The King of Fighters XI | + Scans

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Fist Of Legend
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#76 Message par Fist Of Legend »

dark_eagle_knight a écrit :ba je pense que le système atomiswave est tout à fait émulable, étant donné que la DC est émulé (d'ailleurs ça fait longtemps que y'a pas eu d'update de chankast) et ils avaient commencé à bosser sur du naomi mais ils ont stoppé le projet...

c'est simplement parceque le système est "en vie" qu'il n'est pas émulé...
KOFXI on a le temps de le voir venir sur PS2....
Et on ne s'en porte pas plus mal, une certaine "serenité" semble etre revennue depuis l'arret du developpement sur systeme MVS/AES... L'emulation ne remplacera jamais le jeu original et c'est pas plus mal. :D
ImageIkari Ramon Powered by FOL

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Keric
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#77 Message par Keric »

Il y a 2 screenshot en plus sur Cyberfanatix, mais malheureusement on peut pas les agrandir.

Mais au moins on peut voir Momoko (dans une pose tres... spéciale).

Et a propos des sprites, je dois dire que je m'y attendais de la part de SNKP. Mais la où ils me décoivent le plus, c'est qu'il ne semble pas avoir utilisé les sprites de NGBC pour les persos communs (Terry, K', Iori), dans NGBC les couleurs ont un contraste plus marqué, et ca en jette plus. Meme K' récupère ses couleurs de KoF2002!!!!
Pareil pour les effets des flammes de Kyo et Iori, qui avaient été refait pour NGBC.
Certain ont meme du remarquer sur les videos prises de KoFXI, que les flashs lors du déclenchement des DM est celui utilisé initiallement dans NGBC.

Marre du recyclage!!! Je suis sur que les sprites de SSK sont aussi en low rez...

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yoanna330
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#78 Message par yoanna330 »

Keric a écrit : Je suis sur que les sprites de SSK sont aussi en low rez...
Ben ouais, malheureuement
Pourquoi ? Y'en a qui en doutent ? O_o !?

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Keric
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#79 Message par Keric »

2 nouvelles photos de KoFXI sur cyberfanatix, qui ne montre pas grand chose encore, si ce n'est un art de Kensou sur la premiere.

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Shishio
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#80 Message par Shishio »

ah,ah,ah... Je ne sais pas Pour vous mais lEs criTiques sont souvent IdenTiques..
Sa seraIs peut etre bien que mOnsieur SNK se bouge Non ???
Mise a jour du larouse 2010:
DLC ou Downloadable Content. Enculade financière crée par de gros con, pour des jeu qui ne le sont pas forcément moin...
Gen de merde....

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frionel
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#81 Message par frionel »

Oyo


Je voulais juste dire qu'il ne faut pas se fier aux photos "high quality" assez récentes, vu qu'il s'agit du rendu "informatique" de l'image, et non celui qu'il aura réelement dans notre borne/télé...

Rappelez vous on avait déjà eu le même type d'images pour CFJ et KOF neowave, et au final, le rendu était pas du tout le meme...

Pour ce qui est du recyclage des sprites et du manque de travail de SNKP... je vais pas jouer les défétistes, mais après quelques années de plaintes et complaintes... faut bien se rendre à l'évidence... c'est ça.. ou rien... Enfin... du moment qu'ils nous respectent un peu en montrant un minimum de travail (contrairement à kof neowave... haaa à chaque fois je trouve le moyen de le placer celui là :p) moi j'adhere.... et je suis l'un des seuls à avoir apprécié l'initiative de SNKP pour kof 2003, avec leur tentative un peu plus créative que les deux précédents épisodes...

Le seul truc que j'attends de "voir" pour ce kof (en dehors de l'équilibre du jeu, de l'intelligence du systeme et SURTOUT la conséquence de leur balance system qui regle le time out), c'est les ziques, qui seront un facteur d'ambiance très déterminant.

Allez ++ ;)
"En tout cas j'ai pû tater le Kof XIII au moins, et d'ailleurs j'ai constaté un lag étrange dans les commandes qui gênait plein de monde mais qui semblait favoriser frionel ..."

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Keric
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#82 Message par Keric »

Up!

