Yeah, there are plenty of winposes. Kula I believe has three (yawn, picked up by Diana, picked up by Foxy).
Andy and K' even have "secret" winposes that you get by KO'ing your opponent with their NeoMax.
There still aren't any intro animations, but the custom dialogue for every character matchup (and custom winquotes for every character victory) more than make up for it.
Is a knockback attack kind of like a focus attack or counter move? I played a bit of 12 and they had those counter move things, not sure if this is all the same thing.
Also, When do you know when you can desperation moves? Super Desperation Moves?! HYPER desperations moves?!?!
This game is more complicated than i thought. Kinda reminds me of BlazBlue, though with characters I could actually care about.
EDIT: I read more of the OP and i probably should have done it more than i originally did. Still seems pretty crazy. So many cancels which is odd coming from SF. If i want to do a super move, i just do it, i don't have to cancel something into it. Also are the combos chains or links? I can do chains, links i struggle with.
H*R on
Nintendo Network: WarrenMSP 3DS: 4184-2362-9697 PSN: Skywarrd
King of Fighters is oldschool, there aren't many combos with timing as tight as links. You can hit confirm out of mashed 2+b or 2+a if you're paying attention. Basic combos are simple, it's just getting the juggles down since KOF doesn't use SF's arbitrary system; if your opponent is in the air and you have a move that comes out fast enough then 9 times out of 10 you can hit them.
The most involved part of the combo system is probably learning which moves can be super canceled and which properties command normals take on when canceled into. The rule of thumb is that any command normal that is an overhead or a knockdown on normal hit will lose that property when canceled into, but then be able to cancel into a special move.
Which DM you have available is entirely up to the game you're playing. In 2k2 you have normal DMs any time, SDMs you can do in maxmode, and HSDMs you can do in maxmode when your life bar is low and flashes red.
Knockdown CD attacks are just heavy attacks that always knock down. Unless you mean counterwire attacks, which knock your opponent against the edge of the screen and leave them open for a free hit, usually a DM. Abusing certain jumping CD attacks is really good. Use them low to the ground because the block stun can be massive and allow you to get in as much pressure as you'd like.
Is a knockback attack kind of like a focus attack or counter move? I played a bit of 12 and they had those counter move things, not sure if this is all the same thing.
Also, When do you know when you can desperation moves? Super Desperation Moves?! HYPER desperations moves?!?!
This game is more complicated than i thought. Kinda reminds me of BlazBlue, though with characters I could actually care about.
EDIT: I read more of the OP and i probably should have done it more than i originally did. Still seems pretty crazy. So many cancels which is odd coming from SF. If i want to do a super move, i just do it, i don't have to cancel something into it. Also are the combos chains or links? I can do chains, links i struggle with.
Page covered the basics pretty well. And unlike the counter moves in XII, guard cancel knockbacks and rolls are input AFTER you block a move, rather than before. So if you're trapped in the corner and the opponent is chipping away at your health, you can spend one bar to get them off you (GC knockback) or roll behind them (GC rolls).
For 2002 UM, I admit it IS a tad confusing:
Normal DMs : can be done whenever you have a power stock, or can be done for free when you're in max mode. But the DM cancels the effects of max mode. Being in max mode, which also costs one stock, gives you more combo potential.
Super DMs: can be done when you have two power stocks, or can be done for one stock when you're in max mode. Usually done by pressing both buttons instead of one.
Hidden Super DMs, Hyper DMs, MAX2 or other names: can only be done when your character is low on health (about 1/5th your bar). But the bar turns orange once you can do it, offering a nice visual indicator. After doing one, it takes a few seconds before you can do it again. When in max mode, it costs only one stock to do, same as Super DMs. Outside of max mode, this puppy is going to run you THREE stocks. But you get the element of surprise, if that's something you want.
Have you picked any characters yet? Anyone you have your eye on? I think it's much easier to learn the combo system with actual examples.
If you have any other questions, feel free to ask.
Again, thanks for the info. It seems i need to throw out a lot of my SF knowledge except for special move motions.
I haven't had a lot of exposure to a lot of the characters, but i'm taking a shine to Andy, Whip and King. But with over 60 characters in 2002UM i'm sure there will be more.
H*R on
Nintendo Network: WarrenMSP 3DS: 4184-2362-9697 PSN: Skywarrd
Oh man, Shoryuken is sending a call out to basically boycott 2k2UM on XBL because of netcode issues. I've already bought it, and haven't had any issues, but i've been playing people 5 miles from my house.
