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#141 | ||||
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KoF XIII looks... like the same shit. They seriously need to expand the movelists badly. I personally think they should fix throws and make them 1 frame. And if online sucks, which it will, I definitely won't get it at release, unless it's a budget title.
I second K', but I'm really rooting for Yamazaki. That guy is gangsta. And where is my two plane fighting!? |
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#142 | ||||||
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Plus there is a bug as well in the video. Look at the first stage and tell me it basically isn't almost the same as the one in kof12. |
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#143 | ||||||
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K' ing sucks and I'm tired of huge Shoto inspired characters list. Plus K' hates King of Fighters so you probably won't see him.And they expanded the movelists. Elizabeth and Mature are getting some of the biggest movepumps out there. Terry has his buster wolf back. All characters are going to have at least Two DMs again. Clark got moves back, Ralf got moves back, Chin got moves added too. Sie Kensou got SIGNIFICANT moves back with his standard fireballs making a comeback. Athena has her teleport back. Ryo and Robert have moves back along with Joe. Every character has MORE MOVES this time around. Two plane fighting was Fatal Fury and only the EARLY Fatal Fury games. Throwing is back to direction and ONE button. You can also get out of throws. DMs back to 3 bars. You gain one bar extra for each character that dies. 5 DM bars by the time you're on your last character. I wouldn't talk anything unless you know how much has been changed and added. This is NOT going to play like 12 and all the systems of 12 have been REMOVED. But then again, I'm one of those people that plays too much KOF. Every change really alters the gameplay system. SNK never had a streak of making nothing but good games. KOF is either really bad or really good and only sometimes average. This one looks really good with the Max mode type bar and the speed increase. Also I noticed that Joe's Tiger kick is slown down and the srk style moves are no longer invincible as I've seen Robert and Ash knocked out of theirs. Bravo SNK. You know very little if you think this is the same Option. Even the jumping game is changed from the speed tweaks.
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If you can't KOF with the best Than Street Fight With The Rest |
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#144 | ||||
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Thank god they got rid of the 12 system. Critical counter hit, really?
And I was kidding about two plane system. Did I forget my [/sarcasm] tag? I kinda like throws back to one button. Seriously though, no one can vouch for a decent online. Who's going to publish the game anyway. I sure as hell don't expect Ignition to do it. By then, who's really going to devote to a decent online. The last case was that 12 was built for Japan, where connections are closer together and a majority had very high speed connections. This is definitely not the case in the states. What stops whoever is publishing the game from just copying the same netcode and putting it in the US version. I'm tired of a netcode which promotes mashing buttons, it just eliminates any real reaction play, which is definitely a huge part of fighting games. |
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#145 | ||||
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option4, were you going easy with balrog? 0 overheads, 0 low rushes, I am confused, stop playing so safe, I can't reversal fadc ultra at all. And god damn balrog techs are even harder online. And how come no headbutt ultra.
@notorious_pip if you still read this thread lol, i see you play a dhalsim? do you have a mic? teach me how to play dhalsim vs bison/rufus/c.viper |
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#146 | ||||||
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Ignition actually HAS talked to SNK and they are talking about it. Ignition told SNK flat out that they will NOT publish their game in America UNLESS they fix the netcode. Which probably includes them being there EVERY STEP OF THE WAY to make sure the netcode is fixed and make sure SNK doesn't up again. Ignition is more involved then most developers to be honest. If they can strongarm SNK from the beginning we may very well see good netcode.You really think I"m just mashing buttons? Yes there is a touch of input delay and lag, but after a while you learn the timings and with close enough connections it's essentially offline. 94-95. Street Fighter 2 style in a way with how basic they are. 95 was the pinnacle of this. The Dodge was rather hard to use as it only had a few frames and looked kind of weird in my opinion. 96-98. Alpha Era and golden era. Chin was broken as in 96. The rolling was not 100% in 96. The charging dynamic and low health keeping you perpetually at 100% is messed up and broken. 97 added stocks with advanced mode which made it more standardized. 98. Everyone knows 98. Game encourages many playstyles.99-01. Strikers. 99 and 00 had most broken era of strikers. Famous for 100% damage combos if used properly. 01 had ratio system with strikers. Most refined, most ugly. 02. Max mode with lots of characters lots of moves and changed properties. 03-XI tag team variations. 03 had a shitty tag team mechanic while XI refined it properly. Too much reliance on Oswald and Duck King though. At least XI has about 10-15 really viable top characters. XII. Fairly good beta with interesting ideas. A bit too simplistic, but it is fairly good once you get in it. Custom Combos seem too Street Fighter Alphaish though. Sousai could remain though it needed work. Not everything properly clashed. Another good option to minimize fireball games though. |
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#147 | ||||
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For The Doubters. From Rexdart from SRK. And just for Option. Mature is back and with a VENGENCE.
