SNK Playmore has updated its site with the final batch of character balance changes for the upcoming console version of KOF XIII.
System Changes
-Backstep turns to aerial state in 1 frame. Backstepping can be used as a way to evade attacks on wakeup.
-The guard meter's recovery timing and recovery speed has been changed. Compared ot the arcade, it starts to recover sooner after blocking an attack, but its pace of recovery is slower.
Video Link: http://www.youtube.com/watch?v=ma_QoLwmM_Q
KENSOU
- [Featured in video] EX Ryuusougeki(qcb+AC in air) has faster startup.
- [Featured in video] st.B> st.C has been added in as a chain combo. A followup can be done when it hits.
- [Featured in video] Shinryuu Seikoushou(qcf,hcb+P) has been changed to a 1F throw
- [Featured in video] Ryuusougeki(qcb+P in air)'s recovery frames can be canceled with specials and higher
- [Featured in video] Chokyudan(qcb+P) has faster recovery.
Producer Yamamoto says-
Kensou's Shinryuu Seikoushou(qcf,hcb+P) can be useful not just to break through the opponent, but also to punish opponents that have rolled through his projectile. His projectile itself has faster recovery, so you should be able to use that as a main weapon. His Ryuusougeki(qcb+P in air) can be followed up with various specials, and the stB>st.C chain can be followed up with attacks like his cr.B and st.D. By using them together with his projectile, you can fight in a style with distance in your mind.
YURI
- [Featured in video] Kuuga(dp+P)'s travel distance and falling trajectory has been changed
- [Featured in video] Houyoku(dp+K)'s followup with Tsubame Otoshi(AC) has "anywhere juggle" detection (it hits regardless of the opponent's state)
- [Featured in video] Jump A can be canceled with Yuri Raijinkyaku(df.B).
- [Featured in video] Weak Hyakuretsu Binta(hcb+B) has been changed to a throw.
- [Featured in video] Hyakuretsu Binta(hcb+K) can be drive canceled. However, not the EX version.
- Standing B has faster Startup.
- Jump CD's hit detection stays out longer.
- Yuri Raijinkyaku(df.B in air)'s executable height limit has been eased.
- EX Hyakuretsu Binta has shorter invincibility after its attack detection comes out.
- Haou Shoukouken has faster recovery.
Producer Yamamoto says-
Depending on the button you press, her Hyakuretsu Binta(hcb+K) functions as a 1F throw, running grab, or an invincible hit attack, so you'll need to use them according to the situation. It becomes a powerful weapon if you can use them accordingly. Also, the biggest change we made to her is the Houyoku(dp+K)> Tsubame Otoshi(AC) which now has anywhere juggle detection. Use it in all sorts of situations to do additional damage!
MAXIMA
- [Featured in video] Maxima drops on the spot after his Air Vapor Cannon(qcb+P)
- [Featured in video] When the opponent's attack gets blocked with the autoguard on his normal moves, he can cancel his normal move before it comes out.
- [Featured in video] Followup hitbox on EX Maxima Press(hcb+BD) has been buffed. He can now follow up after a counter with his CD attack.
- EX Maxima Press does not open distance when blocked. Easier to get punished than before.
- M9 Missile(df.C) has faster recovery.
Producer Yamamoto says-
The M9 Missile(df.C) has faster recovery so it's easier to use it as an early anti-air. If his M9 Missile or jump CD hits as a counter, he can follow up with an EX Maxima Press. It'll be ideal to confirm counters for additional damage and to apply pressure on your opponent.
DUOLON
- [Featured in video] EX Genmuken(f.AC) knocks back opponent for a longer time on a hit. It can be followed up with attacks like a fierce punch or weak Juon Shikon(qcb+P).
- [Featured in video] EX Shakijuuryuu(qcf+P) can be canceled with specials and higher.
- [Featured in video] Juon Shikon(qcb+P)'s frames have been tweaked. The weak version comes out faster than before so it's easier to use for strings and combos.
- [Featured in video] Genmukyaku(f.K) can be canceled with supers(DMs) and higher.