What's your experience? This bad press only means bad things for console release of 13. The SNK stigma is growing stronger daily.
H*R on
Nintendo Network: WarrenMSP 3DS: 4184-2362-9697 PSN: Skywarrd
I don't have my 360 handy, so I haven't been able to try out the game's online play.
A boycott seems misguided, since I doubt very many people were going to purchase the game in the first place. So I don't think SNK is ever going to reason, "we need to fix the netcode or else we'll lose money on potential sales." Even if it's true, I just don't think a Japanese company is going to appreciate that.
Another problem is that I don't think SNK does any of their netcode in-house. XII's was done by a different Japanese company, and KOF98's and Garou's were done by a Chinese company. I don't know who did NGBC's (which was apparently good), or 2002UM's. There are rumors that 2002 uses the same code as 98UM, but I find that very, very hard to believe. 2002's has gotten some very mixed reviews, but 98's was universally panned.
Anyway, complaining to the American representatives so that they'll pass along their complaints to their Japanese head office so that they'll get whatever company they outsourced the netcode to to improve it... Seems pretty hard to pull off.
Don't get me wrong. I'm hoping they can improve it. Boycotts seem entirely pointless, though.
Rex Dart on
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited November 2010
I'm not going to boycott it persay. But at the same time, KoF has never really been popular in my area. So, if the netcode isn't workable at least...I won't have much reason to buy it full price.
Oh man, Shoryuken is sending a call out to basically boycott 2k2UM on XBL because of netcode issues. I've already bought it, and haven't had any issues, but i've been playing people 5 miles from my house.
What's your experience? This bad press only means bad things for console release of 13. The SNK stigma is growing stronger daily.
I bought KoF2k2 because it's probably my favorite fighter. This game's netcode is complete shit. I won't be buying another SNK product until they improve their netcode.
solsovly on
0
DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
Unless you live in South America or a few parts of Japan, then kof ain't popular in your area. Them's the breaks.
Korea too. There's a lot more KOF there than SF, at least last time I checked.
Taiwan, to a lesser extent.
And the XIII tournament at SBO had a player from Singapore in the top four.
Really, it feels like the US and Canada are the exception to the rule, rather than South America/Asia.
Also, I don't think KOF's appeal should be underestimated. When I first bought 2002 for Xbox, I didn't have any friends who played it. So I showed it to my friends, (forcibly) taught them the basics of how to play, and many of them became big fans. 2002 is just that good a game. And 2002UM is at least ten times better.
Unless you live in South America or a few parts of Japan, then kof ain't popular in your area. Them's the breaks.
Boycotting a game because of bad netcode is just moronic. How about you just don't buy it because it doesn't give you what you want?
...That's what I just said...
I won't buy it because it isn't giving me what I want(not bad netcode).
Unless it does, then it's cool.
Not to mention there are too many fighting games coming out already so I'm only going to buy those that I know I will play quite a bit.
Wasn't talking about you in particular.
It still seems so strange to me that people want to buy fighting games on the strength of netcode. I understand it in the abstract of arguments I've heard and read before, but I guess I'm just too much a child of arcades and local scenes. I would sooner not buy a game because there's no local scene than buy one just because it has supposedly decent netcode.
Not really interested in having that discussion again. Just saying.
I was just going to post this. I've been longing to bump this thread with good news for months. Although I am glad I'm not the only person still waiting for this game. :P
Fingers crossed that it's true and that Atlus offers a crazy limited edition.
Two weeks ago, my cousin took me to an arcade in downtown Taichung, and I finally had a chance to try KOF XIII. I was left with two feelings:
1. Goddamn it, why the fuck is the singleplayer so goddamn hard? The first fight kicked my ass--I mean, it's the singleplayer. It might be an attempt to rake in as much cash as possible from the patrons, but damn. Some guy who looked like he'd played the game regularly was getting his ass beat in the first level as well.
2. Goddamn it, I fucking want this game. It is so goddamn pretty and looks like so much fun.
Checking Amazon.com, they only have the preorder up for PS3 (though Wikipedia, for what little it's worth, still says it's coming to both the PS3 and Xbox 360. I will buy this if it only comes out on the PS3 (I'm not that partisan), but I will not as happy for the following reasons:
1. Every fighting game ever is only improved by custom soundtrack support. I adamantly stand by this statement. Not every fighting game needs.....okay, I can't really say that with a straight face. Last I checked, custom soundtrack support is kind of sketchy on the PS3.
