KOF98UMFE

edited January 1970 in The King of Fighters
Novo KOF98 Ultmimate Match Final Edition que vai sair para NESiCAxLive

Vai ter review na proxima ediçao do Arcadia Magazine http://www.arcadiamagazine.com

Vamos la ver quais sao as mudanças para o jogo ...
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Comments

  • Já tinha visto o anúncio no SRK há uns tempos e estáva á espera de máis notícias para depois me vir aquí fazêr post.

    Provávelmente rebalance do jogo,personagens novas não tou a vêr.

    É máis uma maneira da SNK playmore ganhar uns trocos com o novo serviço.

    Dévem fazêr o mesmo que fizeram com o KOF 2002 UM rebalance apenas.
  • podiam era redumparem os sprites com os novos do kof XIII
  • [quote author=Alucard DX link=topic=3241.msg115272#msg115272 date=1293476519]
    Provávelmente rebalance do jogo,personagens novas não tou a vêr.
    [/quote]sim muito provalvelmente, tb. n tou a ver + chars!

    [quote author=Alucard DX link=topic=3241.msg115272#msg115272 date=1293476519]
    É máis uma maneira da SNK playmore ganhar uns trocos com o novo serviço.
    [/quote]muito bom, que façam, que façam, só pode ser bom para nós... que façam muito dinheiro...  ;D
    i que os emprgueguem bem no KOF13 i ... ... ...  no KOF14...  ?  ::)
    :laugh:
  • Alterações em relação ao KOF 98 UM original:
    Feburary Arcadia Translations

        If anyone's interested, since I bought the most recent Arcadia recently, I went ahead and translated the rest of the changes. Apologies if there is anything wrong ...

        Kyo (all)
        Close A recovery decreased by 2F
        c.A recovery decreased by 1F

        Kyo (normal)
        Aragami damage 10->13, guard point increased by 2F
        Weak RED kick as soon as he starts his descent, his hitbox has been improved lower (no changes to when he's dropping)
        Nuetsumi (counter?) can counter more attacks

        Kyo (alt)
        Yamibarai recovery decreased 3F, builds less meter

        Benimaru
        Far B damage changed from 4->7
        HP Raikouken has become a 1 hit attack and can be followed up by putting opponent in float state, does less stun
        Raikou Katategoma's startup made 3F faster
        MAX Raikouken's recovery decreased by 9F

        Daimon
        df+C has smaller vulnerable box, AA potential upped
        Ura-nage (run throw) throws when he enters the throw range
        Arashi no Yama - the time of the flash is made on success, increased recovery, damage distribution changed so that 3rd hit does the most damage

        Terry (both)
        Strong Crack Shoot will hit crouching opponents, the recovery on landing has been increased, advantage when guarded, when hitting opponent out of air, you can follow up with j.D or if U.Terry you can power geyser
        Strong Rising Tackle has more invincible frames
        Far B damage 5->6

        Terry (normal)
        Power Charge damage has gone from (Weak) 4->8, (Strong) 9->12
        Power Dunk's invincibility on the Strong version has been extended, when trading hits with the first hit, you can follow up
        Strong High Angle Geyser invincible until before the attack

        Terry (alt)
        Fire Kick's first hit can be cancelled into special attacks
        Round Wave's builds less meter
        Power Geyser - Weak, Strong and MAX versions are all 8F faster, after flash invincibility is lost

        Andy (both)
        Close C hitbox widened below
        Strong Zaneiken slower startup, recovery decreased

        Andy (alt)
        Hishoken recovery reduced by 5F

        Joe (both)
        df+B recovery reduced

        Joe (normal)
        df+B will OTG (?)
        Strong Slash Kick's hitbox extended lower, will hit 'standard' opponents when they're crouching

        Joe (alt)
        Hurricane Upper attack box has widened
        Bakuretsuken first hit has a bigger hitbox at the bottom, [strong version/strong stop?] stops 2F faster, if you stop the Strong version on the first hit, without pushing you back further you can now link C, 2A then Pressure Knee

