Ask Us Anything: KOF FAQ & Advice Corner

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  • annanokeijiannanokeiji Joined: Posts: 12
    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.

    Yeah I guess so I'll do some hunting around for the B&Bs for my team now I've made up my mind
  • artboy598artboy598 Joined: Posts: 79
    Yeah I guess so I'll do some hunting around for the B&Bs for my team now I've made up my mind
    While all of the trials aren't really important, I think that you can learn a lot from doing the first 5 or 6 for King and Mai. Vice's are worth trying too. Y'know just to get you seeing how the character works and what they can do.
  • CanadianDstryrCanadianDstryr The Mundane Cinderella Joined: Posts: 2,071
    So what exactly are Daimon's options against a d/b Kim at roughly sweep range.
    It feels like I'm totally outclassed by his pokes, and if I try any tricky shit, he can just flash kick.
  • SYN.ChuckSYN.Chuck Joined: Posts: 29
    Who is similar to their KOF2002 iteration in this game?

    Now before you call it a stupid question, I have good reason for asking this. Disillusioned with SF4 and not really having much respect for marvel as a game, I picked up KOF. Now the problem is, I only really get to play KOF offline once a week at a regular house session/stream (twitch.tv/secretsessions for those interested), and I won't improve and I will probably stagnate if I just use training mode, so I want to play on GGPO to acclimatise myself to the KOF system.

    Thanks in advance for any answers.
  • cygnuscygnus going up Joined: Posts: 977
    Cant go wrong with the classics. ex kyo, ex iori, benimaru, kensou, clark, ryo, daimon, kula, k', billy can all be played similarly to how they are in that game. Of course bnb combos, especially using meter will be different. ex kyo can qcf+a of lights in 13, ex iori can cancel f+a (like 98). kensou's combos are different, clark would use hcf+B instead of dp+K. ryo far d in 13 is his old close only d in 2002 (really good) and his fireballs feel different. Kula's jump cd is differnt in 13 (a lot worse). That said, kyo is pretty meh in 2002, so is k'. Depending on which characters you want to use, practicing with 98 may be a better idea.

    kyo/ex kyo - 98 is closer, in 2002 his qcf+A has not such good recovery
    ex iori - either, 98 is closer since he can special cancel f+a and j.b+B has a larger hitbox. His super isn't invincible in 13 though, just like 2002, and he has the followup to it but that's not really important for practicing gameplay.
    benimaru - either, 2002 is closer considering he has his rekkas
    daimon - either, he's much stronger in 98, but id say 13 daimon feels more like 2002
    for the rest i think it doesnt matter, and of course k', kula are not in 98.

    also for billy keep in mind he's way stronger in 2002. but f+A is god like in both games (more god like in 2002). low c is great anti air in both, but it has a lot more range in 2002 and is faster. he doesn't have invincible ex dp in 2002, of course. hcf+A~qcf+C is safe in 2002 unless they gc roll, not so in 13, you'd use hcf+A instead. low A is good in both but its craz good in 2002. nj.C hits lower in 2002. in 13 his jump CD is a lot faster. and of course combos are different.
  • SYN.ChuckSYN.Chuck Joined: Posts: 29
    Thanks man. Kyo Iori and Daimon are all well rounded characters to learn with,
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    So what exactly are Daimon's options against a d/b Kim at roughly sweep range.
    It feels like I'm totally outclassed by his pokes, and if I try any tricky shit, he can just flash kick.

    Spacing and reads.

    Really against characters like that you have to be patient and try to bait a response. I know it's easy in KOF to want to just rush down all the time, but once in a while you got to go back to more of a SF style approach and play a sort of footsie game where you try to enter the edge of their attack range to get them to press something.

    Against the characters who have great charge reversal you either have to get them to commit to a button you can punish or get them to release their charge. The better the player is the harder this is to do. Especially harder since empty cancels exist in this game so even if you correctly short hop over a poke, they can still cancel.