2. I have a Arcade Stick for the Xbox 360, a gift from a friend of mine.
3. If I get it on PS3, I'll need to buy another DS3, because forcing a friend to use the POS Sixaxis that came with my PS3 while I use the adequate Dualshock 3 isn't really reasonable.
I will own the game, but I do hope it's still multiplatform. Atlus is doing other Xbox 360 releases (Catherine comes to mind). I would also totally buy a ridiculous, overpriced limited edition.
No, I'm aware of how it is on the PS3--"sketchy" probably isn't the best way to describe it ("half-assed"? "Flexible"?).
I actually rate KOF soundtracks much higher than I would otherwise, just because I've grown up with them, but even then, the option to use my own music is literally always better than not having the option. If you like KOFXIII's soundtrack, which is completely reasonable, you are under zero obligation to use said feature.
On the other hand, if it wasn't for custom soundtrack support, I could literally not play SCIV anymore without either muting the whole game, or muting the music. Options are really, really nice to have.
It's made clear because whenever I read a PS3 game review, the issue is clarified as such:
If the phrase "(developer x) has included custom soundtrack support" is mentioned in the audio section, or some similar phrase appears, the option is available.
If the phrase does not appear, then I better hope to god I like the music options in the game, especially if it's an RPG or otherwise long, because playing a game on mute is not exactly ideal, nor is playing music out of my laptop whilst I play the game.
1. Goddamn it, why the fuck is the singleplayer so goddamn hard? The first fight kicked my ass--I mean, it's the singleplayer. It might be an attempt to rake in as much cash as possible from the patrons, but damn. Some guy who looked like he'd played the game regularly was getting his ass beat in the first level as well.
2. Goddamn it, I fucking want this game. It is so goddamn pretty and looks like so much fun.
1. Maybe you should take it as a compliment? Maybe the arcade owner has a high opinion of the average player's skills. In most Japanese arcades I've played it in, the game's been set to super-easy mode. I can beat the game (SNK boss included) on one credit without much hassle. I'd probably enjoy more of a challenge.
If you get another chance to try it, however, I might recommend going into practice mode. If you hold any of the buttons while pressing start (after putting your coin(s) in), you can get to a timed practice mode. Really, really useful for learning how to play the game. (You can still fight other players as per usual, but after the fight you always go back to the character select screen.)
2. Is so goddamn pretty. I'd probably rank it above Mark of the Wolves, due to the better backgrounds and great details. Last Blade 2 is still SNK's most beautiful game.
I share your concern about the lack of a 360 version, for mostly similar reason. Adding to them, however, is the realization that IF it's PS3-only (and it probably won't be), I'll have to buy a PS3. And I really shouldn't do that, but I would.
Custom soundtrack depends on the developer. It's not mandated by Sony.
I dunno, KoF13 has a pretty good soundtrack.
XIII's soundtrack is done by four of the five composers for 99/2000's soundtrack, so it's not surprising it turned out great.
As an easter egg, if you hold the start button as the round is beginning (and you're the challenger in versus mode) you can switch the XIII for an older KOF track. Don't like Kim's new theme? You're crazy! But now you can also choose to listen to his classic '96 theme instead. Maybe they'll just make the songs unlockables in the console version or something.
It's not much of a compliment when it costs 6 tokens at the Sega Club Arcade (each token is NT$10, with the exchange rate being NT$28 equal US$1--for perspective, consider NT$30 will get you a bowl of noodles or a extra-large soft drink at a vendor--stuff is cheap in this country if you're coming from the United States, except playing this game).
Sadly, there was no 2-player option at the arcade (though there was another unlinked KOF XIII machine), nor any menu options at that arcade--putting in the tokens just immediately dropped you into singleplayer character selection.
Cool thing to know about the soundtrack selection option, and yeah, I really hope this isn't a PS3 exclusive, or even just a timed one, in the US. Going by the Amazon.com page, Atlus has 13 games for the PS3 and 9 for the Xbox 360--including XIII. This is peanuts, of course, compared to the +50 they have for PS2.
