King of Fighters 13 is a new fighting game that is being released in about a week's time. I decided to make a thread and try to hype up some of the people who play fighting games on these forums. I will update this with more info over time as I am able to type up more stuff.
Release Date: November 22nd, 2011
King of Fighters 13 (KOF13) is a 3 on 3 fighting game made by SNKPlaymore. It has many unique mechanics such as Drive Cancels, running, roll, blowbacks, and much more. KOF13 is vastly improved over the dud that was KOF12 and console has been refined even more than the arcade version. If you have ever been interested in KOF this is a good game to get into it with. Below I will write some VERY basic system mechanic guides geared towards beginners and answer any questions people have.
Movement is extremely important in KOF because of the number of options you have regarding moving around the screen. Let's start off really simple.
Walking, running, backdashing: By holding the joystick forward you will walk forward and if you hold it backwards you will walk backwards. Holding down will cause your character to crouch. Holding back or down/back is very important because that allows you to block attacks from your opponent.
If you double tap the joystick forward your character will start running. As long as you hold any forward direction your character will keep running until you cancel the run either with a normal or by holding back. Stopping runs is not instant so expect a tiny amount of delay between when you input the stop command and it actually happening.
If you double tap the joystick backwards your character will do a small hop backwards. The distance you move back changes depending on the character. This does not have invincibility like in Street Fighter 4 so it is not as safe but it is still an important tool. Backdashing causes your character to be airborne so it can go over some normal attacks.
Jumping: Jumping is a very important thing to be aware of in KOF in particular. KOF has four different types of jumps and each of them have their uses in particular situations.
First is normal jumping, you do this by holding the joystick either, up/forward, up, or up/back. This is a basic jump that you should be used to if you have played any other fighting game before. Many characters have special attacks that they can only use while airborne.
Next is super jumping, you do this by first tapping down and then up/back or up/forward. You can not super jump straight up. The super jump is a lot faster, goes further, and goes higher than a normal jump.
Next are two unique KOF forms of jumping.
Hopping is done by tapping the stick up/back, up, or up/forward and quickly letting the stick return to neutral. This jump is quick and the angle of the jump is a lot shorter. This is one of the most important things to be able to do on command in KOF and you should definitely practice it.
Super hops are done by tapping down, then tapping up/back or up/forward. Like super jumps this cannot be done straight up. Also like the super jump, a super hop will go further faster and a bit higher than a normal hop.
With KOF there are many small things you can do to help out your game. I'll throw them in here as I think of them.
Hold Button Trick
In KOF there's a small buffer that allows you to input moves slightly early and hold the button down then it'll come out on the first possible frame. For example I get knocked down as Andy and I want to wake up dp. Right before my character fully recovers I'll do dp+C and hold down the C button. If I do that within the buffer window my dp will come out on the very first frame possible. You can use this to get your reversals down or to step up your execution. I'm not sure if this applies to normals but I believe it doesn't. I'll change this after I test.
Run Throw
Traditionally run throw has been one of the hardest things for me to do in KOF and I couldn't get that down no matter how long I practiced it. However, in KOF 13 there's a new technique to run throw quite easily. There is a throw buffer in KOF 13. What happens is if you press C or D and press forward or back within a couple of frames you'll still get a throw. By using this buffer you can easily run throw. Try to run throw by running then pressing b+C and most likely it won't work if you hit back first. You can use your knowledge of this throw buffer and hit C first then tap b or f to get a throw. If you're familiar with SF4 terms essentially you'll be plinking C and b or f on your stick.
Drive Cancel dp into qcf
There's many different ways to go about getting this cancel. With many characters you can use roundabout methods to get your dp out such as inputting 632146 instead of 623. However the simplest method and only universal one is to input the 623 properly. Go into training mode and make sure you are doing 623 and ending in 3 not 6236. Inputting 623236 will not give you a super so the simplest and most effective way to get this drive cancel down is to just input the moves correctly.
corner bnbs cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 2 bar 1 drive 535 damage 46 stun cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A qcf~hcb+P 2 bar 464 damage 28 stun (preferred corner combo) cr.B cr.A f+AA dp+C qcb+A qcf~hcb+P/cl.C end in super for damage cl.C for reset.
command grab midscreen run dp+C qcf~hcb+P 1 bar 305 damage 6 stun run cl.C qcb+B (whiff) get mixup, more details later
command grab them into corner dp+C qcb+B qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 1 bar 1 drive 513 damage 39 stun dp+C qcb+B qcb+A dp+A qcf~hcb+P 1 bar 405 damage 18 stun
qcb+C is more or less safe on block and leads into super even midscreen, abuse it. Watch out for smart players who will GCAB your f+A and punish your qcb+C. Don't drive cancel unless they're in the corner it's not worth it midscreen. His HD deals a lot of damage but I don't remember what it is off the top of my head. Probably qcb+B (HDC) qcb+C loops or something.
hcf+P run up cl.C qcb+B is a good mixup if you don't want to spend bar for super. You can run up cl.C on the same side qcb+B and stay on the same side, run up cl.C qcb+B end up on the other side or run under cl.C qcb+B and stay on the same side. I think no matter which you pick you're +. Set up a meaty cr.B or cl.C and confirm or throw reset them again.
Press lots of st.D, st.B, cr.B and cl.C. Especially cl.C that's your go to anti air, anti hop, oh shit I need to mash something button. st.D is a very strong poke that hits a bit more than 1/4 of the screen. It has a good vertical hitbox and will slow down ground approach and hops. st.B is quick as hell and has an amazing reach making it almost as stupid as Kula's. It can't be cancelled into anything but it's still good for keeping the pressure up. cr.B is a fast low hitting move that shrinks Iori's hurtbox so you can actually use it as an anti air and hit confirm into a full combo. It's his main hit confirm chain starter. Some common strings are cr.B cr.A f+A or cr.B cl.B for the double low. Make sure you mix it up so you don't get GCAB punished for doing f+A every time. cl.C is your main punish starter. It's also a stupid good anti air/anti hop because of how fast it is and how vertical it hits.
st.B st.C cr.B rekkas This is pretty much the only combo I'd do midscreen.
Corner BnB:
any starter, rdp+BD (DC) qcb+P qcb+A qcf+A qcf+A qcf+A qcf+A rdp+B 1 meter 1 drive
Actually those are the only two combos I know with him and probably are the only ones you need haha
st.B st.C is his new target combo, you can't special cancel it but you can link a st.D or a cr.B after it, whichever is easier for you. st.B st.C is safe on block I believe and the first hit is a low so it's a good starter. cr.B is a strong move as well. It lowers his hurtbox a lot and you can probably use it to duck under some fraudulent jump ins. st.D is a decent anti hop normal i think, better than his st.A anyway. His sweep is decently fast and can be cancelled into fireball making it fairly safe. st.C is a decent mexican uppercut. st.B and cr.B and his super grab make it fairly easy for him to open someone up with strong high low throw mix ups. He is also one of the few characters who can combo off normal throws in the corner. If you land a normal throw in the corner you can go into his corner bnb.
His fireball is one of the fastest in the game and combined with the fact that he can duck under many other fireballs with cr.B lets him dominate in fireball wars. His dp is one of the best dps in the game considering how fast and how much invincibility it has. Like any other character remember not to go reversal happy. The motion itself is good seeing how he's blocking 2/3 of the time. His super grab should be 1 frame and deals amazing damage for one meter.
www.dreamcancel.com This is a good site for info, many of the SoCal and NorCal players are members and there's people from other regions as well. There's a decent wiki and forum.
www.shoryuken.com Anyone that isn't on DC is using this wiki and forum instead.
The DandyJ basics tutorial, meant to help you transition from SF to KOF. It's a good watch for people who are completely new and it's a good refresher for others.
That's all I have for now I'll be back and add more to this soon.
so i was walking by a lobby at school after i finished a final and i saw like 4 ppl playing this. hopped on and start messing around it it despite not knowing any of the new mechanics/moves. was hella fun but wtf at iori. picked him expecting to be the same iori as every game but no FB, dp was now a random ass swipe and his "rekkas" felt weird. couldnt even get the command grab. goro felt like goro tho, and kim felt somewhat the same
This game is amazing. I honestly wish I had friends who were fighting game players because all I am into are computer games. Fighting game competitions are/were way too difficult for me to attend. I come from a small town, so I envy those who don't have to travel very far to compete.
My grandparents own an arcade, and when I was little, I always watched those teenage kids (who probably ditched school btw) playing and smoking. My favorite was Iori.
Every chance I get, I watch streams of KoF, and I also have it as my chrome theme main page.
I watched some of the games played at NEC and this may be my favorite fighting game to watch at the moment. Previously I'd only seen some Japanese videos when the game first came out on arcade. It looked a little silly with everyone getting hit by Raiden drop kicks and Elizabeth 5a hit confirms into supers for massive damage. I'd love to see this game picked up and attract major attention by the FGC in the States. Sadly, it seems this game has received as lukewarm a reception as other KOF games.
prolly gonna end up picking this up despite my earlier promise to myself that skyrim would be the last game i buy for awhile :/ plus just found out 13 iori is iori without powers or w/e. the good ol iori is dlc. told myself i'd never buy any FG dlc like this, but i like the old school iori
also some random vids from SG ft. xian from CC asia
SRK has a KoF13 Super Guide. Check the Wiki, very in depth.
First of all, based on their claims that they assume the players know Street Fighters (which I have never played), this seems to give me an impression that SF is way too simple in terms of jumps. For me, who only played KoF since 97, these things are kind of natural to me. LoLz. Anyways....
I don't agree with this video though. Standing A, in my opinion, is not anti-jump by any means. For example I don't think Kyo's standing A can beat Iori's jump C. If I am not mistaken, it will result in a trade where both players take damage, but because you used an A vs. a C, you will take more damage. It's not practical. 2C is far superior for this purpose for most characters.
For someone who specializes in Takuma in kof98, I rarely counter jump attacks directly while on the ground, at least not against Iori's short hop C. I think the best counter against a short jump is either a long jump, a Kyo's 623 A/C kind of move (upper cut) if you are confident, 2C (for some characters), or just block. Since Takuma does not have a move similar to Kyo's 623 A/C, I usually just block (unless I am going against a very aggressive character such as Clark, Ralf, or Shermine who also have a very strong throw, which I usually will 2C more often).
On December 10 2011 03:22 MCMcEmcee wrote: Iori command grab is HCF+P now lol
Interesting change, to say the least. I think 624 A/C would be better though easier to use while running, hehehe.
There is no Shingo. I haven't played KoF for a long while so perhaps he got removed in a previous iteration. Nevertheless that is quite sad... especially with Kyo seems to be in his 94/95 form, which is a lot different from Shingo.