Perfect Stranger du forum Orochinagi propose une traduction des 3 premieres pages du dossier sur KoFXI du dernier Arkadia.

Page 1:
================
An introduction the game's system specifics, as well as all usable teams! Don't be left out in getting on board this year's "Festival!"

Until now, much has been left unclear about KOF XI. However, in this 7 page blow out extravaganza, we'll tell you everything you want to know!

(omitted boring information - tells you who the game maker is, etc)

Impression:
To enhance your pleasure in playing the game, we've gathered the information of the basics of KOFXI. Decide what characters you want to use now, strategise about the the system possibilities... Look forward to playing the game1!

Basic operation and basic system:

Since there hasn't been any huge changes to the controls or the system, as long as you've played KOF before, you should have no porblems at all playing KOF XI. What is of note, however, is that button that was used exclusively for Heat mode in KOF Neowave has now been reassigned to body blow attacks. Since this is a change from previous KOF titles, you should be careful till you're used to the changes.

Also, there were no body blow attacks in KOF 2003, so this is a revival of a system possibility. When using characters that first made their appearance in KOF 2003, try not to make the mistake of trying to use their new body blow attacks by pressing CD at the same time. Don't overlook the fact that the options for recovery roll have now increased as well. Though in previous titles, we've been limited to rolling backwards in recovery rolls, it is now possible to roll forwards as well. If you use freely the 2 options now available to you to avoid being pressured, it'll be much easier to escape from wakeup pressure situations.

however, it has been proven to be possible to be thrown out of the recovery roll when rolling forward, and there is a split second when coming out of the roll, before fulling standing up, in which you are vulnerable to attacks and cannot block, so if you are read correctly, there is a danger that your vulnerability will be taken advantage of.

(I'll skip the picture caption for this page since it's basically telling you about the forward recovery roll again. Also, the 2 green boxes and the huge pic of the joystick are the summary of the controls. The only thing of note is that the forward recovery roll is done by, surprise surprise, holding forward and AB before touching the ground.

Bottom green bar: For normal throws, you will throw the opponent either forwards or backwards depending on the button used. Escaping the throw depends on pressing the same button used as your opponent. However, if you press CD while attempting an escape, you'll escape successfully no matter what button the opponent used. (*I'm not sure I'm translating this next part correctly, but I think it says that standard throws now have a whiff animation, and then when you try to throw and miss, you will not trigger a normal attack, hence the risk for attempting a throw has increased)

Page 2:
====================

Let's get familiar with all the information presented to us onscreen!

The various bars and system options
Skill points and the options available with them:
Super cancel: 1 stock
Dream cancel: 1 stock
Quick Shift: 1 stock
Saving Shift: 2 stocks.

What is the skill gauge?

The skill gauge is a new gauge added to the game, that has the distinction of not being increased when your attacks hit, nor when you perform special moves. Instead, it increases as time goes by.
Once the gauge becomes full, you gain a skill point, represented by a ball on the bar. The skill gauge has an upper limit of 2 stocks. Since the game starts with the skill gauge empty, you are unable to use skill point manuevers at the start. The manuevers you are able to perform are listed at the table above. As you can see, the skill gauge is intimately involved with cancelling, as well as switching out. All of the options available from skill point usage seem to be crucial. It seems that skill points will be a very important aspect of this installment.

What is super cancelling?

Super cancelling means that you are able to cancle certain special moves into DMs. It is a system that is often seen in today's fighting games. In previous games, one power stock was needed for the super cancel itself - hence, in total, to perform a super cancel, 2 power stocks were needed. HOwever, in this installment, the ability to super cancel is determined by the availability of skill points, as well as you having sufficient power stock to perform the super itself, so remember that. Since the skill gauge increases by itself with time, it seems that we will be able to super cancel more freely in this installment.

(Screenshot shows Shingo SCing his qcf p into his qcfx2 p DM)

What is dream cancelling?

This installment also features the return of the leader system - before a match begins, a leader must be chosen. The leader also has access to a leader DM that can only be performed by the leader. Cancelling into this leader DM from a normal DM is called a dream cancel.