    And if you feel your character is unable to do this particularly well then you need to start thinking about which of your other characters you would prefer to match up with that character. I play King, EX Iori, Yuri and usually against Kim I am more comfortable with King just because I play that match up better than the other two on my team. If the Kim player wants to play a grind out match up my King does that very well.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • cygnuscygnus going up Joined: Posts: 977
    Thanks man. Kyo Iori and Daimon are all well rounded characters to learn with,
    My #1 pick would be ex iori for sure. He's a strong character in 13 and his basic gameplay never changes. 2nd choice would be Benimaru, as long as he fits your style. I don't think he's for everyone but he's super strong in 13 and his core gameplay is also pretty much the same. 3rd would be Daimon, then kensou, then ex kyo. EX kyo feels really different compared to both 98 and 2002, despite having most or all the same moves.
    So what exactly are Daimon's options against a d/b Kim at roughly sweep range.
    It feels like I'm totally outclassed by his pokes, and if I try any tricky shit, he can just flash kick.
    Well just watch what he does. If he's just sitting on a charge waiting for a cheeky flash kick, run up as close as you can get and roll back. If he's mashing low B w/ a charge, use st.B. If you think it will hit, you can roll cancel and confirm into~hcb,f+P (or the ex version, or super) and it will combo. His better pokes like st.B or D require him to stand up, so he loses his charge. You can try st.C or D at the tip of their range, or you can try to jump on his head with j.C, CD or whatever.

    And if you have the lead, don't do shit. If you have the space, sit there and dp+K for meter.
  • annanokeijiannanokeiji Joined: Posts: 12
    I'm having problems with flame ioris combos: when i try to do hard dp->fireball lp+hp it does super cancel. The same with hard dp->qcb + p does super cancel too. I slide technique i use to do saiki's dp+k->fireball is not working for iori is there any reliable method to stop it super cancelling?
  • Great_Dark_HeroGreat_Dark_Hero Yup. Holiday functions got fucked too Joined: Posts: 3,252
    edited March 2013

    I think I'll go for Mai. As you mention the Neomax is lethal. Order would be King, Vice , Mai I guess

    If you need help with Mai, feel free to let me know. There is quite a bit more to Mai than just her Neomax.
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  • HazamuffinHazamuffin Joined: Posts: 1
    Okay, I'm a bit new to KOF XIII (I've only been playing for 1 month.), and I've already got my team: Ash, Shen, and Mai. I have no problems at all when it comes to combos and cancels with Mai and Shen. In fact, I think Shen is like, the best at it- even though I sucked starting out with him.
    My only problem is: Ash.
    Ash has good damage output. Nice keep aways. Very nice. My only problem is his combos. Now, I've never saw Ash as a combo character like Shen and Mai- I always saw him as a charge/poke character. But everyone online I've seen playing with him have no problems kicking my ass with a few combos. The only combo I have is: Jumping LK, Crouching LK, down>up LK.

    Can I get some help?
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 825
    Wikis people, seriously, the SRK one is pretty good.

    http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Ash
  • GaijinblazeGaijinblaze fingerlicans Joined: Posts: 2,527 ✭✭✭✭✭ OG
    edited March 2013
    so yeah i know the importance of team order is debatable and everyone hates talking about it, but i would appreciate some advice anyway. i use ralf, maxima, kyo, ex kyo, hwa jai, and vice. vice is awful without meter and i've never seen her played in any position besides 3rd. maxima is sort of in a similar boat but is usually 2nd since he doesn't seem versatile enough to make comebacks in several matchups. i understand that ralf and ex kyo function well as point characters, so usually i use these orders (square brackets means suborder within them is variable):