It was rather unlikely that it would be a timed exclusive anyway, but all the same, hurray (I'm assuming the two versions are essentially the same). Happy to see that it's $49.99, as Atlus seems to do a lot. No "limited edition", I would assume?
Dokimajo producer Yoshinobu Matsushita confirms involvement in the game's development and makes a few comments on Twitter. He mentions good netplay in three tweets on a single day.
"We have collected all our development resources to KOFXIII to provide buffed-up game content and pleasant online play."
"The development (team) knows what's needed and is aiming for it: a fun fighting game, with good online play, and elements for the home console."
So SNK is definitely aware of the need for good netcode. Whether they can actually delivers it remains to be seen, but still good to hear. Also, the producer of the witch-touching games is heading up development of the console version. Never thought that would happen!
Siliconera confirms story, training and mission modes. Story and training aren't surprising. (Story, in this case, is probably just the arcade single-player.) Mission mode is usually good fun, and was something I really missed in XII.
Thankfully, I can live with bad netcode (fighters--especially 2D fighters--are almost entirely a "same couch" deal with me), but I understand that it's not a reasonable expectation for this day and age, especially with the infrastructure you get from XBL (and probably PSN, barring any more catastrophes). I do hope they're able to deliver.
I do remember a major selling point of XIII when it was first proposed was the return of story mode, alongside old favorites (Mai included) coming back.
ReveLAtions is happening this weekend in LA, and luckily a group of crazy SNK fans managed to get a XIII cabinet to the event for a special tournament. It's going to be streamed on June 11th, 4pm PST. You can watch it here:
Posts
Steam: YOU FACE JARAXXUS| Twitch.tv: CainLoveless
Andy and K' even have "secret" winposes that you get by KO'ing your opponent with their NeoMax.
There still aren't any intro animations, but the custom dialogue for every character matchup (and custom winquotes for every character victory) more than make up for it.
Is a knockback attack kind of like a focus attack or counter move? I played a bit of 12 and they had those counter move things, not sure if this is all the same thing.
Also, When do you know when you can desperation moves? Super Desperation Moves?! HYPER desperations moves?!?!
This game is more complicated than i thought. Kinda reminds me of BlazBlue, though with characters I could actually care about.
EDIT: I read more of the OP and i probably should have done it more than i originally did. Still seems pretty crazy. So many cancels which is odd coming from SF. If i want to do a super move, i just do it, i don't have to cancel something into it. Also are the combos chains or links? I can do chains, links i struggle with.
3DS: 4184-2362-9697
PSN: Skywarrd
The most involved part of the combo system is probably learning which moves can be super canceled and which properties command normals take on when canceled into. The rule of thumb is that any command normal that is an overhead or a knockdown on normal hit will lose that property when canceled into, but then be able to cancel into a special move.
Which DM you have available is entirely up to the game you're playing. In 2k2 you have normal DMs any time, SDMs you can do in maxmode, and HSDMs you can do in maxmode when your life bar is low and flashes red.
Knockdown CD attacks are just heavy attacks that always knock down. Unless you mean counterwire attacks, which knock your opponent against the edge of the screen and leave them open for a free hit, usually a DM. Abusing certain jumping CD attacks is really good. Use them low to the ground because the block stun can be massive and allow you to get in as much pressure as you'd like.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
For 2002 UM, I admit it IS a tad confusing:
Normal DMs : can be done whenever you have a power stock, or can be done for free when you're in max mode. But the DM cancels the effects of max mode. Being in max mode, which also costs one stock, gives you more combo potential.
Super DMs: can be done when you have two power stocks, or can be done for one stock when you're in max mode. Usually done by pressing both buttons instead of one.
Hidden Super DMs, Hyper DMs, MAX2 or other names: can only be done when your character is low on health (about 1/5th your bar). But the bar turns orange once you can do it, offering a nice visual indicator. After doing one, it takes a few seconds before you can do it again. When in max mode, it costs only one stock to do, same as Super DMs. Outside of max mode, this puppy is going to run you THREE stocks. But you get the element of surprise, if that's something you want.
Have you picked any characters yet? Anyone you have your eye on? I think it's much easier to learn the combo system with actual examples.
If you have any other questions, feel free to ask.
Unrelated, but awesome.
So, so awesome.
I haven't had a lot of exposure to a lot of the characters, but i'm taking a shine to Andy, Whip and King. But with over 60 characters in 2002UM i'm sure there will be more.
