In the early 90s, after the appearance of Street Fighter II A real boom in fighting games began in arcades. There were many games of that genre that appeared out of nowhere trying to eat a piece of the pie, while Capcom was content with releasing updated versions of its star game.
One of the companies that put the most effort into trying to take the throne from Street Fighter II It was SNK, which practically oversaturated the market with games that sought to add some type of variant to what was seen, such as the special attack bar (Art of Fighting) gun fights (Samurai Showdown) or in various planes of the stage (Fatal Fury)
After several attempts, the company decided to go one step further and create a game that brought together already known characters, with others rescued from previous video games (Ikari Warriors, Psycho Soldiers) and some new characters. To offer something different from what has already been seen, It was decided to make the characters fight in groups of 3, which gave much more intensity and depth to the combats, since you had to learn to play with the 3 characters on your team if you were looking for victory and at the same time you had to learn to counter the 3 of the rival team.
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-94.jpg)
The King of Fighters 94 was a success and had a new version every year, some parallel games to the original series (such as Maximum Impact that were in 3D) and others that were not even about fighting (King of Fighters Quiz, King of Fighters Kyo).
As expected, The annual deliveries caused quite noticeable wear and tear. On the one hand, there were new games and characters that were uninspired or poorly reviewed, and on the other hand, the graphics section was reused to the point of absurdity so as not to have to completely draw all the sprites of a character (at the same time that other characters were constantly redrawn for no apparent reason). Finally, and after suffering some situations of forced change for economic reasons (bankruptcy included), SNK (or those in charge of the company at that time) decided to stop releasing games annually and start naming them with Roman numerals.
Thus appeared the notable King of Fighters XI, the unfortunate King of Fighters XII (which only served as an excuse to change the graphics section completely, but as a game it was tremendously incomplete) and The King of Fighters XIII, which I will talk about below.
The history of this game It will tell us how the Ash Crimson saga ends (started in king of fighters 2003) while continuing the “half-reset” of KOF XII by offering us rejuvenated characters (Terry Bogard, Athena), resurrected (Vice and Mature) or with notable physical changes (Ralf and Clark).
Leaving aside the theme of the story or the return to the origins of some characters, we find a long-lasting game, since we have more than thirty fighters, not counting the 3 DLC, which are alternative versions of Takuma (as Mr Karate), Kyo (with the clothes of KOF 99) and Iori (with his classic attacks).
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-Iori-DLC-1024x576.jpg)
The graphic section continues what was seen in KOF XII and that means that some designs may be a bit shocking, but the truth is that it is very good in general terms, both in terms of animation and settings (some of which are a bit strange). The music is also pleasant and recognizable, especially the themes of some of the older teams in the saga (for example, the music of the team Art of Fighting It is very similar to that of previous games).
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-May-Yuri-1024x576.jpg)
The gameplay is deep and quite demanding, so if we want to master our characters we will have to spend a lot of time in practice mode or suffer some humiliating defeats until we see how the combat possibilities that the game offers us, which I will explain below, work better.
Movimientos EX: Podemos potenciar uno de nuestros ataques especiales (por ejemplo el Power Wave de Terry Bogard) gastando un nivel de la barra de súper ataques.
También podemos hacer lo mismo con los súper movimientos de nuestro personaje (los que consumen 1 barra de especial, como el Ryuko Rambu de Ryo Sakazaki) para hacer una versión más dañina del mismo consumiendo 2 barras de especial.
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-Kyo-potenciando-1024x576.jpg)
Drive Cancel: Nos permite cancelar un ataque especial para continuarlo por otro, gastando la mitad de nuestra barra de Drive (situada encima de la de ataques especiales). También podemos hacer un Super Cancel, que es lo mismo pero con los súper ataques.
Hyper Drive: Es un modo en el cual gastamos toda la barra de Drive para que nuestro personaje pueda cancelar super ataques y especiales durante un tiempo limitado.
https://youtube.com/watch?v=dZ9FcZCIzYg%3Fversion%3D3%26rel%3D1%26showsearch%3D0%26showinfo%3D1%26iv_load_policy%3D1%26fs%3D1%26hl%3Des-ES%26autohide%3D2%26wmode%3Dtransparent
NEO MAX: Es el súper movimiento más poderoso y espectacular de cada luchador, consume 3 barras de especial o 2 si lo ejecutamos dentro del modo Hyper Drive. Existe la posibilidad de hacerlo tras un MAX Cancel, o lo que es lo mismo, usarlo tras cancelar un súper ataque.
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-Terry-Neo-Max.jpg)
Entiendo que todos estos conceptos puedan sonar extraños o complejos, pero en el fondo se resumen a versiones más fuertes de los ataques especiales o súper ataques y la posibilidad de cancelarlos para poder ejecutar otro ataque y así hacer más daño al rival a cambio de gastar unos cuantos niveles de especial o barra de Drive.
Puede que el aprendizaje sea un poco difícil de primeras (además el juego es exigente con los comandos) pero cuando aprendáis a usarlo todo notareis una mejora enorme en vuestra manera de jugar y en el potencial destructivo de vuestros personajes.
https://youtube.com/watch?v=k2Mjq3an5XA%3Fversion%3D3%26rel%3D1%26showsearch%3D0%26showinfo%3D1%26iv_load_policy%3D1%26fs%3D1%26hl%3Des-ES%26autohide%3D2%26wmode%3Dtransparent
KOF XIII además nos ofrece una gran variedad de modos de juego (Historia, Arcade, Versus, Misiones, Tutorial), elementos desbloqueables (ilustraciones y personajes) y la posibilidad de personalizar nuestro perfil y el aspecto de los personajes, pues además de poder crear paletas de colores propias, se nos permite modificar ligeramente el aspecto de algunos luchadores (por ejemplo podemos usar a Takuma Sakazaki y a Raiden con máscara o sin ella).
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-Colores-1024x576.jpg)
Este juego también incluye modos de juego online, pero mi experiencia no ha sido nada positiva al probarlos. No hablo de que haya un enorme porcentaje de Rage Quit (que lo hay, según he visto, pero de eso no se puede culpar al juego) si no de que el NetCode no es todo lo bueno que debiera, dicho de otro modo, hay un lag impresionante.
He llegado a jugar partidas donde cada medio segundo se paraba el combate otro medio segundo, otras que iban casi bien, sin parones, pero a cámara lenta y otras donde ni siquiera podías jugar pues los personajes “se teletransportaban” continuamente, nunca he podido jugar una sola partida en condiciones normales, ni siquiera con amigos de mi mismo país. Todo esto jugando en Xbox 360, con la misma conexión que me deja jugar sin problemas a otros juegos de lucha, algunos anteriores a este KOF XIII.
![[Playing…] The King of Fighters XIII](https://combogamer.com/wp-content/uploads/2016/06/KOF-XIII-Roster.jpg)
In any case, The King of Fighters XIII es un juego de lucha muy recomendable para los amantes de este género y quizás sea el último en 2 dimensiones de esta mítica saga, pues como todos sabéis, el nuevo King Of Fighters XIV dará el salto a las 3 dimensiones, siguiendo los pasos de los casi olvidados KOF Maximum Impact 1 and 2.

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