Character from KOF Neowave..
Character from KOF Neowave..
[msg édite]
kyo, benimaru, daimon
terry, andy, joe
ryo, robert takuma
k' maxima whip
leona ralf clark
athena kensou chin
king mai yuri
jhun choi chang (eh oui pas de kim!!!!)
yashiro shermie chris
iori vice mature
yamazaki mary billy
saishu shingo kula
kyo, benimaru, daimon
terry, andy, joe
ryo, robert takuma
k' maxima whip
leona ralf clark
athena kensou chin
king mai yuri
jhun choi chang (eh oui pas de kim!!!!)
yashiro shermie chris
iori vice mature
yamazaki mary billy
saishu shingo kula
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elle sort d'où cette liste???
sinon il en manque toujours pleins des persos: Lin, Bao, Hinako, Foxy, May Lee.
Y a pas les persos du 2003 mais bon c'est pas trop grave, sachant qu'il y aura kof2004...
Et l'équipe de Corée, il faut Choi et Chang, sinon c'est pas drôle... Jhun en edit et bah...
pour l'équipe boss2, va falloir baisser leur puissance sinon c'est pas la peine
mais bon si on peut jouer avec ça sera le pied il a trop la classe Zero avec son faux air de Freddy Mercury (si c'est celui du 2000)...
ça fait rêver cette liste...
sinon il en manque toujours pleins des persos: Lin, Bao, Hinako, Foxy, May Lee.
Y a pas les persos du 2003 mais bon c'est pas trop grave, sachant qu'il y aura kof2004...
Et l'équipe de Corée, il faut Choi et Chang, sinon c'est pas drôle... Jhun en edit et bah...
pour l'équipe boss2, va falloir baisser leur puissance sinon c'est pas la peine

ça fait rêver cette liste...
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YES ! y'a Krizalid, Goenitz et Orochi
(j'espere qu'ils vont pas nous massacrer ce dernier)
et j vois là un sacrilège : ils ont changé la boss team de kof 96
(pas bien ça, pas bieeeeeeeeeeeeeeeeeeeen)
truc bizarre, Orochi n'est qu'un sous-boss et viens avant cette tapette de Rugal
vraiment zarb
Je trouve même ça IDIOT
et je vois pas May Lee
ps : la prochaine fois, mets tes sources, ça accorderai plus de crédits à l'info parce que je prends celle-là avec des pincettes.

et j vois là un sacrilège : ils ont changé la boss team de kof 96

truc bizarre, Orochi n'est qu'un sous-boss et viens avant cette tapette de Rugal


et je vois pas May Lee

ps : la prochaine fois, mets tes sources, ça accorderai plus de crédits à l'info parce que je prends celle-là avec des pincettes.
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Rain tjrs a coter de la plak.... kof neowave, c'est un kof de transition ki sera sur atomis et ki sera un grand dream match (douteux ?RainMakeR a écrit :y'a meme un nouveau perso cache dans le jeu i s'apelle RainMakeR
un mec super baleze en boss cache ki vous frappe avec sa bite....
![]()
Au fait c'est moi ou le jeu ki devait pas etre une suite et ki devait sortir sur neo c t du pipo ????

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je vois pas le rapport.... troute arrete la coke. Je disai ke y'a qq mois on devait avoir un nouveau jeu neo ki ne reprend pas d'anciennes licenses.... on avait meme fait un topic la dessus.troute_torute a écrit :Rain tjrs a coter de la plak.... kof neowave, c'est un kof de transition ki sera sur atomis et ki sera un grand dream match (douteux ?RainMakeR a écrit :y'a meme un nouveau perso cache dans le jeu i s'apelle RainMakeR
un mec super baleze en boss cache ki vous frappe avec sa bite....
![]()
Au fait c'est moi ou le jeu ki devait pas etre une suite et ki devait sortir sur neo c t du pipo ????), entre les 2vrais kof: 03 sur neo et 04 sur atomis....
Alors je vois pas le rapport avec kof neowave