Firstly, to perform a normal DM,one power stock is needed. To cancel into a leader DM, 2 power stocks and a skill point are needed, hence in total, 3 power stocks and 1 skill point are needed. Since you expend just about all your stocks, you won't be able to use this technique very often, but if used in a combo, you'll guarantee a huge life loss on the opponent's end.

(Screenshot shows K' dream cancelling his Chain Drive LDM from his Heaven's Drive DM)

The health and dizzy gauge
Above the health gauge is a red gauge - this is the dizzy gauge. It decreases when you are hit by the opponent's attacks, and when fully depleted, you will be dizzy.
Also, the life gauge will begin to flash white when you guard your opponents attack too foten. This is a sign that you are about to be guard crushed.
Screenshot:
The leader's health gauge is green, but your other characters are yellow.

Power and skill gauges:
The power gauge increases when your attacks hit, and when you perform special moves. Since the gauge barely increases when your opponent blocks your attacks, the only real way to get it to increase in actual combat is to make your hits connect.

The skill gauge increases with time - other than that, there are no crucial additions to it.

Screenshot:
Compared to the skill gauge, it is relatively harder to increase the power gauge. It seems careful management is necessary here.

Judgement injector (DON'T LOOK AT ME, ALL I DO IS TRANSLATE! I DON'T COME UP WITH THE FNARKING NAMES!)

In this installment, when time runs out, the winner is not necessarily the player with more life. Whichever side the Judgement Injector titls more towards to wins. (In this screenshot, the player on the left is in an advantageous position). The gauge tilts towards you when your hits connect, and towards your opponent when you get hit.

Screenshot:
Since the gauge is designed like a scale, whenever the gauge tilts towards you, it also tilts away from your opponent.

Greenbar:
With the addition of so many gauges, one might feel bewildered at first, but as one becomes used to them, it seems that battle itself will become ever deeper and more involved. In particular, the skill gauge that increases with time will surely prove to be an important factor. Also, with the addition of the judgement injector, fights that approach the end of the time limit will surely prove to be even more intense... Don't let your guard up just because the time's nearly up.

Page 3:
==================
Battle while switching your characters effectively!

An explanation of the multi-shift system.
The multi-shift system that started in KOF2k3 gets a huge powerup! With the mechanics of character switching further fleshed out, it seems that fighting as a team will prove to be a more important strategy than ever.

Screenshot:
Largest character profiles are the characters actually in battle. To switch to the character whose profile is closest to you, press AC. To switch to the character whose profile is closest to the time counter, press BD.

What is the multi-shift?
Multi-shift is a system in which you are able to freely switch your characters in the middle of battle.

In this game, upon knocking one of your opponent's characters out, the round does not end - rather, the fighting continues until the entire team is taken out. In other words, once battle begins, you're in for a speedy, intense fight in which you cannot let your guard down.

What is the normal shift?
Normal shift means that, pressing either AC or BD together, you will switch out to an inactive character.

In KOF 2003, there was a set amount of time you had to wait for before you were able to switch out your character again. In this installment, however, there are no restrictions, and you are able to switch out characters rapidly. To minimise the vulnerabilities inherent in switching out your character, make sure to switch out according to the match conditions and your opponent's status.

What is the quick shift?
Quick shift is a new system in which, in the midst of your normal or special attacks, pressing AC or BD will cancel your attack and switch out your character. The character that switches in will come flying in from the corner of the screen with an attack. It seems then that the main usage of this system is cancelling from a combo of your main character to connect even more attacks with your switched in character.
If you ensure that the character you're switching into from Quick Shift is a character with a damaging combo or your leader, you will be able to do far more damage with that combo or your LDM than if any single character performs the combo.

(Screenshot simpy shows Iori quick shifting after a C, hcb k. Ryo jumps in with a kick, and follows with a C and qcf C)

What is the saving shift?

If you just got hit by your opponent's attack, pressing AC or BD at the same time will consume 2 skill points and allow you to switch your character. The character switching in will come in with a flying attack that, upon connecting, will send your opponent flying away.
If you're in a situation in which you will definitely be comboed, this is a system that will allow you to minimise your health loss.

(Screenshot shows this in action)

About switching characters when your character is KOed:
In this game, even if your active character is taken out, the round does not end. Rather, the next character will jump in swiftly from the corner of the screen.

