Ask Us Anything: KOF FAQ & Advice Corner

1131416181921

Comments

  • rikcrikc Joined: Posts: 521
    This question is so simple it's embarrassing. XIII was my first KOF and I feel pretty comfortable with the system by now. I'm decent with a good handful of characters and can even pull off a few somewhat tricky drive combos. I'm coming along.

    But I'm so bad at jump-ins.

    I'm not sure what I'm missing, but if I try to start a combo in training or mission mode with a jump-in I have a horribly tough time connecting the next hit in the combo (after I land). I typically end up hopping right in front of the dummy and hitting my normal as late as possible to make it work, but that feels very unnatural.

    Strangely I don't have quite as hard of a time with this in actual matches, but I don't try to start many combos off of a jump-in anyhow. Does anyone have any advice that might help me connect jump-in combos more frequently?
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    You're trying to attack too soon into your jump/hop. Delay it, that's really all you can do.
  • EmilEmil Joined: Posts: 4,389
    This question is so simple it's embarrassing. XIII was my first KOF and I feel pretty comfortable with the system by now. I'm decent with a good handful of characters and can even pull off a few somewhat tricky drive combos. I'm coming along.

    But I'm so bad at jump-ins.

    I'm not sure what I'm missing, but if I try to start a combo in training or mission mode with a jump-in I have a horribly tough time connecting the next hit in the combo (after I land). I typically end up hopping right in front of the dummy and hitting my normal as late as possible to make it work, but that feels very unnatural.

    Strangely I don't have quite as hard of a time with this in actual matches, but I don't try to start many combos off of a jump-in anyhow. Does anyone have any advice that might help me connect jump-in combos more frequently?

    You are probably pressing the jump attack button too early but also take into consideration the hitboxes of your attacks. Some jump attacks have a very vertical hitbox so they hit earlier in the jump, which gives you less time to followup on the ground. There are other attacks that you can actually hit early in the jump but they won't connect until later in the jump because their vertical hitbox isn't as long (like say, Kyo's jB).
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • phoenixnlphoenixnl Joined: Posts: 641
    You're trying to attack too soon into your jump/hop. Delay it, that's really all you can do.

    What he said. It's a pretty common problem for players used to modern fighting games. KOFXIII jump-in hitstun is much lower than it is in say SF4 and especially compared to SFxT.

    Funny thing is, KOFXIII is still much easier than older KOF's. So if you never want to worry about it again. Learn to hit jumpins in KOF98, and XIII will feel like a piece of cake!
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Some characters have longer jump in hitstun then others. I know Clark can jump in with anything and land whatever combo he wants. Billy's jump D is an easy one too.
    STOMP!
  • phoenixnlphoenixnl Joined: Posts: 641
    Some characters have longer jump in hitstun then others. I know Clark can jump in with anything and land whatever combo he wants. Billy's jump D is an easy one too.

    Nope. Jump hitstun (just like all hitstun) is universal. The only defining factor is whether jump-ins combo easier is depending on how fast the startup of the ground move is.

    Only jump attacks that do more hitstun are air command normals like Kyo j.d+C and Iori j.b+B. They do grounded heavy hitstun.
  • PedrosanchauPedrosanchau Joined: Posts: 26
    Hi,
    I'm new to KOF and i don't know how to choose the main team.
    As far as i have played, two characters strike me: Takuma (for his style) & King(for her playstyle i can get used easily).

    But how can i choose my third? I hesitate between Andy, Goro, Ryo, Mature, Shen and K'. But maybe these characters aren't in synergy with both characters.
    How did you choose your team?
  • SamuelVimesSamuelVimes Joined: Posts: 1,666
    Hi,
    I'm new to KOF and i don't know how to choose the main team.
    As far as i have played, two characters strike me: Takuma (for his style) & King(for her playstyle i can get used easily).

    But how can i choose my third? I hesitate between Andy, Goro, Ryo, Mature, Shen and K'. But maybe these characters aren't in synergy with both characters.
    How did you choose your team?

    In the very beginning do not worry at all about synergy, just use the three characters you like and improve with them. Chances are you are not even at the level where synergy really matters (consistent HD combos from your anchor, mostly).

