дата релиза: конец ноября.
Официальный сайт: http://game.snkplaymore.co.jp/official/ ... index.html
Сайт издателя в Сев. Америке: http://www.atlus.com/kofxiii/
Сайт издателя в Европе: http://www.risingstargames.com/games/vi ... i-ps3.html

Отличия от аркадной версии:

( Игровые режимы )
  • Аркадный
  • История. (Прохождение сценария с точки зрения 3-х сторон: Ash, Adelheid или Heidern.)
  • Versus
  • Tutorial
  • Онлайн
  • Customize
    Миссии:
  • Time attack
  • Survival
  • Trial
    это не все.


( Дополнительные персонажи )
  • Billi Kane
  • Saiki
  • EX Iori (DLC персонаж, является бонусом за предзаказ игры в Японии)


( Фичи )


( Ребаланс )
Инфа от игроков:
Offtop
I'm sure more confirmations/edits will be made in the next few days but here is my preliminary report:
EDIT: Consolidated all the other findings.

-Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Overall, hit hitboxes have been adjusted to be taller and it's harder to cross characters up now. It was noticable as we couldn't get K''s j.B or j.D to crossup. Most characters cannot hop over a standing opponent anymore.
-Saiki is very strong from what I saw from No.17 and The Answer messing around with him.


Liz:
-Liz's midscreen, 1 stock no drive 511 damage combo now deals 391dmg.
-Liz's Ex DM now does no pushback on blocked opponents
-Liz's Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Liz now has an Ex qcf+K. Whenever you cancel the teleport it'll automatically perform an Ex version of the special you cancelled into (like Ex dp+P), only performing 1 meter/stock total.

Shen:
-Shen's gotten a slight damage decrease, I couldn't quite figure out where but Kunio's 799 (1 stock HD combo) now does 777 so it's pretty negligible.
-Shen's fully charged qcf+P now only removes 50% of the guard gauge on regular characters (Maxima, Ralf, Clark and Goro have an extra 50 guard "points")
-Shen's hcb~f+P command throw can now be [DC] out of.

Duo Lon:
-Duo Lon's Ex f.AC now has more hit stun (or better recovery for DL) so that he can do s.C or s.D (before it was a near 1 frame that allowed only for d.A, and if you're close enough you can link that to s.C), s.A-->s.C/D, or just rekkas.
-Duo Lon's NM has finally been normalized and now does 448 instead of his silly 400 he used to do. (Most characters are 450-500 in the arcade version).
-Duo Lon's qcb+A projectile's startup appears to be much faster now

Maxima:
-Maxima's air vapor cannon now holds him in place for both version and then after he's done he drop downwards.
-Maxima's damage has been decreased slightly.

Goro:
-Goro's dp+K, [DC] hcf P seems to only work in the corner now (WHY?).
-His NM has been buffed to 571, yup!
- j.C, s.C, df.C, [HD], s.C, df.C, Ex hcb~f+AC, hcf A, qcb B, hcf C, [SC?] hcb x2+P DM, [MC] qcf x2+AC was seen as one of his mission mode combos, suggestion that he can now [SC] his hcf C.

Kyo:
-Kyo's hcb+K is no longer safe, is also does not build much drive or meter if it connects. It seems only useful for combos from now on.
-Kyo has his air Ex Orochinagi.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.

Chin:
-Chin is now top tier.
-Chin's B version counter (qcb B), now does the D version follow up instead (harder to follow up with)
-Chin's Ex counter has a shorter active window
-I was kidding about Chin, he seems largely unchanged.

K':
-K''s second shell (qcf+P.f+B) now juggles opponent higher and when preceded by an Ex qcf+P, allows the second shell to hit twice, and hence combo into his qcf x2+P DM like in the RS trailer.

