The King of Fighters XIII [PS3/XBOX360]

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 28 сен 2011, 19:01

В блоге написано: тяжело работают чтобы в итоге выпустить хороший продукт. Т.е. о нормальной причине ничего не сказано и вряд ли будет.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Сарыч » 28 сен 2011, 19:10

На shopto.net в данных по релизу ничего не поменялось, втф. Не может же быть, что европейка выйдет, а остальное будут доделывать. Чую неладное, а ведь предзаказ уже сделан...
Вот так люди доходят до мысли, что Хакан крутой и им надо играть
[cut=А вот так закончилась для меня игра Хаканом]Изображение[/cut]

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Star Platinum » 28 сен 2011, 19:12

25 ноября европейка, не?
Подберем для Вас классный файтинг, персонажа, девайс для игры. Быстро. Качественно. Недорого. При корпоративном заказе, подарок - семинар мастер-класс "Как нада жить". Обращаться в личку.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 08 окт 2011, 01:18

Еженедельное обновление блога? на сей раз об ЕХ Иори:
http://game.snkplaymore.co.jp/official/ ... st_45.html
About Flame Iori

Good day everyone.
...Eh actually, it's pretty late already so it's more like "Good evening". (sweats)

Putting that aside, we've been doing a lot of explanations on the game modes so far. So for a change of pace, we're going to do something we haven't done in a while-- we'll talk about another additional character for the home console.

As people may already know from the PVs [Promo Videos], the third additional character [to the home console] is Iori with the power of flames, AKA flame Iori. He joining into the fight with his costume he wore back when he had his flames! In this article, we'll refer to the normal Iori as "Claw Iori" and the Iori with the power of flames as "Flame Iori" to make things easier to understand.

So let's get started and ask Producer Yama' about the charasteristics of Flame Iori.

Producer Yamamoto: To start off, in terms of direction attacks, he can't use the Geshiki Kui [3+C] that Claw Iori has, but he's regained his Geshiki Goufu In Shinigami [6+B], and he can use it instead.

Ah, so even his direction attack is different from Claw Iori.

Producer Yamamoto: Exactly. As for his specials, he has his old attacks such as Yamibarai, Oniyaki, and Kuzukaze. He also has his good old Aoibana as well, which can be used in the same way like before. Some of the EX specials have unique behaviors. For example, his EX Yamibarai stops the opponent for a limited time like his old Yasakazuki, and his EX Kototsuki is a different attack than his normal one. There might be other uses aside from hitting it regularly...

So that'll be something for us to find out when we use him. So next, let's hear about his supers!

Producer Yamamoto: In terms of his supers, he has his usual Yaotome and the Saika after-attack, and aside from that, he's also got back his Yamisogi. His Yaotome can be done as an EX attack, but it's important to take note that you can't do a Saika afterwards in that case. Also, the visual effects on his HomuraHotogi Neomax is really dynamic, so please try using it.

All the users are probably wondering whether "he's stronger" than Claw Iori. So what about that?

Producer Yamamoto: To be honest, neither of them is really stronger than the other. They both have different fighting styles so we hope people will pick them according to which style they prefer.

For example,
Claw Iori's normal Yaotome doesn't allow opponent to recovery roll / Flame Iori's normal Yaotome can be recovery rolled after it hits
Claw Iori's EX Yaotome can go through a Psycho Ball / Flame Iori's Yaotome will get hit by a Psycho Ball
So even if it's the same move, it can have a different attribute, and it should be interesting to check them out.

Alright. Are there any other noteworthy points regarding Flame Iori?

Yamamoto: Flame Iori has his own stage, and it's a remake of the rival team stage from KOF95, which was Iori's debut KOF title. And in the background, "those three guys" are trying to find their chance to get back into KOF. Also, there's some tidbits that might make old Iori fans react like "Oh?", so please look forward to the game's release.

