KOF XIII System Discussion Thread
- Dark_Chaotix
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Is someone able to put all the changes up here so I can add it into the respective character threads and update them?
- Arklight
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Re: KOF XIII System Discussion Thread
Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
And is down-highpunch the best option for when I'm standing and the opponent is jumping at me?
And is down-highpunch the best option for when I'm standing and the opponent is jumping at me?
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Re: KOF XIII System Discussion Thread
The answer to both of those questions is - it's situational and depends on the character you're playing as well as spacing, the type of jump your opponent is doing, the type of jump you're doing, whether or not they threw out an early jump attack etc.Arklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
And is down-highpunch the best option for when I'm standing and the opponent is jumping at me?
For instance, Ryo and Duo Lon can use their down Cs as anti-airs pretty well as they have an upward-facing hitbox. Ralf can't as his down C has more horizontal coverage than vertical. Some characters are also able to use standing normals as anti-air in some situations e.g. Billy's stand D, Iori's close stand C, Kyo's close stand C etc.
D_C: The changelists are all in the news thread somewhere.
- Gunsmith
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Re: KOF XIII System Discussion Thread
press before he doesArklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
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Re: KOF XIII System Discussion Thread
wins from right?Gunsmith wrote:press before he doesArklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
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Re: KOF XIII System Discussion Thread
nope. wins.
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Re: KOF XIII System Discussion Thread
Been workshopping
From what we've been looking at,
a good hop B can knock out any light anti air and many heavy anti airs (I wasn't able to knock out Kim's but I thought Kim's was not invincible??)
EX anti airs are invincible, and this is what you use when you are desperate to get out of corners
Have a look and tell me what you think
From what we've been looking at,
a good hop B can knock out any light anti air and many heavy anti airs (I wasn't able to knock out Kim's but I thought Kim's was not invincible??)
EX anti airs are invincible, and this is what you use when you are desperate to get out of corners
Have a look and tell me what you think
- kadosho
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Re: KOF XIII System Discussion Thread
I have been learning a bit behind these new anti-air tactics. I didn't think they would add this feature into KOF. But I have to admit, I like it.
Its crucial to taking off damage, or just being to power up your super meter. Plus it comes in handy whenever you are in a pinch. =D
Its crucial to taking off damage, or just being to power up your super meter. Plus it comes in handy whenever you are in a pinch. =D
- Dark_Chaotix
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Re: KOF XIII System Discussion Thread
Is there a hidden charge partitioning option in this game? Leona trial seems to make me think so....
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Re: KOF XIII System Discussion Thread
Not that I know of. It's only "charge partitioning" if you can break up your charge into 2 parts and still be able to do the move like 3rd Strike. If you break up any of Leona's charge moves the move drops. Yeah you can charge one move(Moon Slash) while running but that's not the same.Dark_Chaotix wrote:Is there a hidden charge partitioning option in this game? Leona trial seems to make me think so....
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Re: KOF XIII System Discussion Thread
i did one short cut with Kula in trial no 9
connecting to (EX)
by doing
> while holding
my old SF4 Mad Catz Stick buttons were screwed while doing the Kula trials
can't wait to try my new Qanba Q4 RAF I got yesterday
connecting to (EX)
by doing
> while holding
my old SF4 Mad Catz Stick buttons were screwed while doing the Kula trials
can't wait to try my new Qanba Q4 RAF I got yesterday
- keech
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Re: KOF XIII System Discussion Thread
Shortcut for 5 trial Terry when charge and DM ,
And someone can write shortcut for Kula , x2 ?
And someone can write shortcut for Kula , x2 ?
- Dark_Chaotix
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Re: KOF XIII System Discussion Thread
hcbf+C, +C
- Yuki Yagami
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Re: KOF XIII System Discussion Thread
Not sure if this is the correct thread to post this minor "Tips and Tricks" video posted by SNKP themselves...
Maxima lecturing about some minor tips and tricks that can be useful sometimes.
Maxima lecturing about some minor tips and tricks that can be useful sometimes.
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Re: KOF XIII System Discussion Thread
Some interesting things in that video.
- When cancelling into HD, if you delay the cancel you will get an automatic attack after your autodash. Which attack you get depends on which button was detected first.
- Some stuff about mid-air HD activation, showing a K' combo where he activates HD in mid-air mid-combo.
- Alternating guard, which we should all know about by now
- Certain attacks that will tag you if you block low will whiff completely if you don't block (Vice's far D used as an example). You can use this to create openings and start a combo.
- If you end your HD combo with a HD Cancel or use a NeoMAX, the Drive gauge will not fill up for a short period afterwards. So it might be interesting to try combos that account for this waiting period before you can start filling up the drive gauge again.
- Hurtboxes while in standing/crouching hitstun are uniform across all characters so all combos should work on all characters. However there are differences when you do attacks that 'lock' the opponent (e.g. Shen's command grab) so there may be differences in followup capabilities there.
- Some NeoMAXes become anywhere juggle when they're MAX Cancelled. This can be combined with the fact that some supers can be MAX Cancelled when whiffed to let you connect NeoMAXes in situations where you wouldn't otherwise think it possible to connect them (including off a throw!)
- During a character's crumple animation, the first few frames are vulnerable to throws.
- When cancelling into HD, if you delay the cancel you will get an automatic attack after your autodash. Which attack you get depends on which button was detected first.
- Some stuff about mid-air HD activation, showing a K' combo where he activates HD in mid-air mid-combo.
- Alternating guard, which we should all know about by now
- Certain attacks that will tag you if you block low will whiff completely if you don't block (Vice's far D used as an example). You can use this to create openings and start a combo.
- If you end your HD combo with a HD Cancel or use a NeoMAX, the Drive gauge will not fill up for a short period afterwards. So it might be interesting to try combos that account for this waiting period before you can start filling up the drive gauge again.
- Hurtboxes while in standing/crouching hitstun are uniform across all characters so all combos should work on all characters. However there are differences when you do attacks that 'lock' the opponent (e.g. Shen's command grab) so there may be differences in followup capabilities there.
- Some NeoMAXes become anywhere juggle when they're MAX Cancelled. This can be combined with the fact that some supers can be MAX Cancelled when whiffed to let you connect NeoMAXes in situations where you wouldn't otherwise think it possible to connect them (including off a throw!)
- During a character's crumple animation, the first few frames are vulnerable to throws.