    Ralf/Maxima/Kyo
    Ralf/Maxima/Hwa Jai
    Ralf/[Kyo/Vice]
    Ralf/[Hwa Jai/Kyo]
    EX Kyo/Maxima/Vice
    EX Kyo/Maxima/Hwa Jai
    EX Kyo/Hwa Jai/Vice

    the thing is, i am shit with ralf for some reason, and i consider ex kyo to be a really idiotic character. i don't know why but maxima has given me the best results since the beginning. i mostly want to use kyo, maxima, and vice (which is coincidentally the first team i learned when i didn't know anything about kof) but i can't figure out how to order that. kyo's potential is extremely high with meter so playing him on point seems like a waste, but the other two are not suited for that position (both in strength and fun factor). thoughts are welcomed.
    This message will self-destruct.
  • MarbleMarble エバラ HUGOOO Joined: Posts: 321
    Yeah, I have a similar problem with my team. I have a lot more fun with everyone when they have meter. I really like the mechanics of this game but I'm finding it hard to make a team of characters I like that also fit together in a strategic way. Playing Clark/Terry/Shen at the moment.
  • Mr. WarzardMr. Warzard CvS2 Commissioner Gordon Joined: Posts: 785
    Question about HD activation: say you want to combo into an HD combo using normals, and you want to start your HD combo with standing C. Is it better to activate HD during the active frames of your normal (so you get auto dash) and press the C manually, or instead just wait and activate HD afterwards so the C comes out automatically? I find the latter a lot easier, but wanted to know if there was any downside to waiting. Thanks.
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  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312

    The downside of waiting is that you might now always land your combo from maximum range if the far C whiffs. It might mess up the spacing for certain character's specials, like when you normally combo directly into Daimon's dp+K. Some characters can get away with it, just test maximum cr.B chain spacing. You might ideally want to get the early timing down so you can do something fancy like whiff st.B and buffer BC each time so that if you caught an outstretched limb you can auto run in for the full combo. If you delayed it in that example, you'll most likely whiff a far C after activating.
  • Mr. WarzardMr. Warzard CvS2 Commissioner Gordon Joined: Posts: 785
    Thanks, I'll practice with the timing a bit more. That s.B option select stuff is pretty cool, and with people with good s.Bs, I could see myself using that a lot.
    Holding a shovel over SF4's grave.
    CVS2: The Nine Ball of Fighting Games
    Apoc was right: http://forums.shoryuken.com/discussion/comment/556915/#Comment_556915
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    Question about HD activation: say you want to combo into an HD combo using normals, and you want to start your HD combo with standing C. Is it better to activate HD during the active frames of your normal (so you get auto dash) and press the C manually, or instead just wait and activate HD afterwards so the C comes out automatically? I find the latter a lot easier, but wanted to know if there was any downside to waiting. Thanks.

    It's actually somewhat dependent on your character. If you have a character who has to start their post activation HD string with a move besides s.C then early activation is better. Two of my characters actually have situations/combos where the C messes everything up.

    I usually end up tapping the C button anyways as an extra layer of security in most cases anyways in the event I muck up the timing.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • A Member of STARSA Member of STARS Rushdown Artist Joined: Posts: 551
    edited March 2013
    New to the KoF series. How does the combo system work? Is it similar to older street fighter games where the combos are short links (jump in > 2 or 3 moves xx special) ? or is it like SF4 where as long as your timing is clean you can link a lot.....or are they cancels / hunter / magic series stuff?

    Edit: Also, is SRK the best place to find KoF stuff? Or should I try DL or some other forum? And lastly, are there actual defined / balanced character archetypes in this game (XIII)? or is it everyone just going HAM ? I kinda like zoning characters / balanced characters (Juri, Morrigan, etc)
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  • SpαrksterSpαrkster G.F.B.T.G. Joined: Posts: 312
    New to the KoF series. How does the combo system work? Is it similar to older street fighter games where the combos are short links (jump in > 2 or 3 moves xx special) ? or is it like SF4 where as long as your timing is clean you can link a lot.....or are they cancels / hunter / magic series stuff?