"Those three guys" sounds interesting, and so does that little tidbit. Can't wait to play the game.
To wrap things up, here are the usual character introduction footages!

[video][/video]


Забыл добавить, консольное интро(укороченная версия) в ХД:

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The King of Fighters XIII [PS3/XBOX360]

Сообщение G.U.T.S » 10 окт 2011, 02:33

===============================
ИзображениеИзображениеИзображениеИзображение

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 10 окт 2011, 03:24

Иори клёвый конечно "виз зе павер оф зе сворд оф зе стил"
можно не изменять своим привычкам начиная с 95 года dBdA rekka=)
ЕХ фаербол занятный
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 11 окт 2011, 03:20

5. What options can be found in the Online Mode? Can we fight in single or just in the way of equipment? Is it possible to enable the receipt of the request online battles while playing Story mode or Arcade? Will search options to find games based on the level of the opponent, the region or the speed of your connection?

I'll have more on this when the netcode is done, but the idea is to offer several search options: by region, name, list of friends ... SNKP is working hard to give players the best online experience possible.
ура догадались а то в последнее время это оказывается целая трабла банальый поиск в онлайне
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 12 окт 2011, 00:21

После Джуйисбокса и Каене, терь ОНо с нами:
EGM: Then, before I leave, since everybody is always telling you on Twitter or wherever else what they want from you and Capcom… I want Capcom vs. SNK 3.

ONO: Ahhhh. [laughs] I wasn’t necessarily sold on that idea until I played The King of Fighters XIII. I’m actually really impressed with it, and think they did a great job with it. So, you know, I’m open to the idea, at least more than I was before
Только если вдруг будут делать КвС, а не СвК, то надеюсь это не будет продолжение развитие идеи сф4->сфХтек (придираюсь к тем же 3д моделям и упрощению инпута)

Ближе к теме:
Бонусы предзаказа в европе - http://ecx.images-amazon.com/images/I/7 ... A1035_.jpg
Ачивки для бокса - http://www.xbox360achievements.org/game ... ievements/
Многих навело на размышление о доп. персах судя по этим статуэткам из ачивок. Возможно, конечно, в будущих ДЛС, но слабо верится.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 13 окт 2011, 17:42

Итак четверг и очередное обновление блога - http://game.snkplaymore.co.jp/official/ ... st_46.html
Об изменениях персонажей в консольной версии.
( Перевод )
On a related note to the video above, people have noticed that the power meter builds up a lot less now on block.



System
Neomax only uses 2 power meters during HD mode (3 meters when not in HD)


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

Producer Yamamoto says: Hwa has a lot of changes, like for example, his Weak Backbreaker is a 1F hit now. The recovery on his drink is different so it might be usable in a combo.



Benimaru
- 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 cancel's 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 version's 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

Producer Yamamoto says: We've balanced him so that even the attacks that weren't being used in the arcades would be of use. The EX Collider and EX Raijinken should especially come to more use since the opponent can be hit afterwards. The EX air Raijinken should be fun to place around for an attack string. His Neomax has no invincibility but it comes out a lot faster, so it might be fun to think of ways in using it.



Clark
* 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 Attack's invincibility runs out when its hit detection comes out. Projectile invincibility doesn't, even after hit detection comes out.
- If Fierce or EX Gateling gets blocked, the Afterattack throw won't 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

Producer Yamamoto says: He's a throw character so we've buffed his throws. With moves like his Weak SAB, his front step, and being able to do a super cancel from a 1-frame throw, he should be able to fight like a real thrower.




Mai
- 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

Producer Yamamoto says: We've balanced her as a female ninja by giving her attacks that can make her fight more tricky from the air. Using Ukibane to trick the opponent and doing an attack string, or hit confirming from her crouching fierce punch have become effective tactics. Her Neomax has also been buffed.



Leona
* 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 can't be comboed from a normal or direction attack.