Iori:
-Iori's Ex qcb+P and Ex hcf+P lost it's invincibility

Mai:
-Mai has been buffed overall. Her air.d+B has faster recovery making it kinda safe, her air.qcb+P is also safer.
-Mai's air DM now falls "natually" as she travels across the screen a la '95 Mai's hidden air DM, she has an Ex aerial version as well.
-Mai's air Ex DM also MaxCancels into NM.
-Mai's Ex Ryuenbu has startup invincibility.
-Mai's A Ryuenbu has a larger vertical hitbox acting like an anti air (assumingly it's like her beta version).
-Mai has a new link: s.B, s.D. It cannot be cancelled out of but you can activated HD off of it.

Terry:
-Terry has a d.A, d.C link which helps his hit confirmation a lot. Gave us an instant Fatal Fury "feel" to it.

Takuma:
-Takuma's stun combo juggles are much harder to perform and the timing is real tight.

Joe:
-Joe's NM comes out FAST. Can pretty much punish air attacks on reaction.
-Joe's NM when MC'd, will wait for the opponent to drop from the Screw Upper, automatically releasing it for you.
[/color]-Joe's Ex DM travels across the screen now.
-Joe's D Tiger Knee now has startup invincibility somewhat similar to XII but not as extreme. B version is faster but has no invincibility.

Benimaru:
-Beni's Ex Raijinken now holds the opponent in position allowing you to follow up. I believe CMD.Duc did (corner), Ex Raijinken (qcf+AC), A Raijinken, dp+K. Overall CDM.Duc says he's been buffed.

Ash:
-Ash's Ex qcb+P now juggles even grounded opponents.

Ryo:
-Ryo's dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.

Andy:
-Andy's d.D is slower now and no longer as abusable, it still can hit anti-air but seems to trade more now.
-Andy's Zaneiken is safe on block now, but he's also pushed back really far himself.
-Andy's Ex hcf+K, d.D is harder to connect now mid screen.
-Andy has a new link: s.B --> s.D which can be cancelled out of.

Raiden:
-Raiden's dropkicks have finally has its charge time increased. Despite initials reports, 1.1 did not change his charge time from 1.0. Personally, I must have charged ove 20+ seconds and I could not get level 3 to come out.
-If you land the DK midscreen, the opponent will fly away really far not allowing a follow up.
-His double DK shenanigans still work in the corner.
-GCCD --> DK has been removed according to reports

Robert:
-Robert's f+A by itself works like 2k2 and will juggle the opponent.

King:
-King's slide cancels by itself now (before you had to cancel into it).
-King's NM has been fixed, it now goes further and when MC'd does full damage.

Kim:
-Kim's qcb+K has more recovery now

Mature:
-Mature's qcb+K has better recovery
-Mature's Ex dp+P is more punishable

Kensou:
-Kensou's old multi-punch DM is now a 1 frame command grab DM!
-Kensou has his old s.B --> far C link back from XII; it does not cancel.

Hwa Jai:
-Hwa Jai's A version qcf~hcb+P DM is now a 1 frame command grab, the C version in unchanged and still combos from the slide.
-Hwa Jai's B version Dragon Tail (qcb K) is now as fast as the "Drink Pink" version and hence he can do stuff like s.B, df.B, qcb+B in a blockstring/combo.

Ralf:
-Ralf's Vulcan Punch now knocks the opponent away after two hits.
-Ralf's Air dive punch has less bounce back
-Ralf's Ex Galatic Phantom (qcf x2+AC) DM can now be charged much like his older iteratins. Full charged it's unblockable does 50% damage.

Clark:
-Clark's B version hcf K now has autoguard!
-Clark's far C feels faster, needs to be confirmed
-Clark's hop feels faster

Leona
-Leona's HD combos have been nerfed slightly.

Kula:
-Kula's Ex Ray spin lost it's (start-up?) invincibility

Vice:
-Vice's Ex Splash has less start up and therefore much faster. It only goes half screen now.
-Vice has a new link: close D --> far D. It cannot be cancelled out of but you can activated HD off of it.
-Mayhem into the Splash follow up can be now be [SC]'ed after she slams them to the ground. Previously you can only do if after you input the Splash but before they hit the ground which is when she inflicts the Splash damage (pardon the pun).
-D version Deicide (hcf D) now stuns the opponent long enough to do a C Mayhem (qcb C)
-Both DMs can be [MC]
Frionel's podcast complied by Sparkster of SRK.