The character that switches in will be invulnerable until he is able to move, so you can be safe from attacks. Also, the character that switches in will be the character that would have switched in normally if you pressed AC, so you would do well to remember that.

Green bar:
Look forward to using the quick shift system - it certainly looks interesting as you will be able to battle even more so as a team than ever before. The saving shift looks like it will be useful in situations where you got guardcrushed or if you just got caught offguard. This installment allows greater switching out of your characters with ease, which should emphasize once again fighting as a team.

=================

La suite n'a pas encore été traduite.

edit: les quick shifts consomment 1 skill stock.

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Keric
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#83 Message par Keric »

Fin de la traduction, avec les persos.
Toujours de Orochinagi.

Page 4
(L and R stand for Left and Right screenshot)

Hero Team:

Ash Crimson

The protagonist of the last installment once again makes his presence felt. Exactly how he ties in with the main story will be something to keep track of.

L:
His main weapon of offence last installment, his projectile Vantou, is still a force to be reckoned with.

R:
Using his anti-air move, the nivous (Shebs or someone, want to correct my french? <_<), it seems possible to stick to a fireball flash kick trap style of playing.



Oswald
A new character, dressed as a refined gentleman and using poker cards as his weapons makes his debut! Possess unique attacks that have never appeared in the series before.

L:
An overhead special move that starts from him hopping slightly in the air before slashing downwards

R:
A special move that involves him slashing with cards. A 3 hit combination series move.

Shen Woo:
Exactly as he appears, a character that prides himself on big flashy attacks coupled with speedy special moves.

L:
His QCB A is now an overhead!? Looks like it'll be an important asset in crushing the opponent's guard.

R:
Has a new special move that allows him to weave forwards and backwards quickly. Also has spectacular attack moves.

Rival Team:
Elizabeth Planters
Elizabeth, a character who prides herself on her illusionary attacks based on light. Looks like she'll be popular with people who like "Elder Sister" character types!?

Left screenshot:
An uppercut special move that hits the opponent up really high.

R:
A move that looks like a rapid succession of short ranged projectiles

Duo Lon:
His fighting style of using his high mobility to befuddle opponents remains healthy intact. Will he be able to claim the title of Strongest Character like he did last installment?!

L
His hcb k move has been changed to a special move you input in the air.
R
His dp and rdp k moves, which saw heavy use last installment, have been changed such that, even upon connecting, will not hit an opponent down.

Benimaru:
A character that remains popular every installment. He's becoming a character that will be able to use comfortably as long as they've had experience with him in the past.

L
His qcb p move, which some found so difficult to use last installment. How it will fare in this game?

R
His air raikoken no longer stops you in the air - you continue falling down as he uses it.

Green box:
Kyokugendo and Cabbits' impression

K:
Up till now, a lot of the details of the system have been left unclear. Now that we've revealed some of the mystery behind it, what are your thoughts?

C:
The great improvements to the mechanics behind changing characters stands out. It seems like you'll be able to do some cool looking combos with free usage of the Quick Shift system.

K:
Yeah. It's good that you'll be able to create combos freely with all 3 characters of your team. Do you like the new saving shift?

C:
(I'm not too sure about this part - translating as best as I can)
Sure, since you keep rushing me! (laughs) It looks like it'll be interesting to see if we can follow up the saving shift! (laugh)

K:
Err... yeah (sweat drop) It seems great to me - being able to fight confidently, knowing that even if you somehow manage to screw up slightly you'll still be able to follow up and keep attacking!

C:
Hmm... that sounds suspicious~
Anyway, briefly, what are your thoughts on the character line up?

K:
Everytime a new installment is launched, I'd be looking at the list of characters and thinking "Oh man, I wanna use this character" and really look forward to the game!

C:
Yeah, I understand how you feel. (laugh)
(loose translation for this part) Still, this time around, there're a lot of new characters, and characters revived from older installments and other games, and even those characters that appear nearly every year have changed quite a bit as well. Looks like we'll have to have some hands on experience on all the characters before we'll be able to decide who'll make our team.

K:
Yeah, it does seem like there are a lots of small changes. While playing the game, you keep having this feeling of freshness, this feeling that "I'm playing a new game!", and it's really fun.