Producer Yamamoto says: Moves such as the Ground Saber and Moon Slasher are easier to get punished so be careful. We've balanced her so that she can do things such as attack strings with her EX X-Calibur, or break into the opponent with her Strike Arch. Her Fierce V slasher has been buffed, and she's a character that's good in various occasions such as air-to-air combat or against projectiles.



Takuma
- Jump CD comes out faster
- Stun value on attacks has been lowered
* EX Kyokugen Koou comes out faster and has quicker recovery. Still can't be comboed from a normal or direction attack.
- Fierce Ryuuko Ranbu comes out faster. It's still slower than the weak version, but it has invincibility until after the hit detection comes out.
- Weak Hienshippukyaku's damage reduced from 70 to 50.

Producer Yamamoto says:
He has less stun values than the arcade, but he's still easier to dizzy the opponent than other characters. Also, it's not written above but damages on his other specials have also been raised, and he's a character that can do high damage. He's been buffed in a lot of places like his air CD and invincible Fierce Ryuuko Ranbu, so please try using him.



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 doesn't move Mature behind the opponent even if they're crouching

Producer Yamamoto says:
Ebony Tears is a lot easier to use now. Weak Metal Massacre has been changed to a single hit and does less scaling, so it might be useful for fast paced matches.



Shen
* Gekiken Fakeout has faster recovery. It'll fail if the kick button is pressed too soon.
Gekiken maxed out will chip half the opponent's 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

Producer Yamamoto says: We've did a lot of adjustments to his Danken. The throw version is no longer 1F, but it can be drive canceled for additional damage. Gekiken's feint has quicker recovery so it can be used to lengthen attack strings.



На последующих неделях будут говорить об остальных персонажах.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Ke1 » 14 окт 2011, 00:58

изменения кларка и хва дичайше порадовали:3 snk всегда могли мне поднять настроение
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The King of Fighters XIII [PS3/XBOX360]

Сообщение Broken » 14 окт 2011, 03:56

хва джая интересно поменяли попробую им поиграть дранкен файтерс гого

ваще изменения очень умные такое ощущение что снк наконец то стало думать при фиксах
а не делать это рандом генератором про хва я уже сказал всё клёво
Benimaru
Flying Drill has faster recovery, normal hit can connect afterwards
этот удар 17 лет был юзлес
you time will come - Iron Maden
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.
тоже забавно редко в файтах встречается, если у бенимару будут мутки в углу юзатся будет тема.
Leona
зачем резали её неясно и так не топ таер
смотрел демки французиков там очень сильная Леона зарешала как раз комбой по типу
duP,bfK,V
теперь всё это куда опасней и панишицо, притом что новых опций играть от агресии её не дали
досадно
Takuma

- Jump CD comes out faster
помйму они забыли коф98 там это было СЛИШКОМ БЫСТРО даже при том что ТАкума не топ4
хотя в 13 видел его мало мб ничё страшного


часть изменений выглядит как "мы хатели сделать это не как в аркаде"
это не очень, но сам факт попытки снк фиксить игру онлайн радует
главное чтоб небыло как в ВВ 4 выпуска или в мк патч каждый месяц
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The King of Fighters XIII [PS3/XBOX360]

Сообщение UltimaOriginal » 14 окт 2011, 08:16

Порадовали эти изменения. Бенимару теперь похож на чара, которого можно брать. (: Хоть он и пожиратель стоков, чтобы бы толковым. Помню видел видосы как грамотно юзали его неомакс.
СНК как всегда не совершенен, позабавил глитч с s.C у Такумы (см видео выше). Удар пожирает нижнюю шкалу у Рё.)
Хва и на аркаде нравится, тут он ещё лучше.)

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Fate » 20 окт 2011, 20:03

Note:
"Drive cancel" can refer to both normal drive cancel and max cancel.
Asterisk ( * ) notes that the move is presented in SNKP's sample video.


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.

