Kof XIII announcement and info

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Dark_Chaotix
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Kof XIII announcement and info

Post by Dark_Chaotix »

Hey guys

Since im here often, i thought id bring the info in regards to XIII. Here is what I have written so far

Thought ill give some ppl the heads up, if there is anyone interested

Kof XIII had its first preview today

here are some pics

http://www.neogaf.com/forum/showthread. ... 34&page=13

character list

http://www.betomachado.com/wp-content/u ... roster.jpg

Also there is a small vid but its really small and hard to see but in it you can already see some changes in it.

http://kotaku.com/5501720/first-king-of ... d-its-tiny

So what we know so far.....

- King, Mai and Yuri make the new team.
- 10 colours available
- No more zoom in / zoom out like Xii (going by vid)
- Has more levels for DM's (unlike XII that had only 1 level)
- 4 new stages
- There are still 6 slots available for more unannounced characters (but im sure for most you could take a guess and may get it right)
- The proper conclusion to the ash saga
- Meant to have a "hyperdrive" system which is meant to be like 2k2um (but that not 100% as of yet)

More as it happens.
Don Vecta
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Re: Kof XIII announcement and info

Post by Don Vecta »

Presumably, Vice, Takuma and Hwa Jai would be the filling spots of the established teams.

from uncreative:

Just got home after dicking around in the arcade for a bit. Here's my writeup:

- Mai, Yuri, King, some not yet revealed characters (already mentioned in the thread)
- New stages (including a Japanese festival, UK bus terminal, a jungle, and some elephant party in India)
- EX moves: they can have more hits, be invincible, juggled off of, be faster, and some projectiles go through others
- Yuri's EX Raiouken shoots two fbs
- Raiden's EX Giant Bomb can be juggled off of
- EX supers cost 2 bars
- You can "Drive Cancel" specials at the cost of super meter
- At max Hyper Drive bar you can activate Hyper Drive Mode to temporarily get infinite DCs
- Mai has giant bouncing tits
- Mai got j.Ced out of a super
- Super bar fills really quickly even on block
- Release THIS SUMMER
- Will be in Tougeki C group
- I got a free cup given to the first 100 people who lined up
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Xenozip.
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Re: Kof XIII announcement and info

Post by Xenozip. »

Air Orochinagi is kind of funny. And Mature teaming with Iori is also kind of lulz. King's arms look kinda weird, then again so do Yuri's and Mai's. Athena is still fathena moeblob, lol. And steroid Clark/Ralf.

I guess the biggest and best changes was they stopped with the stupid zooming shit, and they got rid of critical counters?

Oh well, another KoF, time to flip a coin to see if it's any good or not.
- Mai has giant bouncing tits
Looks like Jolly Ranchers & Baskin's Sherbet.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Xenozip. wrote:Air Orochinagi is kind of funny. And Mature teaming with Iori is also kind of lulz. King's arms look kinda weird, then again so do Yuri's and Mai's. Athena is still fathena moeblob, lol. And steroid Clark/Ralf.

I guess the biggest and best changes was they stopped with the stupid zooming shit, and they got rid of critical counters?
- Mai has giant bouncing tits
I rather liked the zoom in / out stuff...It felt alittle more dramatic to me. But yes no more zooming by the looks of it so that means more room and traditional kof style. The sprites themselves seems smaller this time round or that could be that its at far zoom to what xii had....

Yeah so far we have seen some weird moves that i didnt think snkp would make, but im sure there is good reason to rather then just adding it for gimmick reasons.
error1
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Re: Kof XIII announcement and info

Post by error1 »

my god mai must have some serous back problems with her bad posture and half her body weight on her torso
onReload
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Re: Kof XIII announcement and info

Post by onReload »

wow so this might be a game that's pretty AND interesting? good to see they learned their lesson...though i guess they're keeping the "big fuckers" designs from kof xii. terry still looks like he can rip a refrigerator in half.
Don Vecta
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Re: Kof XIII announcement and info

Post by Don Vecta »

Yes, the overrated SNK ho finally's in there.

And ypu that shitty CC it's gone, seems game's now a bit more back to what KOF is. Speed looks increased back again (doesn't look like the fucking snail-fest it was XII) and the new super canceling mode looks interesting and potentially good for combo making.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

XII wasnt that slow mind you....
Doopliss
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Re: Kof XIII announcement and info

Post by Doopliss »

Xenozip. wrote:Air Orochinagi is kind of funny. And Mature teaming with Iori is also kind of lulz. King's arms look kinda weird, then again so do Yuri's and Mai's. Athena is still fathena moeblob, lol. And steroid Clark/Ralf.