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d'accord j't'avais pas compris, vue ke le topic parlait de kof, pour moi le" jeu ki devait aps etre une suite" ct un dream match, mais kan je relis c vrai ke ct assez con de ma part.... je v prendre des decisions tres importantes a la suite de cette ereur... je v decidais de...RainMakeR a écrit :je vois pas le rapport.... troute arrete la coke. Je disai ke y'a qq mois on devait avoir un nouveau jeu neo ki ne reprend pas d'anciennes licenses.... on avait meme fait un topic la dessus.troute_torute a écrit :Rain tjrs a coter de la plak.... kof neowave, c'est un kof de transition ki sera sur atomis et ki sera un grand dream match (douteux ?RainMakeR a écrit :y'a meme un nouveau perso cache dans le jeu i s'apelle RainMakeR
un mec super baleze en boss cache ki vous frappe avec sa bite....
![]()
Au fait c'est moi ou le jeu ki devait pas etre une suite et ki devait sortir sur neo c t du pipo ????), entre les 2vrais kof: 03 sur neo et 04 sur atomis....
Alors je vois pas le rapport avec kof neowave
...
sortir


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Je viens de voir la news sur les premieres infos a propos de kof neowave et je ne cache pas ma deception face au nombre de persos ..... j'espere franchement qu'il y aura des persos cachés car là ca fait limite kof2k2 avec des decors en 3D .... et ce ne serait pas un dream match de la mort mais une sorte de test de l'atomiswave qu'ils vont evidement commercialiser .....
Hum hum hum .... en esperant que de info plus rejouissantes arriveront par la suite ....
Hum hum hum .... en esperant que de info plus rejouissantes arriveront par la suite ....
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attention post a prendre au conditionnel (wovou si tu veux faire une news
)
J'ai choppe ca sur emulacity, donc faut faire gaffe paske bon ils ont qd mm cru a notre ms6.
Donc rugal pourra confirme (petit malin va) un gars a poster ca sans donne vraiment bcp de detail mais bon doit y'avoir des trucs de bons qd mm la dedans
attention c tres long
http://allgames.gamesh.com/kof/update/n ... wave-3.asf ou http://www.apqv66.dsl.pipex.com/vid2.zip
Controls are for the most part like 2k2, except with the addition of the heat button, and the renaming of the standard buttons, i.e.
A B C
D E
instead of
A C
B D
Which it used to be.
Other than that, CD attacks (wait - now we have to call them BE attacks? -_- are in, rolls are done with the same button presses (i.e. now AD instead of AB), Guard Cancel rolls, Guard Cancel CDs (screw this, I'm just going to stick to the old terminology), recovery rolls, etc are all in.
The heat button seems to be a press once, to initiate, press again to cancel instead of a "hold on to button" thing. Personally, I think that makes a lot more sense. I have little enough hand coodination as it is. Heat activation and cancellation can be done in the air.
Other than that, the only new command seems to be the guard break attack. done by qcf CD (remember, kids, PS is sticking to the olde KOF terminology, which means it's now BE)
Upon starting the game, you'll have to select one of 3 modes first.
Super Cancel Mode: Able to cancel special moves into other special moves (takes up one gauge). e.g. : Oniyaki into Koto Tsuki Negative (Iori's hcb k, right?)
Also, standard Super Cancelling feature found in 2k1-2k3 is in. (2 gauges to cancel a DM from a special move, SCing SDMs/HSDMS will cost 3 gauges)
While being the most orthodox mode, you're able to pull off some deep strategic tactics, which makes it fun to play.
Maximum of 3 stocks,
SDMs and HSDMs cost 2 stocks.
Guard Break Mode:
Able to do Just defend, and an unblockable Guard Break Attack (takes one gauge to perform). A mode that combines both strong attack and defence options for the advanced player.
Guard Break Attack: qcf CD does an unblockable attack that consumes 1 stock. The animation for the Guard Break attack is a slow CD attack. Seems like the lightning effects on the character as he does the Guard Break attack grants the user some invincibility? Upon connecting, does "Wire Damage" (I suppose it just means it does some damage, then gives you a Wire option?)
Just Defend: Done by guarding an attack the moment before it connects. Block stun (I think this is what they mean when talking about blocking "rigour". -_-) is shortened, and the hit back effect is eliminated. Life does NOT increase upon a successful Just Defend
Max 2 stocks,
SDMs and HSDMs cost 2 stocks.
CANNOT perform Guard Cancel CD attacks
MAX2 mode
Power gauge automatically fills itself. Once you have 1/4 life remaining, your life bar flashes red, and you can expend one stock to do HSDMs. A mode that threatens the possiblity of killing your opponent in 1 hit.
Max 1 stock.
CANNOT DO AB ROLLS (Recovery rolls can still be performed)
SDMs and HSDMs cost 1 stock to perform when life is flashing.
