I'm planning on using the HORI SCV stick to play this game. It has the NOIR set up, thus I am curious if anyone is using a layout of ABCD?
I'd rather not macro anything, so is high-level play better without them and/or is it harder to gain consistent muscle memory?
Disciplines: Street Fighting, Demonology,IGA Ninjitsu, Bushido, Alchemy, English Boxing, Wing Chun, Shaolin Gung Fu, Muay Thai, Tae Kwon Do, Igyo Tenshin-no-Jutsu, SFCQC, Swordplay, Garou Ryū MMA, Kusanagi Ryū Kobujutsu, Yagami M.Arts, Gun Kata...
“There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.”
I was thinking about getting the Mr. karate dlc, seeing as how I read he's 30% off right now. Is he worth picking up? Or is it more or less a new skin?
Mr. Karate is godtier dude. He's definitely a top tier character. Dominates tournaments. Easy to pick up. Amazing pressure. Amazing air-to-air game. He's pretty cheap. Literally and figuratively.
I've been a bad pad player with bad thumbdamentals for years now, and it has never been more apparent than when I was trying to play KoF for the first time this weekend. the dinputs and cancel speeds are so absurd that I think it is finally time to switch to stick. Should I even try to conquer a game like this on pad, and are diagonal motions more consistent on stick?
Any good cheap sticks I can look out for, and does the fact this is a 4 button fighter impact what stick you buy?
I've been a bad pad player with bad thumbdamentals for years now, and it has never been more apparent than when I was trying to play KoF for the first time this weekend. the dinputs and cancel speeds are so absurd that I think it is finally time to switch to stick. Should I even try to conquer a game like this on pad, and are diagonal motions more consistent on stick?
Any good cheap sticks I can look out for, and does the fact this is a 4 button fighter impact what stick you buy?
I can play fine on pad, but if you feel you need a stick it wouldn't hurt to buy one.
I've been a bad pad player with bad thumbdamentals for years now, and it has never been more apparent than when I was trying to play KoF for the first time this weekend. the dinputs and cancel speeds are so absurd that I think it is finally time to switch to stick. Should I even try to conquer a game like this on pad, and are diagonal motions more consistent on stick?
Any good cheap sticks I can look out for, and does the fact this is a 4 button fighter impact what stick you buy?
I've been on a controller since day 1 and I can play it just fine. I had to adjust the shoulder macros to avoid accidental HD mode though.
Yeah, all three EX characters are good and are worth checking out. Total 180 compared to Shuma and Jill ;) .
I don't play KoF much, but I got 11 bucks in my psn account and figured it would be just as we'll wasted there as anywhere :D. Plus they may help get me better at it. I feel like the windows are so small to execute in this game. I do ok in SF, MvC, SG, etc..., but this one kicks my ass
I don't play KoF much, but I got 11 bucks in my psn account and figured it would be just as we'll wasted there as anywhere :D. Plus they may help get me better at it. I feel like the windows are so small to execute in this game. I do ok in SF, MvC, SG, etc..., but this one kicks my ass
My sentiments exactly, though I am bad at sf links too. The strange thing is I actually find the flow of kof more natural to me than sf, which goes a long way.
How consistent are connection levels on PS3? My first match was 2 bars and completely lagfree, but my second was 3 bars and a total lagfest. Even though I am loving the game, I might need to stop on account of my bad dsl
I don't play KoF much, but I got 11 bucks in my psn account and figured it would be just as we'll wasted there as anywhere :D. Plus they may help get me better at it. I feel like the windows are so small to execute in this game. I do ok in SF, MvC, SG, etc..., but this one kicks my ass
My sentiments exactly, though I am bad at sf links too. The strange thing is I actually find the flow of kof more natural to me than sf, which goes a long way.
Just keep at it and you will get it I promise. It took me a while but it was well worth it! I wouldn't let myself keep me from playing a great game. Start with least difficult characters then work your way up! Go with what feels good to you!
For sure! I am more worried about my internet than my badness.
Sure I've lost every match so far, but I get throws, block a mixup or two, and stuff a hop while doing so so it feels good. Just need a feel for footsies and consistently combo from hops.
As for my current team I think it has pretty easy execution and I like them : King/Benimaru/Shen. It also helps that I customized them to look like Sanji, Zoro, and Luffy from One Piece.
IlluminatiGnosis is the law. Gnosis under skill.Joined: Posts: 99
Hey guys, just dled the game, and looking to find a group of characters that are well rounded. I tend to gravitate to the wackier characters of the roster, was thinking don, and chin...not sure for a 3rd. any ideas in general? doesn't really matter how hard, don't mind putting in the time.
Hey guys, just dled the game, and looking to find a group of characters that are well rounded. I tend to gravitate to the wackier characters of the roster, was thinking don, and chin...not sure for a 3rd. any ideas in general? doesn't really matter how hard, don't mind putting in the time.