3DS: 4184-2362-9697
PSN: Skywarrd
If you can to get the hang of the game and use a Strret Fighter type character, use Kusunagi.
But in a KOF game, you can't stand still, you gotta RUSH THAT SH*T DOWN.
-M
3DS: 4184-2362-9697
PSN: Skywarrd
What's your experience? This bad press only means bad things for console release of 13. The SNK stigma is growing stronger daily.
3DS: 4184-2362-9697
PSN: Skywarrd
A boycott seems misguided, since I doubt very many people were going to purchase the game in the first place. So I don't think SNK is ever going to reason, "we need to fix the netcode or else we'll lose money on potential sales." Even if it's true, I just don't think a Japanese company is going to appreciate that.
Another problem is that I don't think SNK does any of their netcode in-house. XII's was done by a different Japanese company, and KOF98's and Garou's were done by a Chinese company. I don't know who did NGBC's (which was apparently good), or 2002UM's. There are rumors that 2002 uses the same code as 98UM, but I find that very, very hard to believe. 2002's has gotten some very mixed reviews, but 98's was universally panned.
Anyway, complaining to the American representatives so that they'll pass along their complaints to their Japanese head office so that they'll get whatever company they outsourced the netcode to to improve it... Seems pretty hard to pull off.
Don't get me wrong. I'm hoping they can improve it. Boycotts seem entirely pointless, though.
Boycotting a game because of bad netcode is just moronic. How about you just don't buy it because it doesn't give you what you want?
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
When I think of Korea I think Tekken.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
I bought KoF2k2 because it's probably my favorite fighter. This game's netcode is complete shit. I won't be buying another SNK product until they improve their netcode.
...That's what I just said...
I won't buy it because it isn't giving me what I want(not bad netcode).
Unless it does, then it's cool.
Not to mention there are too many fighting games coming out already so I'm only going to buy those that I know I will play quite a bit.
Taiwan, to a lesser extent.
And the XIII tournament at SBO had a player from Singapore in the top four.
Really, it feels like the US and Canada are the exception to the rule, rather than South America/Asia.
Also, I don't think KOF's appeal should be underestimated. When I first bought 2002 for Xbox, I didn't have any friends who played it. So I showed it to my friends, (forcibly) taught them the basics of how to play, and many of them became big fans. 2002 is just that good a game. And 2002UM is at least ten times better.
Wasn't talking about you in particular.
It still seems so strange to me that people want to buy fighting games on the strength of netcode. I understand it in the abstract of arguments I've heard and read before, but I guess I'm just too much a child of arcades and local scenes. I would sooner not buy a game because there's no local scene than buy one just because it has supposedly decent netcode.
Not really interested in having that discussion again. Just saying.
Anyone want to beta read a paranormal mystery novella? Here's your chance.
stream
Thank you based atlus?
Still needs more confirmation, but fuck yes if true.
I was just going to post this. I've been longing to bump this thread with good news for months. Although I am glad I'm not the only person still waiting for this game. :P
Fingers crossed that it's true and that Atlus offers a crazy limited edition.
edit: oh wait, for some weird reason I mixed up atlus with aksys then.
Holy SHIT!
Two weeks ago, my cousin took me to an arcade in downtown Taichung, and I finally had a chance to try KOF XIII. I was left with two feelings:
1. Goddamn it, why the fuck is the singleplayer so goddamn hard? The first fight kicked my ass--I mean, it's the singleplayer. It might be an attempt to rake in as much cash as possible from the patrons, but damn. Some guy who looked like he'd played the game regularly was getting his ass beat in the first level as well.
2. Goddamn it, I fucking want this game. It is so goddamn pretty and looks like so much fun.
Checking Amazon.com, they only have the preorder up for PS3 (though Wikipedia, for what little it's worth, still says it's coming to both the PS3 and Xbox 360. I will buy this if it only comes out on the PS3 (I'm not that partisan), but I will not as happy for the following reasons:
1. Every fighting game ever is only improved by custom soundtrack support. I adamantly stand by this statement. Not every fighting game needs.....okay, I can't really say that with a straight face. Last I checked, custom soundtrack support is kind of sketchy on the PS3.
2. I have a Arcade Stick for the Xbox 360, a gift from a friend of mine.
3. If I get it on PS3, I'll need to buy another DS3, because forcing a friend to use the POS Sixaxis that came with my PS3 while I use the adequate Dualshock 3 isn't really reasonable.