About Heat Mode (Common to all 3 modes)
Pressing the Heat Button will cause your character to flash red. While in effect, your attack power is *greatly* increased, but your life gauge will decrease steadily. Either hitting the button again, getting hit by your opponent, or after a set amount of time passes, Heat Mode will automatically end. Using Heat Mode when your opponent is defenceless, or whenever you see an opportunity will grant you great results.
Overall system tweaks
You start each round with a full power gauge. Even if you use all your stocks in one round, you'll start the next round with a full power gauge (Personal note: Hmm? Sounds like the game is going to be extremely short and intense if you have so many stocks to burn. Especially so if you're in Heat Mode and bust out DM combos. Who needs battery characters any more?)
Lightning effects are flashed when HSDMs are performed.
No win quote upon victory.
Each character has 5 colours.
Round time is 60 seconds.
BGM stops after one round.
Random system is from 2k2 (i.e. Start button at select screen will make you go into random mode, characters change in between rounds)
Sound effects are from 2k2.
Mode Select and Character Select time total 9 seconds There is no time to leusirely pick your system and characters (WTF. I have problems with 2k3s tight timing as it is. -_-)
You have 20 seconds at the Continue Screen.
4 types of jump: normal, big, small and middle jumps (I'm guessing this means normal jump, Hyper jump, short hop, hyper hop? Wonder if the vertical hyper hop and hyper hop = normal jump effect from 2k3 remains?)
Guard Cancel CD attacks take off a bit of life.
Game ends upon getting beat by 10 (probably a location test only thingy. ;p) with a CONGRATULATIONS! ON 10 WON message.
BGM doesn't sound like traditional KOF BGM, has a bright feel to it.
Is the Character Art from the select screen done by the Matrimelee guy?
(Not sure about this next one) Backgrounds are high-res dot art.
The insert card (I think this refers to the mini movelist you see in the cabinets?) only shows King, Saisyu and Shingo, as well as the "Evening Team" members (Who are the evening team? Iori's Secretaries?)
Kyo, Daimon and Iori's HSDMs are either not displayed in the insert, or they don't seem to have it at all?
7 rounds are fought before the boss battle.
Quite long, a single player play through takes about 20-30 minutes.
(Next bit is about the screen set up, quite self-explainatory, except that the green gauge beneath the life gaugeis confimed to be the guard gauge)
Character select:
Old Japan Team
NFT
'97 Special team
Saisyu, Kula, Shingo
K' team
Classic FF team
2k2 Kyokugenryo team
Jhun, Chang, Choi? (what happened to Kim?)
Iori + Secretaries
Classic Psycho Soldiers
Ikari Team
'95 Ladies Team
Individual Characters:
Saisyu:
Special moves are same as '98.
DM: Orochinagi.
SDM: qcf x2 a/c . (I dunno how to read the name of this move. ;p Didn't he use to have a reverse Mushiki in '98 with this motion though?)
HSDM:
A flame pillar eruprts, and from there, about 4-5 fireballs are shot out. Saisyu can move while the fireballs are being shot out. Seems like the fireballs can OTG and you can continue combos with it?
Jhun:
HSDM is yet to have been found.
Other characters:
Same as DC 2k2 KOF (are there some new moves here and there?)
Small changes from DC 2k2:
Ralf: Far C comes out faster.
Yashiro:
Says the same thing to Iori in a pre-fight intro as in 2k2.
Kula:
Animation for her Freeze Execute (was this her hcb x2 AC SDM?) is now the same as her HSDM.
Billy:
Eiji shows up for a while against Iori in a prefight intro
Stages:
KOF 2000's factory BG, redrawn.
Somewhere like a Botanical Gardens.
Station. Lots of Diesel Trucks around. Right half of screen carries adverts for Sammy, Atomiswave, SNKNeoGeo, etc.
Somewhere that looks like a clock tower.
Lots of big gears moving.
Above a drawbridge. You can see cars running around and a steel bridge in the background.
Port. Big Ship.
Thoughts:
Nothing more than a 2k2 with prettier backgrounds and the mode select.
Well, there'll probably be some changes made from now till the game release (in July), right?
.... RIGHT? ( I love this guy's sense of humour)
Boss Information (spoiler... well, not really)
Geese Howard. Looks young. Completely redrawn. (Uses the same effects though) Stage is from AOF2. Voice is from SVC. Offensive and Defensive strength seem to be about 2x a normal character's. (not sure about this)
Moves:
Reppuken. Weak version seems to be the lifter from SvC. strong version seems to be double reppuken, ground fireball.
(move name: I don't play Geese, man. -_-. From AOF2. Has invincibility, multi-hitting move that hurts.
Sliding: Can be done after (above move name)
Explosion Ball (That's all it says, man. Don't look at me. -_-)
DM: Deadly Rave. Unblockable Ranbu. Does 60-70% damage.
post original -> http://emulacity.comunalia.com/foros/vi ... fa8d032947