Elisabeth
- Etincelle (qcf+P) builds up less meter
- Ex Reverie-Geler (qcb+P) 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 (qcb+K) and Reverie-Prier (qcf+K) 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 (qcf,hcb+P) damage has been dropped from 200 to 150.
- Noble-Blanche (qcf*2+P) 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.

Producer Yamamoto says:
With the new Ex version of Reverie-souhaiter and Reverie-prier, she has more options for attacks. It can even be used as a sort of running throw with Mistral, so please try things out. Grand Rafale's damage has been reduced to 150, but it can be Max canceled even after the first hit now. Also, Noble-Blanche can be Max canceled as well, so it can be used in various situations such as the finishing touch on combos.

Terry
* 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.

Producer Yamamoto says:
We've mainly buffed up his normals, and he can do solid combos with the addition of chains. Also, His Trinity Geyser's hitbox has been changed, and he can also hit the opponent afterwards in the corner.

Goro
- Crouching C's recovery time has been reduced.
- Kirikabugaeshi's (qcf+C) recovery time on a whiff has been reduced. Doesn't cause a knockback when blocked.
* EX Chou Ukemi (qcb+BD) can be canceled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
* Kirikabugaeshi (qcf+C) and Kumotsukaminage (qcf+A) can be drive canceled.
* A super cancel version of Jigoku-Gokurakuotoshi (qcb*2+ P) has been added to the game.
* EX Chou Oosotogari's (dp+BD) recovery time on a whiff has been reduced.

Producer Yamamoto says:
As a judo fighter, we've strengthened his grab attacks. You need to super cancel, but he can combo his Jigoku-Gokurakuotoshi from all sorts of grab attacks. He can even do HD combos with just grab attacks, so please try them out.

Joe
* Ex Screw Upper will stay in position when it hits. With this change, Joe can't be punished afterwards 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 the 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.)

Producer Yamamoto says:
He can actually juggle other attacks aside from his Bakuretsuken after his slide so please try them from going into HD mode from his slide and whatnot. Also, his EX Screw Upper has been changed so you can use it in the corner without worrying. He does things a bit differently on a Max Cancel too.

Ryo
- Ryo travels more forward when doing his Ko'ouken.
* Ryo's parries-- the Joudannuke (f+B) and Gedannuke (df+B) are faster (shorter overall frames). Gedannuke in particular is very fast and it can even be used for strings. (by canceling normals)
* Fierce Zanretsuken recovers faster on a hit. It can be comboed to a weak Zanretsuken in the corner.
* Standalone f +A Hyouchuuwari (meaning, not from a cancel) comes out faster.
- Weak Koho's (dp+P) rising time/hit detection time has been reduced. But the move itself is faster, so it can be used for more various occasions.
* Weak Koho can be drive canceled and allows for juggling.
- Haou Shoukouken comes out faster. It can be comboed from a normal fierce, or even be used as an anti-projectile.

Producer Yamamoto says:
We've mainly buffed up his defense, and it brings justice to his nickname "The invincible dragon". Ryo's unique moves, the Joudannuke and Gedannuke, have been dramatically changed. His Gedannuke is especially fast, and aside from using it for defense, it can also be used to reduce his recovery on attacks. His Weak Koho's motion is also faster than before, and it can be used in HD combos.

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.

Producer Yamamoto says:
We've focused on buffing him up around his cancelable chains, two hit C, and crossups. In particular, you no longer have to worry about his Hirate Uchi whiffing from close C. His Neomax is very fast so please check it out.

Athena
* 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's recovery time has been reduced, but it also causes a shorter Hitstun on the opponent.
* EX Psycho Teleport can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it's also a normal cancel now (doesn't cost drive meter).
- Standing CD comes out faster.
* Shining Crystal Bit doesn't move back on execution.