So I'm interested in picking up kof 13, but i was wondering something. I've heard that the netcode for kof is pretty poor and I would be playing on ps3, which already has worse online play than xbox, is it playable online? Or is it just so laggy that it's frustrating? The game itself looks great though.
On December 14 2011 04:54 Mitsuwa wrote: So I'm interested in picking up kof 13, but i was wondering something. I've heard that the netcode for kof is pretty poor and I would be playing on ps3, which already has worse online play than xbox, is it playable online? Or is it just so laggy that it's frustrating? The game itself looks great though.
I have it on PS3 ad well and the netcode is indeed horrible. I've on played online once because of it and it took me about 30 minuets just to find a person with yellow bars. Atlus is working on a patch for it though so hopefully it improves after that but I wouldn't not get the game because the netcode is bad.
I've been having a lot of fun with it an I love the learning curve the game offers, honestly just grab a few friends if you can and enjoy.
oh yea finals over and bought my own copy 35 bucks.
time for dat training mode
edit: lol caved and bought old iori dlc. maybe ill test out slasher iori later. and holy fuck goro is a beast. hit confirming 2jabs/short into command grab, his otg low command grab roll loop and his neomax cancels do craaaaaaaaaaaaaaazy dmg or such an ez combo. still wondering who my 3rd should be. dou lon looks really fun, saiki looked fun too from what i saw from the nec kof 13 vods. always wanted to try out leona too
anybody wanna quickly explain to me pros/cons of old iori vs new iori? haven't rly tested vs new iori, but looks like new guardcrushes more effectively and does more damage???
really like the new iori play on stream but still stickin to old sku
lolholy crap, I didn't know people were posting here. I'll start answering questions
On December 18 2011 12:12 sung_moon wrote: anybody wanna quickly explain to me pros/cons of old iori vs new iori? haven't rly tested vs new iori, but looks like new guardcrushes more effectively and does more damage???
really like the new iori play on stream but still stickin to old sku
A very very very brief summary of what I think.
EX Iori has a more well rounded game than Claw Iori. Since he has a fireball and dp he can use those tools to keep people in or out, depending on what he's going for. His rekkas are unsafe on every hit now and they can't be delayed so the Fei Long rekka trap doesn't exist. Because of these small changes he's not as rushdown oriented while he can be played that way.
Claw Iori is all about the rushdown. He has no real defensive game since his dp is really bad and he doesn't have anything that will threaten the other person if he isn't in their face. He has really good tools for staying in like qcb+B or qcb+C and deals big damage off every hit confirm.
On January 06 2012 04:51 sung_moon wrote: holy crap touched the online mode of this game for first time. jesus its a tragedy
heard a netcode patch is coming on the way though. need more ppl to play 13 in my immediate area so i don't gotta resort to online heh
I feel you on that one the netcode is a damn shame but hopefully the netcode patch fixes things dramatically. I have two groups of friends I play with, one group meets on Saturday's and the other group I play with meet on Sunday's. Sundays group is god awful but they like the game and want to get better so it's cool.
Is there a YouTube channel out there that you know of I can subscribe to watch some high level play?
That channel has a lot of arcade footage but I don't know where you'd go to find some decent Japanese console footage. If you want to watch some SoCal you can check the archives on http://www.twitch.tv/theanswerkof. His stream often features Bala and other topic SoCal players.
i was just watching vids there, but i don't have enough of an understanding of the characters for me to figure out if the arcade ver, they are playing on is the exact same as the console is. just gonna assume every kof13 video they post now is prolly the same as console
was watching the scr money matches. bala's claw/clark is inspiring. duo lon looks like a ton of fun
tried playing online for a lil more and i find that green bar (as rare as ill come by to those) is actually playable. still drop ezpz HD combos in it but still i can enjoy playing under green bar conditions
dam was exploring leona when i came across this vid. sick
one habit i NEED to get rid of is thou when i get a nice clean oppurtunity to punish a ridiculously unsafe move with iori/shen i end up pressing f for cl.FP, f.A/B, and i always end up throwing them instead of a fatty combo. also happens when i input FP and press forward too fast, i still get throw somehow
also the kof play at the brazilian WPgame tournament was fantastic
If you’re wondering how all the characters in King of Fighters XIII stack up, three of North America’s best players are here to help you out. On his stream, The Answer sat down with LDA B.A.L.A. and LDA Romance as they analyzed all 36 characters, including the latest DLC characters Mr. Karate and NESTS Kyo. The three pros break with tier list tradition of a simple ranking, instead opting to place all the characters on a converted Nolan chart. If I’m reading their results right, most of the KoF cast believes strongly in personal freedoms, although Leona sticks to her extreme populist ideals.
wow i was learning her too and felt she was good too
i mean her IOH's are mean, v-slaher super is amazing, balltic launcher is an amazing AA, but i guess thats really it. she also seems only good to me as point/2nd, but never as anchor (i'm prolly talking out of my ass right now because i don't know any hd combos with her) i don't think she's the worst character then again i just started playing and i can't really say who is (and these guys are the best in US thus far so......)
entering my first kof13 tournament this weekend, going in with old iori/shen/goro team. if i had more time to practice would of placed leona or kim instead of shen, but i feel more confident with shen, despite the fact i like both leona/kim as a charcter more.
I asked my friend and he told me "She has one of the hardest HD combos, she gets beat out of many things with th exception of a couple air to air. They didnt buff her on the home version but nerfed her. But i still rock her and have fun with her."
This version is still fresh though so things can change here in the next few months. Since I got bodied last week I changed my team around a bit. Now I'm using Mature, K' and King. I feel really good with this team right now so I'm going to stick it out with them for awhile.
Now that people in my area are getting more used to her, it makes sense. The ball is deceptively bad, in that the active hitbox ends a decent bit before the ball fades off screen. Fear and ignorance were the only things making that tool really useful, as its too slow to use as a reactive AA and is punished really easily by just sweeps etc. Really most of her moves besides the D slasher are unsafe once people learn punishes.
Even as the worst character, she still has uses. The C version of the air super still goes absurdly far and the instant overheads are scary as long as she has meter. Her corner HD isn't very hard but her midscreen one is for sure =/
time to learn some top tiers (kyo, claw iori, benimaru)
If there's any random things you want me to talk about just post it up and I will if I can when I see it.
On January 10 2012 08:06 sung_moon wrote: one habit i NEED to get rid of is thou when i get a nice clean oppurtunity to punish a ridiculously unsafe move with iori/shen i end up pressing f for cl.FP, f.A/B, and i always end up throwing them instead of a fatty combo. also happens when i input FP and press forward too fast, i still get throw somehow
What happens is there's a buffer for throws, I don't remember the exact number of frames but let's say it's like 5. If you input C or D and input f or b within the 5 frames you'll still get a throw. just remember you have a ton of time to cancel your normal into the special you want. This buffer is a good thing in my opinion because it's easy to avoid getting accidental throws AND you can abuse it to run throw really easily. Traditionally run throw has been one of the hardest things for me to do in KOF and I couldn't get that down no matter how long I practiced it. However, in KOF 13 you can purposefully trigger that throw buffer to run throw easily. Try to run throw by running then pressing b+C and most likely it won't work if you hit back first. You can use your knowledge of this throw buffer and hit C first then tap b or f to get a throw.
On January 13 2012 08:41 Kingkosi wrote: It looks like Leona is considered the bottom of the barrel. Does anyone care to explain why since I don't use her?
Leona is considered awful pretty much because of what your friend said. I don't agree with her HD combo being hard but that maybe because I started SF off by being a charge character player and still am haha. Her biggest problem, in my opinion, is her lack of options. If you don't have her d~u+P charged what can you do when someone jumps or hops. If you have it charged, what can you do besides wait? Pressing any button or throwing out a move makes you lose your charge and the other dude is free to come in again.
Claw Iori cliff notes: all cr.B cr.A f+A can be replaced with cl.C f+A
corner bnbs cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 2 bar 1 drive 535 damage 46 stun cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A qcf~hcb+P 2 bar 464 damage 28 stun (preferred corner combo) cr.B cr.A f+AA dp+C qcb+A qcf~hcb+P/cl.C end in super for damage cl.C for reset.
command grab midscreen run dp+C qcf~hcb+P 1 bar 305 damage 6 stun run cl.C qcb+B (whiff) get mixup, more details later
command grab them into corner dp+C qcb+B qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 1 bar 1 drive 513 damage 39 stun dp+C qcb+B qcb+A dp+A qcf~hcb+P 1 bar 405 damage 18 stun
qcb+C is more or less safe on block and leads into super even midscreen, abuse it. Watch out for smart players who will GCAB your f+A and punish your qcb+C. Don't drive cancel unless they're in the corner it's not worth it midscreen. His HD deals a lot of damage but I don't remember what it is off the top of my head. Probably qcb+B (HDC) qcb+C loops or something.
hcf+P run up cl.C qcb+B is a good mixup if you don't want to spend bar for super. You can run up cl.C on the same side qcb+B and stay on the same side, run up cl.C qcb+B end up on the other side or run under cl.C qcb+B and stay on the same side. I think no matter which you pick you're +. Set up a meaty cr.B or cl.C and confirm or throw reset them again.
Press lots of st.D, st.B, cr.B and cl.C. Especially cl.C that's your go to anti air, anti hop, oh shit I need to mash something button. st.D is a very strong poke that hits a bit more than 1/4 of the screen. It has a good vertical hitbox and will slow down ground approach and hops. st.B is quick as hell and has an amazing reach making it almost as stupid as Kula's. It can't be cancelled into anything but it's still good for keeping the pressure up. cr.B is a fast low hitting move that shrinks Iori's hurtbox so you can actually use it as an anti air and hit confirm into a full combo. It's his main hit confirm chain starter. Some common strings are cr.B cr.A f+A or cr.B cl.B for the double low. Make sure you mix it up so you don't get GCAB punished for doing f+A every time. cl.C is your main punish starter. It's also a stupid good anti air/anti hop because of how fast it is and how vertical it hits.
need to be exposed to more shit, like dealing with saeki/ash zoning (i can't believe i flinched and jumped when he did yoga catastrophe and landed right when it slowed down), and hwa pressure. also need to change/improve my playstyle with goro. i feel like just sitting back being reactive with s.D, s.B and waiting for the opponent to jump isn't gonna cut it i feel. pretty much just play all or nothing once i feel desperate with goro, and fall into predictable/gimmicky patterns. i can only catch ppl with empty hop dp.K, empty hop c.LK dp.K, and fishing with antiair d/f.C HD combos for so long
as for the rest of my team (old iori/shen) i feel like i'm playing them correctly somewhat, but just need to improve on what i'm already doing. rogueyoshi eventually won the tournament with djhoushen (the mvc3 felicia/taskmaster/skrull player) placing 2nd. hopefully match videos of it will be uploaded and i can post em for everybody to critique/make fun of.
so yea. wasn't even sad 3s tournament was canceled or i was too late to enter AE this time. so glad i decided to get/play this game
@sung_moon when ever you get a chance post those vods up I always enjoy watching some KOF
@Demoninja So this weekend I've been using Mature/K'/King and by far my weakest character is K'. Do you have any advice on how to deal with pressure and maybe some HD combo's that you know of as well? I would appreciate it greatly.