C:
(loose translation again)
Ahh, I can't wait till the official launch! I can't wait to play this game! What'll I do about this roaring in my heart~!!

K:
You'll just have to wait a little bit longer in anticipation!

(small text at the bottom is an apology from Arcadia for having messed up Elizabeth's name previously)

================

Page 5:

Garou team:

Terry Bogard:
The ever popular character Terry Bogard makes his appearance yet again. This Terry plays quite differently from his NeoWave appearance - look forward to playing him!
L:
His Buster Wolf is great for linking into from combos!
R:
Since there's a short lag for his Burn Knuckled, it looks like you can use it freely

Kim, a character who loves both taewkwando and justive, has been liked by fans year after year. His trademark moves have been changed slightly.

L:
The last followup of his qcb a move (the light version) has been changed into a sliding kick that hits downwards.

R: His multihitting dwn d move has no lag upon landing, and is easy to use.

Duck King:
Frm the Fatal Fury Series, Duck King makes his first appearance! He was a popular character in the past, and will likely attract lots of attention

L:
The throw that is synonymous with his name (not sure about the translated name), Break Spiral!

R:
His head spinning attack rushes forward, and can be used to catch people offguard.

AOF Team:

Ryo:
The ever easy to use Ryo come to battle with a new move! A standard character that is easy to use even for beginners.

L:
A slashing chop that starts from the side. Wait, this looks like...!? (Translator's note: Ryu's fwd HP from SSF2X?)

R:
Qcb p hits! A highly effective move...

Yuri:
Ryo's little sister, and an outstanding user of the Kyokugen style in her own right. Use her many variations in her attacks as a weapon.

L:
qcf p hits! If you don't release the button, it turns into a haohshikoken (super fireball)
R:
Her air fireball has been changed - upon releasing it, she stops for an instant in the air, and then falls straight down.

King:
She continues on from the past installment, but since her moves are quite different from her NeoWave incarnation, playing her can be quite a refreshing experience too.

L:
Her Silent Flash still seems great as an anti-air.

R: Her Top Venom is shown . Her low hitting Under Venom still exists.

Garou MOTW Team:

B Jenet:
Garou's B Jenet makes her first appearance! How exactly she'll impact the KOF world will be something to look forward to.

L:
Her short distance multi hitting projetile, Buffers (Not sure about the name)

R:
Crazy wind, a move in which she attacks with her dress, looks like it can be used both for defence and combos?

Gato:

His many mid air moves have been polished. It looks like you'll be able to attack even after air-dashing

R:
If you do the air dash, even if you're far away...

L:
...You'll be able to attack with an overhead attack instantly.

Griffon Mask:
As can be seen from his appearance, Griffon Mask enjoys great popularity with his fans, and is a pure hearted grappler character!

L: His dropping elbow attack, the Olympus Over, can now be done even in mid air.

R: This is Griffon's Body Blow attack!

==================

Ikari Team:

Ralf:

Ralf is a character that relies on his normals to win, and it looks like they've gotten better this installment. The revivial of his body blow attack sees it return just as effective and easy to use.

L:
Looks like lots of people are liking both the effectiveness of his body blow attack and his special moves!

R:
His Unblock move (dp p), which can now be linked even from light attacaks, looks like it'll be extremely easy to combo into.

Clark:

Clark, arguably the signature grappler of KOF. Will the changes to the grappling system affect him?

L:
His romantic(?) technique, the Napalm Stretch, still makes its presence felt!

R:
Clark's command grab, in contrast of Ralk's, is an instant grab.

Whip:
In place of Leona, Whip has returned to the Ikari team. Her trademarks are the lively use of her whip and her long reach.

L(or rather, bottom):
It looks like she's finally gotten a much anticipated new super move!

R:
The distance apart from the opponent isn't that great after using a boomering shot (hcf p), which makes it easy to pressure upon wakeup.

===========

Psycho Soldiers Team

Athena:
There're a lot of people who look forward to Athena's costume changes every year. This year, she's wearing a sailor costume!

L:
Her Psychic Suruu (Is this her 98 command grab I think so) has been brought back according to fan's wishes!

R:
Her Psychic Teleport can now be done even in the air!