Producer Yamamoto says:
Weak Phoenix Arrow has been balanced so that it can't be punished with normal moves on a block. Since there's less worries about it being punished, it should be effective to use it together with her buffed up Phoenix bomb, There's other changes that Athena users should be happy about, like her standing CD and her Shining Crystal Bit.

Iori
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) 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 (qcb+K) has shorter recovery when blocked. Can't be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu's longer reach and Fierce Akegarasu's shorter recovery, it's easier to do strings and combos. His Yaotome can't be saferolled so attacking on wakeups may become important. With his EX Akegarasu's projectile invincibility and EX Yaotome's long invincibility, we've designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that's a bit different from the arcade version.

Не знал, что Элизабет нужно баффать, лол.
Vorüber! Ach, vorüber! Geh, wilder Knochenmann!
Ich bin noch jung! Geh, lieber, und rühre mich nicht an.
Gib deine Hand, du schön und zart Gebild!
Bin Freund, und komme nicht, zu strafen.
Sei gutes Muts! ich bin nicht wild,
Sollst sanft in meinen Armen schlafen!


Изображение

Случайностей нет. Есть только Судьба.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 21 окт 2011, 00:40

Fate, без разрешения отредактировал твой пост. Добавил чуть улучшенный перевод и видео. Надеюсь ты не против?) Эт чтобы ссылка об изменениях с первого поста темы переносила на полное сообщение об изменениях.
Нерфы серьезней у Лизы по моему.

И еще новость. Появилось бесплатное приложение для айфона по кофу - http://kof.kayac.jp/en/ Где бои происходят сами по себе при встрече в зоне досягаемости двух владельцев приложения. Вроде можно тока порядок команд назначить.
Так же, интересно что там для Иори используется бета стойка его - http://img17.imageshack.us/img17/5312/i ... inkofe.jpg

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 21 окт 2011, 08:35

Еще больше хороших новостей!
Превью демки, игра в онлайне - http://www.gamespot.com/ps3/action/the- ... eo/6341359
Трейининг пока ждем оппонента - отлично! По самому онлайну пока нечего сказать, да судя по видео ок, но играют в близлежащих городах, по расстоянию как между Москвой и Питером.

Будет турнир на сокал2011 регионалс. С хорошим призовым фондом от атлус - 1000$ http://www.socalregionals.com/?p=209
Что, видимо, даже заинтересовало Рики Ортиза, из его твитера:
Hmm, I think I may have to learn KOF in time for @levelupseries' SCR. #LabTime

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The King of Fighters XIII [PS3/XBOX360]

Сообщение BumbleBee » 21 окт 2011, 12:16

Кто-нибудь может мне популярно объяснить, зачем Роберту (впервые в серии, кстати) дали чарджевую (db, f, B/D) как я её называю "Татсумаку", присущую двум другим каратекам ? Каков её практический смысл (лично мне видится единственный сетап - кенсел в NeoMax) ?

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Hidan » 21 окт 2011, 16:54

BumbleBee писал(а):Кто-нибудь может мне популярно объяснить, зачем Роберту (впервые в серии, кстати) дали чарджевую (db, f, B/D) как я её называю "Татсумаку"
Ахахааха
Да, Бобби ведь никогда не был чарджером... ох вейт!

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The King of Fighters XIII [PS3/XBOX360]

Сообщение BumbleBee » 21 окт 2011, 17:45

Offtop
Hidan, кокаинум ? :psyduck: Я акцентировал внимание на спешеле, а не 99-ом и нулевом KoF'ах.

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Fidoskin » 21 окт 2011, 17:59

Зачем у Бенимару был дрилл-кик все эти годы? :)
Я думаю в ХД комбах его юзают. Хотя я не смотрел даже Роберта в 13 :(

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The King of Fighters XIII [PS3/XBOX360]

Сообщение Supreme » 21 окт 2011, 20:28

BumbleBee, Немного играл им. В комбе - C, f+B, f+A самое дамаговое будет закончить D версией этого спешала. Екс версия дает джагл.

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