I started working on the op again if there's anything people want me to cover in particular I'll make it a priority. At the moment I'm adding stuff as I think of it. Please read it and let me know what you guys think.
If that's the order you play you already made one smart choice most K' players didn't. In arcade K' was a monster battery but with the changes to K' he's definitely not a point anymore. K' has an amazing st.A for anti hop and a fairly good dp for reversals. A lot of KOF defense is just reading your opponent and knowing when to reversal and spend meter. I can give more tips if you have particular characters or moves that are giving you trouble.
His HD is probably like this now, cl.C (HD) cl.C (dp+A (HDC) qcb+D qcb+D whiff)xN.
To get damage you have to learn how to do dp+A (DC) qcf+C f+D. An example midscreen hit confirm would be cr.B cr.B qcf+AC f+D qcb+D qcb+D whiff dp+A (DC) qcf+C f+D qcb+D qcb+D whiff dp+C.
I'll expand it to something similar to what I wrote for Iori later.
Midscreen BnBs cr.B cr.B can be replaced by cl.C(2)
cl.C(1) qcf+A f+D qcb+D qcb+D whiff dp+A, if you want you can extend it with a drive.
Corner combos are the same as the punish combo just you have more ways to confirm it. You can get j.D cr.B cr.B cr.B into the punish combo or something I believe.
Yes that is exactly the order I use for my team, I like having Mature at point and King as my closer and I've been swapping characters in and out of that second spot. As far as characters giving me trouble I would say Benimaru, Kyo, Kenshou and Andy give me the most problems.
Xian of CCAsia will be doing a speedrun for the world record of every characters trials at http://www.twitch.tv/crosscounterasia. Zhi is also there commentating. Starts soon.
I just did some testing, sorry Kingkosi it seems the drive combos I told you were corner only. I'd still recommend you do cr.B cr.B qcf+AC f+B qcb+D qcb+D (whiff) dp+A as your main combo since it gives you at least 80% of the screen for corner carry. I'll get started on how those particular chars play in a bit.
I actually think Kensou and Andy play very similar roles on a team. They're both strong point characters who don't need meter but can spend it well. They can both play good fireball games and are just overall solid characters. Good fireballs, dps, and normals.
Kensou
Midscreen BnBs:
st.B st.C cr.B rekkas This is pretty much the only combo I'd do midscreen.
Corner BnB:
any starter, rdp+BD (DC) qcb+P qcb+A qcf+A qcf+A qcf+A qcf+A rdp+B 1 meter 1 drive
Actually those are the only two combos I know with him and probably are the only ones you need haha
st.B st.C is his new target combo, you can't special cancel it but you can link a st.D or a cr.B after it, whichever is easier for you. st.B st.C is safe on block I believe and the first hit is a low so it's a good starter. cr.B is a strong move as well. It lowers his hurtbox a lot and you can probably use it to duck under some fraudulent jump ins. st.D is a decent anti hop normal i think, better than his st.A anyway. His sweep is decently fast and can be cancelled into fireball making it fairly safe. st.C is a decent mexican uppercut. st.B and cr.B and his super grab make it fairly easy for him to open someone up with strong high low throw mix ups.
His fireball is one of the fastest in the game and combined with the fact that he can duck under many other fireballs with cr.B lets him dominate in fireball wars. His dp is one of the best dps in the game considering how fast and how much invincibility it has. The motion itself is good seeing how he's blocking 2/3 of the time.
Beside what I think is sloppy play (maybe I am biased; I am super-old school who only play 98), I find this game to be very odd and imbalanced. It seems that some characters, such as King, Raiden, and Kula, when at maxed gauge, can punish an opponent so severely that it made the final set extremely volatile (one wrong move and you are dead).
What is difficult about the old KoFs is the initialization of chains (I call these 'confirmation'). For example, Mary, Chris, and Terry can pull off chains easily because their close C -> 6A are pretty slow, giving the player enough time to see if his opponent actually blocked it or not and divide whether or not to proceed. Other ones, such as '02 Yuri, needs to rely on 2B -> 2A which is much shorter and must follow by 623C*2 which is risky if blocked, so chaining is harder.
Unfortunately, these super-imba cancels in KoF 13 are very easy to pull off - because when you make such a chain you already had a long sequence of moves to confirm that you have hit your opponent. After that it's just a set of mechanical input. Kind of like Rage of the Dragons!
On January 23 2012 07:09 Sufficiency wrote: I saw some of the VODs of tournament play.
Beside what I think is sloppy play (maybe I am biased; I am super-old school who only play 98), I find this game to be very odd and imbalanced. It seems that some characters, such as King, Raiden, and Kula, when at maxed gauge, can punish an opponent so severely that it made the final set extremely volatile (one wrong move and you are dead).
What is difficult about the old KoFs is the initialization of chains (I call these 'confirmation'). For example, Mary, Chris, and Terry can pull off chains easily because their close C -> 6A are pretty slow, giving the player enough time to see if his opponent actually blocked it or not and divide whether or not to proceed. Other ones, such as '02 Yuri, needs to rely on 2B -> 2A which is much shorter and must follow by 623C*2 which is risky if blocked, so chaining is harder.
Unfortunately, these super-imba cancels in KoF 13 are very easy to pull off - because when you make such a chain you already had a long sequence of moves to confirm that you have hit your opponent. After that it's just a set of mechanical input. Kind of like Rage of the Dragons!
So your judging the balance of the game based off of vods you have seen? I'm guessing you haven't actually played the game because if you did you would see that everyone is just about viable and nothing comes easy my friend.
haha, sounds like you saw vods of the arcade version as well. The stuff you're complaining about got nerfed when they rebalanced things for console lol
I don't understand your paragraph on hit confirms at all. You're complaining that more than 3 characters can hit confirm combos?
And are you really surprised that the level of play isn't as refined in a brand new game as the 12 year old predecessor?
how many people play this game online? I'm asking cuz I may not have friends to play this game with, so I'd like to know if I could still entertain myself with just matchmaking. Thanks
On January 23 2012 11:58 Mistapibb wrote: how many people play this game online? I'm asking cuz I may not have friends to play this game with, so I'd like to know if I could still entertain myself with just matchmaking. Thanks
online is really bad, although i do find it playable with green/blue bars ppl. hard part is finding said ppl :/ although this game is sooooooo good i would get it regardless. not only is an online patch to fix netcode coming, but from my opinion, i've had more fun playing this game than playing AE/2012+mvc3/umvc3 all combined. plus the game came out only for 40 bucks!
edit: anybody know how far they are in the tournament atm?
On January 23 2012 11:58 Mistapibb wrote: how many people play this game online? I'm asking cuz I may not have friends to play this game with, so I'd like to know if I could still entertain myself with just matchmaking. Thanks
online is really bad, although i do find it playable with green/blue bars ppl. hard part is finding said ppl :/ although this game is sooooooo good i would get it regardless. not only is an online patch to fix netcode coming, but from my opinion, i've had more fun playing this game than playing AE/2012+mvc3/umvc3 all combined. plus the game came out only for 40 bucks!
edit: anybody know how far they are in the tournament atm?
It's over, finals was MichaelX vs El Gallo Negro and MichaelX won.
ok kof13 online matchmaking makes no sense. i specifically put my settings to lvl 3 or higher (green/blue bars), and yet still ppl witt red bars somehow join my game
i know i shouldn't be playing randoms online like this but still wth lol
and also i thought clark's command grab-> qcf+p was drivecancelable into his super???
mmmm only saw the last 3 vids (finals) and seemed like some good stuff oh yea the recording for the last starbase arcade kof13 ranbat w/ ginseng (he plays his first match at 1:18:00)
also thinking of swapping shen for saeki on my team. always wanted to play a zoner, but this guy's corner dmg is CRAZY. i also love any character that can cancel their sweep (a good one at that!) into a fireball. plus his neomax is kewl
just got done a crazy ft10 on xbl that went down to the last match, and I learned a ton. this games online isn't anywhere near as bad as people make it out to be. I should have been grinding online matches this whole time D:
trying to make mental notes of common patterns that people have, like doing wakeup dp's after losing air to air etc. Hoping with enough practice I won't get totally scraped at final round
SNK-Playmore recently posted notes on the latest King of Fighters XIII patch they implemented for PS3 users. While details are scant at the moment, we have a short translation courtesy of Orochinagi. You can filter ranked matches by ping. Custom Match settings are saved between sessions. Adjusted display of ping levels. Adjusted stability of online connections. Fixed some bugs in PLAYER DATA section. Fixed some bugs in REPLAY section. Fixed a number of bugs related to CUSTOMIZE and downloadable characters. While the patch is only available for the PS3 at the moment, an Xbox 360 patch should be released soon.
Going to see how much network has improved today after school.
Just letting you guys know in advance on Feb 19th SoCal players will be coming up to NorCal for a ranbat. I'll probably enter despite not playing this game for the past 5 or 6 months.
On February 07 2012 13:03 Demoninja wrote: Just letting you guys know in advance on Feb 19th SoCal players will be coming up to NorCal for a ranbat. I'll probably enter despite not playing this game for the past 5 or 6 months.
Good luck bro! I'm going to tune in I can't wait to watch some KOF. Who do you use by the way?
damn another tournament featuring the big socal contenders (bala, reynald, answer etc.) also combofiend there playing/commentating there. hope to see him play some more
Just letting you guys know, the norcal ranbat featuring guests from socal will begin in about 20 minutes. I don't remember who came up from socal but expect to see Reynald, Duc, Romance and more.
went 0-2 in 13 over at WB, but i lost to ryry (winner of the tournament) and the other guy barely beat me 2-1, so i'm pretty happy with my play. felt i could of done just a little better if i didn't decide to run a character i'm still learning (saeki) over the original character i replaced (shen).
learned not to fuck with kyo j.d.C. holy shit it was clipping me in the back of my neck and/or straight up cleanly beating all my AA's. but definitely an enjoyable tournament, especially with the casuals/tips with steve h/ryry/rogueyoshi etc. all weekend.
anyway looks like there was a ton of hype KOF this weekend from WB: + Show Spoiler +
I have been spoiled by watching JP players play the arcade edition version a few months ago, those guys would never drop combos and seeing this...makes me hope that the level of play increase far more in the future.
Ugh so disappointing to see less than 20 people signed up for KoF this weekend at MLG, but I can't blame the players or teams since this was announced on such late notice by MLG and held on the same weekend as NCR. However, in comparison, Final Round had like 170 people for KoF.... Note: Really MLG? Please don't blame the game/community if there is a low turnout. It's your fault. Yeah, I get it.
