Ask Us Anything: KOF FAQ & Advice Corner

11516171820

Comments

  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    Komatik wrote: »
    Speaking of King, and slides. In-match, I just plain mess up my buffers, trivial as they are. Is "keep trying to do it in match, get salty at constant execution mistakes" the only path to success?

    Execution is really just about practice practice practice
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • KomatikKomatik Card demon Joined: Posts: 2,669
    No but I mean, does anyone have secret tech for translating training room success to less in-match salt?
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Komatik wrote: »
    No but I mean, does anyone have secret tech for translating training room success to less in-match salt?

    grind-graph.png
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    Komatik wrote: »
    No but I mean, does anyone have secret tech for translating training room success to less in-match salt?

    The only tip I really have is practice your combos in the same way you will hit them in a match. For instance practice off dash ups, jump ins, and in punish situations.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • KomatikKomatik Card demon Joined: Posts: 2,669
    edited September 2013
    Found a better team that feels more natural to play <3 (EX IoriKyo, K', Beni)
    Off to trials and the practice room -->

    EDIT: Fuck Iori, Kyo is more fun XD
    Post edited by Komatik on
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • SesshaZLSesshaZL 春麗 豪鬼 Joined: Posts: 1,028
    what are vice's and chin's play styles respectively.
    50/50 post Hyoukusen mixup is dirty!!
    Way more dangerous than outsiders perspective, "low forward super, yawn, I play better games" - WTF-AKUMA-HAX
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    SesshaZL wrote: »
    what are vice's and chin's play styles respectively.

    Vice - Her unique thing is her EX Sleeve, it has anywhere juggle (can hit out of the aerial reset state, when you hit anti-air with a normal) and you can get a combo

    Chin - I don't entirely know.
    I am the one true frog.
  • NeutsNeuts Joined: Posts: 2
    I appreciate the responses to my earlier post, but nobody actually posted a suggestion. It's okay though, I picked up Shen and he's wonderfully effective and easy to play (It's probably a bit of a problem when someone who's all thumbs like me can pull off a 1020 damage HD combo). He doesn't seem to have much low pressure, though. Am I wrong?
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    Neuts wrote: »
    I appreciate the responses to my earlier post, but nobody actually posted a suggestion. It's okay though, I picked up Shen and he's wonderfully effective and easy to play (It's probably a bit of a problem when someone who's all thumbs like me can pull off a 1020 damage HD combo). He doesn't seem to have much low pressure, though. Am I wrong?

    His only combo conversion off a low is HD activation. Or going into more Bs. He has good pressure with his charge punch cancel and hopping in with CD so between that and his command grab not being able to convert off a low isn't completely neutering his design IMO.
    I am the one true frog.
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    Any tips for Elisabeth? I'm just starting out with the Elisabeth team and often placing her as last fighter, but I'm kind of lost with her tactics. She doesn't seem that great at poking, pressure and neither she got a projectile move. What's the strategy for her?
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    武俠派 wrote: »
    Any tips for Elisabeth? I'm just starting out with the Elisabeth team and often placing her as last fighter, but I'm kind of lost with her tactics. She doesn't seem that great at poking, pressure and neither she got a projectile move. What's the strategy for her?

    Make them stop blocking so you can hit them. Whether that's by a blockstring into QCF+K -> QCF+P (does about 25% of the guard gauge IIRC) or by her command grab, if you can make the opponent do something other than block then you can land a hit. Even a stray aerial hit can go into super for some damage and setups, her j.B & j.C crossup. You can either space that well to be ambiguous or you can roll into them as they get up to make it appear as though you're on the other side. This applies after her super and after her command grab. After the BnB finishes with the jumping normal for the air reset, usually hopping/jumping towards is the best option. If you can get them to block you can either go overhead, low, or command grab.

    Also her QCF+P nullifies projectiles so if the opponent's just sitting fullscreen throwing fireballs you can throw that out to make them do something else.
    I am the one true frog.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    武俠派 wrote: »
    Any tips for Elisabeth? I'm just starting out with the Elisabeth team and often placing her as last fighter, but I'm kind of lost with her tactics. She doesn't seem that great at poking, pressure and neither she got a projectile move. What's the strategy for her?

    1: build meter.
    2: ?????????
    3: Profit.

    I don't get that character at all. She can kinda' anti-zone but it's really hard to do that and her damage is pretty bad.
    STOMP!
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    武俠派 wrote: »
    Any tips for Elisabeth? I'm just starting out with the Elisabeth team and often placing her as last fighter, but I'm kind of lost with her tactics. She doesn't seem that great at poking, pressure and neither she got a projectile move. What's the strategy for her?

    1: build meter.
    2: ?????????
    3: Profit.

    I don't get that character at all. She can kinda' anti-zone but it's really hard to do that and her damage is pretty bad.

