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.
Still invuln, either they didn’t block correctly or it was a normal roll.
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).
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.
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 :lp: 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 :f: light punch :f: Drop kick :f: 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
I attempt the trial 7 level 3 dropkick combo. The second dropkick wouldn’t connect after the LP
Scratch that the level 3 lvl dropkick lp 3 lvl dropkick connects only in the corner but anywhere else the opponent is too far away
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!
2 hours? Are you serious?
It’s all chain cancelling, no links (or lets its very very rare that a link is involved).
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.
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,
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.
Cool your jets little man. If someone asks a question and explains the situation in a reasonable way there’s need to act like a dick about it.
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.
" 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
As I stated, it’s nearly all chain cancelling, then you started the bullshit.
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.
SRK wiki is also a good place to look: http://wiki.shoryuken.com/The_King_of_Fighters_XIII
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.