Apparently they dropped the ball behind the scenes as well according to the MLG Winter Championships thread on dreamcancel (http://dreamcancel.com/forum/index.php?topic=2100.45). Check it out if you are interested.
Ogosho won't be going to MLG. He was supposed to be invited by them together with a number of other players from Europe, but they told them at the last minute that they never sent any invites like that. He's complaining about it on Twitter and I'm sure the others will follow. Right now, he's streaming while boozing and complaining about this whole incident.
Also, RF didn't get an invite to begin with, so he's not going. Tokido isn't planning to go either. To put it another way, MLG won't have any Japanese players.
I hope that they manage to get at least a few more signups at the door to make this a real tournament (32-40 isn't too much to ask for I hope). On the bright side, the quality of play should be great thanks to some of the top so cal players deciding to attend MLG instead of NCR. The always impressive Xian from Singapore will be coming too.
On March 21 2012 13:35 Looms wrote: Ugh so disappointing to see less than 20 people signed up for KoF this weekend at MLG, but I can't blame the players or teams since this was announced on such late notice by MLG and held on the same weekend as NCR. However, in comparison, Final Round had like 170 people for KoF.... Note: Really MLG? Please don't blame the game/community if there is a low turnout. It's your fault. Yeah, I get it.
Apparently they dropped the ball behind the scenes as well according to the MLG Winter Championships thread on dreamcancel (http://dreamcancel.com/forum/index.php?topic=2100.45). Check it out if you are interested.
Ogosho won't be going to MLG. He was supposed to be invited by them together with a number of other players from Europe, but they told them at the last minute that they never sent any invites like that. He's complaining about it on Twitter and I'm sure the others will follow. Right now, he's streaming while boozing and complaining about this whole incident.
Also, RF didn't get an invite to begin with, so he's not going. Tokido isn't planning to go either. To put it another way, MLG won't have any Japanese players.
I hope that they manage to get at least a few more signups at the door to make this a real tournament (32-40 isn't too much to ask for I hope). On the bright side, the quality of play should be great thanks to some of the top so cal players deciding to attend MLG instead of NCR. The always impressive Xian from Singapore will be coming too.
yea sadly team e.live (containing both Mr.KOF and RF) won't make it. But, KOF as stated was announced on short notice, plus the fact that i feel a lot of the KOF players exhausted themselves financially going to FR, which also plays a factor on the short heads up concerning KOF being added. I feel like in future MLG with KOF13, turnouts will be better. Game is great, and it'll be the only game i plan on watching from MLG this weekend. Fully expecting more great sets from the SoCal guys and another 1-3 top three.
I'm glad MLG is paying people, but until they remove that extended series rule I don't think I'll ever go to one =/
Trying to learn benimaru right now, that tk'd lightning stuff is harder than it looks. Still can only get 3 in one combo. Really wish he didn't have that f+b move so I could mash his anti air st.b easier.
On March 21 2012 13:35 Looms wrote: Ugh so disappointing to see less than 20 people signed up for KoF this weekend at MLG, but I can't blame the players or teams since this was announced on such late notice by MLG and held on the same weekend as NCR. However, in comparison, Final Round had like 170 people for KoF.... Note: Really MLG? Please don't blame the game/community if there is a low turnout. It's your fault. Yeah, I get it.
Apparently they dropped the ball behind the scenes as well according to the MLG Winter Championships thread on dreamcancel (http://dreamcancel.com/forum/index.php?topic=2100.45). Check it out if you are interested.
Ogosho won't be going to MLG. He was supposed to be invited by them together with a number of other players from Europe, but they told them at the last minute that they never sent any invites like that. He's complaining about it on Twitter and I'm sure the others will follow. Right now, he's streaming while boozing and complaining about this whole incident.
Also, RF didn't get an invite to begin with, so he's not going. Tokido isn't planning to go either. To put it another way, MLG won't have any Japanese players.
I hope that they manage to get at least a few more signups at the door to make this a real tournament (32-40 isn't too much to ask for I hope). On the bright side, the quality of play should be great thanks to some of the top so cal players deciding to attend MLG instead of NCR. The always impressive Xian from Singapore will be coming too.
yea sadly team e.live (containing both Mr.KOF and RF) won't make it. But, KOF as stated was announced on short notice, plus the fact that i feel a lot of the KOF players exhausted themselves financially going to FR, which also plays a factor on the short heads up concerning KOF being added. I feel like in future MLG with KOF13, turnouts will be better. Game is great, and it'll be the only game i plan on watching from MLG this weekend. Fully expecting more great sets from the SoCal guys and another 1-3 top three.
edit: happy korn b-day btw n_n
hehe ty. i was hoping that good news about the event would have been a nice present though
i agree with pretty much everything that you said. the Spring Championship in Anaheim this June should be able to produce an epic KoF XIII tournament, hopefully rivaling the SC2 tourney and getting the game the exposure that it deserves. at least this will be a good opportunity for the SoCal guys to prize split and take home a nice payday haha. i bet they would love to take top three and go back with 4k each :D.
also this is indeed a serious death combo video. the shen combo is especially funny imo
I heard KOF was more global than SF so I had to check it out. It looks pretty cool and the art style is slick. Hopefully I can learn something today. I always knew about KOF but never knew the extent of the competitive scene.
On March 24 2012 06:11 Serpico wrote: I heard KOF was more global than SF so I had to check it out. It looks pretty cool and the art style is slick. Hopefully I can learn something today. I always knew about KOF but never knew the extent of the competitive scene.
Neither did I, but my passion for KoF dates to the year 1994 if you catch my hint ^^ As much as I love Starcraft I'll surely watch some fighting, this weekend! Cannot wait to see how the pros play, afaik KoF has always been more 'open' than SF.
On March 24 2012 06:11 Serpico wrote: I heard KOF was more global than SF so I had to check it out. It looks pretty cool and the art style is slick. Hopefully I can learn something today. I always knew about KOF but never knew the extent of the competitive scene.
Neither did I, but my passion for KoF dates to the year 1994 if you catch my hint ^^ As much as I love Starcraft I'll surely watch some fighting, this weekend! Cannot wait to see how the pros play, afaik KoF has always been more 'open' than SF.
Or maybe it's my fanboyism speaking, dunno.
well, arguably some of the best players in the world (outside of japan) are at this tournament. it was announced on short notice, so a lot of the players couldn't make it in time, but a few notables stand out: BALA, Reynald, romance, Duc, Xian and his friend(justius??).
Sigh... this MLG stream is atrocious. No matter what I'm watching, if I am spending much more time viewing downtime than actual matches then it is just not worth the effort.
On March 24 2012 06:11 Serpico wrote: I heard KOF was more global than SF so I had to check it out. It looks pretty cool and the art style is slick. Hopefully I can learn something today. I always knew about KOF but never knew the extent of the competitive scene.
Neither did I, but my passion for KoF dates to the year 1994 if you catch my hint ^^ As much as I love Starcraft I'll surely watch some fighting, this weekend! Cannot wait to see how the pros play, afaik KoF has always been more 'open' than SF.
Or maybe it's my fanboyism speaking, dunno.
well, arguably some of the best players in the world (outside of japan) are at this tournament. it was announced on short notice, so a lot of the players couldn't make it in time, but a few notables stand out: BALA, Reynald, romance, Duc, Xian and his friend(justius??).
OH SHIT MRKOF THERE TOO? REALLY?
Duc from MvC2??? Is he one of the best at KoF? If so, that's awesome.
Been watching the MLG stream on and off, but I am quite disappointed in the commentary. Seems to be a lot of Oscar grunting and making wild guesses.
Justin Wong eliminated. He manage to get top 8 which is cool but definitely didn't expect him to take it. Juicebox Abel getting ready to commontate. Get hype!!!!
On March 24 2012 17:22 Novalisk wrote: KOF is such a beautiful game. I hope MLG keeps it and the crowd starts filling up.
You are not alone! Next MLG event is in CALIFORNIA, and players/teams will have much more time to prepare travel accommodations, so I have faith that the KoF tournament will be epic.
On March 24 2012 17:22 Novalisk wrote: KOF is such a beautiful game. I hope MLG keeps it and the crowd starts filling up.
You are not alone! Next MLG event is in CALIFORNIA, and players/teams will have much more time to prepare travel accommodations, so I have faith that the KoF tournament will be epic.
More people would show as well if this wasn't the same weekend as NCR.
With more time to plan and it hopefully not being the same weekend as another major in the future, people will actually show up to watch.
Was really enjoying the KoF last night, considering picking myself up a copy. Haven't played any of the recent ones, but used to love some of the older games, especially the capcom v snk mixups.
extended series in grand finals too stronk. I think mr kof could have won if it wasn't for extended series, but Bala played really well, non the less. And the commentary of Juicebox was really nice :D
I seriously dont know wtf is going on at MLG sometimes. Are they really threatening to remove the game or drop the prize pool to $5k for Anaheim after only one event? (See @mrmlgadam twitter for more info) Is that really sending the right message when you are keeping both MK and SC5 with $16.7k prize pools? Apparently they haven't even confirmed Halo for the next event too, just SC2 and the two fighting games. Oh boy, I can't wait for that!
I want to say that I didn't see this coming, but I actually did. I mean did they do their homework at all? If MLG did, they would have found that KoF is a definitively WEST COAST game in North America, just as MK is an EAST COAST game. You absolutely CANNOT judge the potential for KoF at MLG based on the last event at Columbus. SO HOW THE HELL DO YOU KNOW THAT GUARANTEEING MK AND NOT KOF AT ANAHIEM IS THE RIGHT MOVE? Also, they cross scheduled with NCR (I know there is nothing they could do here). Not a good way to start it off, right? Top that off with the fact that they announced the tournament about 3 weeks prior to the event date. If I could use an MMA reference, this is like asking an up-and-coming fighter to take a fight on short rest, while another equally appealing fight is available and closer to home, and oh by the way, it would be the first major event of his career with that organization. And if you do accept the fight, you will be overshadowed by the main event(SC2) no matter what. Is that honestly giving the KoF players/community a fair shot?
What exactly is their model for growing the fighting game scene at MLG? I used to be on MLG's side when it came down to the Capcom license ordeal, and I cannot believe that I am saying this, but I think Capcom might have the right idea, keeping their games away from MLG. For the record, I do NOT like much of what Capcom does nowadays.
ok i stop now /endrant. curious if anyone else out there has thoughts about this...
I dont see them threatening anything. It looks like MK9 and SCV has sponsor support while KOF doesn't. MLGAdam is promising to push for KOF to be at anaheim and along with a 5k minimum prize payout.
On March 28 2012 15:21 pachi wrote: I dont see them threatening anything. It looks like MK9 and SCV has sponsor support while KOF doesn't. MLGAdam is promising to push for KOF to be at anaheim and promising a 5k minimum prize payout.