Try Raiden. I know Kaoru's still using him, so check what he does on youtube. He still has his burst damage, it's just not as braindead.
My sentiments exactly, though I am bad at sf links too. The strange thing is I actually find the flow of kof more natural to me than sf, which goes a long way.
How consistent are connection levels on PS3? My first match was 2 bars and completely lagfree, but my second was 3 bars and a total lagfest. Even though I am loving the game, I might need to stop on account of my bad dsl
Haven't been online yet but I heard it sucks ass. Most people tell me that's what keeps it from getting a lot more popular. I'm not great at link in sf as well, but I got 21 of Ibukis done and felt proud, I can't get past Kula or K's third trial on this lol
Just keep at it and you will get it I promise. It took me a while but it was well worth it! I wouldn't let myself keep me from playing a great game. Start with least difficult characters then work your way up! Go with what feels good to you!
I really like Kula and find her somewhat easier to pick up. I do ok with K, so I use him too. My third varies cause I haven't found someone to click just yet. Iori hard as hell but cool, same with Leona. Maybe I'll try Vice next. She seems pretty good plus someone had a sweet looking joker costume for her I'd like to try out
Are there any characters with a strong zoning game that fit comfortably in the role of anchor? Ironically it took KoF to find out I have a zoning/defensive/punishing mentality. The way I see it zoners are best for building meter and dealing solid meterless damage by way of controlling space, and the anchor is meant to be "convert meter into death," so they do not mesh well.
Course I do not need full zone. Right now Liz and Shen are vying for anchor. Just curious. Maybe I can convert Ash from my point/second by learning Sans Colloutes for his HD and sealing, and I heard Ralf works?
Are there any characters with a strong zoning game that fit comfortably in the role of anchor? Ironically it took KoF to find out I have a zoning/defensive/punishing mentality. The way I see it zoners are best for building meter and dealing solid meterless damage by way of controlling space, and the anchor is meant to be "convert meter into death," so they do not mesh well.
Course I do not need full zone. Right now Liz and Shen are vying for anchor. Just curious. Maybe I can convert Ash from my point/second by learning Sans Colloutes for his HD and sealing, and I heard Ralf works?
Saiki, and to a lesser extent, Ash( and that's only if you can do his combos).
I have another question regarding zoning, specifically hp recovery between rounds. I take it a more defensive style makes the fight last longer than a more aggressive one, and more time= more time for them to get in on you as well as regaining less life when you win.
Does this ever become a noticeable factor in kof, ie something else that promotes high offense and tends to dissuade the passive? Is zoning done a bit more aggressively than in other games? I come from a sfxt background, where drawing out the clock can be greatly rewarding, but here it seems a bad idea.
Is there anyway I can red Sparkster's guide on learning a new character? The link to it is 404ed, I was wondering if it is anywhere else since it seems mad interesting.
I have another question regarding zoning, specifically hp recovery between rounds. I take it a more defensive style makes the fight last longer than a more aggressive one, and more time= more time for them to get in on you as well as regaining less life when you win.
Does this ever become a noticeable factor in kof, ie something else that promotes high offense and tends to dissuade the passive? Is zoning done a bit more aggressively than in other games? I come from a sfxt background, where drawing out the clock can be greatly rewarding, but here it seems a bad idea.
Well, in KOF zoning doesn't just mean just playing the pure projectile/anti-air/footsie game. There's always times when you have take the offensive, instantly turning your defense into offense as soon as your opponent makes a mistake.
Is there anyway I can read Sparkster's guide on learning a new character? The link to it is 404ed, I was wondering if it is anywhere else since it seems mad interesting.
Here. I went through a google cache and saved all the relevant articles. I'm not sure why LogicFighter went down yet and I was still getting emails about comments up until two days ago. I guess the host got sick of it since it had been dead for almost a year. RIP in piece. I'll have to make the other articles public and link them from the wiki's main page.
I take it a more defensive style makes the fight last longer than a more aggressive one, and more time= more time for them to get in on you as well as regaining less life when you win.
Not necessarily (especially in 98/02UM). You can indeed make rounds go quite fast if you're forcing your opponent to take DPs and raw fireballs, or if you bait a really poor roll and punish with a stiff combo. Know that individual hits aren't as discouraging due to their lowish damage though, but often you can immediately gain your own momentum from an air-to-air or sweep or what have you.
The health regen system generally leads to two common outcomes: a) a match came down to the wire and one player barely survives with any health or b) someone dominated and kept a nice chunk of health. There's middle ground in there, but that's not too important. In situation a) the winner with low health has a chance to knock out a bit of the opponent's life before dying and can even afford to be risky, or perhaps play hyper safe to down the timer/build meter/chip into the opponent's coming life regen. Conversely, the losing player has a fat health buffer they can rely on and you often see these scenarios end with perfects! In situation b) everything's good for the dominator usually, but due to XIII's meter build system this doesn't always mean much. Certainly it's the much more preferred situation to be in, though.
