KOF 98UM Final Edition?

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  • NocturnalNocturnal SNK Supporter Joined: Posts: 2,977 mod
    Anyone have any luck on finding videos for this yet?
    youtube channel = jaimedl
    twitch channel = jaimedl
    twitter = NocturnalSRK
  • the_judgethe_judge Can you feel the love tonight? Joined: Posts: 1,771
    Wooooooooooooooooooooow!!! I'm damn there speechless.
    Also, would this be the first time SNKp has made an update to a KOF for the sake of balance? Or do I have it all wrong?
    As of now, I find this to be an odd business decision, but I'm not gonna go there.
    PC elitist
  • LabanLaban KOF98 Player Joined: Posts: 2,558
    I guess the first 98um and 02um didn't count.
  • BoboGloryBoboGlory Joined: Posts: 545
    02um is not going to get the rebalance treatment like 98um
  • the_judgethe_judge Can you feel the love tonight? Joined: Posts: 1,771
    02um is not going to get the rebalance treatment like 98um

    We don't know that. I merely find it funny they would go back and update 98UM instead of spending their money into making XIII better. But plz, no one go on about that.

    Only char I play that I've seen mentioned is Eiji, nothing too drastic for him, so I assume I'm fine still on 98UM.
    PC elitist
  • rukawa_kaederukawa_kaede ({「決最終戦奥義」}) Joined: Posts: 3,512
    I guess the first 98um and 02um didn't count.

    yep, but it's the first that's not over a 10 year cycle
    jae hoon wrote: »
    Affinity is just a rouge program sent out by the bot program known as Emil.
  • BurningKyoBurningKyo Joined: Posts: 36
    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
  • the_judgethe_judge Can you feel the love tonight? Joined: Posts: 1,771
    hmm, not a single char I play has any heavily drastic changes.
    Liked to get my hands on this actually.
    PC elitist
  • Return of ShikiReturn of Shiki Your favorite game sucks Joined: Posts: 4,418
    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

    Holy shit

    RELEASE THIS GAME NOW
    If you listen to fools, the mob rules...
  • ShishiohShishioh Starbreaker Joined: Posts: 2,921
    Everything dealing with the American Sports Team has made me cum my fucking pants!!!!!
    "Hitboxes have nothing at all to do with the way a fighting game plays. they are just a means to an end."-Random Discus user
    Written exactly like that.
  • EmXEmX Joined: Posts: 845
    Why would they buff Geese? Lmao he's going to be so stupid now.
  • danixcodanixco Joined: Posts: 39
    Daimon
    df+C has smaller vulnerable box, AA potential upped

    og98 again?

    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

    So happy with this, c.B into c.A/s.A into x move was so hard to make it 100%, I spend hours practicing that, but the timing is so hard to keep, and more if you are used to play Geese or a Sakazaki member (comboing from lows). Also reflects everything now?, faster startup in overhead please, nice that now is cancelable (it was? but nothing hit from there, the cancel version) the not canceled version was only cancelable with q.max and in max mode into c.A? (I'm sure made it once), let's see what hits from there. Big for sure is not moving from my team.

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

    Rugal is getting better, just need a better startup in D Genocide Cutter.

    Thanks BurningKyo. Nominated for an article, why not? :woot:
  • FersisFersis Joined: Posts: 7
    Thanks for the translation good man.
    The most over powered character KOF98 UM (Krauser) has been nerfed. good news.
  • BiGGDaddyCaneBiGGDaddyCane ☵☳☷☵☴☵☳☲☷☵ Joined: Posts: 932
    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

    :coffee: Cool cool, I guess im down with that.
    " I'll stain my hands with your blood - Geese "
    KOF 98 Slugfest Dream Match Never Ends
  • krazykone123krazykone123 4D Joined: Posts: 2,849
    :coffee: Cool cool, I guess im down with that.

    Same here BG, those Athena buffs look pretty hot too.
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    Why would they buff Geese? Lmao he's going to be so stupid now.

    That's what I've been asking. Makes no sense
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • alsteinalstein Joined: Posts: 474
    Hopefully we get to play this game in the US. Then I'll be hype for it. Those changes sound pretty good- buffing most chars, nerfing the top tier.
  • tofuboy33tofuboy33 Joined: Posts: 8
    Thanks alot for the detailed changes BurningKyo,huge fan of the game and I've been looking around for more info in ages!