    Edit: Also, is SRK the best place to find KoF stuff? Or should I try DL or some other forum? And lastly, are there actual defined / balanced character archetypes in this game (XIII)? or is it everyone just going HAM ? I kinda like zoning characters / balanced characters (Juri, Morrigan, etc)

    Most combos are chains. Think of a mix between Vampire and 3rd Strike (cr.LK chains). See here.

    If you like zoning characters, King has the best fireball game due to her air fireball game, Saiki has a tall fireball and great normals, Robert and Andy can be played shoto style, EX Iori and Kyo can pressure just enough with their fireballs to bait movement, Mature's fireball is good for getting in on people, and Mai has crazy fireball recovery. There are archetypes - Daimon, Clark, Raiden, Vice, and Maxima would be the grapplers - but they're also really good at being able to shut down the neutral game. However, many characters have command grabs that actually lead to more damage than from those five, so it's not always so plainly defined. In terms of 'balanced' characters that would teach you the basics of spacing and the general feel for KOF, I'd recommend EX/Claw Iori, Ash/Saiki, Ryo, Daimon, Mai, or Duo Lon. There's more that I feel I could add, but I think if I mentioned Mr. Karate for a first time character, for example, you'd be able to bullshit around with his j.CD, DP, and EX Ranbu which would initially hamper your understanding of the netural game.
  • SuperVehicle001SuperVehicle001 Joined: Posts: 51
    I'm having trouble getting King's j.D cl.D df+D -> hcb+B

    Over all I have problems trying to cancel anything into or out of Tornado Kick '95. Usually Trap Shot pops out or a Venom Strike. Any tips on making these fundamental moves easier to execute?
  • Class RealClass Real Joined: Posts: 484
    Hey guys, I'm looking to learn more about how to play Kula. Are there any notable Kula players I can check out on youtube?
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  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    I'm having trouble getting King's j.D cl.D df+D -> hcb+B

    Over all I have problems trying to cancel anything into or out of Tornado Kick '95. Usually Trap Shot pops out or a Venom Strike. Any tips on making these fundamental moves easier to execute?

    Make sure to go to forward and then all the way back for HCB moves. Off light Tornado you typically don't need to drive cancel.

    You can finish with a normal mid screen or Trap shot in the corner. Start with that and work your way up into the more difficult stuff.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • JohnDewJohnDew Joined: Posts: 37
    Right now I have been playing Duo Lon/Karate/Ralf as my main team. My question is this: would I benefit from sticking karate in front then putting duo lon in the middle? If karate gets meter he has a tendency to use it for EX command grab and his BnB, making him kind of a bad battery for the anchor. That, and he can dominate the other character when they don't have meter. Is this viable? Or does Duo Lon in the middle position lose to other battery characters and anchors?
  • LabanLaban KOF98 Player Joined: Posts: 2,558
    JohnDew wrote: »
    Right now I have been playing Duo Lon/Karate/Ralf as my main team. My question is this: would I benefit from sticking karate in front then putting duo lon in the middle? If karate gets meter he has a tendency to use it for EX command grab and his BnB, making him kind of a bad battery for the anchor. That, and he can dominate the other character when they don't have meter. Is this viable? Or does Duo Lon in the middle position lose to other battery characters and anchors?

    All I could say is just put the characters into positions you feel most comfortable match-up wise, be it character match up or player match up. If someone is forcing you to uncomfortably use meter then pick a character that could better handle the match up without needing to spend it (that is if you're goal at the time is to battery up.) If you feel that Duo Lon handles against certain characters better then put him up first, likewise for Karate.