So while getting a quick kill should theoretically be the best solution, you simply can't be all balls-out offense or else you'll end up taking a risk and eating a EX Ranbu/Abare HD combo/counterhit j.CD. If anything, XIII promotes a much safer form of offense based on minimizing the opponent's options rather than forcing as many high/low mixups with hops and hit resets and the like. So keeping things short: you'll enevitably have to cool off your direct momentum (but while still barely maintaining sente) so that you don't get bopped by an air-to-air/poke/whatever. Playing safer inevitably means killing time, so even a matchup of Kim v. Mr. Karate can come down to the wire on time if both players are exceptionally cautious. This happens often in a tournament setting, despite timeouts being a rare occurance in XIII.
Does this ever become a noticeable factor in kof, ie something else that promotes high offense and tends to dissuade the passive? Is zoning done a bit more aggressively than in other games? I come from a sfxt background, where drawing out the clock can be greatly rewarding, but here it seems a bad idea.
Zoning is done more aggressively than the traditional ST O.Sagat sense. A lot of the zoners have command grabs and even cross-ups now, and most light fireballs have fast recovery so you can trail behind them if you're fullscreen. This lets you get in pretty easily to start your offense and it works nicely as a transition from zoning. So zoners usually want to score a knockdown or get into their ideal positioning and start their offensive game, even if it's just keeping the enemy locked into the corner.
That's how I figured the life recovery situation went (and saw in my experience) but was wondering if perhaps the super pro level had more depth to it.
With that being the general flow then I think I might have more of an advantage coming from SFxT than I thought, since it is similar in several key ways (in theory, not application). You cannot throw projectiles willy/nilly because not only are there ways to phase through them but also the jumping game is strong, even the lamest characters have access to big damage to punish big mistakes made trying to get in, and oki is incredibly important.
I've also thought about using a roll offensively the same way that one punishes a defensive roll in SFxT: scoring a knockdown then timing a roll so it can be an ambiguous crossup followed by a meaty or something.
Still haven't took the time to learn much about oki/momentum, since I'm still learning. Using Ash's Genie on hard knockdowns is getting me some good mileage though, and is it possible to catch ground teching opponents with a Caprice (seems stupid)?
What about the very end of the roll? I saw a match where Karate did a flying kick that hit someone right when the invincibility was wearing off, or maybe it was just a regular doge roll. Either way it would be improper to give up the full screen they are giving Ash for a low damage, highly unsafe move.
You cannot throw projectiles willy/nilly because not only are there ways to phase through them but also the jumping game is strong, even the lamest characters have access to big damage to punish big mistakes made trying to get in, and oki is incredibly important.
The jumping game is definately strong, but adding to the issue is that I'd say 90% of the time you can just hop over fireballs on reaction (as well as neutral jump which can actually be riskier vs slower fireballs).
I've also thought about using a roll offensively the same way that one punishes a defensive roll in SFxT: scoring a knockdown then timing a roll so it can be an ambiguous crossup followed by a meaty or something.
Rolling for offensive purposes is hyper risky. Rolls used to be faster to the point that you'd be able to guess a forward roll and punish someone if they whiffed a C or D attack or a fireball, but rolls in XIII have more recovery so you can pretty much always use your attack, recover, then throw for a guaranteed punish. If anything they're mostly for evasive positioning, such as risking a roll to escape a cross-up or rolling backwards vs an expected hop (even then, they're not 2002UM status abusable for backing away, but backdashes now serve that purpose anyway). Avoiding chip damage isn't that relevant aside from when you're on your last pixel of health, and as I mentioned before there's a lot of answers to projectiles but you can still roll through the 'strong' versions of most safely.
Still haven't took the time to learn much about oki/momentum, since I'm still learning. Using Ash's Genie on hard knockdowns is getting me some good mileage though, and is it possible to catch ground teching opponents with a Caprice (seems stupid)?
Ash's Genie is great and you can even get hit by the opponent and have the kiss break their combo, so it's great for shutting down options. Germinal Caprice is only for ending a Sans Culotte combo, and Sans Culotte is pretty much only usable for combos and as an unbeatable 1F anti-air lol.
splurgendiiEvery match-up, has a solution!Joined: Posts: 1,028✭
I have a question in regards to Raiden
I can't seem to find his respective character discussion thread so I'll leave my question here...
If the thread exists would somebody please redirect me?
My question is in regards to his Drop kick and it's combo potential afterwards...
