The game was just announced last Thursday, and from what we've seen so far looks like it's going to be brilliant. They've addressed all the problems that people had with the last game, and this really does look like what a KOF Re-Birth should be.
STORYLINEThe event had a trailer which revealed that the storyline will continue in this game, meaning that the 'Ash Saga' should come to an end. Not much else is known, but it did have a funky little intro/trailer showing 'The Ones from the Past'
ROSTERNewThree new characters were revealed at the event, Mai, King and Yuri, to form the original Women's Fighter Team!
In-Game Spriteshttp://game.snkplaymore.co.jp/official/ ... ra/mai.swfhttp://game.snkplaymore.co.jp/official/ ... a/yuri.swfhttp://game.snkplaymore.co.jp/official/ ... a/king.swfThere are still new characters that haven't been revealed yet, but there is some speculation based on Junk Data found in the KOFXII disc and the team break down.
Full RosterTeam JapanKyo Kusanagi
Benimaru Nikaido
Goro Daimon
Fatal Fury TeamTerry Bogard
Andy Bogard
Joe Hibiki
Art of Fighting TeamRyo Sakazaki
Robert Garcia
(Takuma?)
Team Iori/Orochi TeamIori Yagami
Mature
(Vice?)
Hero TeamElizabeth Blanchatore
Duo-Lon
Shen Woo
Fatal Fury Rivals/Team KimKim Kaphwan
Raiden
(Hwa Jai?)
Women's TeamMai Shiranui
King
Yuri
Mystery Team (K'?)
(Kula Diamond?)
(Maxima?)
Psycho SoldiersAthena
Sie Kensou
Chin
Ikari WarriorsRalph
Clark
Leona
Single EntryAsh
GAMEPLAY/ENGINEThe game will feature lots of new moves for existing characters and has also undergone a complete overhaul from KOFXII. Most notable is the zoom in/out feature has been scrapped and the Custom Combo system is also gone. The game plays more like classic KOF games now, particularly 2002 from what i've heard.
Confirmed new moves include: Terry's Buster Wolf, Mature's moves (Death Row, Ebony Tears, Nocturnal Light), Raiden's Crazy Train.
http://www.youtube.com/watch?v=Fpwl6krWQAo[youtube:2odi7o9g]Fpwl6krWQAo[/youtube:2odi7o9g]
http://www.youtube.com/watch?v=E_-vl8c8xqM[youtube:2odi7o9g]E_-vl8c8xqM[/youtube:2odi7o9g]
There are tons of videos online now from the past few days' location tests, make sure to check some out!
Here is a more comprehensive list of changes to the game/characters etc:
SYSTEM
- All KOFXII systems (CC, sousai, guard attack) have been removed
- Backstep probably can’t be shortened either.
- 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.
Here are some even more in-depth posts if you are interested:
http://www.shoryuken.com/showthread.php ... ost8604566http://www.shoryuken.com/showthread.php ... ost8599171http://www.shoryuken.com/showthread.php ... ost8608537MISC. ETC.StagesNew stages have been added to the game, and they look absolutely brilliant!
Click the Thumbnail for the Full Size
InteractionsThere are going to be characters specific/story related interactions before fights, or when certain characters face each other.
TournamentsA tournament for the game has already been announced for the Super Battle Opera 2010, a Major Fighting game Event/Tournament in Japan.
Official Sitehttp://game.snkplaymore.co.jp/official/ ... index.htmlMusichttp://game.snkplaymore.co.jp/official/ ... index.htmlClick a team to hear their theme. The Art of Fighting theme is a personal favourite!
FAQsQ: Are there any silver, King of Fighters XIII-Branded cups in existence?
A:
Yes.SCREENSHOTSThere are many out there already, but I'll just post a few quick ones.