Kyo

• hcb+K is unsafe on block.
• EX Air Orochinagi added. Completely invulnerable and very fast. Beats most everything as an air-to-air.
• qcf+D will connect after df.D midscreen.
• Sidenote: Since Kyo can no longer delay the second kick (both hits of qcf+K are automatic) there's always a gap that can be punished with an invincible reversal after blocking the first upkick.

Benimaru

• qcf+AC locks opponent in air for a juggle. This can lead to crossup/under resets or more damaging combos.
• Neomax is much faster, but not invulnerable.
• dp+K was reportedly faster

Daimon

• dp+K (DC) hcf+C works anywhere but has an odd timing.
• j.CD may only cause a counterwire against a grounded opponent?

Terry

• Real Bout style cr.A cr.C chain combo added. The chained cr.C cancels into specials and DMs, but not command normals.
• Crack Shoot is roughly -1 against standing opponents, +1 against crouching opponents.
• All hits of Neomax connect properly now. Terry is fully invulnerable during the DM.

Andy

• Cr.D starts up slower but has the exact same hitbox.
• Cr.C hits twice like 02UM Andy. Can easily be hitconfirmed into HD mode or specials.
• A version Zaneiken is now safe on block. I'll note that I was able to punish this buffed version at the EVO build with Duo Lon's qcf+AC so it can only be punished by certain fast moves.
• Andy had a 100% guardcrush blockstring for 1 meter and full HD mode, but this no longer guardcrushes in the console version.
• Kept his invincible and safe hcf+BD. One of the few remaining safe reversals.

Joe

• dp+D has a lot of invuln like in XII, but it's still starts up really slow. DP+B is very fast but not invuln.
• EX Screw Upper will launch the opponent into the air and deal damage when the opponent falls down? No longer should drop the opponent out on hit and always gets full damage.
• Screw Straight Neomax has faster startup. Joe isn't invulnerable though.
• Screw Upper can be MAX Canceled into Screw Straight Neomax. Joe will wait and automatically time the Neomax to connect as the opponent falls down from the tornado.

Ryo

• dp+A starts up faster and is difficult to punish on block. Think of O.Ryu's old dp+A in '98.
• f.B parry starts up faster. There was no mention of the df.B parry.
• hcb+BD starts and travels faster. Confirms easily off of st.D and should punish harder than the standard B version. Should be good for punishing moves that are safe on block by spacing.

Robert

• f.A is a launcher if uncanceled.
• The last kick of Robert's EX Ranbu does 100 damage, up from 50.

Takuma

• Stun combo is tighter and requires more hits. Landing it builds less meter than before.
• hcb+BD used to let the player run through the opponent to switch sides or escape the corner though this is now fixed.
• The wakeup frame infinites on him are fixed.

Iori

• qcb+AC is no longer invuln.
• dp+AC launches the opponent higher on hit and can be followup up with new juggles.
• Iori can no longer cross up a standing opponent with a short hop.
• qcb+D still safe on block

Mature

• dp+AC is still invuln but now unsafe on block.
• qcb+K is + frames on block to the point where you can do cl.C as a frametrap afterward.

Vice

• st.D xx st.D is a new chain combo. The second hit can't be canceled outside of HD mode, but it should be BC-able.
• qcb+AC starts up faster.

Elizabeth

• qcf+A builds little meter.
• qcf,hcb+P damage toned down.
•qcf,qcf+AC explodes on hit, meaning it no longer pushes the opponent back and can be punished more easily on block.
-qcb+AC counter followup recovery can only be canceled into a special.
• Older qcf,hcb+P combos didn't work in the newest build, but it may have been possible from the EVO build. May work from different timings or setups.
• New move: qcf/qcb+BD command dash. Faster, projectile invulnerable and has lower body invuln. If you cancel this EX dash into a special, it becomes an EX special for free (i.e. costs no Drive or Super Meter).

