Noticia: Cambios de The king of fighters XIII para consola

Lo único bueno que tiene que la versión de consolas salta tanto tiempo después de la de arcades es que se puede mejorar. Elimiminar bugs, rebalancearlo y añadir alguna cosilla que lo haga más completo. Namco Bandai ha publicado una lista de cambios (en ingles) para la versión consola bastante completa. A continuación la misma:

 

*System:*
• Changed max combo scaling for specials in from 50% > 40%. Since NEOMAXES haven’t been altered in this respect, damage performance when using them to finish HD combos is improved. Attacks that don’t get scaled for damage will still be at 100% as in the arcade.
o Gauge gain increased (both pwr and HD) when hit by attacks (including guard). With this change, guard cancels which use gauge will be easier to use. In certain cases it’s better to perform HD combos using less hits. (comparison in video)

*Chin:*
o Added HP variant from d,d+K stance
o Attacks from hk+LK are faster and can go straight into hcf+K. Attack from a successful parry will almost never be guarded by the opponent. Also, removed the hit back to prevent whiffs.
o Reduced recovery on normal throw (includes from stance). Although limited to the corner, follow ups possible afterwards.
• No longer has reduced defense after drinking
• Reduced parry time (includes EX). The normal parry now has the same parry time as the EX version in the arcade, the EX version has been shortened even more than that.
• Reduced EX hk+LK damage from 237 to 199

Yamamoto – We added some interesting buffs to gameplay using d,d+K. Although parry time on hk+LK has been reduced, the overall frames are shorter making it difficult to get punished. Drinking is easier to use compared to the arcade now that there is no defense penalty. Please have fun with the now trickier Chin.

*Ash:*
o Increased the amount of time Genie remains on the screen
o Adjusted scaling on Sans Culotte. Scaling occurs more easily compared to the arcade
• b+LK is faster making it easier to combo off of weak attacks
• Weak Nivose has longer invincibility. Invincibility ends at the same time attack frames begin
• EX Genie will launch and leave opponent juggle-able
o Germinal no longer requires gauge
o Thermidor is faster
o LK+HK EX Genie will appear on the opponent

Yamamoto – Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself.

*Robert:*
o CD attack is faster 
• Can no longer down recover when hit by Robert’s NEOMAX
o Weak Hien-shippukyaku is faster and will combo from weak attacks
o Fwd+LP launches when not cancelled. The launch angle on this is similar to Robert’s back-fist in previous games.
o EX Genneikyaku has increased recovery. Note that this is punishable on guard.
o Damage within EX Ranbu modified. Total damage is the sambe, but the finish is unscaled at 100
• Haoh-shokoken comes out faster and combos from strong attacks

Yamamoto – There’s no invincibility on Robert’s f+LP, but when trading with a jump attack, it’s still possible to juggle afterwards. It’s a one command move, so good to keep in mind as an anti-air option. Not only can weak hien-shippukyaku combo from weak attacks, Ryugekiken is useful against opponents who roll forward.

*Vice:*
o Strong Mayhem has better recovery. It’s possible to follow up if you hit on the end of the move
o Close HK,HK target combo added. Can only be cancelled during HD
• Jump CD is faster
o EX Mayhem is faster
o Strong Mayhem can combo after strong Decide
• EX Decide recovery reduced. Easier to follow up with normal
o Splash (includes follow up version) can now be cancelled with Overkill when it hits
o Overkill is now max cancellable
• Inputs for Overkill made easier. The last input may now be any down direction
• Damage adjustments:
1. Cancel f+LP from 70 to 45
2. Overkill from 220 to 200
3. EX Mayhem from 160 to 120

Yamamoto – She’s received a number of damage nerfs, but in exchange she has a lot more combo opportunities making the nerfs not so noticeable. Her air game has especially improved with her jump CD, EX Decide can be used afterwards to follow up.

*Raiden:*
o Recovery on weak poison breath reduced. Cmd throws can be used to combo when it hits
• Super Drop Kick changes:
1. Time to increase DK level increased
2. Invincible time shortened
3. Guard crush value lowered
4. Adjusted blowback
• Normal jump HK hit box improved to hit under. Doesn’t whiff against low crouching characters
o Reduced recovery on Giant Bomb Feint
• EX Raiden Bomb changed to travel less distance horizontally
o Raiden Bomber completely invincible

Yamamoto – Although Super Dropkick has been weakened, shorter recovery on Giant Bomb Feint allows him to be played more trickily. With the improvement to his jump HK, he has reliable attacks from the air leading to greater attack possibilities. Worthy of special mention, complete invincibility on Raiden Bomber means no more awkward looking trades.

*Ralf:*
o Strong Burning Hammer recovery time reduced. Strong Gatling Attack can now link afterwards without a cancel
o It’s possible to move forward during Vulcan Punch (includes EX)
o EX Burning Hammer is faster and can be comboed from strong normals
o Galactica Phantom (includes EX) can be charged
• d.HK recovery time reduced

Yamamoto – Ralph=power is the simple equation we used here. The centerpiece being his chargeable Galactica Phantom. Damage increases as charge levels go up, release it earlier to improve damage with a super cancel. It’s nostalgic that he can move again during his Vulcan Punch.

*King:*
o Jump HK has more longer attack frames
o Close HP is faster
o Strong Air Venom Strike has less recoil
• Close HK has reduced recovery
o Stand-alone Slide is cancellable

Yamamoto – We focused on her normals mainly. Although the number of changes are few, it will change gameplay significantly as normals are used most often. Her slide is a great low move and since her close HP isn’t affected by scaling easily, please us it often as a combo starter.

*Kyo:(using new color in video)*
o Forward distance increased on df.HK. Close HP>df.D>fb.HK now does 4 hits mid-screan
• Hcb+K has longer recovery on block
o fb+K can be followed up. When hitting from the ground, Oniyaki will hit, but on an arial hit a variety of moves can be used to follow up increasing his attack options
o Air EX Orochinagi added (3 hits:300 damage). It’s not invincible like the standing version, but his fast and good for air-air and combos.
• Far HK recovery reduced

Yamamoto – The air Orochinagi which he learned in KOF Sky Stage (laughs) and now the EX version on top of that has made him a master of the move. It’s now possible to do high damage combos off of a hit confirm with his df.HK>fb+HK combo. Please try him out now that he has so many more attack options.