- Neomax's damage has been increased from 400>448.
Producer Yamamoto says-
Genmukyaku(f.K) can be used by itself and canceled into a super, and it can also be useful for hit confirming during a combo from a Genmuken (f.P > qcf+K> f.K > DM). It's become easier to place his projectile, so try using it after a move so you can attack together with it.
KIM
- [Featured in video] Ex Hishoukyaku has faster recovery. He can follow up with a normal move.
- [Featured in video] Yopuchagi(f,f.A)'s hitbox has been enlarged and it hits crouching opponents in hitstun state.
- [Featured in video] Weak air Hangetsuzan(qcb+B in air) hits crouching opponents in hitstun state. However, the move's hitbox is shorter in its upper side when compared to the arcade version.
- [Featured in video] EX air Hououkyaku(qcb,hcf+BD) has been added to game. Only has a few frames of invincibility after hit detection comes out.
- Hangetsuzan(qcb+K) has slower recovery.
- Houou Hitenkyaku(qcfx2+K) has acts a bit differently than before. Both weak and fierce have slower recovery on a whiff.
.Weak ver: Has invincibility, thrusts opponent forward
.Fierce ver: No invincibility, thrusts opponent vertically
- Weak Hienzan(d.u+K) has less invincibility. Also, it only gives Kim invincivility on the upper half of his body.
Producer Yamamoto says-
His Hangetsuzan(qcb+K) has slower recovery and it's punishable on block, so be careful. On the other hand, his Yopuchagi(f,f.A) hits crouching opponents that are in hitstun, and his EX Hangetsuzan can be followed up with a Yopuchagi even from the middle of the screen, so you an do combos regardless of the opponent's state and distance. Unlike before, use various moves and keep on the offense!
K'
- [Featured in video] EX Iron Trigger(qcf+AC) > EX Second Shoot(f.B) acts a bit differently than before. The projectile gradually becomes faster and hits two times.
- [Featured in video] Air Minutes Spike(qcb+K) has anywhere juggle detection. (it hits regardless of the opponent's state)
- [Featured in video] EX Air Minutes Spike(qcb+BD) has faster recovery.
- [Featured in video] EX Chain Drive(qcf,hcb+AC) has anywhere juggle detection. (it hits regardless of the opponent's state)
- Jump B, Jump D's hitbox and length of hit detection time has been changed.
- Iron Trigger(qcf+P) has slower recovery. So does its followup attacks.
- Narrow Spike(qcb+K after Minutes Spike) has slower recovery than arcade version when blocked.
- Weak Crow Bites (dp+A) has shorter invincibility. Also, it only gives K' invincivility to the upper half of his body.
- Minutes Spike (including Air version) acts a bit differently than before. It comes out at a certain timing rather than the distance to the opponent.
- Neomax is completely invincible.
Producer Yamamoto says-
He has a lot of nerfs, but he has new buffs like the anywhere juggle detection on his Air Minutes Spike and EX Chain Drive which will let him do additional damage. By taking advantage of opportunities and doing the additional damage, he should be able to cope for his nerfs. Also, his EX second Shoot was mostly used for zoning until now, but with its new change, you can take control of the battle from a far distance depending on how you use it.
KULA
- [Featured in video] Standing B moves more forward, so it has more reach than the arcade version.
- [Featured in video] EX Rayspin(qcb+K) > Sit(f.D) has faster recovery.
- [Featured in video] Freeze Execution (hcbx2+P) has better followup hitbox and comes out faster.
- Slider Shoot (df.B) has faster recovery.
- Invincibility has been taken out from EX Rayspin(qcb+BD).
- EX Diamond Edge(qcfx2+AC) comes out faster.
- EX Counter Shell(qcb+AC) has larger hitbox.
Producer Yamamoto says-
Her supers that use two meters have both been buffed up. Both of them makes Kula invincible so she can use it to interrupt the opponent's strings or use them as an anti-air. She should be a character that uses a lot of power meter, so meter management will be vital for her. Her EX Counter Shell's hitbox is bigger, so aiming for a counter with it and doing wire damage should be interesting as well.
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