Duo Lon

• EX f.A leaves player at larger frame advantage. Links easily into heavy normals now. Possible to hitconfirm into f.AC, link cl.D and BC into HD combo.
• HD combos last longer. Probably means that f.A cancels normally instead of being a HDC.
• Neomax does more damage.
• qcb+A startup is faster. Feels like a normal projectile's startup.
• (corner) qcf+P x3 (DC) qcb+A, qcf,hcb+P no longer works due to faster qcb+A speed.

Shen Woo

• qcf+C builds miniscule meter and does 50% guard damage from a full charge.
• Command grab is drive cancelable

Mai (now the captain of the Women Team)

• j.2B safer on block.
• Musasabi no Mai is really safe. If spaced at the enemy's feet even 3 frame moves can't punish.
• EX Air DM is fully invulnerable. Like V-Slasher it beats everything as an air-to-air.
• qcb+A has a higher hitbox and anti-airs better.
• Neomax tracks the opponent and moves faster. Air OK. Startup invincible.
• st.B st.D chain combo. Not cancelable, but can be used to hitconfirm into HD mode.
• Possible to combo after EX air DM.

King

• df.D always cancelable
• Neomax does full damage if it connects.

Yuri

• Has an instant version of hcb+K command grab. Connects from cr.B st.B hitconfirm.
• hcb+K is drive cancelable
• Can't cross up a standing opponent.

K'

• j.B cannot crossup, period.
• Cannot crossup standing characters, but j.C and j.D can crossup crouchers.
• Outside of corner K' can't do cl.C f.A xx qcf+A f+D; second shell will whiff. This means no long midscreen hitconfirms unless you want to spend a meter for EX Ein trigger which makes the f+D connect.
• Narrow Spike recovers slower. Less safe abare tactic. Only dp+A links afterward in corner BnBs.
• HD combos are still intact.
• Basic bnbs are weaker.
• Ein trigger is not neutral on block. If feels near 02 OG status on block though not quite as negative. Meaty Ein Trigger pressure is gone.
• Normal Air Minute Spike is an anywhere juggle. The recovery is huge though.

Kula

• qcb+BD is not invulnerable. It can hop over low attacks kinda like the XI version but it will lose to meaty attacks. All combos are intact.
• hcb,hcb+AC is faster and connects in juggles. While the damage is low it travels fullscreen fast and makes Kula invincible while doing so.

Maxima

• Air qcb+C makes Maxima land with air trajectory. Can be used more offensively to get in on the opponent instead of pushing him out as in the Arcade version.
• No longer possible to cancel a backdash into air qcb+A to build meter.
• Neomax is faster!
• Damage nerfed just slightly, though he can still do simple fatal combos.
• Frionel didn't mention anything about EX Maxima Press though at the EVO build it didn't push Maxima back on block and was easier to punish.

Kim

• Can do qcb,hcf+BD in the air.
• qcf,qcf+K could start up faster.

Raiden

• Level 4 dropkick requires 32 seconds.
• Cannot combo after midscreen dropkick.
• Level 4 dropkick is still safe on block. Weaker versions are punishable.
• AA Bomber grab freezes the screen for a second.

Hwa Jai

• New st.CD. He jumps up and move forward before attacking. Makes Hwa Jai unthrowable.
• dp+B has a long window of invincibility. Strong anti-air.
• qcf,hcb+A is an instant grab DM. Deals 300 damage when drunk.
• Can only land one qcf+P before ending a juggle with DM.
• If hit out of the drinking DM's recovery Hwa Jai stays drunk.
• qcb+B is faster and works as a combo ender. Seemed safer against command grab punishes.

Athena

• cl.C f.B xx Phoenix Arrow connects against all crouching opponents.
• EX Teleport can be canceled into any Special, DM, or Neomax at any time. Doing so costs no drive meter.

Kensou

• qcf,hcb+P is an instant grab DM
• st.B st.C chain combo. Hitconfirms into HD mode: cr.B cr.B st.B st.C BC...
• qcb+A projectile moves slower.
• Air qcb+P is safer on block.