        Ryo (normal)
        Strong Kououken's startup has been made faster, as fast as Weak version
        Haohshoukouken's MAX version startup has been made [faster?], same as Weak version

        Ryo (alt)
        f+A will knock down on hit (no change to cancelled version)
        Weak Hienshippuukyaku's landing frames reduced [to/from?] 8F
        Weak Air Kououken's trajectory has been made a little shallower
        Haohshoukouken's startup is faster, Weak and MAX versions can connect after light attacks

        Robert (both)
        Longer reach on ground CD
        f+A hitbox widened forwards
        Hienryuujinkyaku landing recovery decreased 4F (Weak) and 3F (Strong)
        Haohshoukouken, Strong and MAX versions startup has been made faster, same as Weak version

        Robert (Alt)
        Weak Hienshippukyaku can be followed up on hit (mid-screen far C, corner Ryuuga followup possible)
        MAX Ryuuko Ranbu's invincibility extended by 10F

        Yuri (all)
        Jump A can be special move cancelled
        Jump CD can be special move cancelled

        Yuri (normal)
        Raiouken has had its recovery decreased, easier to be in adv frames on guard
        Strong Hienshippukyaku on hit can link standing A after, damage has been decreased from 9xn to 7xn

        Yuri (alt)
        Strong Saiha has less frames of recovery, on guard, now is adv frames

        Leona
        c.B chain cancelling is earlier, easier to link
        on X-calibur's rebound, you can air attack, air throw or V-slasher
        Gravity Storm's invincible time has been increased on light and strong versions

        Ralf
        c.A chain cancellable
        far st.D body's vulnerable smaller to back
        st j.A faster startup
        Galtling Attack charge time same as other standard charge attacks
        Ground Bakudan Punch cannot be teched on hit
        MAX Umanori Vulcan Punch invincible until he attacks

        Clark
        close st.B recovery reduced
        c.D recovery reduced by 4F

        Athena
        Super Psychic Throw does 10 damage without followup when the opponent is dropped
        far A 3F faster, bigger vulnerable
        f+B's 2nd hit bigger up top
        Psycho Ball Attack both weak and strong versions 1F faster, strong version travels faster
        Nu Psycho Reflector less recovery

        Kensou
        close and far A bigger hitbox at bottom; hits Chin, Choi while they are in a crouched state
        c.B chain timing is earlier, easier to link
        far B damage 4->6
        f+A less recovery
        Ryuusougeki's (air dive) last hit can be cancelled by special attacks

        Chin
        Kaitenteki Kuutotsuken (ground roll) is +3F for weak, +1F for strong on guard
        Strong Hyoutangeki (bottle throw) first hit has no hitback
        Weak Ryurinhourai (flying upper) faster startup

        Chizuru
        f+B is leg invincible until she attacks
        Chuumon no Isshin (dd+A/B/C/D) now overhead, knocks down on hit
        Strong Tamayura no Norito (qcf+C) has frames reduced overall, from startup invincible frames extended to 15F

        Mai (normal)
        Hakuro no Mai (dance) recovery reduced, on guard, weak is -1F and strong is -10F
        Mizutori no Mai (3 fans DM) both weak and strong versions 9F earlier, A travels a little slower, C and MAX travel a little faster
        Houou no Mai (jump in air DM) on guard puts her at a little disadvantage

        Mai (alt)
        Taiyou no Mai ([2]8P) extended invincibility, less damage, recovery has been increased - unsafe on block

        King (normal)
        D Venom Strike's total frames same as B version

        King (alt)
        Surprise Rose untechable on hit

        Kim
        f+B hitbox has been increased, can hit even point blank (?)
        Strong Hienzan is invincible at the same time he attacks
        Ryuuseiraku charge time equal to other standard charge moves
        Houou Tenbukyaku straight after the attack starts is invincible

        Chang
        j.C vulnerable hitbox with his ball is smaller
        j.CD vulnerable hitbox with his ball is smaller