    The krauser nerfs are pretty heavy considering every single move in his arsenal has been changed someway or another. Great news since I'm pretty sick of seeing krauser in every other competitive play. The USA team buffs looks fantastic though,can't wait to get my hands on the game!
  • Hatred EdgeHatred Edge One Bad Day Joined: Posts: 16,507
    Don't worry. Less Krauser=More Iori.
    Has anyone thanked you today for not setting the whole world on fire?

    They should. I won't. I advocate setting the world on fire. But morons who actually like it, benefit from society, would do well to thank you and men like you for not visiting hell upon them.

    "You don't know what it's like to hate. To have your entire life become nothing more than an expression of hate. Nothing else matters. Nothing else can compare. Or taste as sweet."
  • the_judgethe_judge Can you feel the love tonight? Joined: Posts: 1,771
    Don't worry. Less Krauser=More Iori.

    I expect a complete global saturation of EX Yuri players. People have been sleeping on that bitch.
    PC elitist
  • tofuboy33tofuboy33 Joined: Posts: 8
    I expect a complete global saturation of EX Yuri players. People have been sleeping on that bitch.

    Not sure where you're from but where i'm from(SG) our lousiest EX Yuri players usually wipe main tiers...You have to play one to believe.
  • Rugal 3:16Rugal 3:16 Weisinger's disciple Joined: Posts: 462 ✭✭✭✭✭ OG
    Why would they buff Geese? Lmao he's going to be so stupid now

    Because Geese is so Popular that NO ONE will care or complain if he's 10x more overpowered than Krauser

    anyway despite the changes Krauser still has a LOT of tools and it just needs a bit of tweaking on his strats. But I think it'll just be like a seth transition from 00-01 (toned down noticeably but still a best) and not 01-02 (toned down tremendously)

    Krauser might be upper mid but again of course i could be wrong.
    Rugal
    far B startup 1F earlier
    c.D startup 3F earlier, recovery reduced by 5F

    far B is good news AS LONG as it's still bufferable (2002 UM's Omega version's far B isn't but his crouching B is.. and i hope they didn't use that as a basis)

    I hope stand C is still bufferable and crouch D is still fast since IMO those are very useful

    and fix his jump forward D, it's downward hitbox is terrible and whiffs crouchers, make it like 2003 Terry Bogard's Jump forward D hitbox (and i hope it still crosses up)

    I still wonder why they didn't make his B version Genocide Cutter as invulnerable upwards as his D version (with just the D version doing more damage) My friend argues with me that making the B version invincible upwards would make it abusable as hell because of the UM version's fast recovery and make him the next Krauser but i don't think so.

    Hehe Evolution of Rugal OG he was lower tier, UM he is Mid-Tier, I hope this time he'll be Top Tier. (or at least upper mid)
    Kurt Buseik: I am a Marvelite at heart, and I like Thor. So it did pain me to see Thor go down. However, in the depths of my heart, I knew this was the way it should turn out. Not because Superman is THE icon, but because even a post-Crisis Superman would win. Many will bring up Thor's ability to create vortexes and all of the other neat tricks Mjolnir can do, but Thor's history is to head in fist and hammer first, and unless he is on the ropes, Thor rarely utilizes his other abilities. I did find Superman's recognition of Thor as maybe his single greatest opponent an appeasement in light of Superman having died at the hands of Doomsday.

    "As for Superman and Thor, it's like he said -- where he comes from, the dials go up to eleven. Superman is stronger and faster, which is probably more about the scales of power in the universe he comes from, but it was enough to let him win a very tough battle. If they fought again tomorrow, it might go the other way. Since being more powerful doesn't make you a better character, I don't see it as a slight on Thor, just as the way things are..."
  • DwinDwin The Lily Warrior Joined: Posts: 597
    Meh, we won't be playing this game any time soon.
    Okay, I was wrong.
  • Violent RyoViolent Ryo Mistuurrr KaraTEH! Joined: Posts: 382
    KOFXIII: Ryo Rob Tak (Art of Fighting Team)
    KOF 98UM: EX-Ryo Brian Kyo Terry Eiji Tak
    SSFIVAE: Dan
    KOF XI: Ryo (Leader) + 2 Random
  • EmilEmil Joined: Posts: 4,389
    I expect a complete global saturation of EX Yuri players. People have been sleeping on that bitch.