    King and Ryo are both great starting characters, and are both on my current team as well, but really it is up to you.

    Sent from my DROID2 GLOBAL using Tapatalk 2
  • phoenixnlphoenixnl Joined: Posts: 641
    But maybe these characters aren't in synergy with both characters.
    How did you choose your team?

    Like Sam Vimes said, don't worry about Synergy. Synergy is overrated, undoubtedly related to the popularity of marvel 3 at the moment, in which synergy will make or break your team. not so much in XIII. So play whoever you like and think is cool.

    Shen is a beast with meter and so is Takuma, so if you want to get into meter synergy, those might not be the best fit. But you can make it work.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Nope. Jump hitstun (just like all hitstun) is universal. The only defining factor is whether jump-ins combo easier is depending on how fast the startup of the ground move is.

    Only jump attacks that do more hitstun are air command normals like Kyo j.d+C and Iori j.b+B. They do grounded heavy hitstun.

    Gonna' have to disagree. Jump in hitstun is different for each character. If I jump in B with Billy, it's not an easy combo into cr.B. Unlike say Clark's jB into crB. And Hwa's jump D or C can be hard to link into, the timing is pretty specific.
    STOMP!
  • EmilEmil Joined: Posts: 4,389
    Gonna' have to disagree. Jump in hitstun is different for each character. If I jump in B with Billy, it's not an easy combo into cr.B. Unlike say Clark's jB into crB. And Hwa's jump D or C can be hard to link into, the timing is pretty specific.

    No...the hitstun values are the same. Obviously the more vertical a jump attack is, the earlier it will hit in the jump (unless you press your button much later), and the earlier it hits, the harder it will be to combo after it.

    For instance, suppose you jump in with two different jump attacks and on each of them, you hit the jump attack during the 10th frame of the jump. Now assuming both jump attacks can stay on screen for a fair bit of time, if the first one has a vertical hitbox, it will probably connect the moment it becomes active, so you have less time to connect the ground normal. A more horizontal jump attack won't connect that early because the hitbox won't reach yet, so the character will descend lower into the jump before the hitbox finally can connect, and by then, that character will be closer to landing compared to using the more vertical jump attack, so they can connect the ground normal more easily. The hitstun of both normals would be the same though...
    KoF98UM - EX Yama, Eiji, Orochi Yashiro | KoF2k2 - Kim, Whip, Athena, Choi |
    Kof13 - Saiki, Shen, Vice | P4U2 - Shadow Labrys, Rise | GGXrd - Bedman
  • LouiscipherLouiscipher Joined: Posts: 8,177
    Makes sense.
    STOMP!
  • LabanLaban KOF98 Player Joined: Posts: 2,557
    Hello, I'm new to KOF and I'm wondering how do you unlock Boss Ash? I think he's a good character and I want to use him in the next tournaments and EVO next year. Thanks
  • phoenixnlphoenixnl Joined: Posts: 641
    Hello, I'm new to KOF and I'm wondering how do you unlock Boss Ash? I think he's a good character and I want to use him in the next tournaments and EVO next year. Thanks
    Well you start by drawing a pentagram on the floor with chalk, next, what is needed is an animal sacrifice, preferably a horse. Place the head of the slaughtered animal on your head. Leave the rest of the body on the pentagram, sit down on it and turn on your console.

    Next, beat arcade mode on the highest difficulty without getting hit once, three times in a row while chanting "Are you okay?" over and over.
  • HOTBLADEHOTBLADE ~Lovely~ Joined: Posts: 6
    i rlly wnt 2 unlock smoking weed costume 4 kula?
    http://i.imgur.com/PXVoC.jpg
    how 2 do dis?

    long kick combo 2 stronk
    Chocolate Disco
  • phoenixnlphoenixnl Joined: Posts: 641
    The answer seems obvious: Smoke weed every day.
  • splurgendiisplurgendii Every match-up, has a solution! Joined: Posts: 1,221
    quick question:

    what are the universal punishes for wake up roll?
    I'm using raiden and as my opponent wakes up after being command grabbed, they eventually try to roll away from the subsequent cross up D.
    what would be the counter(s)?

    thanks
    splurrrr
    "gen" like the character
    Deeeeeeee
  • GrubletGrublet Button Masher Joined: Posts: 2,848
    quick question:

    what are the universal punishes for wake up roll?
    I'm using raiden and as my opponent wakes up after being command grabbed, they eventually try to roll away from the subsequent cross up D.
    what would be the counter(s)?

    thanks
    Rolls can be thrown, and they also can be punished with a full combo during the recovery period at the end. Punishing rolls takes sometime to get used to, I couldn't punish rolls consistently for a while.