        Choi
        Shissou Hishouzan (runslash) charge time standardised

        Yashiro (both)
        Close D made a low attack
        Jump C ability to crossup has been improved

        Yashiro (normal)
        Weak Jet Counter's recovery has been reduced 2F
        Weak Jet Counter - Still's input time from Jet Counter has been decreased by 3F (?)
        Sledge Hammer's stun points has been greatly increased

        Shermie (both)
        c.B chain timing is earlier, easier to link to standing B
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        j.D faster startup
        f+B is an overhead for first hit

        Shermie (normal)
        Shermie Shoot travels further, does more damage
        Shermie Whip stronger hitbox

        Shermie (alt)
        Jajitsu no Odori (spin) damage from B.ver 8x5 -> 12x5 (half is scaled), D.ver 10x5 -> 14x5 (half is scaled)
        Mugetsu no Raiun (kiss) B,C,D versions recovery reduced, same as A ver
        MAX Genei Shukumei Shinshi (drill) until after startup is invincible

        Chris (normal)
        D Scramble Dash shorter recovery

        Chris (alt)
        Kagami wo Hoeru Honoo (dunk) less landing recovery
        Daichi wo Harau Gouka (charge DM) faster startup = 8F

        Yamazaki (both)
        far C on hit/guard can cancel to Special or DM attacks
        Hebi Tsukai - Low (shaaa!) reduced recovery, when guard cancel roll'd you will be at -2 frames
        Sadomaso (counter) damage 13->21
        Guillotine (upper DM) if the opponent is standing, even if the rising part whiffs, the falling part is easier to hit with

        Yamazaki (normal)
        Bakudan Bachiki (cmd throw) damage 22->27

        Yamazaki (alt)
        f+A 2nd hit will knock down (no change to cancelled version)

        Mary (both)
        Spin Fall has recovery decreased, easier to make even or a little disadv now

        Billy (both)
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        c.D cancellable with special, DM attacks
        f+A 2nd hit has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        Sansetsukon Chuudan Uchi ([4]6A/C) recovery reduced - A.ver 6F, C.ver 10F

        Billy (normal)
        Karyuu (Suiryuu) Tsuigeki Kon (counter) counter frames 2F earlier
        Shippuukon/Shuuten Renha Kon (tap moves) can cancel with ABCD
        Daishippuu (go to hell!) when the 1st and 2nd hit hits the opponent in the air, will hit to the 3rd, 1~2nd hits' vulnerable smaller to the back

        Iori
        Step in extra's distance the same as Kyo's
        Cmd throw has more recovery on hit, dash light attacks -> cmd throw loops doesnt work

        Mature
        Strong Metal Massacre slower startup, less recovery
        Sacrilege damage from 9xn->14xn (half is scaled)

        Vice
        j.C remains active longer 4->8F
        j.D remains active longer 5->8F
        Dying Foetus is invincible up until grab

        Heavy D
        close C recovery decreased by 2F, can link c.A etc from it, bigger hitbox, can hit characters that are slightly shorter
        Shadow - as long as you don't do a Strong special after, even if you get hit by an opponents attack the effect continues
        Light RSD (after Shadow) has faster startup, can link from lights
        D.Shadow motion finishes in the screen flash, can move very early after the flash
        MAX D.Shadow after executing, effects continue until the end of the round

        Lucky
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        c.C has its hitbox bigger at the bottom; hits Chin, Choi while they are in a crouched state, on hit/guard, can be cancelled into specials/DMs
        Weak Death Heel invincible until straight after startup
        Strong Death Heel when you make it hit via combo will not whiff

        Brian
        Close C's has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        Jump C can be cancelled into air attacks
        Weak Big Bang Tackle has faster startup

        Heirden
        Strong Moon Slasher more invincible, longer recovery

        Takuma
        far B active frames lengthened from 3->5F
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        Mouko Buraigan (qcb+A/C) reduced recovery
        Weak Ryuuko Ranbu invincible until after startup