I will own the game, but I do hope it's still multiplatform. Atlus is doing other Xbox 360 releases (Catherine comes to mind). I would also totally buy a ridiculous, overpriced limited edition.
I dunno, KoF13 has a pretty good soundtrack.
I actually rate KOF soundtracks much higher than I would otherwise, just because I've grown up with them, but even then, the option to use my own music is literally always better than not having the option. If you like KOFXIII's soundtrack, which is completely reasonable, you are under zero obligation to use said feature.
On the other hand, if it wasn't for custom soundtrack support, I could literally not play SCIV anymore without either muting the whole game, or muting the music. Options are really, really nice to have.
Just trying to clarify the sketchy part, which I didn't need to as it turns out. :P
If the phrase "(developer x) has included custom soundtrack support" is mentioned in the audio section, or some similar phrase appears, the option is available.
If the phrase does not appear, then I better hope to god I like the music options in the game, especially if it's an RPG or otherwise long, because playing a game on mute is not exactly ideal, nor is playing music out of my laptop whilst I play the game.
1. Maybe you should take it as a compliment? Maybe the arcade owner has a high opinion of the average player's skills. In most Japanese arcades I've played it in, the game's been set to super-easy mode. I can beat the game (SNK boss included) on one credit without much hassle. I'd probably enjoy more of a challenge.
If you get another chance to try it, however, I might recommend going into practice mode. If you hold any of the buttons while pressing start (after putting your coin(s) in), you can get to a timed practice mode. Really, really useful for learning how to play the game. (You can still fight other players as per usual, but after the fight you always go back to the character select screen.)
2. Is so goddamn pretty. I'd probably rank it above Mark of the Wolves, due to the better backgrounds and great details. Last Blade 2 is still SNK's most beautiful game.
I share your concern about the lack of a 360 version, for mostly similar reason. Adding to them, however, is the realization that IF it's PS3-only (and it probably won't be), I'll have to buy a PS3. And I really shouldn't do that, but I would.
XIII's soundtrack is done by four of the five composers for 99/2000's soundtrack, so it's not surprising it turned out great.
As an easter egg, if you hold the start button as the round is beginning (and you're the challenger in versus mode) you can switch the XIII for an older KOF track. Don't like Kim's new theme? You're crazy! But now you can also choose to listen to his classic '96 theme instead. Maybe they'll just make the songs unlockables in the console version or something.
Sadly, there was no 2-player option at the arcade (though there was another unlinked KOF XIII machine), nor any menu options at that arcade--putting in the tokens just immediately dropped you into singleplayer character selection.
Cool thing to know about the soundtrack selection option, and yeah, I really hope this isn't a PS3 exclusive, or even just a timed one, in the US. Going by the Amazon.com page, Atlus has 13 games for the PS3 and 9 for the Xbox 360--including XIII. This is peanuts, of course, compared to the +50 they have for PS2.
http://www.atlus.com/kofxiii/
EDIT: The Atlus faithful just got their e-mail containing the official announcement. So, so hyped.
So SNK is definitely aware of the need for good netcode. Whether they can actually delivers it remains to be seen, but still good to hear. Also, the producer of the witch-touching games is heading up development of the console version. Never thought that would happen!
http://www.siliconera.com/2011/06/08/i-played-the-king-of-fighters-xiii-yes-i-used-mai/
Siliconera confirms story, training and mission modes. Story and training aren't surprising. (Story, in this case, is probably just the arcade single-player.) Mission mode is usually good fun, and was something I really missed in XII.
I do remember a major selling point of XIII when it was first proposed was the return of story mode, alongside old favorites (Mai included) coming back.
Goenitz. Dude was boss.
Platinum FC: 2880 3245 5111
Kyo Combo Tutorial
Crazy Ash Combos
ReveLAtions is happening this weekend in LA, and luckily a group of crazy SNK fans managed to get a XIII cabinet to the event for a special tournament. It's going to be streamed on June 11th, 4pm PST. You can watch it here:
http://www.justin.tv/leveluplive
Edit: The stream was delayed 8 HOURS. Sorry to anyone who tried to watch it at the original time.
1. The background ambient characters look like they're having seizures.
2. Ash
Everything else is golden. Can't wait!
The Raid
If I recall right.
He probably won't show up in future story based KoF games.