I guess the biggest and best changes was they stopped with the stupid zooming shit, and they got rid of critical counters?

Oh well, another KoF, time to flip a coin to see if it's any good or not.
- Mai has giant bouncing tits
http://www.youtube.com/watch?v=s04vrvP5Ji0
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
Xenozip.
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Re: Kof XIII announcement and info

Post by Xenozip. »

<JB-Bed> http://www.shoryuken.com/showthread.php ... ost8599171 <-- This post says a lot about SNK

Good read.
Looks like Jolly Ranchers & Baskin's Sherbet.
onReload
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Re: Kof XIII announcement and info

Post by onReload »

Yeah, it was very telling. I could tell just from the lack of combovids for KOFXII that it wasn't popular - and so kinda how SF3 wasn't mainstream-popular, they went back to Street Fighter's roots for SFIV. The difference is that SF3 has a small diehard following, with many people loving the changes/additions made to the series, yet it doesn't seem like anybody is gonna be a diehard kofxii-player.

I also like how SNKP upped the ante - "Oh you'll put EX ability on everything? Well, we just put them on Supers. Now what?"
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Thats prob is a good guess but still all hearsay....
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Credit to SonicTempest at ON forums

System notes:
CHANGES FROM THE PREVIOUS VERSION
=================================

GRAPHICS
- Characters are smaller and it's easier to see the full screen.
- As of now there aren't any stages that make it hard to see the characters.

SYSTEM
- All KOFXII systems (CC, sousai, guard attack) have been removed
- BAKUSUTE(?) has probably not been made shorter (wtf is bakusute? it's written in katakana)
- Throws are back to lever + button motion
- Kara cancels are possible again.

GAME SYSTEM
===========
8- way lever + 4 buttons.

COUNTER HITS
Counter hits have a blue effect when they occur, similar to KOFXII but the effect isn't the same.
A few counter hit animations are like KOFXII but the window is short, sort of like the interval between dashing and doing a strong attack.

GUARD CRUSH
Guard meter under the lifebar, your guard drops when it becomes empty. However at the current time it seems to recover much faster than it's lost, so there haven't been that many guard crushes seen. On top of that it looks like the guard crush window is very tight so it's very hard to take advantage of it. Wondering if drive attacks will have a bigger effect on the guard meter.

GUARD CANCEL
Revived from older games. Costs 1 power stock. Does damage, but not possible to KO with it.

STUN
This has also returned. However unlike XI there's no visible stun meter so it's not possible to know when it's going to happen.

POWER GAUGES
Return of multiple power stocks. You get one additional stock per team member that you lose (much like earlier games). Feels like they charge up faster than in previous games.

EX SPECIAL MOVES/DESPERATION MOVES
Use 1 stock to do powered up specials or DMs. The powering up depends on the move - might be more damage, invincibility, etc.
EX specials have a blue shadow sort of effect to them while EX DMs are red (versus yellow for regular DMs)

DRIVE GAUGE
Green gauge above the power gauge. The length increases by 50% every time you lose a character (so that the gauge is twice as long when you're down to your last character). Fills up at about the same rate as the power gauge, so pretty quickly. However, whiffing special moves will not fill the drive gauge (although it still fills the power gauge).

DRIVE CANCEL
Can be used as soon as the drive gauge passes 50%, which means that on your last character it can be used up to four times.
You can cancel special moves as well as command moves that couldn't normally be cancelled into other special moves and DMs.

HYPERDRIVE MODE
Press BC when the drive gauge is maxed out to activate. Your character will have a sort of hazy afterglow and will be able to do as many drive cancels as he wants. The gauge doesn't fall faster if you do a cancel like in '02. However if you take any damage the mode ends.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Credit to Madman

Ash Crimson:
- Continues to be a charge (akin Guile) character.
- Weak Ventose seems to have changed it's effect on impact (unsure of this bit). Strong Ventose is unchanged from 12.
- EX Geneé makes appear two bubbles. The position of the bubbles seems to be determined by the couple of buttons used.
- Termidore can hit up to five times, but comes out faster.
- Sans culotte does not have the "leader effect" like it did in XI and still lacks reach (so, it's like XII).

Elizabeth
(Unsure of details / questions outside XII)
- Seems to be greatly enhanced.
- Added two moves Van de Boulogne,Grand Rafale
- Strong "Van de Boulogne" can be connected from "Grand Rafale"
- Strong "Van de Boulogne" seems to posses high body invincibility.
- EX Noble Blanche (DM) The second half of the light sphere seems to advance, and seems to prevent guard cancel (Unusure about these lines).