        Saishu
        Weak Nada-guruma (dp+B) 2nd hit's hitbox is bigger at the front+bottom, will not whiff on hit
        Kamu-kakari (hcb+K) less recovery, 2nd hit will not whiff if first hits
        Homura-gasane (qcb+P x2) bigger hitbox on first hit, less recovery on first hit
        Weak and MAX Tsumugari (qcf,qcf+A/AC) faster startup

        Geese (all)
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        f+B has been made +2 on guard
        Weak Hisho Nichirinzan's falling attack will hit crouching opponents, landing frames have decreased - same with Hard version

        Gesse (alt)
        Raging Storm LP, HP and MAX versions have their inner hitbox widened

        Krauser
        Close C has been made 2F slower
        Far C has damage reduced
        Far D has damage reduced
        Ground CD has damage reduced, forward reach decreased
        Kaiser Duel Sobat has damage decreased, no invin on Strong version, +5F recovery
        Leg Tomahawk has damage reduced
        Blitzball has damage reduced, faster startup for Hard versions, Strong versions more recovery
        Kaiser Wave has damage reduced
        Unlimited Desire has had recovery frames increased, changed so even if you press buttons at the same time, it will have no effect

        Mr.Big
        c.A can be cancelled out of by command attacks
        c.B easier to chain cancel into c.A
        c.C cancellable into command attacks
        f+A cancel version can be cancelled out of
        Crazy Drum no hitback, reduced recovery, damage on 1st hit reduced
        Spinning Lancer can now reflect ground projectiles

        Shingo
        j.D hitbox at the back made wider, can be used for crossups
        f+B can combo from Strong attacks
        Aragami has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        Dokugami faster startup by 1F
        Gecchuu elbow drop damage 8->12
        Oniyaki on critical hit is followup-able, knocks away

        Eiji
        Weak Kageutsushi (teleport) has had recovery decreased
        MAX Zantetsu-ha has been made 2 frames slower, no invincibility after flash

        Kasumi
        Air Kasane-Ate reaches the ground 5F quicker
        Raihoukou has no hitback, damage reduced from 14->5
        Sasshou Inshuu (D counter) damage 20->26

        Rugal
        far B startup 1F earlier
        c.D startup 3F earlier, recovery reduced by 5F

    Nerfs do Krauser não vão fazêr grande diferença,as tools que o boneco tem são suficientes,para o personagem continuar a render,Brian máis fórte. :laugh:

    E duvido que isto saia para consolas por isso,nerfs ou buffs não vão fazêr grande diferença a quem só póde jogar ao jogo em consolas.
  • Agora é esperar que saia na PS3 para distribuir annoyances com o Chris & Friends!  As minhas chars foram todas buffed, por isso estou a ver um caso mal parado para muita gente  ;)
  • Acho que qualquer personagem rende aquí,desde que tenham mãos de jeito para as usar,e não sejam old KOF 98 fanatics.

    Agora tenho jogado máis KOF 2002 UM,é 1 jogo que conheço muito pouco ao contrário do KOF 98 UM.

    Quanto nos houver oportunidáde havemos de jogar Neo tanto 98 UM como 2002 UM,na X360. ;)

    Vamos lá vêr se vão haver personagens novos. ???
  • isso e' pa arcade (brincar cartaozinhos) ou consolas?
  • [quote author=Alteisen DX link=topic=3241.msg117937#msg117937 date=1295478105]
    isso e' pa arcade (brincar cartaozinhos) ou consolas?
    [/quote]


    Oh vai ser arcade e vai suportar NesicaxLive (cagativo). Talvez brincar isto quando passarmos por Akiba?
  • [quote author=Neo-Tokyo DX link=topic=3241.msg117940#msg117940 date=1295478282]

    Oh vai ser arcade e vai suportar NesicaxLive (cagativo). Talvez brincar isto quando passarmos por Akiba?
    [/quote]

    comprar nesica card talvez
    agora jogar nem pensar
  • First Vid. do Final Edition, no NESiCAx !
    Kof98UM FE - 021011 Kohatsu

    Sistema de pontos (BP) tb.!  :P
  • Andam se a queixar de lag no sistema NexicaX Live. ???