Chin

• qcb,hcf+P shoulder tackle deals a little less damage.
• Instead of countering with a cancelable kick Chin attacks with a backward roll. Better against projectiles, though worse for close ranged counters.
• EX counter has a shorter counter window.
• His Neomax can be directed at any direction from the startup instead of the default forward angle.

Leona

• The startup speed of EX Excalibur is improved and can be followed up on the ground and in combos: cl.D f.B qcb+AC, run forward cl.D... Instant overhead nj.D xx qcb+AC for a combo or big frame advantage.
• Midscreen HD combo doesn't work anymore. Possibly removed, or maybe just more difficult as reported at EVO. Works in the corner.
• Baltic Launcher starts up faster.
• V-slasher still good for flying through attacks. EX version auto-angles at the opponent.

Ralf

• Vulcan Punch launches the opponent out after two hits.
• qcf+AC is faster.
• Galactica Phantom is chargeable. Becomes unblockable at full charge and does 500 damage. Unlike earlier versions a player can let go early to punish a roll or jump.
• Air qcf+P hits twice. Only the first hit is an overhead.

Clark
• hcf+B has guardframes and works as a delayed grab.
• There was some trouble trying to do an older combo into airgrab.
• Sidenote: There is no reversal superjump to escape his setups, unlike in 2002 UM.
• Sidenote: You can't option select his air grab with j.A+C like you could in 2002 UM.

Ash
-qcb+AC/qcb+BD kiss launches a grounded opponent instead of hitting three times for lockdown. The new launch allows for midscreen followups and resets. Also the flame will automatically lock on to the opponent's location now.
-Germinal (the sealing DM) costs no meter in Sans-culotte mode!
Elizabeth has been nerfed and Raiden’s drop kicks take longer to charge.
Saiki has 6B and 4B in the air and can jump in combo it. Example jump in A 4B to start combo.
Terry can do 2b,2b,2a,2c to start combo.
Shen doesn't guard crush with full charge qcf+p!!!!! Yeah!!!! RAIDEN: DK mid screen you can not follow up!!!
-Kyo has his air Ex Orochinagi
-All characters that we tested all had aerial Ex DMs like Mai.
-Kyo can do d.B, d.A, df.D [1hit], qcf+K midscreen now.
-Overall, hit hitboxes have been adjusted and it's harder to cross characters up now. It was noticable as we couldn't get K''s j.B or j.D to crossup.
-Chin is now top tier.
-K''s hop no longer goes over a standing opponent.
-K''s second shell (qcf+P.f+B) now juggles opponent higher and when preceded by an Ex qcf+P, allows the second shell to hit twice, and hence combo into his qcf x2+P DM like in the RS trailer.
-Shen's fully charged qcf+P now only removes 50% of the guard gauge.
-Mai has been buffed overall. Her air.d+B has faster recovery making it kinda safe, her air.qcb+P is also safer.
-Mai's air DM now falls "natually" as she travels across the screen a la '95 Mai's hidden air DM.
-Mai's air Ex DM also MaxCancels into NM.
-Mai's Ex Ryuenbu has startup invincibility.
-Mai's A Ryuenbu has a larger vertical hitbox acting like an anti air (assumingly it's like her beta version).
-Terry has a d.A, d.C link which helps his hit confirmation a lot. Gave us an instant Fatal Fury "feel" to it.
-Takuma's stun combo juggles are much harder to perform and the timing is real tight.
-Joe's NM comes out FAST. Can pretty much punish air attacks on reaction.
-Joe's NM when MC'd, will wait for the opponent to drop from the Screw Upper, automatically releasing it for you. It's a damaging MC.
-Joe's Ex DM travels across the screen now.
-Joe's D Tiger Knee now has startup invincibility somewhat similar to XII but not as extreme. B version is faster but has no invincibility.
-Liz's Ex DM now does no pushback on blocked opponents
-Liz's Ex counter only allows followups with specials, not normals.
-Liz still can do the reset DM midscreen still (personally tested).
-Beni's Ex Raijinken now holds the opponent in position allowing you to follow up. I believe CMD.Duc did (corner), Ex Raijinken (qcf+AC), A Raijinken, dp+K. Overall CDM.Duc says he's been buffed.
-Ash's Ex qcb+P now juggles even grounded opponents.
-Ryo's dp+A seems faster, his parries are faster, and his Ex hcb+K seems faster.
-Andy's d.D is slower now and no longer as abusable, it still can hit anti-air but seems to trade more now.
-Andy's Zaneiken is safe on block now, but he's also pushed back really far himself.
-Andy's Ex hcf+K, d.D is harder to connect now mid screen.
-Raiden's dropkicks have finally has its charge time increased. Despite initials reports, 1.1 did not change his charge time from 1.0. Personally, I must have charged ove 20+ seconds and I could not get level 3 to come out. If you land the DK midscreen, the opponent will fly away really far not allowing a follow up. His double DK shenanigans still work in the corner.
-King and Hwa Jai's slide both cancel now by themselves.
-King's NM has been fixed, it now goes further and when MC'd does full damage.
-Mature's qcb+K has better recovery
-Ralf's Vulcan Punch now knocks the opponent away after two hits.
-Clark, sadly, seems unchanged.
-Leona's HD combos have been nerfed slightly.
-Kula's corner juggles seem harder to connect.
-I was kidding about Chin, he seems unchanged.
-Saiki is very strong from what I saw from No.17 and Oscar messing around with him. He feels very mid-boss in terms of damage but I may change my mind later, naturally, Oscar has decided to pick him up and drop Liz =)