    Apparently she was a very braindead character in the Arcade release that everyone seems to not like remembering lol.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • LouiscipherLouiscipher Joined: Posts: 8,177
    In original Arcade version she basically could convert off anything into super for 400 damage. Her, Kula, and Raiden were top tier and Joe and Mature had infinites.
    STOMP!
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    武俠派 wrote: »
    Any tips for Elisabeth? I'm just starting out with the Elisabeth team and often placing her as last fighter, but I'm kind of lost with her tactics. She doesn't seem that great at poking, pressure and neither she got a projectile move. What's the strategy for her?

    Liz these days is more about resets, zoning, and meter building.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • 武俠派武俠派 燈火闌珊處 Joined: Posts: 622
    Thanks everyone, judging by the response it appears that Elisabeth don't really have a lot of options in game? The tactics mentioned by RadicalFuzz seem pretty standard for most if not all characters; with cross ups, using anywhere juggle, ambiguous wake up, and vary high/low attacks. Is there anything unique to Liz that makes her somewhat special, certain things that she can do that others can't?
  • LouiscipherLouiscipher Joined: Posts: 8,177
    The only advantage you have of picking Elizabeth is the same kind of advantage you would get if you mained Robert or to an extent Maxima. Almost no one uses these characters and you'd get wins on dudes who just don't know the matchup. Other then that, she doesn't have anything that makes her special.
    STOMP!
  • SesshaZLSesshaZL 春麗 豪鬼 Joined: Posts: 1,028
    team order needed for:

    kim
    mai
    vice

    looks about right to me...
    50/50 post Hyoukusen mixup is dirty!!
    Way more dangerous than outsiders perspective, "low forward super, yawn, I play better games" - WTF-AKUMA-HAX
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    edited September 2013
    I don't know about Mai's meter management, but Vice works best with bar so I'd say 2nd or 3rd. Kim also benefits a lot from EX air Hangetsuzan.
    @Great_Dark_Hero How does Mai benefit and use meter?

    I'd try Mai-Vice-Kim because Vice & Kim can be really meter heavy, but I don't know much about Mai so take that with a grain of salt.
    I am the one true frog.
  • LoyalSolLoyalSol Drunken Akuma Joined: Posts: 6,905
    edited September 2013
    SesshaZL wrote: »
    team order needed for:

    kim
    mai
    vice

    looks about right to me...

    To be honest that team can sort of be played in any order depending on match up. Vice tends to be better as 2nd or anchor because she really needs meter to be scary, but she isn't bad on point. Kim is Kim (Fucking Kim!). Mai can work as an anchor since she is actually pretty annoying if you get blow 50% and she has Neo Max stocked. She can hit you with a fan and combo that thing.

    So I would say order your team depending on match ups.
    Under stress you will not rise to your expectations, you will fall to your level of training.
  • LouiscipherLouiscipher Joined: Posts: 8,177
    SesshaZL wrote: »
    team order needed for:

    kim
    mai
    vice

    looks about right to me...

    All 3 characters need meter to be scary so you can put them anywhere and whoever you have in 3rd (except maybe Mai not counting her Neomax threat) can dominate with all that meter. Kim is probably your best bet on 3rd though.
    STOMP!
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    edited October 2013
    Is my team order okay?

    Kensou
    Terry
    Saiki

    I like Terry where he is, but I really don't like putting Saiki as an anchor, I don't think he can make that comeback or at least I can't make a comeback with him. However, most people who use Kensou put him on point and Terry is a great Mid/Whatever.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • LouiscipherLouiscipher Joined: Posts: 8,177
    Terry needs meter to be good. I think there's better characters that do what he does but 2nd is a good spot for him. Kensuo is way better with meter but he's a good point for obvious zoning.
    STOMP!
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Terry needs meter to be good. I think there's better characters that do what he does but 2nd is a good spot for him. Kensuo is way better with meter but he's a good point for obvious zoning.

    Thanks for the advice! But, who would you recommend over Terry? I didn't know Kensou was better with meter, I thought he was pretty solid meterless. Where do you think I should put Saiki?
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • LouiscipherLouiscipher Joined: Posts: 8,177
    edited October 2013
    I'm not gdlk but I would say any shoto character (except Robert), any of the EX characters, Claw Iori, Kim, Goro, Clark, and Duo (who can basically do anything). Saiki can work at any spot. He's good at zoning, has a 1 frame grab super (EX version gives you some life back), and really good air-to-air game.

    As an aside, the more I use Ryo the more I think he's badass. Really good fireballs, gdlk Mexican Uppercut that shuts down Kyo/Karate braindead jump in mixup nonsense, 3 frame LP SRK, and really good damage in the corner. My nigga does 505 damage with 1 bar and 1 drive...
    STOMP!
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    As an aside, the more I use Ryo the more I think he's badass. Really good fireballs, gdlk Mexican Uppercut that shuts down Kyo/Karate braindead jump in mixup nonsense, 3 frame LP SRK, and really good damage in the corner. My nigga does 505 damage with 1 bar and 1 drive...