First off, I spent some time going over his drop kick in training mode and It appears that it has 4 different levels of strength
Level 1 - 100 dmg
Level 2 - 150 dmg
Level 3 - 150 dmg + The screen shakes
Level 4- 250 dmg + screen shakes more violently
On trial 8, it shows Raiden using a fully charged drop kick Linking into a shoulder tackle follow up...
Is this link only possible with a level 4 Drop kick? is it possible with a level 3?
Trial 7: Drop kick light punch Drop kick Level 3 Super
The game's demo has Raiden doing level 4 for both kicks, is it possible with level 3s?
Any answers from any experienced Raiden experts will be highly appreciated
Hey guys. This is a cool thread, thanks for posting information. I just picked up KoF 13 last night and I'm really really lost. I played it for about 2 hours to play with some characters and honestly my initial thought was I didn't like it at all. I'm looking at these videos seeing people drop these really cool combos and it seems like all I can do is cLK, cLP, some shitty special move. Unless the character is like Terry who has a cancelable cHP I can't make the combo go any farther. I dunno if my timing is awful (are they links to do anything longer?) am I starting with a shitty hit confirm? Should I be doing cl-something > rest of the combo? Honestly so lost here, I don't even know how these drive cancels and such work and I'm sure having the knowledge of that would be really beneficial.
I'm at work right now so I can't exactly go and look too much for this information right now, if by chance someone could throw me a couple links or even a brief "drive cancel is this, do it by pressing this" I'll figure out the rest, I don't need someone to hold my hand and tell me what moves can be cancelled and what they can be cancelled in to, I'll figure that out for myself (honestly this is my favorite thing about new fighters, I'm playing with some BB right now too and playing with combos is so fun) but I need someone to show me which direct the earth is so I can get my feet.
On a further note, I touched on this above, should I be starting combos ideally from close-something > combo? I understand this is situational, sometimes you won't be able to get close enough without a guy counter poking you, (I don't need a footsies lesson here - I will also figure that one out on my own) I just want to know how these guys are doing these beastly 50% combos and I can barely take off 15% with a combo.
Past that it's a very different game from what I'm used to being mostly a Street Fighter player but it's really cool. It kinda reminds me of 3S without a parry and better rushdown options. I think I could learn some things from this game I could take to other fighters even if I don't stick with it.
Thanks in advance for the advice!
MvC3! Because SF4 wasn't quite easy enough for you.
Look, douchebag, I only had two hours to play before I had to go to sleep and I've never played a KoF game before. I need a decent sleep before I work the next day. Why don't you reply to my post instead of being some faggot ripping on me because I only had two hours to play before I had to go to sleep? What a fucking piece of shit.
MvC3! Because SF4 wasn't quite easy enough for you.
So much rage. you are playing a game for 2 hours, and you complain that you cant pull of the hard combos? After 2 hours?
With your two posts I can already say that you have no patience and no self reliance to become good. All the infos are here in this forum, but you demand that people serve it to you in easy small pieces. You even said that you will not even play the game in the future, so just shut the fuck up you rude troll.
But that's the anonymity in the internet, you can insult other people without the fear that they will kick your stupid ass.
Well, good to see another dude playing the game. Ignore haters, for some reason there's tons of haters in KOF. If you're having trouble with combos my advice would be to look up videos on YT if you haven't already and check out the Dreamcancel KOF13 wiki http://www.dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIII not much going on in the forums there or here I'm afraid.
I wouldn't say it's like 3S though, you don't have as much freedom in 13 as you do in 3S to play as you want and deal with pressure and make your own pressure,
Well, good to see another dude playing the game. Ignore haters, for some reason there's tons of haters in KOF. If you're having trouble with combos my advice would be to look up videos on YT if you haven't already and check out the Dreamcancel KOF13 wiki http://www.dreamcancel.com/wiki/index.php?title=The_King_of_Fighters_XIII not much going on in the forums there or here I'm afraid.
I wouldn't say it's like 3S though, you don't have as much freedom in 13 as you do in 3S to play as you want and deal with pressure and make your own pressure,
So you think I am the hater? Are you kidding me?
PLaying the game for 2 hours and saying that he cant pull of the combos. As I said, its all chain cancellling. No need to insult. I was tempted to report his post.
I said I don't know how to do them as in I do not know what buttons to press, I didn't have time to look at 50 tutorial videos, look up combo lists, frame data and I have no prior game history to work off of yesterday. I downloaded the game, installed it and played around a few minutes with a couple characters. What part of "I do not know what buttons to press nor do I know the mechanics of this game" do you not understand? You're really stupid and a horrible troll, dude. Just stop. Seriously.
Thank you for your link Louiscipher. I'm just about to end my lunch break now so I can't check at the moment. Looking forward to watching later and trying out some new stuff.
MvC3! Because SF4 wasn't quite easy enough for you.