Duo Lon
- Added 怨死 soul curse, which can over power fireballs (EX only?). It has the apperance of a fog and it's hard to tell if it hits
- His EX DM feels like an hurricane mixer (it's a move from bufalo man from the kinnikuman fame. It looks like Bryan 94' DM).
- Can't cancel his Qcf punch into teleport without the usage of the bar.

Shen Woo
- New far standing kick (It's actually similar to Ken far standing round house in 3S).
- Geki ken seems have slower recovery, EX geki ken knocks down.
- Fuku Tora seems to gain reach and speed as an EX.
- Tenren Ken is still short but quick. EX version has added range.
- Tatsu geki ken (DM) seems to be the same as XI. EX is faster and has some invincibility.
- The follow up from the DM seems to be missing (I'm reading this right?).
- His old staple combo from XII, cls C -> fwd B -> Qcf + C -> Qcf + B -> DM can only be done by wasting a lot of drive bar.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

more stuff from SonicTempest.

ELISABETH (might be inaccurate since the author wasn't familiar with Elisabeth in XII)
- More effects on her moves
- Regained dp+P and QCF,HCB+P
- QCF,HCB+P connects after dp+C
- dp+C has upper body invincibility. Low attacks beat it.
- EX QCFx2+P fires off 'light bullets' during the second half of the move. Probably can be beaten by guard cancel rolling.

DUO LON
- New move QCB+P. Fires off a haze that cancels fireballs (maybe the EX version only?). Looks like it has no hitbox...use it for mindgames?
- When his EX DM hits something that looks like a high-speed hurricane mixer (Huh) appears.
- Can't cancel his QCF+Px3 into teleport without a drive cancel

SHEN WOO
- Far standing D has a new animation. A high kick with slow startup.
- Jump D crosses up easier
- QCF+C has slower startup and more lag. The EX version knocks the opponent away.
- EX QCB+A has more range and seemingly faster startup
- QCF+K has small range as usual but the EX version has more range
- QCFx2+P can probably be used the same was as it was in KOFXI. EX version is faster and has full-body invincibility - so much so you can use it as anti-air!
- C,A,B,C DM is present, but no headbutt (NOOOOOOOOOOOOOOOOOOOOOOO!)
- stand C, f+B, QCF+A DC QCF+K DC QCFx2+P is a combo, although this is the same combo that had some tough links in XII. Seems like poor use of the drive gauge (lol)
- It'd be nice if he could do anything from low attacks...

KYO
- Regained air d+C. Hard knockdown on an aerial opponents, long stun on grounded opponents. Can be used to cross up.
- Can still combo stand B -> dp+P. On the second hit of dp+P you can drive cancel to QCF+K and combo to Orochinagi (ouch!)
- QCF+P seems to have less lag?
- Gained mid-air Orochinagi. Voice clip is 'Kore de kimeru ze!'
- Doesn't seem to have changed much.
- Seems very strong.

BENIMARU
- Regained Benimaru Koreda (his command throw)
- Might have regained his air throw?

DAIMON
- Regained dp+K
- HCF+A somehow managed to grab a standing Shen. Was it always like that? Might be stronger in terms of priority.

IORI
- Gained a new command move df+C. Swings an arm downward as if he were hitting a stake. Hits mid.
- Regained his air b+B
- dp+P has more lag? EX version does two hits and floats the opponent.
- HCF+P doesn't launch the opponent so high that he can't be seen anymore

MATURE

- Despair (dp+P), Death Row (QCB+Px2), Ebony Tears (QCF,HCB+P) and Metal Massacre (QCB+K) regained
(She has dp+P AND qcb K in KOFXII, but whatever)

TERRY
- Can't cancel standing B. Tried to cancel into a command move and failed.
- far C cancellable
- crouch D can be cancelled into command moves
- far D has new animation. Looks like the KOFXI animation. Might be useful as an anti-air.
- jump D crosses up easier. (seems like this is the case with a lot of characters)
- df+C seems to have a bigger frontal hitbox
- f+A comes out slower
- Power Wave comes out slower but has less lag. EX version does 3 hits.
- B Crack Shoot is an overhead and does multiple hits. EX version might hit mid and has faster startup. Hard knockdown on counter hits against an airborne opponent.
- Burn Knuckle seems the same? EX version does multiple hits and makes the opponent fly upwards. Not sure if you can follow up afterwards.
- Rising Tackle has no change. EX version goes vertically straight up and does something like 25 hits (lol) and has fast startup.