Интервью ATLUS и SNK Playmore с порталом orochinagi.com - http://orochinagi.com/2011/06/interview ... s-and-snkp

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Supreme
NEO Deadly Rave
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 04 июл 2011, 20:48

Свежие слухи:
Какой то француз опробовал дебаг версию на xbox360. Сурс - http://www.mad-movies.com/forums/index. ... &p=1643111
Тезисы:
For those of you who don't speak french :
- It was a debug version of the game so there was a lot of unfinished tings like missing colors, musics, or unmoving stages...
- Billy was playable. Saiki was playable but NOT the muscular boss version of the arcade... It's the Saiki we see in the cut scenes, with a interesting movelist.
- 4 or 5 new stages. A temple with red torches, the Billy Big ben one, Betie's garden, one who takes place in a plane, a deserted alley... and the famous japan stage from KOF 96 totally redrawn in HD.
- This was posted on june 25 of this year ( before we knew anything about Billy, or/and the new stages... )
Полный перевод - http://cyberfanatix.com/forums/index.ph ... l#msg44094
Выглядит достаточно правдиво. Как иначе он мог узнать о Били и его стейдже до офиц. подтверждения?
Персонаж Сайки... не интересен. Видимо очередной хедсвап.

И еще пара слухов с дримкенсела:
-Six extra characters: 95 Rival Team [Billy, Iori 95 (no 98), Eiji] + Kyo 98 (still Hero Team), Saiki (¿alone?), someone else (¿Botan?+Saiki and Ash = Ash team?)
-Some changes for 2 teams in Story mode
-Billy, Raiden, Hwa
-New Kim team: Kim, Chang, Choi or Jhun

-Saiki, Botan, someone else

-extras: Iori95 and Kyo98
Кьё98 - очень круто. Но думаю маловероятно.
Ботан очень жду, надеюсь добавят ее. Просто, нравится боевой стиль использующий нити.

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alph
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The King of Fighters XIII [PS3/XBOX360]

Сообщение alph » 04 июл 2011, 21:36

Кьё98 - очень круто. Но думаю маловероятно.
Ботан очень жду, надеюсь добавят ее. Просто, нравится боевой стиль использующий нити.
и скорее всего будет Иори из 98
http://www.emu-land.net/forum/index.php ... #msg739489

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UltimaOriginal
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The King of Fighters XIII [PS3/XBOX360]

Сообщение UltimaOriginal » 05 июл 2011, 16:15

Олд скул версии чаров - это хорошо, но я до сих пор не могу понять почему не включили Адельхейда в третью часть саги, а ведь у него роль значительнее, чем упавшего с луны 97 года Билли Кейна.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Just D » 11 июл 2011, 19:04