    Rather than limiting yourself on just a single configuration, trying becoming so comfortable with your three characters that you know exactly what they can handle under certain conditions. Have a flexible configuration as flexible as your neutral game (which ideally should be super flexible.) The thing is you need to play a bit often so you can actually have time to experiment and familiarize with your characters. For me since I can't (not don't) play the game with people, I'm pretty much locked into my EX Iori/EX Kyo/Terry in that order due to a few reasons. EX Iori has every tool in the game and has the most flexible neutral game control coupled with one of the most dominate oki game. With decent meterless damage (always at least 210-300 damage per bnb) I can fight any character without needing to switch him out. Since most of the US sucks at KOF still, my EX Iori still curb stomps people and I'd rather have him in front so I can take what I can get before I have to clean up with EX Kyo and Terry. In terms of neutral game utility, EX Iori is followed by EX Kyo followed by Terry, just like my order. Since I have more neutral game tools, I can get less overwhelm and get less uncomfortable so I won't feel like I need to burn meter as quickly to need to kill so I have a rainy day check with Terry who performs best with meter compared to the other two.

    So any position is really viable but you just have to understand what exactly you want to do and how well you do it. And if something or someone is forcing you to be uncomfortable, know your alternatives (other configurations) before heading into a match. If it's casuals, freely experiment with what you could come up with.
  • JohnDewJohnDew Joined: Posts: 37
    Laban wrote: »
    JohnDew wrote: »
    Right now I have been playing Duo Lon/Karate/Ralf as my main team. My question is this: would I benefit from sticking karate in front then putting duo lon in the middle? If karate gets meter he has a tendency to use it for EX command grab and his BnB, making him kind of a bad battery for the anchor. That, and he can dominate the other character when they don't have meter. Is this viable? Or does Duo Lon in the middle position lose to other battery characters and anchors?

    All I could say is just put the characters into positions you feel most comfortable match-up wise, be it character match up or player match up. If someone is forcing you to uncomfortably use meter then pick a character that could better handle the match up without needing to spend it (that is if you're goal at the time is to battery up.) If you feel that Duo Lon handles against certain characters better then put him up first, likewise for Karate.

    Rather than limiting yourself on just a single configuration, trying becoming so comfortable with your three characters that you know exactly what they can handle under certain conditions. Have a flexible configuration as flexible as your neutral game (which ideally should be super flexible.) The thing is you need to play a bit often so you can actually have time to experiment and familiarize with your characters. For me since I can't (not don't) play the game with people, I'm pretty much locked into my EX Iori/EX Kyo/Terry in that order due to a few reasons. EX Iori has every tool in the game and has the most flexible neutral game control coupled with one of the most dominate oki game. With decent meterless damage (always at least 210-300 damage per bnb) I can fight any character without needing to switch him out. Since most of the US sucks at KOF still, my EX Iori still curb stomps people and I'd rather have him in front so I can take what I can get before I have to clean up with EX Kyo and Terry. In terms of neutral game utility, EX Iori is followed by EX Kyo followed by Terry, just like my order. Since I have more neutral game tools, I can get less overwhelm and get less uncomfortable so I won't feel like I need to burn meter as quickly to need to kill so I have a rainy day check with Terry who performs best with meter compared to the other two.

    So any position is really viable but you just have to understand what exactly you want to do and how well you do it. And if something or someone is forcing you to be uncomfortable, know your alternatives (other configurations) before heading into a match. If it's casuals, freely experiment with what you could come up with.

    Thanks Laban, that makes a lot of sense. Outside of Duo Lon being a shaky anchor, every one of my mains kind of does fit into other positions, so I will experiment. My best game is Mahvel, so I often find myself overthinking order and synergy in KoF. I do have a pretty good idea of what each character can do and when to use/not use green and stock, so I will put more time into how matchups determine order select. Thanks again, big help!
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Laban wrote: »
    I'm pretty much locked into my EX Iori/EX Kyo/Terry in that order due to a few reasons. EX Iori has every tool in the game and has the most flexible neutral game control coupled with one of the most dominate oki game. With decent meterless damage (always at least 210-300 damage per bnb) I can fight any character without needing to switch him out. Since most of the US sucks at KOF still, my EX Iori still curb stomps people and I'd rather have him in front so I can take what I can get before I have to clean up with EX Kyo and Terry. In terms of neutral game utility, EX Iori is followed by EX Kyo followed by Terry, just like my order. Since I have more neutral game tools, I can get less overwhelm and get less uncomfortable so I won't feel like I need to burn meter as quickly to need to kill so I have a rainy day check with Terry who performs best with meter compared to the other two.

