Starting this thread so we can start to dig into what you can and can not do in this game. Saves time and losses.
http://game.snkplaymore.co.jp/offici...tem/index.html
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Also Dandy J has made a wounderful starter vid that walks you through the general flow play of KOF. It is something that all KOF players should watch and comit to memory.
Part 1:
http://www.youtube.com/watch?v=r75Lz...eature=related
Part 2:
http://www.youtube.com/watch?v=v53OYLMge3o
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CD attacks - Ground CD attacks can be cancelled out of (like before), but now can juggle, and can be cancelled into. Eg. with Kyo you can do standing C -> CD which makes it work like command moves that juggles. You can also cancel out the CD attack into a special or a DM (so Kyo can do like standing C -> CD -> rdp+D). Air CD attacks are the same.
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Charged CD attacks - By holding CD, you can charge up your CD attack to make it unblockable. If it does reach that stage, the CD will be executed automatically, and upon a successful hit, the opponent will kneel down (like a weak KO) and you're free to run up and follow with random stuff.
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Guard attacks - That's what SNKP called them. Basically it's done by holding b+CD, where your character will create a mini-force field thingy before doing an attack. What the mini-force field does is to block whatever attacks that come your way, regardless of high/mid/low. Now I'm not sure whether it can block multi-hit attacks, I assume that it only blocks 1 hit (for now). The attack afterwards will have the character do something that may be different from their CD attack, and if not blocked will sends the opponent flying. If it's blocked though, you're in for a beating because it does not push the opponent back. Additionally, you can still be grabbed/thrown by your opponent.
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Throw info translated from page 011 Aracdia Magazine:
!Dashing Throw Technique!
You must return your stick to netural before inputing throw command ie fwd+AC or bk+AC
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Critical Combo Initiators =
Below are the CC initiators for each character.
Far Standing Update: edit for research
Ash Crimson - standing C/
Duo Lon - standing D/
Shen Woo - standing C/
Kyo Kusanagi - standing C/
Benimaru Nikaido - standing C/
Goro Daimon - standing C/
Iori Yagami - standing C/
Athena Asamiya - standing C/
Sie Kensou - standing C/
Chin Gentsai-standing C/
Terry Bogard - standing C(first hit only) /
Andy Bogard-standing C/
Joe Higashi - standing C/
Kim Kaphwan-standing D/
Raiden-standing C/
Ryo Sakazaki - standing C/
Robert Garcia - standing C/
Ralf Jones-standing C/
Clark Still - standing D/
Leona Heidern - standing C/
= Additional Normals =
Additional normals (eg. old far C/D) for each character.
Ash Crimson - f+C
Duo Lon- f+C
Shen Woo - f+C
Kyo Kusanagi - f+C
Benimaru Nikaido - f+C, f+D
Goro Daimon - f+C
Iori Yagami - f+D
Athena Asamiya
Sie Kensou - f+C
Chin Gentsai- f+D
Terry Bogard - f+C
Andy Bogard - f+D
Joe Higashi - f+C
Kim Kaphwan- f+C, f+D
Raiden - f+C
Ryo Sakazaki - f+C
Robert Garcia - f+C
Ralf Jones - f+C
Clark Still- f+D
Leona Heidern - f+C



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against any move should produce a CC.