" I played it for about 2 hours to play with some characters and honestly my initial thought was I didn't like it at all. I'm looking at these videos seeing people drop these really cool combos and it seems like all I can do is cLK, cLP, some shitty special move."
"Unless the character is like Terry who has a cancelable cHP I can't make the combo go any farther. I dunno if my timing is awful (are they links to do anything longer?) am I starting with a shitty hit confirm? Should I be doing cl-something > rest of the combo? Honestly so lost here, I don't even know how these drive cancels and such work and I'm sure having the knowledge of that would be really beneficial."
Is English your first language? If not, I can see why we may be having a communication breakdown and can attempt to explain my post in another fashion; however, if English is your first language there is no excuse for your ridiculously poorly devised insult directed at my assumed lack of willingness to put time and effort into something. Not knowing how to do something and not being able to are entirely different things. What part of this is difficult for you to comprehend?
I clearly stated I didn't know if I was starting the combo with the right moves. I clearly asked if I should be starting combos with different attacks. Lastly, I clearly stated I didn't know how drive cancels worked. I could see how you may confuse the last one; however, my intended message was that I do not know what buttons I would press to perform a drive cancel.
I even went as far as saying I would figure the rest of the stuff out. I don't need someone to teach me footsies, spacing, this is all basic stuff that translates from one game to another. I was asking for help with the mechanics. I know now, through your douchebaggery, that there are few if no links in the game. Okay, so I go home later and I play around with starting combos with different moves rather than a standard cLK, cLP that I would in damn near any SF game. It's funny that I might try that hit confirm first as I've never played KoF before and had previously stated I was mainly a SF player. It's weird how we go back to things that are comfortable to us, eh?
I'm so sorry KoF guys. I really wasn't expecting this when I posted this earlier this morning. I apologize to anyone who has had to read this garbage, I do not mean to pollute your forums
MvC3! Because SF4 wasn't quite easy enough for you.
Hey guys. This is a cool thread, thanks for posting information. I just picked up KoF 13 last night and I'm really really lost. I played it for about 2 hours to play with some characters and honestly my initial thought was I didn't like it at all. I'm looking at these videos seeing people drop these really cool combos and it seems like all I can do is cLK, cLP, some shitty special move. Unless the character is like Terry who has a cancelable cHP I can't make the combo go any farther. I dunno if my timing is awful (are they links to do anything longer?) am I starting with a shitty hit confirm? Should I be doing cl-something > rest of the combo? Honestly so lost here, I don't even know how these drive cancels and such work and I'm sure having the knowledge of that would be really beneficial.
I'm at work right now so I can't exactly go and look too much for this information right now, if by chance someone could throw me a couple links or even a brief "drive cancel is this, do it by pressing this" I'll figure out the rest, I don't need someone to hold my hand and tell me what moves can be cancelled and what they can be cancelled in to, I'll figure that out for myself (honestly this is my favorite thing about new fighters, I'm playing with some BB right now too and playing with combos is so fun) but I need someone to show me which direct the earth is so I can get my feet.
On a further note, I touched on this above, should I be starting combos ideally from close-something > combo? I understand this is situational, sometimes you won't be able to get close enough without a guy counter poking you, (I don't need a footsies lesson here - I will also figure that one out on my own) I just want to know how these guys are doing these beastly 50% combos and I can barely take off 15% with a combo.
Past that it's a very different game from what I'm used to being mostly a Street Fighter player but it's really cool. It kinda reminds me of 3S without a parry and better rushdown options. I think I could learn some things from this game I could take to other fighters even if I don't stick with it.
Thanks in advance for the advice!
The basic combo flow for KOF, not including drive cancels, is usually hit-confirm(usually 1 or 2 normals), Command normal, Special move. That special move can also be a command throw.
So for Terry that would be something along the lines of cl. C, df. C, qcb+A or cr. B, cr. A, cr. C, qcb+A. Some characters cannot cancel into a command normal though for combos off of a confirm. Like in a Elizabeth's case she can only do cr.B, cr. A, dp+A, dp+A, j.D for a cr. B confirm.
The Drive meter is basically a mechanic that allows you to cancel special moves into other special moves. With Terry you can do qcb+A, qcb+B. There is no special input in order to do a drive cancel. You just input the special and the special the special you want to cancel into. Doing a drive cancel takes off 50% of your drive meter. There are also super cancels which cost 50% your drive as well. They are done the same as drive cancels in which you input your special and then input your super move.
Of course than there is HD mode that you can activate when your drive is full. Once you activate HD, it slowly goes down. While in HD mode you can do HD cancels, which are the same as drive cancels, but they only take off 10% of the HD gauge.
It's also important to note that there are juggle states in KOF. Kyo's qcf+K puts the opponent into juggle a state which allows him to continue the combo in various ways.
The Dreamcancel Wiki is a good place to start for learning combos.