    So any position is really viable but you just have to understand what exactly you want to do and how well you do it. And if something or someone is forcing you to be uncomfortable, know your alternatives (other configurations) before heading into a match. If it's casuals, freely experiment with what you could come up with.

    Stop lying, no American player actually puts Terry in the back as battery. That makes too much sense.
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  • Shadow0x0cloudShadow0x0cloud Still a Scrub Joined: Posts: 124
    Do a lot of people still play this? I'm thinking of getting into kof
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  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    Do a lot of people still play this? I'm thinking of getting into kof

    We exist, but we are kinda scattered. If you can get some players to play it with you it's a great game to pick up.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    JohnDew wrote: »
    Laban wrote: »
    JohnDew wrote: »
    Right now I have been playing Duo Lon/Karate/Ralf as my main team. My question is this: would I benefit from sticking karate in front then putting duo lon in the middle? If karate gets meter he has a tendency to use it for EX command grab and his BnB, making him kind of a bad battery for the anchor. That, and he can dominate the other character when they don't have meter. Is this viable? Or does Duo Lon in the middle position lose to other battery characters and anchors?

    All I could say is just put the characters into positions you feel most comfortable match-up wise, be it character match up or player match up. If someone is forcing you to uncomfortably use meter then pick a character that could better handle the match up without needing to spend it (that is if you're goal at the time is to battery up.) If you feel that Duo Lon handles against certain characters better then put him up first, likewise for Karate.

    Rather than limiting yourself on just a single configuration, trying becoming so comfortable with your three characters that you know exactly what they can handle under certain conditions. Have a flexible configuration as flexible as your neutral game (which ideally should be super flexible.) The thing is you need to play a bit often so you can actually have time to experiment and familiarize with your characters. For me since I can't (not don't) play the game with people, I'm pretty much locked into my EX Iori/EX Kyo/Terry in that order due to a few reasons. EX Iori has every tool in the game and has the most flexible neutral game control coupled with one of the most dominate oki game. With decent meterless damage (always at least 210-300 damage per bnb) I can fight any character without needing to switch him out. Since most of the US sucks at KOF still, my EX Iori still curb stomps people and I'd rather have him in front so I can take what I can get before I have to clean up with EX Kyo and Terry. In terms of neutral game utility, EX Iori is followed by EX Kyo followed by Terry, just like my order. Since I have more neutral game tools, I can get less overwhelm and get less uncomfortable so I won't feel like I need to burn meter as quickly to need to kill so I have a rainy day check with Terry who performs best with meter compared to the other two.

    So any position is really viable but you just have to understand what exactly you want to do and how well you do it. And if something or someone is forcing you to be uncomfortable, know your alternatives (other configurations) before heading into a match. If it's casuals, freely experiment with what you could come up with.

    Thanks Laban, that makes a lot of sense. Outside of Duo Lon being a shaky anchor, every one of my mains kind of does fit into other positions, so I will experiment. My best game is Mahvel, so I often find myself overthinking order and synergy in KoF. I do have a pretty good idea of what each character can do and when to use/not use green and stock, so I will put more time into how matchups determine order select. Thanks again, big help!

    It isn't like Marvel where you order a team around assists and DHCs, but you order the team around meter and match up

    I like putting King on point if possible because she does so well early on when neither side has meter both because she can do a lot without burning bar and there are fewer projectile counters that early in the game. At the same time I know the opponent is running point Beni I will tend to run Iori instead of King on point since King tends to struggle against Beni on point. So I might try to run her second against teams like that. There are also some common anchors that King does well against so there are times I might run her anchor to counter those characters.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • Shadow0x0cloudShadow0x0cloud Still a Scrub Joined: Posts: 124
    LoyalSol wrote: »
    We exist, but we are kinda scattered. If you can get some players to play it with you it's a great game to pick up.