    Ryo's awesome, hit-confirming overhead into Ranbu is so satisfying. He gets really good damage too.
    I am the one true frog.
  • FisheraaaFisheraaa Joined: Posts: 2
    edited October 2013
    Hey guys.
    Does any1 have any tip for linking jump D into standing C with athena? When i hit the D in the waist area or below it i manage to link it like 60 % of the times , but if i hit the D above the waist it gets almost imposible. I'm noob so don't be bad with me.
  • RadicalFuzzRadicalFuzz Invading Pokopon's Courtrooms Joined: Posts: 4,795
    Fisheraaa wrote: »
    Hey guys.
    Does any1 have any tip for linking jump D into standing C with athena? When i hit the D in the waist area or below it i manage to link it like 60 % of the times , but if i hit the D above the waist it gets almost imposible. I'm noob so don't be bad with me.

    That's just the game, not you. If you hit their head with jumping D you can't combo off of it. To get a jump in you have to hit them extremely low in your jump. It's easier if you're hopping instead of full-jumping.
    I am the one true frog.
  • FisheraaaFisheraaa Joined: Posts: 2
    Fisheraaa wrote: »
    Hey guys.
    Does any1 have any tip for linking jump D into standing C with athena? When i hit the D in the waist area or below it i manage to link it like 60 % of the times , but if i hit the D above the waist it gets almost imposible. I'm noob so don't be bad with me.

    That's just the game, not you. If you hit their head with jumping D you can't combo off of it. To get a jump in you have to hit them extremely low in your jump. It's easier if you're hopping instead of full-jumping.

    Tnx!!!! I was geting crazy with this LOL.
  • RedVegaRedVega Joined: Posts: 863
    Fisheraaa wrote: »
    Hey guys.
    Does any1 have any tip for linking jump D into standing C with athena? When i hit the D in the waist area or below it i manage to link it like 60 % of the times , but if i hit the D above the waist it gets almost imposible. I'm noob so don't be bad with me.

    Jump-ins in this game work kind of like in SF3...they need to be late in the jump-in in order to be considered a part of a combo. If you hit their head its just very little blockstun.

  • Great_Dark_HeroGreat_Dark_Hero Sexy Fighting Game Renaissance Joined: Posts: 3,401
    Hey everyone! Just a reminder that ya'll can come here and ask questions when needed! People are here to help.
    Steam ID: http://steamcommunity.com/id/GDHTP | Twitch Channel: great_dark_hero
    PSN: Dark_Ice_Saiko
    KOFXIV
    Kyo / Luong / Geese [Mai, Shun, Leona, Terry, Mian, Mui Mui]

    DOA5LR
    Nyotengu/Mai

    Tekken 7
    Eliza [Geese, Xiaoyu, Jin, Lars, Lee, Steve, M.Raven]

    BBCF
    Hakumen [Azrael, Nine, Makoto]

    SFV
    Ibuki [????????]
    Come to dreamcancel.com for KOFXIV FAQS, wiki-updates, and mini-guides!


  • KomatikKomatik Card demon Joined: Posts: 2,669
    Hey everyone! Just a reminder that ya'll can come here and ask questions when needed! People are here to help.

    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Going through a little character crisis,

    I like Clark but I need another top tier on my team as a pocket character. Who should I use? I can play Kim but I don't find him or EX Iori to be fun. Benimaru looks great but I think Chin or EX Karate would be the most optimal choice. I use EX Kyo and Terry, Terry is my anchor and EX Kyo plays either point or second character, so I would like a character who can build the meter Terry needs to function and can do some damage.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • KomatikKomatik Card demon Joined: Posts: 2,669
    edited May 2014
    Karate or Beni on point, EX Kyo as a meter building machine to feed Terry the gas to kill.
    Clark/EX Kyo/Terry doesn't sound that bad to me though.
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Komatik wrote: »
    Karate or Beni on point, EX Kyo as a meter building machine to feed Terry the gas to kill.
    Clark/EX Kyo/Terry doesn't sound that bad to me though.

    I'm going to use this team since I love the flow of Clark/EX Kyo/Terry, but I have been noticing that everyone who plays this game well and at a high level can use multiple characters well. As a result, I want more top tier goodness in my repertoire. Besides, it seems like everyone has a pocket Chin or Karate nowadays :).
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


  • DaymanMasterOfKarateDaymanMasterOfKarate Joined: Posts: 461
    edited May 2014
    What are some realistic goals I can set for myself in trying to learn this game?

    Also, in learning movement options, can you think of anything specific I can do to practice or reinforce how they should be used?