If that is truly the case, then I would have rather seen the first KoF event be at Anaheim with a normal prize pool along with the other two games. It could have been properly planned and promoted, while being hosted in a very KoF-friendly location. However, I think that they all have sponsor support or they wouldn't have been there in the first place.
Super frustrating. Expecting large unsponsored playerbases to just fly out with 3 weeks notice is absurd. There were KoF players from Ohio that attended Final Round that couldn't make it on such short notice.
People will show up for anaheim. I hope they can get Hellpockets & Steve for commentary there.
he said that the payout would be $5k minimum unless they get more than that in entry fees iirc. so if it was $50 to enter that means more than 100 players. thus officially no pot bonus for KoF at that point? i didnt really understand how this was fair or appropriate. tbh im not sure if they would get 100 players at Anaheim with a $50 buy-in w/o pot bonus. im not really in touch with the scene enough to judge how many people will turn out for a fighting games event without Capcom games in California. actually, its in the players advantage to have as few entrants as possible in terms of payouts.
if they cannot get 100 players in Anaheim for a tournament with a GOOD payout structure, i.e. one with an equal/fair pot bonus(in comparison to the other fighting games), then they should probably just scrap the game for future events.
I'm sure it will work out fine. They will have 3 months to sort it out. Final Round had 170 players for KOF with only the $1000 Atlus pot bonus. I'm sure mlg arena viewership numbers and the turnout at anaheim will be good enough for more kof at mlg.
Until then, theres good things like WNF Season 2&3 and a lot of majors to be happy about.
On March 28 2012 16:58 pachi wrote: I'm sure it will work out fine. They will have 3 months to sort it out. Final Round had 170 players for KOF with only the $1000 Atlus pot bonus. I'm sure mlg arena viewership numbers and the turnout at anaheim will be good enough for more kof at mlg.
Until then, theres good things like WNF Season 2&3 and a lot of majors to be happy about.
yeah I hope that everything will work out in the long run. apparently a lot of KoF fans spoke up tonight on twitter, so I hope that that has some impact on adam and the rest of MLG. I can't wait until Thursday for the umvc3 and KoF action, probably my two favorite fighting games to spectate currently.
wow crazy hype match here. Didn't know thats what happens when anchors dbl ko. Been learning some Yuri and Dou Lon and watching a bit of NCR and MLG vods. Holy shit Yuri has some crazy tools. So many wakeup options to be respected, divekicks can crossup, demonflip shenanigans crazy good command grab, airthrow, DP, crazy good damage, decent normals/FB etc. Didn't realize she was like this.
I think KOF is at a point where we want people who understand the game on the mic. There are lots of subtle things going on that no one in NorCal sees. They also don't know any characters besides their own 3 or 4 and even the majority of NorCal can't tell you about their own characters. Well now that I think about it, hypemen might actually be better for the game overall right now cause the community is small. Forget everything I just said.
Edit: Oh and when I get home I can write some Yuri shit. I started playing this game again.
Hype > technical knowledge, ezpz right now. Hellpockets + Steve is better than The Answer was at MLG, despite The Answer definitely knowing/understanding a ton more about the game.
Finding some crazy stuff the more I tinker with the game. For example, with Iori, if you get a command grab that puts them into the corner and followup with the standard meterless combo after it ( dp + c, qcb b, qcb a, dp + a), and then jump at them as they wakeup, you'll cross them up even though they're cornered, but not in a way that j.c will hit, and to get the taco to come out you have to input it as though you didn't crossup. Not sure why it happens, but similar things can happen with CD/j.CD in the corner.
Also starting to think it's worth it to sacrifice some damage in favor of resets as Kyo. Things like upkicks, hyper hop j.d, walk forward, normal jump, down + c. Depending on how far you walk, it can do all kinds of wonky things, including at one point it crossed someone up, turned their sprite around, but had me land on the original side and combo them from behind lol.
Also, I dropped Shen for Benimaru and I only wish I had done it from day 1. Beni is crazy good, just need to learn a corner carry HD combo at this point. His j.D randomly beats or trades with a bunch of anti airs, including I think all of King's.
I guess but I just wish the "hypemen" at least knew about the gamee so we can give the stream monsters some accurate info instead of shit like Iori cl.C f+A is a link like I heard on the NCR stream.
im really enjoying it so far tonight! great variety of players and casters. i love Oscar's MLG shirt, it's trolling the people at the arcade and on stream too
I didn't even realized that he got DQ'ed into Losers. He played that epic match vs Mr. KoF who ended up placing second, so I wonder how far he really could have gone without that unfortunate DQ. Despite that his attitude seems really positive about the whole ordeal, I would have been pretty upset if they DQ'ed me like that in a tournament with less than 30 people in it AND I came all the way from Singapore.
Also, KoF XIII was featured during the Mix Up Night #01 last week in Osaka. It was a KoF / AE 2012 event, hence the name, and hopefully it will be the first of many to come! I have only watched a few matches so far, but the playstyle seems quite different compared to the North American players. Tournament matches start at like 37 minutes iirc. http://www.twitch.tv/mixupnight/b/313471602
and if you like AE2012, go watch the matches with KojiKOG. amazing play with T.Hawk haha. my favorite match was
^ Just found some time to watch the KOF matches. Pleasantly surprised at the amount of Goro being used. Didn't think he was that popular of a character. Not enough Goro Daimon matches for me to learn from.
Was considering recently of dropping either ex iori or goro for yuri. But I really wanna make goro work for me (he's easily been the character i need the most work with on my main team).
On April 08 2012 14:09 sung_moon wrote: ^ Just found some time to watch the KOF matches. Pleasantly surprised at the amount of Goro being used. Didn't think he was that popular of a character. Not enough Goro Daimon matches for me to learn from.
Was considering recently of dropping either ex iori or goro for yuri. But I really wanna make goro work for me (he's easily been the character i need the most work with on my main team).
Seriously stick to your guns if you've got a character you like, I dropped Leona because everyone was saying "she's so bad, she's low tier". Then I see people like Reynald and other high-level players running her like nothings different. The concept of a character being "weak" or unpopular is way different from other fighters they're still very viable it seems.
yeah i agree with the idea of not having strict tiers, even if it appears that certain characters are strong or get a lot of tournament usage. it seems that it just comes down to personal preference and comfortability at the moment. maybe that will change as time goes on and players get better and better though.
found this video on srk earlier too. i had seen some of these combos before, but a few of them really impressed me, especially the last one featuring ash's thermidor thermidor sans-culotte thermidor germinal obviously. some of the color edits are hilarious too if you can get the references :D
TRB has been crazy tonight. Amazed how many people playing Hwa, gonna have to go into training mode with that character after seeing some of this stuff
well it was the return of BALA tonight. first time at TRB and he takes it down. congrats to him and nice showing from Reynald and Mr. KoF like usual, 2nd and 3rd respectively. the stream ran a little long tonight, but i was glad that KoF got that much airtime nonetheless.
Yea gonna stick it out with goro. Really wanna make it work out with him.
Also went to training mdoe with benimaru for first time just to see how hard his combos are. Ridiculous damage off 1 stock anywhere. Getting up to 500 1 stock/1 drive of a regular throw in corner is nuts. I think I can pump out more TK fb's but i seem to only be able to land 3. j.D is fuqqin nuuuuuuutz
Last season gave us some epic matches and Mr. KoF ended up taking first place in the league, securing 25 EVO points. Reynald got second and 10 EVO points, not sure about third place at the moment. (BALA didn't place as high as the other guys because he only started coming half way through the season btw)
Just got the game, played a bit in the arcade version but just bought it 2 weeks ago because I did a zavvi order and it was at 23€ :p (btw they don't say it but it's deluxe edition).
So I'm prolly very bad, played '98 and 2002 UM a bit but meh.
Playing King/Kula/Elizabeth (Romance's team so I guess it's an OK team even tho they aren't the easiest characters) Playing on PSN : Falco252
Just found something hella goofy with Iori. Haven't gotten to test it out on players to see how effective it really is. If you command grab, super jump j.c, super jump again with the j+b.b (crossup move), it hits in front of them but as a crossup. If they get hit by it, Iori actually stays on the original side, but if they block it, he crosses up afterwards.
Toying around with it to see if I can make the not crossup thing happen on block, it looks so weird.
Go watch some KoF tonight and I promise that you won't be disappointed. Also, this should serve as a good warmup for the MLG tournament, which will start tomorrow afternoon iirc.
sad to hear that this is the last time for KoF at MLG, but I cant blame them since only 30 people entered the tournament. that is about how many people enter the ranbats at The Runback lol....
On June 09 2012 15:54 Looms wrote: sad to hear that this is the last time for KoF at MLG, but I cant blame them since only 30 people entered the tournament. that is about how many people enter the ranbats at The Runback lol....
EVO will still be amazing though.
Did they get less players than MK and SCV? I thought MK only got like 14 players last time.
On June 09 2012 15:54 Looms wrote: sad to hear that this is the last time for KoF at MLG, but I cant blame them since only 30 people entered the tournament. that is about how many people enter the ranbats at The Runback lol....
EVO will still be amazing though.
Part of that is probably because ECT is going on this weekend too. I know the only EG representative at this MLG is Floe. But this still makes me sad. And makes me regret not getting there early so I could register. I've never played KOF 13 and I've only ever played other KOF games on a Neo Geo emulator with a keyboard, but I would have sacrificed a bit of money and pride for EEEE-Sports.
Purely from a spectator's point of view, I don't understand how anyone can like watching SF4 and not like watching this game. It's just better in every way. And what happened to all those pre-09ers that used to cry all the time for sprite based fighters on the forums? Now people see sprites and think it's "too anime." What a fickle bunch.
Well before I get into a rant, if anyone sees a skinny, nerdy asian guy jumping back and forth between SC2 and KOF it might be me. I'll be the one not carrying a fight stick, because I don't actually play this game.
On June 09 2012 15:54 Looms wrote: sad to hear that this is the last time for KoF at MLG, but I cant blame them since only 30 people entered the tournament. that is about how many people enter the ranbats at The Runback lol....
EVO will still be amazing though.
Part of that is probably because ECT is going on this weekend too. I know the only EG representative at this MLG is Floe. But this still makes me sad. And makes me regret not getting there early so I could register. I've never played KOF 13 and I've only ever played other KOF games on a Neo Geo emulator with a keyboard, but I would have sacrificed a bit of money and pride for EEEE-Sports.
Purely from a spectator's point of view, I don't understand how anyone can like watching SF4 and not like watching this game. It's just better in every way. And what happened to all those pre-09ers that used to cry all the time for sprite based fighters on the forums? Now people see sprites and think it's "too anime." What a fickle bunch.