Also, I recommend watching this. It pertains mostly to KOF 98, but a lot of the concepts still carry over to KOF 13.
But honestly. You could have found that yourself. Hence the annoyance by some of the posrts here. The link to the wiki is literally on SRK frontpage. And it has links to the Dandy J vid, and a great tutorial by Sparkster.
[Edit] Not to mention it is ALSO a sticky in this forum. You can't have missed it.
Are there any characters with a strong zoning game that fit comfortably in the role of anchor? Ironically it took KoF to find out I have a zoning/defensive/punishing mentality. The way I see it zoners are best for building meter and dealing solid meterless damage by way of controlling space, and the anchor is meant to be "convert meter into death," so they do not mesh well.
Course I do not need full zone. Right now Liz and Shen are vying for anchor. Just curious. Maybe I can convert Ash from my point/second by learning Sans Colloutes for his HD and sealing, and I heard Ralf works?
king, beni, billy
takuma has a zoning game but hes one of the most offensive characters so he doesnt suit a zoning role
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0 • Off Topic Disagree Agree LikeLolwut? Wouldn't that just aid their plan of slowly pushing their opponent into the corner?
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0 • Off Topic Disagree Agree LikeI'm planning on using the HORI SCV stick to play this game. It has the NOIR set up, thus I am curious if anyone is using a layout of ABCD?
I'd rather not macro anything, so is high-level play better without them and/or is it harder to gain consistent muscle memory?
“There is nothing outside of yourself that can ever enable you to get better, stronger, richer, quicker, or smarter. Everything is within. Everything exists. Seek nothing outside of yourself.”
RIN-PYOU-TOU-SHA-KAI-JIN-RETSU-ZAI-ZEN
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0 • Off Topic Disagree Agree LikeAny good cheap sticks I can look out for, and does the fact this is a 4 button fighter impact what stick you buy?
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0 • Off Topic Disagree Agree LikeI've been on a controller since day 1 and I can play it just fine. I had to adjust the shoulder macros to avoid accidental HD mode though.
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0 • Off Topic Disagree Agree LikeYeah, all three EX characters are good and are worth checking out. Total 180 compared to Shuma and Jill ;) .
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0 • Off Topic Disagree Agree LikeMy sentiments exactly, though I am bad at sf links too. The strange thing is I actually find the flow of kof more natural to me than sf, which goes a long way.
How consistent are connection levels on PS3? My first match was 2 bars and completely lagfree, but my second was 3 bars and a total lagfest. Even though I am loving the game, I might need to stop on account of my bad dsl
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0 • Off Topic Disagree Agree LikeSure I've lost every match so far, but I get throws, block a mixup or two, and stuff a hop while doing so so it feels good. Just need a feel for footsies and consistently combo from hops.
As for my current team I think it has pretty easy execution and I like them : King/Benimaru/Shen. It also helps that I customized them to look like Sanji, Zoro, and Luffy from One Piece.
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0 • Off Topic Disagree Agree LikeCourse I do not need full zone. Right now Liz and Shen are vying for anchor. Just curious. Maybe I can convert Ash from my point/second by learning Sans Colloutes for his HD and sealing, and I heard Ralf works?
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0 • Off Topic Disagree Agree LikeDoes this ever become a noticeable factor in kof, ie something else that promotes high offense and tends to dissuade the passive? Is zoning done a bit more aggressively than in other games? I come from a sfxt background, where drawing out the clock can be greatly rewarding, but here it seems a bad idea.
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0 • Off Topic Disagree Agree LikeIs there anyway I can red Sparkster's guide on learning a new character? The link to it is 404ed, I was wondering if it is anywhere else since it seems mad interesting.
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0 • Off Topic Disagree Agree LikeWell, in KOF zoning doesn't just mean just playing the pure projectile/anti-air/footsie game. There's always times when you have take the offensive, instantly turning your defense into offense as soon as your opponent makes a mistake.
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0 • Off Topic Disagree Agree LikeNot necessarily (especially in 98/02UM). You can indeed make rounds go quite fast if you're forcing your opponent to take DPs and raw fireballs, or if you bait a really poor roll and punish with a stiff combo. Know that individual hits aren't as discouraging due to their lowish damage though, but often you can immediately gain your own momentum from an air-to-air or sweep or what have you.
The health regen system generally leads to two common outcomes: a) a match came down to the wire and one player barely survives with any health or b) someone dominated and kept a nice chunk of health. There's middle ground in there, but that's not too important. In situation a) the winner with low health has a chance to knock out a bit of the opponent's life before dying and can even afford to be risky, or perhaps play hyper safe to down the timer/build meter/chip into the opponent's coming life regen. Conversely, the losing player has a fat health buffer they can rely on and you often see these scenarios end with perfects! In situation b) everything's good for the dominator usually, but due to XIII's meter build system this doesn't always mean much. Certainly it's the much more preferred situation to be in, though.