    E pelos vistos este sistema é exclusivo do Japão.
  • The King Of Fighters ’98 Ultimate Match Final Edition Slugs Its Way Into Arcades

    Twelve years later and there’s another version of King of Fighters ’98. SNK is re-releasing The King of Fighters 2002 Unlimited Match and The King of Fighters ’98 Ultimate Match Final Edition with NESiCAxLive support.

    NESiCAxLive is a system from Taito that allows developers to update arcade games with patches instead of new arcade boards. NESiCAxLive also lets players look up their stats and view online leaderboards from other devices like a PC.

    The King of Fighters ’98 Ultimate Match Final Edition for NESiCAxLive:

    image
    image
    image
    image
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    -------------------------------------

    The latest issue of Arcadia features a changelist for each returning character in The King of Fighters 98 Ultimate Match Final Edition, which is set to hit Japanese arcades this Winter using Taito's NESICA Live service. KOF98UM Final Edition is an update to 2008's The King of Fighters 98 Ultimate Match, which added new characters to the roster of the original KOF98 (including the 96 Boss Team) as well as the new Ultimate mode, which allowed players to mix and match subsystems from the traditional Advanced and Extra modes from KOF98, also this Final Edition is an re-balanced version from the Ultimate Match version.

    http://game.snkplaymore.co.jp/game/details.php?item_id=210

    http://www.youtube.com/watch?v=zwd-wlQvlIc&feature=player_embedded
  • Essa info e vídeo já tinham sido postos aquí há já algum tempo,bem como a lista de nerfs. :oops:

    Este KOF não vái sair das arcades do Japão por isso no nerfs nos meus bonecos ( Krauser). :P
  • [quote author=Alucard DX link=topic=3241.msg124770#msg124770 date=1300907782]
    Essa info e vídeo já tinham sido postos aquí há já algum tempo,bem como a lista de nerfs. :oops:

    Este KOF não vái sair das arcades do Japão por isso no nerfs nos meus bonecos ( Krauser). :P
    [/quote]

    desde que saia para PS3 e 360 com as tais actualizações que vai servir para re-balançar o jogo.
    isto vai tirar power ao krauser e outros, a fim dos tiers ficarem mais equilibrados e fazer com que este (Final Edition) seja talvez o "melhor" KoF de sempre (maybe?)

    image
  • O Krauser levou nerfs em damage mas continua a ser forte há mesma,houve mais buffs que nerfs,o Geese que estava ao mesmo nível do Krauser ,levou buffs.

      Geese (all)
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        f+B has been made +2 on guard
        Weak Hisho Nichirinzan's falling attack will hit crouching opponents, landing frames have decreased - same with Hard version

        Gesse (alt)
        Raging Storm LP, HP and MAX versions have their inner hitbox widened

        Krauser
        Close C has been made 2F slower
        Far C has damage reduced
        Far D has damage reduced
        Ground CD has damage reduced, forward reach decreased
        Kaiser Duel Sobat has damage decreased, no invin on Strong version, +5F recovery
        Leg Tomahawk has damage reduced
        Blitzball has damage reduced, faster startup for Hard versions, Strong versions more recovery
        Kaiser Wave has damage reduced
        Unlimited Desire has had recovery frames increased, changed so even if you press buttons at the same time, it will have no effect

    Krauser ainda tem:
    Dropkick roubado serve como anti air,não sofreu nerf em damage,continua a ter o mesmo startup.
    Kaiser wave continua a ser o projectil mais rápido do jogo e tem o mesmo recovery apesar do nerf damage.
    Counters continuam a ser roubados.
    Pokes continuam na mesma.
    Body press cross up continua a ser broken.
    Combos com Max cancel não foram retirados.
    Nenhum dos 2 comand grabs foi nerfado,nem em range ou prioridade.
    Ultimate desire continua a entrar em combos e a ter o mesmo damage apesar de ter mais recovery.
    Gigantic cyclone o super comand grab continua a ter o mesmo dano apesar se não ser fácil de acertar com isto.