    You also to option select run to chase a roll, during a jump in. This is done by tapping ff when your jump in would normally hit or get blocked. If your doing it right, your character will only run if the jump in whiffs.
    KOF13: Flame Iori/Ash/Kim
    P4A: Aigis
    XBL- Senor Grublet
  • splurgendiisplurgendii Every match-up, has a solution! Joined: Posts: 1,221

    You also to option select run to chase a roll, during a jump in.
    This is done by tapping ff when your jump in would normally hit or get blocked.
    If your doing it right, your character will only run if the jump in whiffs.

    Fascinating :tup:
    splurrrr
    "gen" like the character
    Deeeeeeee
  • phoenixnlphoenixnl Joined: Posts: 641
    You also to option select run to chase a roll, during a jump in. This is done by tapping ff when your jump in would normally hit or get blocked. If your doing it right, your character will only run if the jump in whiffs.

    In the same way you can also option select a throw. Or even better:

    Just time a jump in attack with a follow up cl.C like you usually would, but make sure to hold a direction + C. If they block/get hit, it combos, if they roll the jump attack whiffs and throw comes out.

    It's a bit iffy on the spacing, but I think it's possible. In older KOF's you kind of had to commit to forward + C, which meant you couldn't safejump, because back + C is really hard to make work as a throw input in those games. That's considerably easier in this KOF.

    ---

    If They're still rolling away, that means you're not close enough to doing a safejump, which means that dragon punches would beat you if they had the balls to do it. In such cases, it is probably worth considering option selecting a run into your jump-in. But honestly, I'd sooner work on your safejumps.
  • Desmond DelaghettoDesmond Delaghetto Ghetto Strategies Joined: Posts: 622
    quick question:

    what are the universal punishes for wake up roll?
    I'm using raiden and as my opponent wakes up after being command grabbed, they eventually try to roll away from the subsequent cross up D.
    what would be the counter(s)?

    thanks

    Phoenix and Grublet posted some really good ways to catch mid-screen wake up rollers.

    If you ever throw them in the corner, try out this OS incase they would like to roll out:

    (this is rather old btw)



    The notes from the comments are:

    "The button hierarchy for when buttons are pushed simultaneously:
    HK > HP > LK > LP
    Use this to get either a weak attack or throw. Use the hit stop on weak attacks and us LPHK or LKHK with a little delay. If the weak attack hits, you'll get chain cancle timing on weaks. If it misses you'll get a throw.
    Cmd normals take precedence over other normals. In these cases be creative with the buttons you use to avoid them from coming out."

    "cr.lk>b.lp+HK will throw an opponent on wakeup if they try and roll, If they block they have to sit in a block string."
    http://dreamcancel.com/ | Practice everyday without neglect
  • phoenixnlphoenixnl Joined: Posts: 641
    Damn I completely forgot that works! That option select is amazing, haha.
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312
    I haven't been too fond of it in XIII since you're forced to do a cr.B or cr.A meaty into a st.A/st.B followup, which is decent to crappy for some characters. It'd be better to apply in older games when stuff like cr.A as a meaty could stuff reversals and CD counters, but with EX ranbus and the better command grabs I feel like you'd be better off trying something else or going for the meaty low and reacting to a whiff with a throw attempt or quick st.B xx whatever punish. I'd like to hear what the most frequent top players do for catching rolls, like for instance when Tokido fought Haregoro in a KCE vid, he did Iori's j.4B and seemed to react to Joe rolling away so he ran forward and tagged him with a HD combo. Likewise Tokido read some backdashes and fully punished the recovery with a full ground combo. For the backdash, there's no way that was an OS.
  • LabanLaban KOF98 Player Joined: Posts: 2,557
    How do I do that cool thing where you’re Iori in the older games and you roll behind a stunned opponent then you do the self-backturned j.4B on somebody? Also, how do you do double hop kicks with Kyo in the corner that isn’t qcf+D > qcf+B so I can get double hop kicks and a follow up afterwards?Thanks
  • HomunculiHomunculi Joined: Posts: 141
    How do I deal with Kyo rushdown?
    UMVC3 - Wesker/Doom/Dormammu
    KoF 13 - Ryo/Elizabeth/Leona
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    GCBB that shit. You don't want to deal with that j.2C pressure, because it will open you up eventually.