ANDY
- Can't brake Reppadan any more. Can still cross up with it, though.
- EX Zaneiken can move from one side of the screen to another
- EX Hishouken flies faster.
- EX Choureppadan is good enough to be used as an anti-air.

JOE
- Regained Ougon no Kakato (QCB+K). B version flies low while D version goes high, but neither has much lag.
- Regained Bakuretsu Hurricane Tiger Kakato. Can be connected from weak attacks.
- Slash Kick has more lag
- D Tiger Kick has a lower trajectory
- EX Hurricane Upper shoots 3 projectiles. Regular version has less lag?
- Sliding is a command move, and knocks down even when cancelled into. More lag?

KIM
- Regained mid-air Houou Kyaku.
- f,f+D is now done as f,f+A

RAIDEN
- Gained Super Drop Kick (hold K for ten seconds and release) and Crazy Train (QCFx2+P)
- Regular version of Giant Bomb has more lag? EX version knocks the opponent up.

ATHENA
- Psycho Ball has less lag. EX version does 3 hits and has 'penetrating power' (?? goes through other fireballs, maybe?)
- Regained Psychic Teleport. EX version included.
- Throw animation has changed. Athena teleports to diagonally above the opponent and throws them.

KENSOU
- Has normals from KOFXII but specials from his earlier versions.
- Regained Chokyuudan (fireball), Ryusogeki (air QCB+P) and QCF,HCB+P DM.
- Lost QCB+A, QCB+C from KOFXII
- Still has QCB+K from KOFXII.
- Pressing B+D makes him do his KOFXII backstep
- Ryuugakusai has its command reversed (rdp+K instead of dp+K...the way it used to be)

CHIN
- Didn't see him much so no idea how he's changed.

RYO
- far D is the same as close D. Maybe they'll change this?
- far C cancellable
- jump D crosses up easier
- C Ko'ouken has more lag. EX version does 3 hits.
- EX Kohou does 3 hits. No idea if there's any effect on invincibility.
- B Hienshippuukyaku is the same. D Hienshippuukyaku whiffs against crouchers. EX version is faster and resembles Takuma's version of the move - it launches. Maybe you need to use a drive cancel to follow up?

ROBERT
- Can cancel his low attacks
- Has all his moves from KOFXII

RALF
- Regained air QCF+P.
- Vulcan Punch has more lag? Can't connect a stand D after it anymore. Instead of that you can drive cancel to Galactica Phantom.

CLARK
- Regained Gatling Attack
- Still has his forward step move from XII

LEONA
- Regular V-slasher has been weakened.

MAI
- How to say this...she benefits a lot from the new system.
- Both A and C Ryuuenbu have low lag and can be followed up with stand A in the corner. If the opponent is in mid-air even stand C is possible.
- Musasabi no Mai is great for comboing in the corner. If you hit them near their feet (i.e. space it so that it hits them at the lower part of their hitbox) they shouldn't be able to retaliate.
- Hissatsu Shinobi Bachi is fast enough to combo from light attacks, and is damaging.
- d.B -> B -> Hissatsu Shinobi Bachi DC Musasabi no Mai -> C Ryuuenbu -> Chou Hissatsu Shinobi Bachi is a combo.
- Kachousen has slower startup but less lag
- Jump CD felt a little too fast
- She has an air throw which can be used in combos.
- EX Chou Hissatsu Shinobi Bachi is invincible.

YURI
- Gained a new move, midair df+B which is very much like Yun/Yang's Raigekishuu from 3S. She changes trajectory suddenly with no voice clip so it's a bit startling.
- Raiohken has her jumping up to do the move again. Startup is slow. EX version shoots two fireballs.
- Can't charge up Ko'ouken? Haohshokoken is a DM.
- Hyakuretsu Binta seems to have faster startup than usual.
- Not sure how effective her Saiha is
- Hien Hou'ou Kyaku connects from light attacks
- df+D isn't on her movelist, nor did I see it, so it probably doesn't combo from light attacks (lol)

KING
- Sliding is unsafe on block
- Gained a mid-air Venom Strike. Flies horizontally with unlimited range.
- Venom Strike is the same as it was. No high/low variations.
- Tornado Kick is the '95 version. Doesn't seem to have any invincibility.
- DMs are Surprise Rose and Double Strike. Didn't seem to have Illusion Dance.
- Surprise Rose can cross up as King dives. Can escape by rolling.