"So I just got back from my trip to Akihabara, fresh full of KOF XIII hype. Game is goddamn amazing. Just fantastic. According to the flyer, the game is 70% complete. Here're some gameplay observations for the curious! - Kim got his d+K follow-up to his d charge, u + K move. - Terry's EX Power Geyser creates two geysers, but the animation is the same. - Terry's EX Rising Tackle is crazy. I saw it do 15 hits against one opponent, and 20 against another. Earlier reports said 25, which I don't doubt. But I can't figure out why there's so much difference between them. - Joe can TNT Punch (P repeatedly) -> Drive Cancel -> qcf,hcb + P DM. It hurts! - Kensou's EX Psycho Ball is crazy fast and goes through any other projectiles. Looks useful! - Earlier reports said Kensou lost his qcb+A/C moves from XII, but that's incorrect. He's got 'em. - Kensou: crB -> crB -> qcb+A -> qcb + C -> (qcbx2)+P = 54 HITS OMGWTF STOPPUNCHINGME He does his "tired" animation afterward, however. But he's safe as long as the super connects. - Iori's new df+C looks a lot like Yashiro's f+A. - Mature can cancel out of her (qcb+P) x 3 rekka after the second attack with Despair (dp+P). - Mature's EX Ebony Tears hits three times. - Ralf's EX Ralf punch (ground pound, qcb+P) hits three times as well. - Clark's gatling punch, looks just like the 2000 version. Didn't see it connect, though. - Leona has a new close D. It resembles her classic KOF one (the two knee strikes) but it looks like it leaves her airborne? - Leona's EX X-calibur is the classic version of the move (i.e. the close-range air projectile). - Mai can still jump off the stage walls, although it looked a bit strange. As if she was jumping off the space right in front of the corner, rather than the corner proper. Not sure if it was a glitch or what. - King can Drive Cancel her tornado kick into her aerial Venom Strike. Useful for the extra damage or to keep you safe if the tornado kick was blocked. - In the corner, Kyo can do qcf + K -> rpd + D (after two hits) -> Drive Cancel -> aerial orochinagi. This combo hurts a lot. The home version should come bundled with a cyanide pill for when Kyo gets you in a corner. (Or SNK could just tone him down. Either way is good.) Of course I also encountered a few glitches. It wouldn't be a loke test without glitches! - Mature attempted to throw Yuri in the corner, but Yuri broke the throw. However, the animation wasn't interrupted and still hit Yuri. - Joe KO'd Leona while she was doing her X-Calibur, and her body was left floating in the air. Joe didn't seem to mind. - Ryo's f,b,f+P move usually sucks the opponent into it if it connects, but in one instance the opponent remained a step or two away from him. Just a graphical problem, though. Some other impressions: - London stage looks really impressive. I tried in vain to see if I could spot any spectators that were copies of each other, but had no luck. I'm sure they're there, but they've been hidden very well. Every single onlooker I saw was very detailed and unique. Bravo. - The revamped Egyptian stage is crazy-go-awesome! When the guys in front of the fire start doing the wave, they cast eerie shadows against the back wall of the temple. Looks very creepy and quite cool. Amazing atmosphere. - The special effect when you KO someone with a DM seems very excessive, but also extremely cool. - In general, one-hit DMs (like Haoh Sho Koken, Power Geyser, V-Slasher) seemed to do very small damage. I assume this will be fixed in the final version, because, currently, I think some EX moves do more damage than the DMs. - No one I saw had figured out how to use Hyperdrive mode effectively. Invariably what would happen is: they'd activate it, their opponent would go into defensive mode, they'd do some moves, and their opponent would hit them out of HD mode as soon as they had an opening (which usually didn't take long). I assume you can activate it mid-combo somehow, but it seemed no one had learned how yet. - Also in general, SDMs seem to have the same animation as their DM counterparts. That's probably why some people have taken to calling them EX DMs. - I think Kyo and Kensou might be a bit over powered. Just my impression. - Of the three leading ladies, I think Yuri feels the strangest. Playing her without her uppercut takes some getting used to. I think her biggest problem is her lack of anti-air options. Her Saiha (qcb+P) is the best one, but it's a bit slow. It is safe, though. - XIII King is the greatest fighting game character to ever happen to me. Okay, that's a bit of an exaggeration, but I really like her. The combination of her normal venom strike, aerial venom strike, and double venom strike DM is excellent for keeping opponents out. When they do get in, she has her surprise rose, tornado kick and slide to deal with them. As has been said elsewhere, the surprise rose is surprisingly safe, and it can cross-up. (If it connects with an air-borne opponent who is too high, however, the rest of the move won't hit.) Tornado kick goes through blocking opponents, so, (if used at close range) you can stay out of trouble. The slide is more vulnerable, but its range is quite good. While I generally don't play zoning characters in KOF, I had an absolute blast with King. Fun with color edits! - Lots of crazy color options. Truth be told, I think a few too many crazy options. Just my opinion, though. Here are some memorable ones... - Bluegreen-skinned Goro. - Zombie Joe. - Kyo has a Rock-outfit, and an evil version with red eyes. Also a flamboyant one with pink hair and a bright purple jacket. - Red-skinned Ryo. - All-blue Raiden. With red teeth? Why, SNK, why? - Kensou has a Duolon outfit. Pretty cool looking. - King has a Kula outfit. - Terry and Robert's color swap is really impressive. When Robert has Terry colors, he looks almost identical to Terry minus the hat. Mark my words, someone is eventually going to see Terry-colored Robert or Robert-colored Terry and comment "OMG! Terry got a ranbu!!" or "OMG! Robert learned Buster Wolf!!!" Mark my words. Concluding stuff... - KOF XIII essentially plays pretty close to 2002UM, but with much better graphics. I loved it, even though it wasn't what I was expecting / hoping for from the sequel to