    I'm pretty sure you can also punish j.2Cs that aren't done deep with certain character's c.Bs, like Kula and Iori.
  • HomunculiHomunculi Joined: Posts: 141
    GCBB that shit. You don't want to deal with that j.2C pressure, because it will open you up eventually.

    And after that?

    KoF feels so fast-paced that it's hard to make proper decisions.
    Even anti-airing his shortjumps is a real bother.
    UMVC3 - Wesker/Doom/Dormammu
    KoF 13 - Ryo/Elizabeth/Leona
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    And after that?

    KoF feels so fast-paced that it's hard to make proper decisions.
    Even anti-airing his shortjumps is a real bother.

    Start putting the pressure on Kyo. The best defense is a good offense, as the old saying goes.
  • phoenixnlphoenixnl Joined: Posts: 641
    GCBB that shit. You don't want to deal with that j.2C pressure, because it will open you up eventually.

    I'm pretty sure you can also punish j.2Cs that aren't done deep with certain character's c.Bs, like Kula and Iori.


    GCCD is not exactly a reliable option against j.2C, if the kyo player does it deep enough, as he should, he will have landed before your GCCD comes out.

    An annoying but nevertheless true answer is: If your characters cannot anti-air Kyo j.2C reliably, don't be in the position when j.2C is going to hit. Either be so close that if they hop or jump with it they go over you and miss you completely, leaving them open for a full combo on land. Or be far enough away so that normal hop can't reach and you can reliably react to hyperhop and normal jumps. The move is good, but is only good downwards if you jump D, it will stop hopped j.2C. Don't get too predictable with it, because if Kyo super or normal jumps with j.2C while you try to stop him from advancing with Jump D or jumb B or whatever your good horizontal jump normal is, he'll be above you and hit you out of it, and get a nice hard knockdown off of it.

    Trying to duck it is certainly possible with some characters. It says you play Leona. Leona can surely duck under sloppy, and even not-so-sloppy j.2C's with cr.B and cr.D. Hitting cr.B is a free combo into V-slasher. They'll certainly think twice before mindlessly j.2C'ing at you again.
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312
    Adding further to what Phoenix posted, one big weakness for both Kyo and EX Kyo is that their j.D always whiffs on crouchers which makes it a really bad move in this game where it used to be amazing for approaching from a jump-in while also air-to-airing. Kyo lost this while the majority of the cast has a move that covers that horizontal and vertical space in one go. What this amounts to is that if you can stay just outside of Kyo's j.C/j.2C/j.CD range you can force him to land on a sweep, dunk onto a fireball, or you can neutral/forward hop and tag him with a good air-to-air. You can also try feeling out their desperation when they get into range and then DP them, but if they're good footsies and twitch baits you wont get to DP their hops very often. This is why the EX Kyo mirror is filled with a lot of nothing since neither can get close enough to safely j.2C without eating a rekka or DP or having someone backdash j.2C to reset the spacing.

    If you can stay outside Kyo's optimal hop range, anti-air his jumps, and stay active enough to discourage him from running forward into peak range then all you'll have to deal with is a fireball/rekka which isn't much if you just block since you'll gain more meter anyway and he generally wont be plus many frames from this. Of course, Kyo's footspeed is so good that he'll inevitably get in if you give him enough time, so lay on the hurt while poking him out or AA him then go on the offensive from the reset/knockdown. Out-space Kyo, rush him down, or prepare to eat j.2C and j.CD.