    After NCR yesterday I realized I really like this game. So I bought it. Any quick tips you'd like to give to a new KOF player?
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  • RagingDemonStormRagingDemonStorm The power of elevation Joined: Posts: 3,182
    There should be a guide around here to help you but the most important tip I can give is to get the feel of throw invincibility. When your opponent recovers from anything there's a certain amount of invincible frames that won't allow you to throw your opponent
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  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    LoyalSol wrote: »
    We exist, but we are kinda scattered. If you can get some players to play it with you it's a great game to pick up.

    After NCR yesterday I realized I really like this game. So I bought it. Any quick tips you'd like to give to a new KOF player?

    My tip is when getting started learn a few combos, but don't obsess over them. You can get by learning a few basic combos until you get a feel for the game and then you can move into the more optimal ones.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • meiji_99meiji_99 Joined: Posts: 103
    imo don't forget to learn the fundamental, because it is really important in this game. Learn to hit confirm and bnb combos, for hd combos it will come later when you get used of this game.
  • AirLancerAirLancer Just a touch of Honey Joined: Posts: 825
    Sarkastik wrote: »
    Justin Wong played with Kula and got to winners final with just basic gameplay and not going those huge HD combo

    When was this? Also, Kula's HD combos aren't the greatest. They are pretty easy though.
  • TizTozBriBruTizTozBriBru Joined: Posts: 253
    edited May 2013
    Just got this game! Straight from KoF 96 to 13 :D

    Does anyone know if the Dragonplus V2 works with the original Neogeo Pad 2? OR just the inpin? I have tried Googling PS2-USB converter compatibility with this game but haven't found anything clear, just conflicting answers.

    iCyZvbVl.jpg
  • Mr. WarzardMr. Warzard CvS2 Commissioner Gordon Joined: Posts: 785
    I'm using a character with both dp and hcb, f commands (can you guess who? lol). I'm having an execution problem - hcb, f is also the alternative motion for dp moves, and when I want the hcb,f command grab, I'm getting a dp out instead. Is there any way to guarantee that the grab, and not the dp, comes out?

    I've noticed that if I do the motion fast, the dp always comes out. I suspect it's because I'm not going all the way to b before I go back to f, but this kinda has me stumped.
    Holding a shovel over SF4's grave.
    CVS2: The Nine Ball of Fighting Games
    Apoc was right: http://forums.shoryuken.com/discussion/comment/556915/#Comment_556915
  • GaijinblazeGaijinblaze fingerlicans Joined: Posts: 2,527 ✭✭✭✭✭ OG
    vice? like you said, as long as you hit b directly, i think the game will prevent the dp from coming out even if you do the motion quickly. input display showed me that i was accidentally not hitting b most of the time, and when i do, i get what i intended. you could also try taking advantage of the command interpreter and ending with u/f instead of f.

    http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Game_Elements/Command_Interpreter
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  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    I'm using a character with both dp and hcb, f commands (can you guess who? lol). I'm having an execution problem - hcb, f is also the alternative motion for dp moves, and when I want the hcb,f command grab, I'm getting a dp out instead. Is there any way to guarantee that the grab, and not the dp, comes out?

    I've noticed that if I do the motion fast, the dp always comes out. I suspect it's because I'm not going all the way to b before I go back to f, but this kinda has me stumped.


    You have to make sure to perfectly hit back before going forward. EX Iori has that problem and its pretty annoying.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • Mr. WarzardMr. Warzard CvS2 Commissioner Gordon Joined: Posts: 785
    Thanks guys, I'll just have to be more precise. I have a tendency to do motions too fast in match conditions, just got to chill with that.

    PS: Vice is who I'm using, I was actually curious who else had the issue. I figured the motions were common enough, LOL.
    Holding a shovel over SF4's grave.
    CVS2: The Nine Ball of Fighting Games
    Apoc was right: http://forums.shoryuken.com/discussion/comment/556915/#Comment_556915
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