King of Fighters XIII: The big, bad preview
By Jeffrey L. Wilson On 27 May, 2010 At 06:18 PM | Categorized As Features, Fighters, Slider | With 1 Comment

kof13 King of Fighters XIII: The big, bad preview

King of Fighters XII disappointed many with its truncated character roster and moveset, despite SNK Playmore’s gorgeous HD sprite makeover and exciting new gameplay mechanic. It’s sequel, King of Fighters XIII, is designed to return the successful formula that has made the series a worldwide hit. As information trickles in as the arcade game’s Japanese summer release date approaches, we’ll detail the game’s development. Here’s everything you need to know about King of Fighters XIII.

King of Fighters XIII: The Plot
King of Fighters XIII concludes the Ash Crimson storyline that began way, way back in King of Fighters 2003, that last KOF game to sport a year in the title. After absorbing the powers of Iori and Chizuru, Ash turns his attention to Kyo. I predict an asskicking in his future.

King of Fighters XIII: The Roster
SNK Playmore retains all of the King of Fighters XII characters, plus adds Yuri, King, Mature, Vice, Takuma, Hwa Jai, K’, Maxima, Kula Diamond, Elisabeth, and the ever-so-bouncy fanboy favorite Mai. King of Fighters XIII also sees the return of team play. Ash, however, is a lone wolf without any partners (a consequence of being a power-thief, I suppose).

King of Fighters XIII: Pre-Fight Dialogue
Similar to SNK vs. Capcom, King of Fighters XIII features pre-fight smack talk between characters. Granted, this will be an “experience it once then hit skip” situation, but this should shut the pie holes of fight fans that criticized SNK Playmore for not including a storymode in King of Fighters XIII.

King of the Fighters XIII: New Gameplay Modes
King of Fighters XIII sadly nixes the King of Fighter XII‘s Critical Counter system, Guard Attack system, and Clash System–the saving graces of that game. Replacing them are the new EX Mode, Hyper Drive Mode, and Drive Cancels.

EX Mode converts super moves into more juiced up versions that allows one bar from the player’s power gauge for EX Special Moves and two bars from the player’s power gauge for EX Desperation Moves. Hyper Drive mode gives the player unlimited use of Drive Cancels once the Hyper Drive Gauge has been filled.  A new class of Desperation Move entitled “Neo Max” are included that require three power stocks (yes, power stocks are back!), which can be canceled from standard Desperation Moves, making them similar to King of Fighters XI’s Dream Cancels.

pixel King of Fighters XIII: The big, bad preview

About - Founder and Editor-in-Chief Jeffrey L. Wilson’s love of all things shiny/digital has lead to jobs penning gadget- and video game-related nerd-copy for E-Gear, Laptop, LifeStyler, Parenting, PC Magazine, Sync, Wise Bread, and WWE. Besides overseeing the editorial content at 2D-X.com, the Brooklyn College grad hosts New York City’s monthly Bits and Bytes video game media and public relations meetup. You can find him at a bar sampling foreign beers, or on Twitter doing twittery things.

  • Kamran

    Yes i too really liked the Guard Attack system, and Clash System that King of Fighters XII had. Especially clashing fireballs and using HP+HK (CD) in combos.

    But this game is really…really…looking good from a gameplay/graphical prespective.

    My only major complaint about KOF…the faded coloring on the beautiful sprites.

    They need to use color schemes from their Real Bout series or AOF 3.