J'ai choppe ca sur emulacity, donc faut faire gaffe paske bon ils ont qd mm cru a notre ms6.
Donc rugal pourra confirme (petit malin va) un gars a poster ca sans donne vraiment bcp de detail mais bon doit y'avoir des trucs de bons qd mm la dedans
attention c tres long
http://allgames.gamesh.com/kof/update/n ... wave-3.asf ou http://www.apqv66.dsl.pipex.com/vid2.zip
Controls are for the most part like 2k2, except with the addition of the heat button, and the renaming of the standard buttons, i.e.
A B C
D E
instead of
A C
B D
Which it used to be.
Other than that, CD attacks (wait - now we have to call them BE attacks? -_- are in, rolls are done with the same button presses (i.e. now AD instead of AB), Guard Cancel rolls, Guard Cancel CDs (screw this, I'm just going to stick to the old terminology), recovery rolls, etc are all in.
The heat button seems to be a press once, to initiate, press again to cancel instead of a "hold on to button" thing. Personally, I think that makes a lot more sense. I have little enough hand coodination as it is. Heat activation and cancellation can be done in the air.
Other than that, the only new command seems to be the guard break attack. done by qcf CD (remember, kids, PS is sticking to the olde KOF terminology, which means it's now BE)
Upon starting the game, you'll have to select one of 3 modes first.
Super Cancel Mode: Able to cancel special moves into other special moves (takes up one gauge). e.g. : Oniyaki into Koto Tsuki Negative (Iori's hcb k, right?)
Also, standard Super Cancelling feature found in 2k1-2k3 is in. (2 gauges to cancel a DM from a special move, SCing SDMs/HSDMS will cost 3 gauges)
While being the most orthodox mode, you're able to pull off some deep strategic tactics, which makes it fun to play.
Maximum of 3 stocks,
SDMs and HSDMs cost 2 stocks.
Guard Break Mode:
Able to do Just defend, and an unblockable Guard Break Attack (takes one gauge to perform). A mode that combines both strong attack and defence options for the advanced player.
Guard Break Attack: qcf CD does an unblockable attack that consumes 1 stock. The animation for the Guard Break attack is a slow CD attack. Seems like the lightning effects on the character as he does the Guard Break attack grants the user some invincibility? Upon connecting, does "Wire Damage" (I suppose it just means it does some damage, then gives you a Wire option?)
Just Defend: Done by guarding an attack the moment before it connects. Block stun (I think this is what they mean when talking about blocking "rigour". -_-) is shortened, and the hit back effect is eliminated. Life does NOT increase upon a successful Just Defend
Max 2 stocks,
SDMs and HSDMs cost 2 stocks.
CANNOT perform Guard Cancel CD attacks
MAX2 mode
Power gauge automatically fills itself. Once you have 1/4 life remaining, your life bar flashes red, and you can expend one stock to do HSDMs. A mode that threatens the possiblity of killing your opponent in 1 hit.
Max 1 stock.
CANNOT DO AB ROLLS (Recovery rolls can still be performed)
SDMs and HSDMs cost 1 stock to perform when life is flashing.
About Heat Mode (Common to all 3 modes)
Pressing the Heat Button will cause your character to flash red. While in effect, your attack power is *greatly* increased, but your life gauge will decrease steadily. Either hitting the button again, getting hit by your opponent, or after a set amount of time passes, Heat Mode will automatically end. Using Heat Mode when your opponent is defenceless, or whenever you see an opportunity will grant you great results.
Overall system tweaks
You start each round with a full power gauge. Even if you use all your stocks in one round, you'll start the next round with a full power gauge (Personal note: Hmm? Sounds like the game is going to be extremely short and intense if you have so many stocks to burn. Especially so if you're in Heat Mode and bust out DM combos. Who needs battery characters any more?)
Lightning effects are flashed when HSDMs are performed.
No win quote upon victory.