Well before I get into a rant, if anyone sees a skinny, nerdy asian guy jumping back and forth between SC2 and KOF it might be me. I'll be the one not carrying a fight stick, because I don't actually play this game.
Amen. I haven't touched KOF in years, and I still enjoy watching it, similarly to BW/SC2.
I wish Atlus gave some support, as they have a real eSports gem in their hands. Maybe we'll see it for KOF XIV.
I don't get it, how does EX Iori's do two rekkas in corner and then recover in time to do a s.C reset/DP? I've been trying with both A and C rekkas but he doesn't recover nearly enough time to catch em.
On July 12 2012 16:01 sung_moon wrote: I don't get it, how does EX Iori's do two rekkas in corner and then recover in time to do a s.C reset/DP? I've been trying with both A and C rekkas but he doesn't recover nearly enough time to catch em.
assuming you aren't talking about EX rekkas, it's the super-cancel glitch like Kim's stomp in older games. Just do the input to cancel his rekka into super when you don't have meter/drive for the cancel, Iori recovers pretty much instantly. It's also how to do his stupidly hard infinite zzzzzzz
I started playing this game again. I sold out and play mad stupid teams. Instead of my old Andy, Raiden, Kula I main Mr. Karate, Hwa, and Shen now lol.
I'm actually working with some friends on a yt channel for beginner friendly combo videos. so far we've got about half the cast covered. gonna have more on playstyles etc added later probably once the semester is over, might be delayed til after evo tho
inputs for everything as well as some notes about specific stuff is in the description of each video. If you have any questions post here, I forgot to subscribe to this thread before, but I love this game and enjoy explaining it
and there is a day 9 style person for KoF, it's JuiceBox, http://twitch.tv/JuiceboxAbel . He streams pretty frequently and likes to spend stream time teaching in depth about the game.
I've started to look a bit at the game to be ready for the predicted Steam release, and damn it's a lot of different cancels and bars for a 4 buttons game !
check his archives for a ton of information - he'll sit there for HOURS taking questions in chat and teaching people how to play this game. Highly recommend following him, and checking his/renic's videos on youtube. there's about a billion hours of good footage in his archives as well. as an entry level KoF player he has helped me a great deal
and for posterity i play Kensou/Leona/Kyo, considering dropping Kensou or Kyo for Maxima. VAPOR CANNON!
check his archives for a ton of information - he'll sit there for HOURS taking questions in chat and teaching people how to play this game. Highly recommend following him, and checking his/renic's videos on youtube. there's about a billion hours of good footage in his archives as well. as an entry level KoF player he has helped me a great deal
and for posterity i play Kensou/Leona/Kyo, considering dropping Kensou or Kyo for Maxima. VAPOR CANNON!
You play KoF now!? We gotta get games in at evo (if you're going )
Maxima is awesome, that 3 frame ex super punishes all kinds of crazy stuff, aka punishing some characters' heavy normals on hit. A few of his matchups are godawful though. I have no idea how to win Max vs Yuri, so I just recently dropped him for ex kyo
edit: for that matter, anyone who'll be at evo, hit me up! I want this evo to be like this year's final round was for me, 72 hours of KoF and drinking, with breaks to play my tournament matches in other games.
In addition, "Iori with the Power of Flames”, “NESTS Style Kyo”, and “Mr. Karate" DLC characters are now playable from the start, for a total roster of 36 characters!
・NETWORK: "THE KING OF FIGHTERS XIII Steam Edition" now features vastly improved netcode that will provide you with the most comfortable online experience yet! The new netcode features improved communication speeds between you and your opponent, and also tailors your online experience according to your PC environment!
Might have to actually jump in on this. My last exposure to SNK fighters was through CvS2 and Garou.
There's also this bit about applying for the PC CBT:
SNK PLAYMORE is proud to announce the official launch of its participant recruitment campaign for the Closed Beta Test of "THE KING OF FIGHTERS XIII Steam Edition" from today (August 9th, 2013).
■ Application Request Period 2013/8/9 ~ 2013/8/18
■ Number of Participants 300 people * Participants to this Closed Beta Test (“CBT”) will be selected from a lottery drawing if the number of applicants exceed 300 people.
■ Winners Will be notified by mail from 2013/8/19.
■ CBT implementation period 2013/8/20 ~ 2013/8/29
■ How to apply Please access from the URL listed below, and fill in the required information: http://eepurl.com/Dk98v
We are looking forward to your participation! SNK PLAYMORE CORP.
He has videos explaining the basics of the game itself like how meter etc works, the different "tricks" in the system to make inputs easier such as the hold buffer, late HD, and different shortcut motions, and finally a bunch of long videos going in detail explaining the ins and outs of how a character is played. I played him at Evo and can attest to him being both a strong and smart player
Here we just have some basic combo videos with notes explaining everything in the description to give you an idea of what you can do as far as confirms & punishes with a lot of characters. I'm probably going to redo most of these once this drops so I can get a respectable quality and update the information itself, as for some characters (such as Saiki) I've learned some better / easier things after I had already made the video.
If there's any character you're interested in that either doesn't have a tutorial on JB's channel or doesn't have a basic combo video on mine, let me know! I play 90% of the cast at least casually, and I've probably played at least 40% in tournament.
And OF COURSE I'll be adding people on steam once this comes out
wtf? how do they even scale the graphics in a 2d game and those cpus are like day and night.
not sure if i gonna pick this up. always so much work just to get okay'ish in a fighting game, unless its by netherrealm studios. i heard this is one of the hardest.
hmmm i haven't had very good results yet, gonna tinker with some settings on my end. Played renic (louisiana to arizona) and one other person (dont know their location) with both kinda crappy results. couldnt do proper confirms etc. They're changing builds daily though so who knows lol
Played a couple people from my city. One the connection was awful, the other was damn near flawless but apparently bad on his end. This is definitely a legit beta test and not just a marketing beta like blizzard does
I'm toying with it, never played any KOF game before. Execution is weird coming from Street Fighter. Shouldn't be too long to adapt but dunno.. It's weird. D:
yea its a different system. Some quick protips if you're coming from street fighter
1) there's throw invulnerability one wakeup after hard knockdowns, after hitstun, and after blockstun. unlike sf, you cannot throw someone immediately as blockstun ends
2) there's a hold buffering trick where if you input a special move or roll early on wakeup or in a combo, it will execute the first frame it is available, holding your input for a short time. Makes reversals and a lot of combos way easier
3) pretty much any normal that you can special cancel can also be whiff canceled, leading to some cool options to kara moves / cover multiple options.
4) drive cancels can't happen on block except in HD, so if you have a move that you want to drive cancel but have trouble confirming, just do it!
I'll add more stuff as I think of it
edit: hopping is odd to a lot of people at first, but when I just started thinking of it as a reverse super jump it made perfect sense to me. maybe that helps
Edit2: just played another guy from my city (4 bar connection), was great, not quite offline but pretty close.
On August 29 2013 11:03 Demoninja wrote: Time to get back into this shit guys. Should I still tier whore it up with Karate Hwa Shen or play characters I like haha.
I've been learning karate hwa kim this past couple weeks just to get better at them because I consider them the best*, but its not really necessary to play top tiers in this game at all.
*I consider flame iori better than hwa jai but we already have a flame iori main locally
edit: hopping is odd to a lot of people at first, but when I just started thinking of it as a reverse super jump it made perfect sense to me. maybe that helps
That I'm okay with it, I play C.Viper on the side and having different type of jump is fine to me. Although 4 types of jumps is quite a lot to consider obviously.
Drive and HD cancels timing still feel weird too, but that's coming with time. Gonna be one hell of a journey to get okay at KOF while still getting better at AE. =D
edit: hopping is odd to a lot of people at first, but when I just started thinking of it as a reverse super jump it made perfect sense to me. maybe that helps
That I'm okay with it, I play C.Viper on the side and having different type of jump is fine to me. Although 4 types of jumps is quite a lot to consider obviously.
Drive and HD cancels timing still feel weird too, but that's coming with time. Gonna be one hell of a journey to get okay at KOF while still getting better at AE. =D
You'd be surprised! The best kof player in my area is also the best SF4 player (an akuma). Once you get the system down, the same basic fundamentals apply for both games
On August 29 2013 11:59 Kyyuna wrote: Wait what, we can use flame iori?
O shit I thought we were stuck with claw iori for this ver.
Flame Iori and 98' Kyo are both available in this game, as well as Mr. Karate! Just highlight kyo / iori / takuma and press the select button (or whatever the keyboard equivalent is)
Pretty much any button style works. The one GTR listed makes playing raiden a little easier, but that's pretty marginal. I use the box layout you posted noocta.
Played some people from my area today who live ~30 minutes or less away, felt damn close to offline aside from an occasional hiccup. Really awesome.
I was able to hit takuma combos online. Those get messed up for me just by playing on laggy TVs, so I feel pretty good about the netcode at least for people within the same region. sung_moon & Demoninja you on the beta yet? add me on steam fools! :D
Trumpet, Takuma corner bnb with close c, 6B, [1]6D, [1]6B, [1]6B, Super. Should i be learning to do a qcf within the [1]6B so i can just hcb for super or do I just man up and fit a full super motion in there
Ugh. I'm having a lot of trouble hit confirming so far. The timing to drive cancel stuff is fine, although motions are a bit complicated, but doing simple stuff like linking normal into each other is weirdly difficult for me. Do you need to link them ? Chain them ? Do you need to input early ?
One example of normal chain that I can't get out is Leona crB crB crA the crA never connect, I don't understand the timing at all.
Trumpet, Takuma corner bnb with close c, 6B, [1]6D, [1]6B, [1]6B, Super. Should i be learning to do a qcf within the [1]6B so i can just hcb for super or do I just man up and fit a full super motion in there
Do a full super motion! The reason you dont want to do the shortcut way you listed is that you can actually drive cancel the [1]6B into super if you're not careful, which is something you can do midscreen and would just waste meter in the corner. if you have trouble getting the super out, just skip the last charge kick imo. Majority of my takuma drops come off that damn 2nd charge kick anyway, I always get jump b T_T
On August 30 2013 10:53 Noocta wrote: Ugh. I'm having a lot of trouble hit confirming so far. The timing to drive cancel stuff is fine, although motions are a bit complicated, but doing simple stuff like linking normal into each other is weirdly difficult for me. Do you need to link them ? Chain them ? Do you need to input early ?
One example of normal chain that I can't get out is Leona crB crB crA the crA never connect, I don't understand the timing at all.
hmmm I dont think i've ever seen that chain in use. For leona, you'd go into st b so you can chain into f B into whatever special / super. The only time leona chain's into a cr A / st A is for the fancy and totally unnecessary flash chop combos where the A is just there to be whiff canceled and doesn't actually connect. I think it's one of her trials.
which reminds me:
The combo trials in this game are not to teach you bnbs like other fighting games, they are pointlessly hard and inefficient, just execution trials!