So while getting a quick kill should theoretically be the best solution, you simply can't be all balls-out offense or else you'll end up taking a risk and eating a EX Ranbu/Abare HD combo/counterhit j.CD. If anything, XIII promotes a much safer form of offense based on minimizing the opponent's options rather than forcing as many high/low mixups with hops and hit resets and the like. So keeping things short: you'll enevitably have to cool off your direct momentum (but while still barely maintaining sente) so that you don't get bopped by an air-to-air/poke/whatever. Playing safer inevitably means killing time, so even a matchup of Kim v. Mr. Karate can come down to the wire on time if both players are exceptionally cautious. This happens often in a tournament setting, despite timeouts being a rare occurance in XIII.
Zoning is done more aggressively than the traditional ST O.Sagat sense. A lot of the zoners have command grabs and even cross-ups now, and most light fireballs have fast recovery so you can trail behind them if you're fullscreen. This lets you get in pretty easily to start your offense and it works nicely as a transition from zoning. So zoners usually want to score a knockdown or get into their ideal positioning and start their offensive game, even if it's just keeping the enemy locked into the corner.
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0 • Off Topic Disagree Agree LikeThat's how I figured the life recovery situation went (and saw in my experience) but was wondering if perhaps the super pro level had more depth to it.
With that being the general flow then I think I might have more of an advantage coming from SFxT than I thought, since it is similar in several key ways (in theory, not application). You cannot throw projectiles willy/nilly because not only are there ways to phase through them but also the jumping game is strong, even the lamest characters have access to big damage to punish big mistakes made trying to get in, and oki is incredibly important.
I've also thought about using a roll offensively the same way that one punishes a defensive roll in SFxT: scoring a knockdown then timing a roll so it can be an ambiguous crossup followed by a meaty or something.
Still haven't took the time to learn much about oki/momentum, since I'm still learning. Using Ash's Genie on hard knockdowns is getting me some good mileage though, and is it possible to catch ground teching opponents with a Caprice (seems stupid)?
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0 • Off Topic Disagree Agree Likehowever they lose much of their throw invulnerability by teching, so take note.
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0 • Off Topic Disagree Agree LikeThe jumping game is definately strong, but adding to the issue is that I'd say 90% of the time you can just hop over fireballs on reaction (as well as neutral jump which can actually be riskier vs slower fireballs).
Rolling for offensive purposes is hyper risky. Rolls used to be faster to the point that you'd be able to guess a forward roll and punish someone if they whiffed a C or D attack or a fireball, but rolls in XIII have more recovery so you can pretty much always use your attack, recover, then throw for a guaranteed punish. If anything they're mostly for evasive positioning, such as risking a roll to escape a cross-up or rolling backwards vs an expected hop (even then, they're not 2002UM status abusable for backing away, but backdashes now serve that purpose anyway). Avoiding chip damage isn't that relevant aside from when you're on your last pixel of health, and as I mentioned before there's a lot of answers to projectiles but you can still roll through the 'strong' versions of most safely.
Ash's Genie is great and you can even get hit by the opponent and have the kiss break their combo, so it's great for shutting down options. Germinal Caprice is only for ending a Sans Culotte combo, and Sans Culotte is pretty much only usable for combos and as an unbeatable 1F anti-air lol.
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0 • Off Topic Disagree Agree LikeI can't seem to find his respective character discussion thread so I'll leave my question here...
If the thread exists would somebody please redirect me?
My question is in regards to his Drop kick and it's combo potential afterwards...
First off, I spent some time going over his drop kick in training mode and It appears that it has 4 different levels of strength
- Level 1 - 100 dmg
- Level 2 - 150 dmg
- Level 3 - 150 dmg + The screen shakes
- Level 4- 250 dmg + screen shakes more violently
On trial 8, it shows Raiden using a fully charged drop kick Linking into aIs this link only possible with a level 4 Drop kick? is it possible with a level 3?
Trial 7: Drop kick
The game's demo has Raiden doing level 4 for both kicks, is it possible with level 3s?
Any answers from any experienced Raiden experts will be highly appreciated
"gen" like the character
Deeeeeeee
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0 • Off Topic Disagree Agree LikeI'm at work right now so I can't exactly go and look too much for this information right now, if by chance someone could throw me a couple links or even a brief "drive cancel is this, do it by pressing this" I'll figure out the rest, I don't need someone to hold my hand and tell me what moves can be cancelled and what they can be cancelled in to, I'll figure that out for myself (honestly this is my favorite thing about new fighters, I'm playing with some BB right now too and playing with combos is so fun) but I need someone to show me which direct the earth is so I can get my feet.