Each character has 5 colours.
Round time is 60 seconds.
BGM stops after one round.
Random system is from 2k2 (i.e. Start button at select screen will make you go into random mode, characters change in between rounds)
Sound effects are from 2k2.
Mode Select and Character Select time total 9 seconds There is no time to leusirely pick your system and characters (WTF. I have problems with 2k3s tight timing as it is. -_-)
You have 20 seconds at the Continue Screen.
4 types of jump: normal, big, small and middle jumps (I'm guessing this means normal jump, Hyper jump, short hop, hyper hop? Wonder if the vertical hyper hop and hyper hop = normal jump effect from 2k3 remains?)
Guard Cancel CD attacks take off a bit of life.
Game ends upon getting beat by 10 (probably a location test only thingy. ;p) with a CONGRATULATIONS! ON 10 WON message.
BGM doesn't sound like traditional KOF BGM, has a bright feel to it.
Is the Character Art from the select screen done by the Matrimelee guy?
(Not sure about this next one) Backgrounds are high-res dot art.
The insert card (I think this refers to the mini movelist you see in the cabinets?) only shows King, Saisyu and Shingo, as well as the "Evening Team" members (Who are the evening team? Iori's Secretaries?)
Kyo, Daimon and Iori's HSDMs are either not displayed in the insert, or they don't seem to have it at all?
7 rounds are fought before the boss battle.
Quite long, a single player play through takes about 20-30 minutes.
(Next bit is about the screen set up, quite self-explainatory, except that the green gauge beneath the life gaugeis confimed to be the guard gauge)
Character select:
Old Japan Team
NFT
'97 Special team
Saisyu, Kula, Shingo
K' team
Classic FF team
2k2 Kyokugenryo team
Jhun, Chang, Choi? (what happened to Kim?)
Iori + Secretaries
Classic Psycho Soldiers
Ikari Team
'95 Ladies Team
Individual Characters:
Saisyu:
Special moves are same as '98.
DM: Orochinagi.
SDM: qcf x2 a/c . (I dunno how to read the name of this move. ;p Didn't he use to have a reverse Mushiki in '98 with this motion though?)
HSDM:
A flame pillar eruprts, and from there, about 4-5 fireballs are shot out. Saisyu can move while the fireballs are being shot out. Seems like the fireballs can OTG and you can continue combos with it?
Jhun:
HSDM is yet to have been found.
Other characters:
Same as DC 2k2 KOF (are there some new moves here and there?)
Small changes from DC 2k2:
Ralf: Far C comes out faster.
Yashiro:
Says the same thing to Iori in a pre-fight intro as in 2k2.
Kula:
Animation for her Freeze Execute (was this her hcb x2 AC SDM?) is now the same as her HSDM.
Billy:
Eiji shows up for a while against Iori in a prefight intro
Stages:
KOF 2000's factory BG, redrawn.
Somewhere like a Botanical Gardens.
Station. Lots of Diesel Trucks around. Right half of screen carries adverts for Sammy, Atomiswave, SNKNeoGeo, etc.
Somewhere that looks like a clock tower.
Lots of big gears moving.
Above a drawbridge. You can see cars running around and a steel bridge in the background.
Port. Big Ship.
Thoughts:
Nothing more than a 2k2 with prettier backgrounds and the mode select.
Well, there'll probably be some changes made from now till the game release (in July), right?
.... RIGHT? ( I love this guy's sense of humour)
Boss Information (spoiler... well, not really)
Geese Howard. Looks young. Completely redrawn. (Uses the same effects though) Stage is from AOF2. Voice is from SVC. Offensive and Defensive strength seem to be about 2x a normal character's. (not sure about this)
Moves:
Reppuken. Weak version seems to be the lifter from SvC. strong version seems to be double reppuken, ground fireball.
(move name: I don't play Geese, man. -_-. From AOF2. Has invincibility, multi-hitting move that hurts.
Sliding: Can be done after (above move name)
Explosion Ball (That's all it says, man. Don't look at me. -_-)
DM: Deadly Rave. Unblockable Ranbu. Does 60-70% damage.
post original -> http://emulacity.comunalia.com/foros/vi ... fa8d032947