XII. It seems like an extremely solid system presented in a beautiful package. I just hope they nail the balance. - The producer, Masaaki Kukino, was there watching the loke test. Guy looked exhausted. Understandable I suppose, since he'd apparently been standing in an arcade for almost three-days straight watching people play KOF. That's a long-ass time to be watching people play KOF. He was quite friendly when I asked him a question, though. His English isn't bad either. - After playing, you were given a survey to fill out about your impressions of the game. I made only two (rather small) criticisms. - I asked for XII's camera zoom be included as an option, since I liked it. Screw you, pixel-haters! - I asked for Terry to say "ARE YOU OKAY!?" before the Buster Wolf. If that gets added (which is probably won't) I expect full credit! - And in the section where they asked what characters you wanted to see, I said K', Kula, Yamazaki and Vanessa (in that order). I chose them partly based I see them requested by fans more than most other characters. Since I know a lot of KOF fans outside of Japan can't go to the location test, I did my best to make sure your requests were (indirectly) heard. ... Thinking back, I should have just requested Ryuhaku Todo, Duck King, and Heavy D!. Sorry, this ended up a bit long." |
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#148 | ||||
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Have they talked about the pricing of the new KOF? Or is it going to be standard full game price?
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#150 | ||||
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#152 | ||||
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Question for everyone:
I got the cheaper Mad Catz stick for SF4 and I wanted to upgrade to the TE stick, my question is: is the difference in the actual joystick use that noticeable in between both controllers? I am mainly a control pad player, but I realize for me to be better than I am now, I have to really take the time to use the stick now. All Help will be greatly appreciated. Thanks in Advance
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Blessed to be still standing after it all. |
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#153 | ||||||
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#154 | ||||
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Or you could upgrade the SE you already have with sanwa parts. Up to you.
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#155 | |||||||||
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#156 | ||||
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Yuri is kinda cute.
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#157 | ||||||
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If you don't have any problems with your current setup, I'd say don't change a thing. As with most things, you gotta weigh your options and see if spending the extra cash for new hardware is really worth it. See if you can find a friend with a TE and ask if you can try it out briefly. And sorry I didn't reply to your PSN message, I dunno what I was doing. I was kind of idle at the time. |
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#158 | ||||
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its cool option. I was playing last night with my stick for the first time in ever and it was so different. I can see the benefit of using one, but the frustration right now of using my normal characters like Zangief and Ryu always makes me stop using the stick. though with my charge characters I am so much better with the stick, I still feel more competitive with the dpad though.
on the fighting stick I feel like the diagonals are off, and that is the frustrating part to me about using the stick. I even go to practice and continuously try to get out fireballs and dragonpunches and they only come out half of the time. It is like I gotta slam the stick at the end to get the move out. I remember finese from the arcade, I really wonder if it is the stick or me? as for the buttons I have no problems whatsoever with them. It is just the stick itself. I know the learning curve is steep, but I use to play back in the arcade with sf2, so the curve is not that great for me. also I never discussed this before, but back when sf first came to consoles I could always get out 2 and 3 hit combos with one button press with shotos. Example jumping fierce, stand or ducking fierce to fireball or dragonpunch. Now I feel as though I have to press the button to get each individual move out. Is it still possible to do these combos with one button press? and if so I must really be outta the loop and removed from street fighter more than I care to admit. |
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#159 | ||||
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you want to get into the habit of hitting the button to get the move to come out. there are times where you can cancel a normal move into a special button without hitting a button again (but input something with a stick) but that is pretty infrequent and I wouldn't rely on it.
I've been using a stick for about 3 months now, but switched from a street pad which i used for about a year. It was absolutely frustrating at first, for a good month, but now I'm able to do things you just cannot do on a pad. It also forces you to learn timing even better to be able to do combos instead of cheaping it on a pad. The only problem I have from time to time is doing ultras that require down to forward twice, as well as shoryukens. If I practice each, I get them back. In a match when I have very little time to input the notation, its either hit or miss. I still have a ton of trouble doing dhalsims back+m.k -> lp yoga flame -> cancel super. Not sure how you can get good with Dhalsim without mastering this so i pick him few and far between now |
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#160 | ||||
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The Mad Catz fightstick is way too light for me. Each time I do a motion with it the whole stick wiggles off my lap. I need me a TE stick. Hopefully soon.
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