UltimaOriginal, а Адельхейд не с луны упал в 2003-м, нэ? Какая у него там роль и что с ним будет дальше известно только сценаристам. Кстати, Кейн в КоФ с 95-го года.
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The King of Fighters XIII [PS3/XBOX360]

Сообщение UltimaOriginal » 11 июл 2011, 19:43

YASUME-E Именно что не с луны, ведь новая сага - новые персонажи; ведь альт-босс; ведь его сестра - хост турнира; ведь был в XI c концовкой... И как бы, заканчивая сагу, предполагалось, что будет Адельхейд... а не Кейн, именно что с 95.))
Ну, I won't give up hope.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Hidan » 12 июл 2011, 15:32

Кстати, Кейн в КоФ с 95-го года.
Теперь давайте соберём всех кто появлялся в кофе с Орочи саги и забъём на эту сагу? Американ спортс тим, энион?

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Star Platinum » 12 июл 2011, 17:29

Пару-тройку чаров, на которых будет фапать кто-то, кроме древних фанатов кофа, которые считают, что терри и анди(он реально в костюме скомороха до сих пор) - это ниипаца крута ибо канонично.
Их называли уже - тысячи хи. Китаец был ядовитый (Лин кажется) - зачем его убили? Ды похрену - сделайте новых, чтобы они круто выглядели, Кей деш стайл например.
Коф 13 крут - но многие нос воротят, ибо кроме Кдеша никого выбрать в команду, больше рука не поднимается. В визуальном плане.
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Hidan » 12 июл 2011, 19:16

Star Platinum писал(а):Пару-тройку чаров, на которых будет фапать кто-то, кроме древних фанатов кофа, которые считают, что терри и анди(он реально в костюме скомороха до сих пор) - это ******** крута ибо канонично.
я тоже не люблю старый дизайн Энди, но он всегда выглядел как скоморох, новый костюм был бы тоже скоморошьим. К тому же не все чары вернулись "в каноническом виде" треть чаров в 12-13 вообще тотал редизайн.
Star Platinum писал(а):Их называли уже - тысячи хи. Китаец был ядовитый (Лин кажется) - зачем его убили? Ды похрену - сделайте новых, чтобы они круто выглядели, Кей деш стайл например.
Жив Лин, и ещё он борат Дуолону. Новые чары кофу, нужны как 80-е колесо в телеге. Я вообще за переиздание всех саг, а не клепание новых без части контента (Где Адельгейд, где Рон со ******й Игница, вообще: когда раскроют суть арки Кенсо [10 лет, блин]?).
А Дизайнер К и Максимы ушёл из СНК.
Star Platinum писал(а):Коф 13 крут - но многие нос воротят, ибо кроме Кдеша никого выбрать в команду, больше рука не поднимается. В визуальном плане.
Почему, не поднимается? Котируются только персонажи в очках что-ли?

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Star Platinum » 12 июл 2011, 20:32

Hidan писал(а):Почему, не поднимается? Котируются только персонажи в очках что-ли?
У тех кто мог БЫ играть в коф, к кем я общался, в сердцах не находят отклика персонажи кроме деша. И я могу их понять. Ведь я сам начал мешить с компом когдато в 99ый,2к ради Дэша, и еще парочки других чаров, которых щас выпилили. Потом стал приглядываться к другим.
И я понимю этих людей, которые нос воротят. Нет ничего страшного в том, что людям нужен прежде всего внешний вид (не качество спрайтов, а образ). Это полезно для развития серии, что важнее, чем ублажать горстку фанатов. Но СНК гордо делает чаров нарочито карикатурными и нелепыми, как и капком с сф4, типа "вот вам ответ на ваших биссеннов, мы не ведемся, а гнем свою линию".
Лично я щас в 13ом не брезгую ни каким из чаров, т.к. привык.
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The King of Fighters XIII [PS3/XBOX360]

Сообщение BioLogIn » 14 июл 2011, 13:13

Минус флейм.

