The King of Fighters XIII

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Mortal
Satoru Iwata
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Re: The King of Fighters XIII

Message par Mortal »

:bave:
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Efreet
Super Mario Bros. 3
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Re: The King of Fighters XIII

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:vice:
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DragonSix
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Re: The King of Fighters XIII

Message par DragonSix »

A ce niveau là, je comprend pas pourquoi ils assument pas en mettant direct cash les modeles 3D qui leurs servent déjà a calquer les sprites.
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-Action speaks louder than Words- PSN:DragonSix -
Urd
Robot
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Re: The King of Fighters XIII

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waru
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Re: The King of Fighters XIII

Message par waru »

Moi j'y crois plus en un KOF digne de ce nom...
Il faut se dire que c'est mort et qu'il n'y aura pas de reboot de l'IP.
Urd
Robot
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Re: The King of Fighters XIII

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Urd
Robot
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Re: The King of Fighters XIII

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blabla
DragonSix
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Re: The King of Fighters XIII

Message par DragonSix »

Holy fuck ! :omg:
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-Action speaks louder than Words- PSN:DragonSix -
Urd
Robot
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Re: The King of Fighters XIII

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Efreet
Super Mario Bros. 3
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Re: The King of Fighters XIII

Message par Efreet »

C'était ultra prévisible, mais fais chier quand même. :x :(
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Urd
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Re: The King of Fighters XIII

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[lecteur]<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/p0hFBMV8QXc&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/p0hFBMV8QXc&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>[/lecteur]
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Efreet
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Re: The King of Fighters XIII

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[lecteur]<object width="640" height="385"><param name="movie" value="http://www.youtube.com/v/WDMujj9qL8Q&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WDMujj9qL8Q&hl=fr_FR&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>[/lecteur]

40 minutes de gameplay en bonne qualité. (y)
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Mortal
Satoru Iwata
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Re: The King of Fighters XIII

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DragonSix
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Re: The King of Fighters XIII

Message par DragonSix »

Ce genre de bug est une vraie honte pour un jeu d'arcade.
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-Action speaks louder than Words- PSN:DragonSix -
Urd
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Re: The King of Fighters XIII

Message par Urd »

[lecteur]<iframe width="853" height="510" src="http://www.youtube.com/embed/XZ7NlmrUUE4" frameborder="0" allowfullscreen></iframe>[/lecteur]

[lecteur]<iframe width="640" height="510" src="http://www.youtube.com/embed/PaqeMEL4QJo" frameborder="0" allowfullscreen></iframe>[/lecteur]

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Urd
Robot
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Re: The King of Fighters XIII

Message par Urd »

Neomax in HD costs 2 stocks but 3 stocks outside of HD.
-Liz's midscreen, 1 stock no drive 511 damage combo now deals 391
-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
-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).
-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).
-Maxima's air vapor cannon now holds him in place for both version and then after he's done he either goes forward or drops down (I forget), but not backwards.
-Maxima's damage has been decreased slightly.
-Goro's dp+K, [DC] hcf P seems to only work in the corner now (WHY?). His NM has been buffed to 571, yup!
-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
-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 =)
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Urd
Robot
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Re: The King of Fighters XIII

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