    Basicamente continua a ser o personagem com maior arsenal de moves ,continua a ser grapler,rushdown character e zoning character na mesma e a ser eficiente das 3 maneiras.

    Para nerfarem o Krauser a sério tinham de lhe tirar mais coisas sem ser o damage.

    Pódes ganhar com qualquer personagem neste jogo pois o factor matchup não tem grande importância em Kof,ao contrário do SF,basta ter skill e imput speed para pores qualquer personagem a render.

    Talvez o jogo chegue há PS3.

  • [quote author=Alucard DX link=topic=3241.msg124811#msg124811 date=1300922335]
    O Krauser levou nerfs em damage mas continua a ser forte há mesma,houve mais buffs que nerfs,o Geese que estava ao mesmo nível do Krauser ,levou buffs.

      Geese (all)
        close C has a bigger hitbox at the bottom; hits Chin, Choi while they are in a crouched state
        f+B has been made +2 on guard
        Weak Hisho Nichirinzan's falling attack will hit crouching opponents, landing frames have decreased - same with Hard version

        Gesse (alt)
        Raging Storm LP, HP and MAX versions have their inner hitbox widened

        Krauser
        Close C has been made 2F slower
        Far C has damage reduced
        Far D has damage reduced
        Ground CD has damage reduced, forward reach decreased
        Kaiser Duel Sobat has damage decreased, no invin on Strong version, +5F recovery
        Leg Tomahawk has damage reduced
        Blitzball has damage reduced, faster startup for Hard versions, Strong versions more recovery
        Kaiser Wave has damage reduced
        Unlimited Desire has had recovery frames increased, changed so even if you press buttons at the same time, it will have no effect

    Krauser ainda tem:
    Dropkick roubado serve como anti air,não sofreu nerf em damage,continua a ter o mesmo startup.
    Kaiser wave continua a ser o projectil mais rápido do jogo e tem o mesmo recovery apesar do nerf damage.
    Counters continuam a ser roubados.
    Pokes continuam na mesma.
    Body press cross up continua a ser broken.
    Combos com Max cancel não foram retirados.
    Nenhum dos 2 comand grabs foi nerfado,nem em range ou prioridade.
    Ultimate desire continua a entrar em combos e a ter o mesmo damage apesar de ter mais recovery.
    Gigantic cyclone o super comand grab continua a ter o mesmo dano apesar se não ser fácil de acertar com isto.

    Basicamente continua a ser o personagem com maior arsenal de moves ,continua a ser grapler,rushdown character e zoning character na mesma e a ser eficiente das 3 maneiras.

    Para nerfarem o Krauser a sério tinham de lhe tirar mais coisas sem ser o damage.

    Pódes ganhar com qualquer personagem neste jogo pois o factor matchup não tem grande importância em Kof,ao contrário do SF,basta ter skill e imput speed para pores qualquer personagem a render.

    Talvez o jogo chegue há PS3.
    [/quote]

    a ideia de meterem o krauser para baixo foi das melhores coisas que fizeram no Final Edition.

    "o factor match up não tem grande importancia em kof ao contrário de sf"? hem?
    desde quando? --> imagina isto: em alguns SF´s existem tiers que não se mexem enquanto que noutros SF´s os tiers são rotativos dependente dos characters e/ou a personagem quem os controla, querendo dizer que existem SF´s que os tiers estão lá em cima colados em relação a todo o cast enquanto que noutros SF´s os tiers nunca estão no topo em relação a todo o cast.
  • fuck realmente que granda rape :P

    quando sai esse jogo para psn?? come on SONY !!!
  • onde foste buscar essas tier lists?
    principalmente a do UM? é que eu via o Yashiro, o Daimon e a Chizuru, um bocado mais acima do que o que estao cada um!  ???
  • São  tier lists feitas pelo pessoal do Tougeki.