On a further note, I touched on this above, should I be starting combos ideally from close-something > combo? I understand this is situational, sometimes you won't be able to get close enough without a guy counter poking you, (I don't need a footsies lesson here - I will also figure that one out on my own) I just want to know how these guys are doing these beastly 50% combos and I can barely take off 15% with a combo.
Past that it's a very different game from what I'm used to being mostly a Street Fighter player but it's really cool. It kinda reminds me of 3S without a parry and better rushdown options. I think I could learn some things from this game I could take to other fighters even if I don't stick with it.
Thanks in advance for the advice!
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0 • Off Topic Disagree Agree LikeIt's all chain cancelling, no links (or lets its very very rare that a link is involved).
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0 • Off Topic Disagree Agree LikeWith your two posts I can already say that you have no patience and no self reliance to become good. All the infos are here in this forum, but you demand that people serve it to you in easy small pieces. You even said that you will not even play the game in the future, so just shut the fuck up you rude troll.
But that's the anonymity in the internet, you can insult other people without the fear that they will kick your stupid ass.
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0 • Off Topic Disagree Agree LikeI wouldn't say it's like 3S though, you don't have as much freedom in 13 as you do in 3S to play as you want and deal with pressure and make your own pressure,
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0 • Off Topic Disagree Agree LikeSo you think I am the hater? Are you kidding me?
PLaying the game for 2 hours and saying that he cant pull of the combos. As I said, its all chain cancellling. No need to insult. I was tempted to report his post.
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0 • Off Topic Disagree Agree LikeThank you for your link Louiscipher. I'm just about to end my lunch break now so I can't check at the moment. Looking forward to watching later and trying out some new stuff.
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0 • Off Topic Disagree Agree Likeyeah, bye
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0 • Off Topic Disagree Agree LikeIs English your first language? If not, I can see why we may be having a communication breakdown and can attempt to explain my post in another fashion; however, if English is your first language there is no excuse for your ridiculously poorly devised insult directed at my assumed lack of willingness to put time and effort into something. Not knowing how to do something and not being able to are entirely different things. What part of this is difficult for you to comprehend?
I clearly stated I didn't know if I was starting the combo with the right moves. I clearly asked if I should be starting combos with different attacks. Lastly, I clearly stated I didn't know how drive cancels worked. I could see how you may confuse the last one; however, my intended message was that I do not know what buttons I would press to perform a drive cancel.
I even went as far as saying I would figure the rest of the stuff out. I don't need someone to teach me footsies, spacing, this is all basic stuff that translates from one game to another. I was asking for help with the mechanics. I know now, through your douchebaggery, that there are few if no links in the game. Okay, so I go home later and I play around with starting combos with different moves rather than a standard cLK, cLP that I would in damn near any SF game. It's funny that I might try that hit confirm first as I've never played KoF before and had previously stated I was mainly a SF player. It's weird how we go back to things that are comfortable to us, eh?
I'm so sorry KoF guys. I really wasn't expecting this when I posted this earlier this morning. I apologize to anyone who has had to read this garbage, I do not mean to pollute your forums
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0 • Off Topic Disagree Agree LikeSo for Terry that would be something along the lines of cl. C, df. C, qcb+A or cr. B, cr. A, cr. C, qcb+A. Some characters cannot cancel into a command normal though for combos off of a confirm. Like in a Elizabeth's case she can only do cr.B, cr. A, dp+A, dp+A, j.D for a cr. B confirm.
The Drive meter is basically a mechanic that allows you to cancel special moves into other special moves. With Terry you can do qcb+A, qcb+B. There is no special input in order to do a drive cancel. You just input the special and the special the special you want to cancel into. Doing a drive cancel takes off 50% of your drive meter. There are also super cancels which cost 50% your drive as well. They are done the same as drive cancels in which you input your special and then input your super move.
Of course than there is HD mode that you can activate when your drive is full. Once you activate HD, it slowly goes down. While in HD mode you can do HD cancels, which are the same as drive cancels, but they only take off 10% of the HD gauge.
It's also important to note that there are juggle states in KOF. Kyo's qcf+K puts the opponent into juggle a state which allows him to continue the combo in various ways.
The Dreamcancel Wiki is a good place to start for learning combos.
Also, I recommend watching this. It pertains mostly to KOF 98, but a lot of the concepts still carry over to KOF 13.
P4A: Aigis
XBL- Senor Grublet
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0 • Off Topic Disagree Agree LikeBut honestly. You could have found that yourself. Hence the annoyance by some of the posrts here. The link to the wiki is literally on SRK frontpage. And it has links to the Dandy J vid, and a great tutorial by Sparkster.
[Edit] Not to mention it is ALSO a sticky in this forum. You can't have missed it.
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0 • Off Topic Disagree Agree Likeking, beni, billy
takuma has a zoning game but hes one of the most offensive characters so he doesnt suit a zoning role
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