Устное предупреждение товарищам Hidan и Star Platinum - один разжигает конфликт на пустом месте, другой "радостно" конфликт поддерживает. Ай-ай-ай.
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Between the sinners and the saints
It takes and it takes and it takes
And history obliterates
In every picture it paints
It paints me and all my mistakes
===========================
Fighting.ru | GuiltyGear.ru

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 28 июл 2011, 15:41

Давно не обновлял тему.

Во временном порядке:
Вышел трейлер от атлус -
Ниче нового не показали. Не считая: воздушного екс дма у Кима и вроде как в хд моде неомакс на полоску меньше использует.

Консольную версию покажут в ближайшие дни на выставке Отакон и на ЕВО. Ждем новостей, думаю, уже с завтрашнего дня.

Трейлер евро версии от издателя Rising Star Games -
Вот тут уже интереснее. Показали больше новых сценок из стори мода, новые арены.
Сайт от издателя - http://www.risingstargames.com/games/th ... i-ps3.html
Из фич заинтриговало это:
-Featuring over 30 playable characters from the history of SNK's best selling games, including the return of fan favourites Mai Shiranui and Yuri Sakazaki and five new characters never before seen in previous KOF games
-Unlockable customisation options to make your fighter unique - choose from over 20 colour types, parts and icons
5 абсолютно новых бойцов. Трое допустим это Хва, Рейден и Сайки, остается еще двое.
По 20 цветов, да еще отдельно по деталям, видимо, раскрашивать.


Предупреждение. Не превращайте тему о кофе как всегда в ад. Не оффтопте. Тут мы обсуждаем консольный релиз тринадцатой части. Хотите покопаться в дебрях истории кофа, по обсуждать персов и т.п. создайте отдельно тему. Это даже было бы хорошо, раздел бы разросся и оживился. В общем, оффтоп будет попросту удалятся, а автор может схватить и пред.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Fidoskin » 28 июл 2011, 17:14

Хва - да, но Рейден был в 12 всё-таки :)

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The King of Fighters XIII [PS3/XBOX360]

Сообщение kotokot » 28 июл 2011, 17:14

судя по надписи "Release: Winter 2011" релиз в декабре, европейка всего на пару месяцев опаздывает. Еще бы доехал коф до нас нормально, а не как с бб обычно%)
----- распродажа

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Fidoskin » 28 июл 2011, 17:21

У нас официально издавался КоФ12, но он вроде как ооочень плохо продался :(

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 28 июл 2011, 18:53

http://www.elive.pro/en/watch/HLIGulU2gJgE
Orochinagi interviewed Rising Star Games:

-Color Edit CONFIRMED
-SNKP, Atlus and RSG will release the game simultanously. So end of October WORDLWIDE.
А тут октябрь...

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 29 июл 2011, 00:53

Скрины консольной версии:
http://twitpic.com/photos/theanswerkof
Кусанаги!
  • K’ has been buffed, Elizabeth has been nerfed and Raiden’s drop kicks take longer to charge.
  • Saiki has 6B and 4B in the air and can jump in combo it. Example jump in A 4B to start combo.
Ребаланс! Хуман Сайки пожтвержден.
лол насчет бафа Кея.

Хд комбо Сайки -

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 29 июл 2011, 02:18

K’ has been buffed
Ай донт гет ит

с увелечене чарджа райдена тоже лол хотя прикольно будет огромный риск-ревард чар
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The King of Fighters XIII [PS3/XBOX360]

Сообщение UltimaOriginal » 29 июл 2011, 03:29

K` бафф, макс кенсел за 2 стока. Да это ад какой-то будет.
Интересно насчёт Кусанаги - отдельный персонаж (и какой у него мув лист) или альтернативный костюм? (второе кажется безумным, тк.. 2-D, но если это так...)

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 29 июл 2011, 04:46

UltimaOriginal в 13 подобные альт костюмы не редкость так что вполне может быть костюмом, тем более что Кё из 13 как раз как кусанаги со своим rdpK и фаерболом
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