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voilà un copié/collé d'un post de frionel sur chais pu kel forum (console-league)
hop hop copié collé de ce que j'ai mis sur un autre forum![]()
voila ce qu'on sait du future daubesque kof neowave:
les teams :
kyo, benimaru, daimon
terry, andy, joe
ryo, robert takuma
k' maxima whip
leona ralf clark
athena kensou chin
king mai yuri
jhun choi chang (eh oui pas de kim!!!!)
yashiro shermie chris
iori vice mature
yamazaki mary billy
saishu shingo kula
le dernier boss est geese version art of fighting 2 (cheveux long et tout ça quoi)
le jeu se joue en 5 boutons, dont un nouveau bouton "heat" qui permet d'augmenter sa force considerablement, mais on perd sa life pendant ce mode... il s'annule quand on reappuis sur le bouton, quand on se prends un coup ou apres un lap de temps...
avant de choisir son perso, on a le choix entre trois mode :
le super cancel mode : on peut cancel un coup spécial par un autre coup spécial a la 2002, ça prends de la barre sans passer par aucun max activation ni rien, on peut aussi cancel un coup spécial par une furie (a la 2001/2003). on dispose de 3 jauges au max et il en faut 2 pour faire une SDM ou HSDM
le guard cancel mode : on peut faire des just defend (mais on recup pas de life sur ça), pas de counter CD, on dispose d'un attaque "casse garde" a la street ex qui fait rebondir l'adversaire contre le mur (quart avant CD), on a 2 jauges au max et il faut 2 jauges pour les SDM et HSDM
le MAX2 mode : on a pas de roulade AB, une seule barre, quand on perd les deux tiers de la life, les SDM et HSDM ne coutent qu'un barre
on commence chaque round, quel que soit le mode, avec sa jauge pleine (chaque round, oui oui)
tout les sprites sont issus du 2002, sauf pour saishu qui a ses sprites du 98, et la seule nouveauté c sa HSDM mais sans aucune nouvelle anim, pour shingo et king c les memes que la version DC (donc completement baclés)...ralf semble avoir recupéré son bas C de l'epoque (enfin les priorités quoi)
les musiques s'arretent entre chaque round et son reprises des anciens kof (il y a un leger loading entre chaque round)
les decors sont en haute resolution mais assez vides, tandis que les persos sont en basse resolution, ainsi que les effets speciaux...
les arts sont affreux pour la plupart....
voila... c tout ce qu'on sait pour le moment... et il y a qu'une chose a dire.... putain qu'elle merde ça risque d'etre... je veux meme pas imaginer...
ah oui, pour ceux qui se demandent comment cette misere est possible : c Noise factory (rage of the dragons/matrimelee/sengoku 2001) qui est responsable du devellopement
ps : inutile d'esperer eiji en perso caché, il apparait dans l'anim billy vs iori (histoire de ruiner vos derniers espoirs)....
voila, en esperant que vous passerez une bonne journée malgré cet affligeant post....
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- HBK is god
- Messages : 41291
- Inscription : 03 janv. 2004, 03:24
- Localisation : Toulouse
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- Bobblenet m'a tuer
- Messages : 984
- Inscription : 08 janv. 2004, 23:43
- Localisation : Dent-Thon-Khu
Bon une tonne d'image KOF NEOWAVE :
Screenshots
( faites pas gaffe aux petites images, cliquez ça marchera
)
Portraits
Je sens que ça va aller les signatures
Screenshots
( faites pas gaffe aux petites images, cliquez ça marchera

Portraits
Je sens que ça va aller les signatures


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- fier
- Messages : 2403
- Inscription : 17 mai 2004, 22:16
- Localisation : Cork.