    I have been playing fighters about a year now. I mostly play SF4 and almost always keep my cool, but playing KoF13 makes me incredibly salty. I think it is because I have no clue what to do so I hesitate and flounder constantly, and when I do decide to do something I fail to execute it properly. What I did in SF4 was just keep running into the wall until it stopped hurting, so I'm guessing I should do the same thing for this game.
  • KomatikKomatik Card demon Joined: Posts: 2,669
    What are some realistic goals I can set for myself in trying to learn this game?

    Also, in learning movement options, can you think of anything specific I can do to practice or reinforce how they should be used?

    I have been playing fighters about a year now. I mostly play SF4 and almost always keep my cool, but playing KoF13 makes me incredibly salty. I think it is because I have no clue what to do so I hesitate and flounder constantly, and when I do decide to do something I fail to execute it properly. What I did in SF4 was just keep running into the wall until it stopped hurting, so I'm guessing I should do the same thing for this game.

    Specific goals, hm. Doing things consistently in training mode, like hops, run up throws and stuff. Practice hitconfirming on a random blocking dummy (needs to be crouching for low confirm practice). One important skill to learn is to block as many hops as possible on reaction when you're being pressured.

    As with SF, try to do stuff grounded or hopping if possible. Full or especially super jumps forward are something to be used sparingly.

    It's funny, KOF is so fun to me I just can't get salty almost no matter what. And yes, hesitation kills in upclose situations. In upclose situations most everything is too fast to properly react to. You have to commit and trust that your stuff works to get anything done. Much the same as Street Fighter, really. One big difference is that although frame trapping in KOF is important and pretty effective, it is not as central to upclose pressure as it is in Street Fighter. Many characters' throw techs are basically option selects with their close C, which is typically a very fast button - 3 or 4 frames, so even if you make it a point to stay out of throw range you can get blown up for careless pressure.

    The basic building block of KOF pressure is the high/low/throw mixup, which every character can do and which most everyone actually also fears. You have to stand to DP and to tech in this game, leaving you open to lows. Stuff like empty hop, throw is nice, easy and nasty. cr.B, cr.B, run up or walk up throw works well also. Just be aware that characters in KOF remain throw invincible a good bit longer than they do in SF4 after waking up/exiting hit/blockstun. So something like hop CD into tick throw isn't instant, but rather "hop CD, noticeable pause, tick throw". Of course you can just do the classic jump attack, low short to keep them guessing. DPs can't be FADCed to be safe so you can bait those out and tear people new assholes.


    The Beginner's Incomplete Guide to KOF by DandyJ is a classic for getting to grips with KOF if you have a Street Fighter background:


    Also, because of hops and high run speeds KOF13 isn't as much about spacing your buttons perfectly as SF - in SF you often try to be spaced just right to outreach someone by a couple pixels to get damage in. KOF, you know someone is trying to sweep you for example, you can just hop in and tear him a new asshole, and so forth. The spacing is more gross, and it's more about active movement, timing and angles than prolonged pixel perfect spacing. Improper spacing is definitely a thing, but most situations last only for a brief moment after which the fighters are elsewhere already.
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • KomatikKomatik Card demon Joined: Posts: 2,669
    Komatik wrote: »
    Karate or Beni on point, EX Kyo as a meter building machine to feed Terry the gas to kill.
    Clark/EX Kyo/Terry doesn't sound that bad to me though.

    I'm going to use this team since I love the flow of Clark/EX Kyo/Terry, but I have been noticing that everyone who plays this game well and at a high level can use multiple characters well. As a result, I want more top tier goodness in my repertoire. Besides, it seems like everyone has a pocket Chin or Karate nowadays :).

    Get to grips with your team first, then expand out when you get decent, IMO. No use in learning odds and ends of a ton of characters while not actually getting a deep understanding of your own team. (The very basics of other characters is helpful because you can grok what they do, but knowing move properties and being able to set stuff up in training mode is enough at first at least).
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • KomatikKomatik Card demon Joined: Posts: 2,669
    Steam/Fightcade:Coffeeling
    Xrd: ? | ST: Claw, Ryu, O.Sagat | 3S: Chun-Li, Akuma
  • CaptainGinyuCaptainGinyu Choppin Bricks Like Karate Joined: Posts: 1,978
    Thanks for the advice, I've been grinding it out in training mode in preparation for EVO and have been focusing only on my original team.
    “When the power of love overcomes the love of power, the world will know peace.”-Jimi Hendrix
    Take the Raw Vegan challenge! Lol nah fam, I don't even do this shit anymore.

    SFV: Zangief Sub: Juri
    GGXRD Revalator: Ramlethal Valentine
    KOF XI: Terry/Oswald/Gato | KOF 14: Terry/NAK/KOD, Terry/Yamazaki/KOD

    PSN: CaptDeepThot


Sign In or Register to comment.