Other things that reminds me of, you will normally chain cr As/Bs when you see a combo featuring multiple. One important thing to note is that if you chain into overhead moves, they change their properties and are no longer overheads (except for chin's!). Leona's f B for example is an overhead that knocks down (and gives an awesome 3 frame safejump if you immediately hop afterward), but if you chain st B into f B it's not an overhead and does not knockdown, but is instead special & super cancelable to her air moves.
@Pachi- Try doing 2362361.A if original command is proving too difficult/annoying.
@Noocta- That sounds like a really fast chain. If it's like Kim (probably not I never really played Leona) just try to mash it out asap. But why would you do that for confirms? For 2.Bx2 2.A 2~8 B+C (HD Bypass) ?
edit: Speaking of Leona, anybody who watched Evo remember the name of the Japanese Leona player? That guy was so legit, but I forget his name. He was apart of Woo's entourage if that helps any.
On August 30 2013 11:56 sung_moon wrote: @Pachi- Try doing 2362361.A if original command is proving too difficult/annoying.
@Noocta- That sounds like a really fast chain. If it's like Kim (probably not I never really played Leona) just try to mash it out asap. But why would you do that for confirms? For 2.Bx2 2.A 2~8 B+C (HD Bypass) ?
edit: Speaking of Leona, anybody who watched Evo remember the name of the Japanese Leona player? That guy was so legit, but I forget his name. He was apart of Woo's entourage if that helps any.
Was that ogosho (sp?) I dont remember all the names lol
@noocta yea that one bar version is a little rough. You can make it easier by doing qcb A xx super, but it costs a drive.
I've been wanting to get into KoF for some time but never really could because there wasnt playable online. I was skeptical about the netcode of the pc version but i decided to get it anyway and support a worthy developer, and i've got to say im quite happy with the netcode. My connection is on the slower end of things and i have found many good matches so far. I would say for me it is very close to street fighter netcode and it still has potential to get better with patches.
Played some matches on the new update with someone from my city today, it felt like offline. It was actually better than playing on the HDTVs at our closest lan center lol
Ugh, still only toying with the practice mode, trying to see what team to use to learn the game. Not a marvel player so team building is a bit foreign to me still, but I'm leaning for some easy to use character to start with. I'm really liking King, K', Leona, Shen and Vice for now.
Does a King, K', Shen order sounds okay ? From what I've seen, King is a good first, she doesn't rely on meter much. And both K and Shen benefit a lot from meter but aren't helpless without it. No idea if it let me open to a particular bad match up tho.
Still like learning second day on this, feel free to demolish my train of thought.
On August 31 2013 12:58 Noocta wrote: Ugh, still only toying with the practice mode, trying to see what team to use to learn the game. Not a marvel player so team building is a bit foreign to me still, but I'm leaning for some easy to use character to start with. I'm really liking King, K', Leona, Shen and Vice for now.
Does a King, K', Shen order sounds okay ? From what I've seen, King is a good first, she doesn't rely on meter much. And both K and Shen benefit a lot from meter but aren't helpless without it. No idea if it let me open to a particular bad match up tho.
Still like learning second day on this, feel free to demolish my train of thought.
Lucky for you the thought process behind KoF and Marvel are completely different. Kof has no assists, and very few 'bad match ups' in the game. Therefore KoF team order is more about meter management than matchups/synergy like marvel. With that said, unless you plan to be winning a tournement, just pick three characters you like and put them in any order. Play around with them in some matches and you'll notice you tend to use more meters with certain characters, and make the order based on your meter use, not what you see top players use.
That order is pretty much ideal for that team noocta, but having said that I don't think order matters too much in this game. Some character make obviously good points (billy, king, ex kyo, duo lon) and some make obviously good anchors (shen, kim, claw iori), but I've seen enough good players doing the opposite such as ChrisKoF runnig shen point or Reynald & Bala runnign duo lon anchor to not be too worried about it.
one cool trick I just remembered: for any quarter circle / 236 motions in this game, if you go to up forward or 2369 and press the button before leaving the ground, the game will never give you a DP. Really useful imo for character with that fireball / command grab / DP overlap like beni / iori / kyo.
Yeah, I found out about the 2369 trick for fireball motions when practicing K'. I still get the teleport instead of the fire circle from time to time, even with Negative edge not being part of this game tho. That's a big testament to me hitting buttons for too long I think. (crB crB qcf A fB )
My execution is ass in this game, my motions are clumsy as fuck. haha The command grab motion used in this game feel so weird to me, because even if it's only one more forward after the usual hcb I use for Makoto's karakusa, the way I do it in AE make it awkward to add it. Especially since you can't miss an input apparently, and in AE you're forced to miss input to do the kara karakusa. Practice practice practice !
On September 01 2013 17:15 Hokay wrote: Did they fix the host advantage for online play?
ive played over 100 matches since version 5 came out, and i personally don't notice host advantage. IMO if it does still exist, it is very very minimal.
Edit: I'd like to hear others opinion on this matter, and their over all experience with the online. For me, most matches are playable, not great, but playable and sometimes the connection is silky smooth.
So far I've gotten decent connections to places pretty far away from me, haven't really had any "unplayable" connections, and the connections to people in my area have been mostly 4 bars which feels like offline. Based SNK actually delivered for once :D
Bit of sad times times yesterday, due to a few TO errors our KoF tournament didn't get to finish in time for our venue closing so we had a forced pot split for top 3 lol. Didn't get to fully see how well my new team would do. I did get to play on stream for some matches though! Tell me some things I can do better if you notice, I'm new to these characters
I picked up the game, and it's pretty hard. Duo Lon's rekkas are hard to do, whyyyy.... I don't know why but i rarely connect the "j.X land ground normal" link. Damn I will need to practice for years.
Also the game has a lot of unwarranted mushroom clouds and burning punches.
The hit stun on jumping attack is very low, it's indeed pretty hard to connect a ground follow up and still get a combo. =O You need to do your jump attack very deep.
yea, if you want a ground combo followup you have to time your jump attack late. Basically the game forcing you to choose whether you want to air to air or air to ground.
I'm sadly a little disappointed with steam edition so far but I guess ill have to wait till it comes out officially tomorrow to see if I'm wrong. So far my online play experience feels awful in comparison to AE and I've been setting my matches to 4+, not that I've ever seen one . How's it going for everyone else?
hmmm? I've had the opposite experience. My connections have all been pretty solid when I play random people, though maybe I'm just getting a little lucky that my 2/3 bar connections haven't been bad. I mostly play 4 bar people though since there's a decent scene in my area. And 4 bar connections are fan-fucking-tastic.
I played a few matches just to check the netcode and I feel like the 4 bar connections blow AE out of the water, even the 3 bar connections can be pretty solid, definitely playable. Too bad I suck tho, game is hard. Need a lot of training mode time (:
Elizabeth is so much fun but so bad (imho). Maybe I'm looking for any excuses to why I can't consistently land her harder corner combos.
Forgot how good Billy is too. Suffocatingly offensive/annoying, especially if you don't have meter and can't make them respect you enough to not 5.A all day on a character that can't handle it.
Got the game, practiced for a few days couple hours each day, went online, got no good connections, hosted lobby, lost really bad, went directly back to practice.
Game is rather fun, but not many players close to me it seems. Also, does this game have a matchmaking system so that you can actually play people of similar skill?
My chars are Duo Lon and Terry. I usually run K' to fill up the team, but I can't do anything with him (ok maybe I can, the most basic things) . Other prospects to learn are Saiki, Maxima, Elisabeth, maybe others.
I usually run DL first to build some meter, I find that meter doesn't help him that much. Where should I put Terry? Second, third? (obviously not first, he needs meter.) I picked him up cause he seemed one of the easier ones with quite good damage. It's funny though that his HD combo does less in the corner than in the open.
Could you suggest a character for the missing position?
^ Shen da best. Only character I've stuck with throughout my time on this game. Punching things is just satisfying. Terry can work mostly anywhere imo, put him where you feel comfortable. For example, I like playing Mr Karate but I hate playing him anchor, even though he's totally valid in that spot. Misterio + Show Spoiler +
The guy who won this tournament recently in Brazil:
makes an interesting case for Saiki as an anchor which I had never really considered by just activating HD with 2-3 meters stocked and if you land an anti air super or they jump a fireball, just neo max. Pretty much anyone in the cast works in the 2nd spot, and every time I decide xyz character as an anchor wouldnt work well some brilliant player proves me wrong, such as Mobby in that video I linked above playing anchor Elisabeth. The most popular anchors though are characters such as Kim, Shen, Chin, Claw & Flame Iori, Takuma, Yuri, Vice, Benimaru, and Hwa Jai. Kim is probably the best anchor in most people's minds now.
i am learning some combos, one of them requires a drive cancel from a shoryu into a qcf motion. My problem is that always a double qcf super comes out. What input should I do?
for the moment I give myself zero bars in practice mode, because this is a drive bar only combo
edit: ok i found out if i just press shoryu forward k ~ p then it works. lol. what a strange game
When you do the dp, make sure you lock the stick at df instead of rolling f-d-df-f. Then after the dp comes out, just tilt f+button. At least that's how I do it with Elizabeth, but I also don't get it 100% of the time with her so v0v. But I was getting more consistent with the dp-qcf with her by doing this as opposed to flailing like a fish.
Amazing matches indeed. Got super hype watching madkof play Shen. Then got super sad when he started using his other characters.
been playing duo lon / mai / ash lately... Learned some fun stuff with each. Mai corner HDs do real damage and are easy to confirm. And I learned a full screen corner carry sans culotte combo for ash. Still nowhere close to being as comfortable with them as I am beni / shen / kim / kyo / karate / hwa etc but getting there. Seeing Reynald, Woo, Madkof etc all do so well with so many characters has me determined to learn as much of this cast as I can
edit: should probably link the matches we're talking about...
Match video time! Here's a huge-ass set I played with some of my practice buddies. None of us are great, we're all still learning. I'm about 4 solid months in, myself. Critique please, if anyone here is good, lemme know areas in which I suck! I'm player 2.
Sweet, gonna watch this before I head off to the weekly casual session hopefully. which reminds me... ahhh I need to record a mass amount of casuals myself. Stumbled into Ziwa playing online matches recently and his benimaru was so much scarier than mine I realized I need to put in some real work to break old / bad habits.
haha, I can already see the street fighter player bleeding through. You hit those kyo jump in buttons all so early! If you hit a button early in the air it should be to air to air, but you're using down C which is a weak option there compared to j.CD / A / D. Also boo only going for 2 j. down Cs before letting your opponent out without them earning it!
Your mature got tagged with some meaty cr Bs, which if you use her dp flip move on wakeup you can avoid for free (assuming you see them coming). Also at one point you're at 2/3 screen, opponent cornered as mature with 4 bars full HD, spend that meter!! Ex tear or whatever its called in that situation gets you hella mixups / pressure!
