The KOF XIII Hyper Guide is ultimately designed to be an emporium of relevant and detailed knowledge about all aspects of the latest version of KOF XIII. Each page will represent the most current level of knowledge on a subject and will be updated to accommodate or revise new findings. New KOF players should start learning the game by absorbing all the information and videos present in the wiki and then look into the game’s mechanics and characters. Look into everything!
This thread exists so that anyone may discuss new or incorrect materials for future wiki revisions; setups, descriptions, combos, formatting, video tutorials, etc... This method allows any poster to conveniently improve upon the guide while not needing to be registered for editing SRK’s wiki pages.
Topics such as general game questions or other matters of discussion are reserved for other threads. Try using the corresponding character thread to ask for advice, post match videos, and discuss strategies.
Please try to keep submissions relevant. For instance, new combos should be optimized for damage output, spacial advantage, meter build/deterrent, or an otherwise specific circumstance. Video documentation is not necessary, but a short explanation of why this combo is relevant should be provided.
If you have a submission to discuss then post in this thread or contact some of the main contributors. Most can be found on #SNKPlaymore @ irc.efnet.net or found here on SRK forums:
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For Terry's D Crackshoot, it's -1 on stand block and +2 on crouch block. Terry is put at advantage when someone blocks it low. Also, if you hit someone that is crouching with D crackshoot, you can follow it up with st.C or st.D for a full combo.
Edit:
I re-read it again and did see this here, but did not mention exactly what you could follow up with which was odd as I'm pretty sure you can't follow with anything aside from a st.C or st.D
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0 • Off Topic Disagree Agree LikeUMVC3:X-23/Wesker/Hawkeye Tekken Tag Tournament 2 Lars/Devil Jin
GGPO:genocide_cuttah KOF 2002 Shermie/K/Kula Kof 98: Iroi/Robert/Saisyu/Kyo Garou: Kim Dong Hwan and Gato
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0 • Off Topic Disagree Agree LikeHugely appreciated.
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0 • Off Topic Disagree Agree LikeThis guide has made me more excited to get serious about KOF.
Twitter: NissanZaxima18
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0 • Off Topic Disagree Agree Likehttp://mmking9999.com
Little Mac for the next SSB!
#FreeAizen
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0 • Off Topic Disagree Agree LikeVF5FS: Sarah
Your signature has been modifed, please read the rules.
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0 • Off Topic Disagree Agree LikeHere's one of my SFEX vids: http://www.youtube.com/watch?v=64UmYpVZPXk
I try to keep things simple since the vids are about the exercises.
http://mmking9999.com
Little Mac for the next SSB!
#FreeAizen
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeThe music during the charge partitioning explanation is called "Trance Logic." It's from Apollo Justice Ace Attorney.
http://mmking9999.com
Little Mac for the next SSB!
#FreeAizen
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0 • Off Topic Disagree Agree Like- Spam
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0 • Off Topic Disagree Agree LikeBut I was a bit surprised by this line:
"Ignoring EX moves and specific one-speed projectiles like K's Second Shot (
I'm pretty sure that isn't true the difference in speed certainly isn't as big as in 2k2, but there's defnitely a difference in speed.
[EDIT]
On a sort of related note, maybe it's nice to use these sprite rips:
http://www.justnopoint.com/lbends/index.php?location=sprites&gallery=kofxiii
For the pictures, it'll make the sprites look a bit sharper than you have them now.
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0 • Off Topic Disagree Agree LikeBut in reality, making a video covering the topics on the Strategy page would be more effective than redoing the pictures.
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0 • Off Topic Disagree Agree Likekeep up the good work!
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0 • Off Topic Disagree Agree LikeYou did pretty well btw, thanks!
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0 • Off Topic Disagree Agree LikeDo we want to do videos with Combos and/or Explanation of individual characters?
And if so, I doubt that will be done by one person, so maybe we should agree on some sort of format?
I say we do two different vids at least. One for non HD mode combos, and one for HD mode combos.
HD mode combos can have a beginning movie that shows different starters (cr.BB BC cl.C/j.C cl.C BC cl.C/etc.) and then the rest of the combos just starters of close C...
For the non-HD combos, I'd say combos off lows, combos off jump-ins, combos off crossups (is that still applicable in XIII? I guess not, but maybe in console) and punish combos.
And then subdivide these different categories by meter use. With the freedom of the combo system of XIII, maybe we should limit ourselves a little bit from showing everything possible, and more the more basic and most essential combos.
Is anyone down for this?
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0 • Off Topic Disagree Agree Like(corner only) (jump attack) cl.C xx qcf+D, rdp+B (SC) qcb hcf+P, rdp+B, dp+C (3 hits) (SC) qcb hcf+P - (559, 41)
First the combo was:
(corner only) (jump attack) cl.C xx qcf+D, rdp+B (SC) qcb hcf+P, qcf+A, rdp+D (2 hits) (SC) qcb, hcf+P
This combo does a bit more damage, for the same meter requirement.
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0 • Off Topic Disagree Agree Liketwitter: @NOVADOJO
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0 • Off Topic Disagree Agree LikeI'm having such a bitch of a time connecting dp+C at the end of K's midscreen to corner carry combos, what's the trick?
cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D' - (357, 31) is just one example but any of the advance combos that end with dp+C I'm having such a hard time doing midscreen.
EDIT: Never mind, turns out whoever did the K' section of the Hyper Guide just copy and pasted those combos from an arcade version thread/wiki somewhere else. For example K' can no longer do "cl.C f+A (HD) cl.C f+A xx qcf+A f+D" in his HD combos. His f+D launch midscreen doesn't work anymore, who knows what else doesn't work from the combo section. I imagine this may be an issue with other characters wiki's as well. Midscreen dp+C also seems to have been removed. FML just wasted an hour or more in training room trying these combos..... =[
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0 • Off Topic Disagree Agree LikeNo worries. I was getting frustrated that I couldn't land some of the combos listed, thought my stick was broken or something lol.
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0 • Off Topic Disagree Agree LikeYou're right, that works. I'd actually say st.C, f+A [HD], st.C, f+A, qcf+AC, f+B is a good HD activator and nets some extra damage. The reason why the damage on that combo goes down is that the scaling for DMs went down to 40% from 50% scaling as well as EX chain drive doing a LOT less damage.
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0 • Off Topic Disagree Agree Likein order to do DP + C Fwd K finisher you must do, QCB+B+D (DC) after DP+A, thx.
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0 • Off Topic Disagree Agree LikeThis doesn't work midscreen.
I'd say it isn't a good HD activator, it raises the meter cost of the combo from 2 to 3 when the starter I have listed works just as well and doesn't waste a meter.
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0 • Off Topic Disagree Agree LikeYes but that defeats the purpose of the combos listed on the wiki when they have specific Drive/Meter requirements.
cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D is 50% Drive Meter combo from the arcade/listed on wiki doesn't work on the console version. dp+C cannot be connected midscreen from a none ex qcb+D.
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0 • Off Topic Disagree Agree LikeIt does. Confirmed by several people.
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0 • Off Topic Disagree Agree LikeShouldn't the SRK motion have a
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0 • Off Topic Disagree Agree Likec.B, c.B, s.B xx dp.C, Drive Cancel, dp.D, j.C (in the demon flip) land, s.C, dp.D, A+C (in the demon flip) - cost 50% drive
(can also start with s.C)
You can also do:
c.B, c.B, s.B xx dp.C, Drive Cancel, dp.D, j.C (in the demon flip) land, dp.A cancel into kicking super
But its not practical only to finish your opponent.
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