    And lastly unless Kyo messes up while in HD or is about to guard break you, don't GCCD. Really you should only GCAB against him if you expect a blockstring to end with a fireball (or vs EX Kyo, any corner blockstring into rekka or you could try rolling a chain into f.B). Otherwise block and look for a way out, especially vs EX Kyo since he's gonna safejump so all day in the corner.
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    So I see...

    Haha, I feel like I should've known this already...
  • HomunculiHomunculi Joined: Posts: 141
    How far can you go without using HD combos? That stuff seems pretty hard to embed in your gameplay.
    UMVC3 - Wesker/Doom/Dormammu
    KoF 13 - Ryo/Elizabeth/Leona
  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312
    How far can you go without using HD combos? That stuff seems pretty hard to embed in your gameplay.
    It's doable for certain characters and playstyles. Unless you're given the chance to do land a clean hit while being fully stocked with Mr. Karate, you'll get more mileage from DS combos like from dp+A. Hwa Jai only needs HD if you're overflowing with meter and happen to hitconfirm before you can get drunk. Really, this playstyle is a lot more flexible though there are occasional times where you'll want to HD if you can do enough damage to kill a character right there.

    It seems aside from anchor to anchor battles or when one player has a huge lead, a lot of the Japanese players aren't opting for HD combos.
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 812
    Most characters get 3-400 damage off of a c.B with 1 meter and 1 drive, more off of optimal combo starters or corner combos. Even without HD, you can still do good damage, since besides your combos you also have all the damage coming off of anti-airs/trades/blowbacks to factor in. Having a firm grasp of your neutral game is more important than being able to execute that big, all-in combo.
  • artboy598artboy598 Joined: Posts: 79
    I'm having trouble doing Kyo's HD combo to HD cancel the DP.p into the reverse DP.k. Any advice?
  • GaijinblazeGaijinblaze fingerlicans Joined: Posts: 2,520 ✭✭✭✭✭ OG
    you don't have to rush it. the first hit of the dp has a fair amount of freeze so you don't have to start mashing out the rdp wildly. otherwise, the obvious answer is input display. you can also play around with it and try returning the stick to neutral in between and whatnot. can't go wrong with input display + experimenting. but honestly, the 2-bar corner hd with repeated dp-rdp in the wiki is not even optimal damage-wise. a better one that only requires you do to it once is:

    close C, d/f+D (2 hits), HD, D x dp+C x qcf+B, dp+C x qcf+B, rdp+B, dp+C x qcf+B, rdp+B, dp+C x rdp+B, dp+C xx neomax - 793
    This message will self-destruct.
  • annanokeijiannanokeiji Joined: Posts: 12
    I want to start playing kof xiii but a lot of the characters seem very execution heavy. I tried out the trial mode and so far vice and king are the only characters I
    have been able to do anything beyond the basic stuff. I'm thinking possibly billy or Saiki, Any suggestions?
  • artboy598artboy598 Joined: Posts: 79
    I want to start playing kof xiii but a lot of the characters seem very execution heavy. I tried out the trial mode and so far vice and king are the only characters I
    have been able to do anything beyond the basic stuff. I'm thinking possibly billy or Saiki, Any suggestions?

    try Clark. he's east to learn. Maxima too. Also Iori's whole team is easy to use. Mai is good for starters too. She has a REALLY good neomax.
  • phoenixnlphoenixnl Joined: Posts: 641
    I want to start playing kof xiii but a lot of the characters seem very execution heavy. I tried out the trial mode and so far vice and king are the only characters I
    have been able to do anything beyond the basic stuff. I'm thinking possibly billy or Saiki, Any suggestions?

    It's been said a billion times, and it'll be said another billion times. trials are not in the slightest bit representative of the level of execution you need for the game. They're purely there for like execution porn. They're not useful or important combos, there's easier stuff always.
  • annanokeijiannanokeiji Joined: Posts: 12
    try Clark. he's east to learn. Maxima too. Also Iori's whole team is easy to use. Mai is good for starters too. She has a REALLY good neomax.

    I think I'll go for Mai. As you mention the Neomax is lethal. Order would be King, Vice , Mai I guess
Sign In or Register to comment.