I do like that you drive cancel the anti air slasher sometimes, great use of meter imo Also worth noting (cause I see a lot of the D run slash in there) that when you're sitting on a ton of meter, the EX one can be even better. That leona pressure aint half bad tho :>
Noticing you seem to press those air to air buttons on jumpin situations as mature too! I like some of those combo attempts, that mature link is tight off C -> ex slashes -> st C, but the damage is great (though starting some punishes with cr B isnt optimal, a punish is a punish so thats not worth stressing over too much). You tagged a few airborne chars with the flip move but didn't follow up, I wanna see either qcb Bs after those, potentially super canceled, or at least a st C!
(about 12 minutes in, gonna post more as I watch more)
I don't really play Kyo, I describe they way I play him as "SF4 SCRUB" :D Mature/Leona/Yuri is my actual team, but I'm trying to find a new anchor because I play Yuri like a donkey. Leona is my jam, ride or die, that's my character. My Mature is fairly new but she's a bully.
I'm not sure why I punish with cr.b sometimes. Should be cl.C if I can swing it. if I hit an airborne opponent with Despair (the airborne upside-down slashy type move) can I juggle with qcb.hcf+k?
Leona's EX slash is actually +4 on block, but the people I'm playing let me do whatever I want after D slash and it's just 0 on block, so I never use the meter for EX slash haha. I use it for her midscreen HDs (which I'm still getting down - it's tough!).
idk about juggling with super, I generally see either just st C or qcb B, but my mature is ass so Im not a great resource there I won't yell at you for missed opportunities, I still miss plenty myself and that stuff just comes with time. Especially guard crushes, you kinda have to know which button will break their guard and be planning for it or you often end up with just a sweep or nothing at all.
being new to kyo makes everything there make sense. Yuri anchor is so worth the practice though, the guy who beats me locally runs her (mostly anchor, but not always) and I've been on the wrong end of so many comebacks dealing with her. Mixups for days.
Btw do you play on steam at all?
omg. Watching this, I just want you to know every time you hit someone despair / ex despair and just let them fall to the ground I die a little.
If you anti air with baltic launcher, you can followup with the run slash and super cancel it if you want for damage.
You don't seem to using hold buffer for your combos (as kyo at least). Do that!! It makes the meterless corner kyo combo borderline undroppable.
anti-air baltic scales V-slasher way too much. I usually follow it with D slash if I want more damage, but mostly I'll just take the opportunity to throw an earring
and sorry LOL, I'll start converting off Despair!
I do use the button hold trick for Kyo, the reason I'm dropping it is because I'm trying to use the shortcut back, qcb+k for the reverse dp kick motion so I can use that qcb for his super. I'm overthinking the input and missing the kick entirely. i use it for Mature's drive cancel too (C rekkas cancelled to qcb+D, qcb+Bx2, cl.C)
Yeah I was recently gifted the game on steam :D fakesteve is the account name, Sea[Shield] is the steam ID
On December 24 2013 07:36 FakeSteve[TPR] wrote: anti-air baltic scales V-slasher way too much. I usually follow it with D slash if I want more damage, but mostly I'll just take the opportunity to throw an earring
and sorry LOL, I'll start converting off Despair!
Oo, I didnt mean V slasher, whatever the running one is called (sorry, I never learned move names >.> )
Damn though, your opponent's king is aggressive and when he gets to yuri its like he just freezes. Tell that guy to start going nuts, buffer demonflips off CDs, anti air with st B xx demonflip instead of qcb A, followup those blocked CDs with pressure and the CH ones with another j.cd, demon flip grab.
Speaking of King, you ought to try guard rolling / doing reversals through some of those slide xx fireball blockstrings. It's a little hard at first, but once you get used to it you can force the king player to be way more conservative in their offensive strings. And that Kim uses EX qcb kicks, air qcb kicks, but not air EX qcb kicks, which are the best ones! That move will cleanly beat DPs if done late enough and is often safe on block. can even do it out of backdashes / instantly with qcb, b + kicks. I take that back, kim starts using it more later into the set. Still not enough though! Plenty of situations where you jump at kim while kim is jumping backwards, that is where those ex kicks should come flying out.
That actually makes sense for the kyo input thing, although to be honest I've always done it without doing anything fancy and rdp K, hcf P always gets the super cancel for me. That could be my inputs being sloppy in my favor though
Gonna add you on steam later, and lol good to see the sea fanboy in you is still alive. I've outgrown my MBC Game shirt... horizontally T_T (Curse you tiny korean sizes)
If I hit the opponent high enough in the air, I can do HD install EX V-Slasher (qcf~uf~hcb+ABC), [slash HDC sabre] x3, slash HDC sabre HDC qcb.hcf+K xx max cancel, 1087 damage off an anti-air LOL
On December 24 2013 08:53 FakeSteve[TPR] wrote: also that King/Yuri/Kim player is also an oldschool BW player, she posts here too, though I don't know what her account name is lol
Edit: nevermind, it's suki, and apparently she plays a lot of TL Mafia LOL
haha awesome, always fun to run into former bw players. Silly thing I saw from an austin leona player, you can use air qcb C as a crossup if you do it directly above someone. Not particularly useful, but hilarious when you only need a little damage
On December 24 2013 11:39 FakeSteve[TPR] wrote: Holy shit, there are other Leonas? Awesome.
KoF13 Leona is the sexiest thing in a video game.
You're not alone in thinking that character is awesome I played her when the game came out, but switched pretty quickly (I've never kept full team for long in this game), and we have a dedicated leona player in my city as well. For a mid tier character she's relatively popular
I'm learning this game as well, playing Athena/Yuri/(claw)Iyori at the moment. Does this sound like a team that will teach me the fundamentals of KOF? Might swap Yuri for Terry or king because they seem to be a bit more straight-forward to play than Yuri.
On December 25 2013 07:09 2stra wrote: I'm learning this game as well, playing Athena/Yuri/(claw)Iyori at the moment. Does this sound like a team that will teach me the fundamentals of KOF? Might swap Yuri for Terry or king because they seem to be a bit more straight-forward to play than Yuri.
Those characters are fine to learn KoF with. If you want some more purely fundamentals based characters, ex Kyo, flame Iori, King, Kim etc are all great for that. Athena, yuri, and claw are all great for the crazy offensive aspect of KoF. Claw is just so fast with some scary damage, yuri can do crossup / divekick / grab mixups for days, and athena can be played as one of the scariest grapplers around with her invincible meterless grab into great damage if you can do the butt loop
On December 24 2013 11:39 FakeSteve[TPR] wrote: Holy shit, there are other Leonas? Awesome.
KoF13 Leona is the sexiest thing in a video game.
I swear when I find the vods of the Japanese Anchor Leona who was on stream during Evo Kof13 pools....... He almost knocked out Xian for Top 8 with his Leona play.
On December 25 2013 04:46 FakeSteve[TPR] wrote: Yeah, it's funny. If you ask any top player about Leona and Ash, they say 'too hard, too much work', but she seems really popular with new players
Those characters are fine to learn KoF with. If you want some more purely fundamentals based characters, ex Kyo, flame Iori, King, Kim etc are all great for that. Athena, yuri, and claw are all great for the crazy offensive aspect of KoF. Claw is just so fast with some scary damage, yuri can do crossup / divekick / grab mixups for days, and athena can be played as one of the scariest grapplers around with her invincible meterless grab into great damage if you can do the butt loop
Thanks man, I'll stick with these three for a while then. Gonna hit the training mode and practice some butt loops
I wanted to play a more rushdown oriented style this game so I'm glad the team fits the bill
On December 25 2013 08:39 FakeSteve[TPR] wrote: I think the Japanese Leona player you're thinking of is Sange Tenchou.
But yeah, fuck 'too much work'. She's so worth it, her combos are the most satisfying thing, and I really like her normals set
I love and hate her normals at the same time. j.cd always feels like it should be better than it is, her overhead occasionally got me killed if I accidentally had a charge, and she doesn't have a great confirm string for HDs. She's got some hella goofy stuff though, like how she gets low for her run. She can just run clean under iori's st D, which was a put-down-the-controller-wtf-just-happened moment when I first saw it.
you can hold down charge while running too lol, if you run and then just hold down-forward. 30 frame charge time = sometimes i can anti-air with moon slash while running :D
On December 25 2013 13:22 FakeSteve[TPR] wrote: which characters can get the best damage for like, 1 drive 1 meter or so?
Drunk Hwa Jai if you count that I think.
Kinda depends on how much work you're willing to put in / whether you're in the corner or not. Midscreen, I want to say yuri, karate, maybe maxima have really high one bar damage. In the corner a lot of people can do 40% if not a bit more, including some who get weak damage midscreen like Mai.
For 1 bar + 1 drive, Hwa Jai and Takuma both come to mind for some nasty corner stuff. Drunk Hwa can do absurd damage with 1 bar & drive both midscreen & corner. Chin can do 35-45% off pretty much anything anywhere for 1 bar 1 drive. Takuma is crazy though, his corner to corner HD does 89% and you don't even need a full bar at the start.
Then there are the weird outliers like the beni / flame iori / yuri infinite / semi infinites, I don't really count those though
On December 25 2013 17:39 Demoninja wrote: Regular Hwa deals stupid damage as well in the corner. hit confirm into slide, qcf+AC tk dp+B dp+D (DC) qcb+D qcb+D tk dp+B qcf+A into whatever ender.
Yeah, been messing with Hwa, but I wasn't sure how to get more damage out of him when he's sober, so this is a great help! thanks man
Aha glad I still know some things about this game. Maybe I should read up on it again but right now PC version is dead and the game is all but dead in NorCal.
On December 30 2013 05:32 Demoninja wrote: Aha glad I still know some things about this game. Maybe I should read up on it again but right now PC version is dead and the game is all but dead in NorCal.
lol ??
PC version isn't dead, I run into a lot of good (like, ppl who go to majors) players on it.
On December 30 2013 05:32 Demoninja wrote: Aha glad I still know some things about this game. Maybe I should read up on it again but right now PC version is dead and the game is all but dead in NorCal.
lol ??
PC version isn't dead, I run into a lot of good (like, ppl who go to majors) players on it.
I don't know how you're running into all these people. Once the first two weeks of KOF 13 passed I have not found a single match. I tried again and I did find a match but after 20 minutes. Around what time do you usually play?
I netplay at kinda random times of day tbh, but I just pop open training mode instead of manually searching for a match so I'm never bothered if 5 or so minutes go by without me getting a match. for real though, last few times I did random netplay I ran into Ziwa and James Jr (midwest player who got 2nd to Mario at frosty faustings this past weekend and top 8 at FR etc) for long sets. I've run into a couple people who were kind assy just mashing on grapplers online and praying, but that's the exception and not the rule in my experience.