Kensou:

Even though he took a break last game, in this installment he returns combining both ESP and Chinese Kenpou!

L:
(I'm not familiar with Kensou's moves at all, by the way)
His revived technique (I think it's the one in which he pokes while rushing forward) is a move that advances while attacking.

R:
A new command move? Seems like it's an overhead.

Momoko:
A little girl who uses Capoera, her movements are her trademark. Seems like she has lots of followups possible from her command moves and special moves.

L:
One of her special moves sees her rolling along the ground before kicking out.

R:
A special move that sees her hopping forward while attacking with her butt. Seems like it can be followed up.

============

Agent Team:

Vanessa:
Vanessa's back after taking a break last game! As before, it looks like you'll be able to play her using her many varied moves to confuse and bedazzle opponents.

L:
A dust cloud effect has been added to her Dashing Puncher (is this her charge back, fwd p move?)

R:
The animation for her command move has changed.

Blue Mary:

Blue Mary's becoming a character that you should be able to use without any problems at all if you've played with her before in previous installments.

L:
The return of her previously missing M Splasher rose!? Use in a combo!

R:
Her Straight Slicer, effective at catching opponents off guard. Will this be one of her bread and butter moves this installment as well?

Ramon:
The hot blooded pro wrestler has returned!
He's even had new pro wrestler moves added to his repetoire!

L:
The animation for his C distancing move (I think this is the one in which he dances back and forth) has been changed

R:
AS can be seen from the screen shot, Ramon looks like he's throwing his opponent to the ropes. A new special move maybe?

=============
Page 7:
Anti-Kyokugen Ryu Team:

Malin:
Lots of minor changes have been seen in Malin's special moves. Looks like you'll have to adopt a fighting style different from last installment.

L:
The time in which her yoyos stay in the air has shortened.

R:
The lag upon landing from her suzumebachi (I think this is her air, directional 2 punches move) looks like it has been shortened.


Kasumi:
The kobujutsu user Kasumi returns! While there might be old fans tearing with delight at her return, maybe there'll be a lot of people who think she's a new character too?

L:
A shot of her new move that allows her to throw people in mid air whilst remaining on the ground. An remarkably effective move.

R:
When you talk about Kasumi, you have to mention her (this is the move where she has a slashing motion forward. What's the command for it?) You can do it in the air too.

Eiji:
A surprising revival of a character who's not been seen since KOF 95! As befits a ninja, use his many varied moves as your main offence.

L:
His giant projectile looks like it's a super move this time around.

R:
Even his moves bring back fond memories. His knockdown move (dunno what the motion for it is, never played Eiji), useful in combos and (No idea what this is - kensei?)
=====================
K' Team:

K':
There've been lots of changes to his nromals and his special attacks, so while he's a character that's been around for a while, there's a feeling of freshness while playing him this time around.

L (or rather, bottom):
Looks like you'll now be able to do his narrow spike (qcb k, qcb k) after his Ein Trigger!? (qcf p)

R:
His new body blow attack. Even when cancelled from you'll be able to hit your opponent, which is convenient.

Kula Diamond:
With a new specal move, Kula returns. Also make sure to keep in mind the small changes made to her other moves.

L:
A mid air projectile that sees her creating a giant ice crystal is her new special move.

R:
Her strong Crow Bites (dp c) now hits 3 times. Ah, multi hitting moves are great~

Maxima:
With changes to moves like his Jump D and Far D, Maxima's had lots of changes to his normals. Looks like you'll be able to play him differently from before.

L:
A feint motion has been aded to his Vapor Cannon (qcf p)

R:
His Far D looks like it'll be able to stop people from jumping in.

Kyo and Iori Team:

Kyo:
With the return of his fireball, his combat potential has increased! As to why he'll team up with Iori in the same team is surely a point of note in the story...

L:
With the return of his fireball, it looks like Kyo will be effective even from afar.

R:
With all the strength in his body, Kyo rips into his opponent with his qcfx2 p dm!

Iori:

The big change about Iori is that his Saika has now been changed into a separate dm by itself. As for the rest of his moves, there seem to be no major changes.

L:
Since there seems to be little changes to his moves, you should be able to use him with no problem.