    No one's sleeping on Ex Yuri, she was always one of the best characters in the game.
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • NIKO:ONENIKO:ONE Joined: Posts: 918
    Still going to be playing Krauser. He's just too fun
    So what if you post on Shoryuken.com, I just threw you three times in a row.
  • tofuboy33tofuboy33 Joined: Posts: 8
  • c001357c001357 Time Wizard Joined: Posts: 577
    That's what I've been asking. Makes no sense

    obviously its so he could be banned quicker
  • EmXEmX Joined: Posts: 845
    Because Geese is so Popular that NO ONE will care or complain if he's 10x more overpowered than Krauser

    What kind of reasoning is that? Just leave him alone if SNK wants him to stay OP. Jesus.
  • danixcodanixco Joined: Posts: 39
    Well, Krauser just will need 2 or 3 more hits to kill you. Yashiro is making it to the top again "Jump C ability to crossup has been improved", that move is already good to crossup, now is becoming as beni's D.
  • CiberneticoCibernetico Joined: Posts: 307
    Does anyone have any knowledge on how this Nesica system works? Would it be possible for someone to import one of these systems and download the games available or is this so far an exclusive to Japan only?
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,929
    Does anyone have any knowledge on how this Nesica system works? Would it be possible for someone to import one of these systems and download the games available or is this so far an exclusive to Japan only?
    Japan only.
    nignagnog: minority report
    nignagnog: you got punished for your future crimes
    BossG: anybody that's black already suffers under pre-crime laws
  • tofuboy33tofuboy33 Joined: Posts: 8
    Japan only.

    Does this mean that the final edition will be available ONLY in Japan?
    If that is so,it definitely sucks! Especially after reading on all the changes I'm dying to try the game!
  • Tech RomancerTech Romancer PSN: Tech_Romancer Joined: Posts: 5,200
    ...Why are you surprised?
    youtube.com/user/Ergeniz
    "Problem with Marvel is when you are not mashing you are losing". - 9thPixel
  • rukawa_kaederukawa_kaede ({「決最終戦奥義」}) Joined: Posts: 3,512
    maybe will get this update for psn by the end of the year with perfect net code!!!???

    :sweat:
    jae hoon wrote: »
    Affinity is just a rouge program sent out by the bot program known as Emil.
  • XTGXTG Gimme mah DYREKTEEV Joined: Posts: 2,363
    maybe will get this update for psn by the end of the year with perfect net code!!!???

    :sweat:

    You are bleeding delusional. Somebody get this poster a bucket of water and exposed wires, please.
    a real job, first day of a road trip, or a blowjob should be the only reason to wake up at 7am
  • tofuboy33tofuboy33 Joined: Posts: 8
    You are bleeding delusional. Somebody get this poster a bucket of water and exposed wires, please.

    Lol! Don't blame him,i bet everyone else here wishes for the same thing silently!
    Hope it comes to SE Asia...
  • danixcodanixco Joined: Posts: 39
    Translation with Google, maybe someone can clear these statements, looks like there's lag in the NesicaxLive system/method. No more characters, just the tweaks mentioned above. Take it with a grain of salt.

    2011?0126? | Project DUEL ??

    "2011.01.26 Wednesday
    KOF98UMFE operation
    Author: Projectduel
    Now, Iyo Iyo KOF98UMFE Seems that run on the NESICA.
    KOF98UM adjusted version of this work.
    The base appears to be no different KOF98UM,
    I feel like such a minor change version.

    Cotton is expected to play system, but
    And if you do, so I'd like to use the table happily lily.
    However, there is a lag or whatever people were playing.
    And that there is a lag KOF2002UM more.

    What a what w
    Measures in the gaming industry lags most major companies now,
    Why does leave out Playmor lag
    Moreover, NESICA housing although I had heard that there is little lag.
    NESICA is to be played
    Even though it was income from entering the system
    This is such a bad Kiga.

    Well anyway, is that how much lag
    I do not know and see for yourself,
    I think I'll have to play much in the near future once.
    After that? !


    Is wicked"
  • XTGXTG Gimme mah DYREKTEEV Joined: Posts: 2,363
    Lol! Don't blame him,i bet everyone else here wishes for the same thing silently!
    Hope it comes to SE Asia...

    Ok, you got me.
    a real job, first day of a road trip, or a blowjob should be the only reason to wake up at 7am
  • LabanLaban KOF98 Player Joined: Posts: 2,558
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