ASH
- Same old Guile clone (lol)
- A Ventose has so little lag that you can combo it into a sweep if you're close enough (can't remember if the XII version was just like that). C version is unchanged.
- EX version of Genie will make two flames appear on the screen. The locations probably depend on the two buttons you used to activate the EX version.
- Thermidor has faster startup, but only does 5 hits
- Sans-culotte has the same speed and lack of range. No other changes.
Don Vecta
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Re: Kof XIII announcement and info

Post by Don Vecta »

Mature also got back Nocturnal Lights qcf x2 P DM.
Maj
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Re: Kof XIII announcement and info

Post by Maj »

Aw, why did Leona get so little attention? And it sucks that Andy lost his one stylish cancel. Gotta admit, air Orochinagi sounds ghetto as hell but i'd be lying if i said i didn't want to see some air Orochinagi combos.
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Re: Kof XIII announcement and info

Post by Raine »

Leona was one of the few characters that was pretty much complete in XII already so she didn't really need anything extra. From watching videos however I have seen that her close s.D (2 hit double knee like Heidern) has returned, and also that xx, f+B, qcb+P doesn't seem to combo midscreen anymore (probably still works in the corner though).

Mmm I think it's strange that they removed Andy's cancel. It made sense for his character/playstyle, and gave him access to some really cool mixups and combos that he's not going to have anymore.

Thanks for posting this list DC, it's quite comprehensive. I'm kinda glad to see they made Kensou more like his original playstyle (e.g. fireball has returned).
Don Vecta
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Re: Kof XIII announcement and info

Post by Don Vecta »

Official site updated with REAL COOL shit.

http://game.snkplaymore.co.jp/official/kof-xiii/

Displays a random stage in HQ and by choosing the characters, they play their new BGM, which, so far, sounds so badass.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Remxi wrote:Thanks for posting this list DC, it's quite comprehensive. I'm kinda glad to see they made Kensou more like his original playstyle (e.g. fireball has returned).
Thanks. I would be lying if i said that im not sorta hyped. Like im prob the only person that like XII for what it was and found it interesting to play. Till this day, I still feel it offers good gameplay thats worthy of decent matches. So far, im not disappointed in XIII in what Ive so regardless, im getting this game. Im trying to get others into it by broadcasting the info here and also on Ozhadou forums.
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Re: Kof XIII announcement and info

Post by Xenozip. »

So any thoughts on the last team? It'd be cool if it was K' and Maxima, lol.
Looks like Jolly Ranchers & Baskin's Sherbet.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Most speculate its k' team with kula...but have to wait and see.

Here is what i posted in another forum

Apparently there are programs that allow you to find hidden links in wedsites?? Well these have been found so you can make your own minds up whether its real or not.

http://game.snkplaymore.co.jp/official/ ... team10.png
http://game.snkplaymore.co.jp/official/ ... boss02.png
http://game.snkplaymore.co.jp/official/ ... boss03.png

Look at the names at the end of the link...Boss 3?!?! Hmm, see how that turns out.

Id also suggest checking out on the new webpage for the game. It VERY interesting and has some good "insights" to the game if you know what I mean. Click on the teams to hear different theme music. This is sounding good too

http://game.snkplaymore.co.jp/official/kof-xiii/
Last edited by Dark_Chaotix on Mon Mar 29, 2010 12:48 pm, edited 1 time in total.
Xenozip.
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Re: Kof XIII announcement and info

Post by Xenozip. »

Your links got truncated.
Looks like Jolly Ranchers & Baskin's Sherbet.
Dark_Chaotix
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

As im just finding out. SNKP work fast....
Xenozip.
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Re: Kof XIII announcement and info

Post by Xenozip. »

No I mean they were automatically shorted with "....", meaning when you pasted them it's not the full link.

But if the files were taken down too then it's a moot point.
Looks like Jolly Ranchers & Baskin's Sherbet.
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Ah i see what you mean.

um..... I fix it. I think the boss ones still work. Check above.
Doopliss
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Re: Kof XIII announcement and info

Post by Doopliss »

Is there a chance that Yamazaki is in this?
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
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Re: Kof XIII announcement and info

Post by Dark_Chaotix »

Not looking like it no.
Doopliss
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Re: Kof XIII announcement and info

Post by Doopliss »

Dang it, he's the only cool KoF character other than the bosses imo.
Maybe Doopliss isn't kicking ass, but he's taking names.

http://www.youtube.com/user/DaDoppen
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