    Déves tar a fazer confusão com tier list do KOF 98 normal,Chizuru,Daimon,Yashiro tão máis em cima mas é na tier list do old 98.
  • pois acho que confundi entao! bem se me tava a parecer...
  • Bem me pareçeu. :laugh:
  • Podias ter enviado isso por pm. ;)
  • [quote author=Alucard DX link=topic=3241.msg124887#msg124887 date=1301008612]
    Podias ter enviado isso por pm. ;)
    [/quote]

    yop, e farei para a proxima :)

    já agora não sei se isto já foi postado: http://snkpmgame.exblog.jp/12154667 ; (está em japonês) :-\

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  • Akuma acho que isso são as changes que já pus aqui antes.

    Ano lançamento de KOF 98 UM 2008.

    KOF 98 UM FE 2011.
  • [quote author=Alucard DX link=topic=3241.msg124904#msg124904 date=1301010133]
    Akuma acho que isso são as changes que já pus aqui antes.

    Ano lançamento de KOF 98 UM 2008.

    KOF 98 UM FE 2011.
    [/quote]

    mas em que mês de 2011? e PS3 + 360 estão confirmadas para que data?
  • Enganei-me era para ter posto 2010 pois o KOF 98 UM FE saiu para arcade em Dezembro.

    Até ao momento o KOF 98 UM FE é exclusivo do sistema Nexical,talvez o lançem na PSN 1 dia.
  • [quote author=Alucard DX link=topic=3241.msg125016#msg125016 date=1301134070]
    Enganei-me era para ter posto 2010 pois o KOF 98 UM FE saiu para arcade em Dezembro.

    Até ao momento o KOF 98 UM FE é exclusivo do sistema Nexical,talvez o lançem na PSN 1 dia.
    [/quote]

    então até ao momento não existe nada confirmado para qualquer uma das consolas :-\
    este Final Edition se for "re"-equilibrado como deve ser então promete ser KoF para durar. até ao momento tem tudo a seu favor, jogabilidade do 98 (que é o mais importante), bons graficos/musica e sempre tiveram criatividade nos novos cenários, só falta mesmo é retirarem o desiquilibro que havia no UM, a ver vamos :)
  • akuma arranja é ps3 dude :) eu n cnsg ggpo pk router andada armado em gay, já mudei ports etc
    esse sistema da neogeo permite updates online etc, talvez comece a haver mais fighters arcade a receber patches etc
  • [quote author=Akuma link=topic=3241.msg125036#msg125036 date=1301160789]
    então até ao momento não existe nada confirmado para qualquer uma das consolas :-\
    este Final Edition se for "re"-equilibrado como deve ser então promete ser KoF para durar. até ao momento tem tudo a seu favor, jogabilidade do 98 (que é o mais importante), bons graficos/musica e sempre tiveram criatividade nos novos cenários, só falta mesmo é retirarem o desiquilibro que havia no UM, a ver vamos :)
    [/quote]

    Para a 360 apenas têm de lançar 1 balance patch,para a PS3 é que têm de lançar o jogo completo,não sei se o jogo póde chegar há Neo Geo station pois o jogo é da Tayto type X.

    Quanto ao equelibrio do 98 UM FE,vais ver menos Krausers,mas o Geese continua a ser forte como era no 98 UM,o Iori tambem entre outros,quero ver e o resultado dos buffs no resto do cast.

    Quanto há jogabilidade do 98 UM é 1 pouco diferente do 98 normal,o sistema de reconhecimento de imputs foi melhorado o Extra mode foi melhorado e tens o sistema de MAX Cancel combos que não tinhas no 98 original entre outras alterações.

    Tens aqui alguns exemplos dos combos com Max cancel.


    E depois tens tambem os combos com quick dodge atack,e roll.
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