R:
His Saika, now a DM in its own right. Creating a giant pillar of flame is both flashy and cool!

Shingo:
Caught in the middle between Kyo and Iori is Shingo... Will he be able to play an effective role as a teammate?

L:
His autocombo (dp k) now has a whiff motion added to it. Missing with it is dangerous...

R:
In this installment, his Shingo kick can be done in the air as well. Use the front part of it to hit people!

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T-Killa
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#84 Message par T-Killa »

Site officiel ouvert ( ok c'est deja dis dans les vracs de news :o )

Mais c'était aussi pour savoir si c'était deja su que certains sprites serait ceux de NGBC, enfin ça ressemble fort, la furie de Kensou utilise le même sprites Jin Chonrei ( si c'est bien ça son nom ) dans NGBC avec la furie du dragon...
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Keric
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#85 Message par Keric »

Mais c'était aussi pour savoir si c'était deja su que certains sprites serait ceux de NGBC, enfin ça ressemble fort, la furie de Kensou utilise le même sprites Jin Chonrei ( si c'est bien ça son nom ) dans NGBC avec la furie du dragon...
Non, Kensou a deja ce sprite a l'origine.

Et KoFXI n'utilise aucun sprite de NGBC, il suffit de voir les effets de flammes de Kyo: ils ont été refait dans NGBC mais dans KoFXI on a toujours droit a ceux du 94.

K' a les meme couleurs que dans KoF2k2, alors que dans NGBC il a celle du 2k3.

C'est dommage, pcq les sprites de NGBC ont un meilleurs rendu.

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dark_eagl'
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#86 Message par dark_eagl' »

c'est surtout l'effet de flou moins fort dans NGBC qui fait ça... en espérerant que sur les conversion consoles on pourra pixellisé les sprites ou les lisser...

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R O C K
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#87 Message par R O C K »

arrêtez de parler d'effet de flou...c'est un filtrage lissant putain de sa mère. :x
\¯\/¯/ |¯|)¯) /¯/\¯\ \¯\/¯/
/_/\_\ |_|)_) \_\/_/ /_/\_\360

Moto GP 2006

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dark_eagl'
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#88 Message par dark_eagl' »

oui mais ça donne un rendu flou sur les contour des sprites...lissant ou pas c'est pas beau...

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T-Killa
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#89 Message par T-Killa »

dark_eagle_knight a écrit :oui mais ça donne un rendu flou sur les contour des sprites...lissant ou pas c'est pas beau...
Moi ça me derange pas trop en fait :? limite j'aime quoi :o
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Keric
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#90 Message par Keric »

Quand je parlais de rendu, je parlais des couleurs: elles sont plus clairs et contrastés dans NGBC, comparé Terry 2k3 et Terry NGBC: les zones sombres de son jean sont plus foncé dans NGBC, alors que les zones claires sont a peu pres identiques.

Quand au flamme de Kyo et Iori, ca se voit sur la vidéo de l'AOU qu'elles ont été refaites. Mais a voir les screens de KoFXI, ces améliorations n'ont pas été retenues, et ca je me demande vraiment pourquoi. Pour une fois que j'aimerais voir SNKP repompé quelque chose! je trouve ca tellement illogique.

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RainMakeR
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#91 Message par RainMakeR »

T-Killa a écrit :Site officiel ouvert ( ok c'est deja dis dans les vracs de news :o )
Tain j'ai du relire 3 fois ton msg ;D le site il a ouvert y'a 3 mois deja
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dark_eagl'
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#92 Message par dark_eagl' »

ouais c'était pas vraiment un site, c'était juste une page avec le logo et un visuel du jeu... bon ba maintenant les infos vont pouvoir tomber au compte goutte jusqu'à la sortie du jeu... pas vraiment excitant tout ça

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T-Killa
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#93 Message par T-Killa »

RainMakeR a écrit :
T-Killa a écrit :Site officiel ouvert ( ok c'est deja dis dans les vracs de news :o )
Tain j'ai du relire 3 fois ton msg ;D le site il a ouvert y'a 3 mois deja
Moué tu cherches la petite bebette toi, y'avait qu'une page pourri depuis trois mois donc la c'est different :o
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