KOF XIII System Discussion Thread

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ZeroNiiro
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Re: KOF XIII System Discussion Thread

Post by ZeroNiiro » Thu Feb 02, 2012 22:49

I'm a little bit confused about this most recent vid from SNKP.

Has these stuff always been around before the patch or are these now after the patch to fix/balance tweeks?

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Feb 02, 2012 23:07

I can only think of the alternating guard and HD activation as having always been there

The auto attack feature is nuts and requires immediate testing!!! It could really change the way we play - unless getting the C/HP to hit is difficult... but theoretically it won't matter as any attack would cancel...

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Fri Feb 03, 2012 09:28

SonicTempest wrote: - 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.
Yeah that is annoying, particularly when I was doing the Vice double HD combo. I had to rethink how to do it because the gauge wouldnt fill up all the way.
SonicTempest wrote: - During a character's crumple animation, the first few frames are vulnerable to throws.
I wonder if that was intended or not because I showcased that in my vid from 1.1 ( http://www.youtube.com/watch?v=ZvPyd-Xkno8" onclick="window.open(this.href);return false; , at 2:20 ), and thought it was a glitch. To think you can combo into it, thats quality!
ZeroNiiro wrote:I'm a little bit confused about this most recent vid from SNKP.

Has these stuff always been around before the patch or are these now after the patch to fix/balance tweeks?
Gunsmith wrote:I can only think of the alternating guard and HD activation as having always been there

The auto attack feature is nuts and requires immediate testing!!! It could really change the way we play - unless getting the C/HP to hit is difficult... but theoretically it won't matter as any attack would cancel...
Yes, all this stuff has been in there from start. How can you not know about the delay in HD activation for auto attack? Its a essential for Leona to link her charging moves. And I dont like using it because it ruins my reaction for when I dont want to auto attack. Even DC have been posting about this.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Fri Feb 03, 2012 10:47

Well, I don't get it.
I do a combo, I press BC, character does NOTHING. I think I misunderstood something?

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Fri Feb 03, 2012 10:57

Do the combo but press BC at the last few frames of the previous move, so you will get an auto "C" at the expense of an auto dash. If you do it too early you get the normal dash in. The example vid at 1:11 shows the example of what happens when its pressed late. So if ppl are finding it hard to link stuff, this helps.

Then it also goes into doing the HD activation while on ground and in air and getting the intended attack while activating HD mode. This shown at 1:40.

As ST said, it will put the attack to what is being detected first.

Also, i add this to the system tut thread with added time line stops so you get to where you want.

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Re: KOF XIII System Discussion Thread

Post by hadoolket » Fri Feb 03, 2012 12:47

THIS. this auto normal C on hd activation midstring.

it made me frustrated and i was wondering why it kept doing that by what i thought was accident when i was trying to complete kensou trials. WHY IS THIS A FEATURE.

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Fri Feb 03, 2012 19:38

Dark_Chaotix wrote: I wonder if that was intended or not because I showcased that in my vid from 1.1 ( http://www.youtube.com/watch?v=ZvPyd-Xkno8" onclick="window.open(this.href);return false; , at 2:20 ), and thought it was a glitch. To think you can combo into it, thats quality!
I'm going to guess it was intended since they've been showcasing Takuma DCing from f,b,f + P into HCB + K for quite a while now.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Fri Feb 03, 2012 22:13

I hate that auto thing. I call BS it's put in there to help players.

If a player's timing is dodgy, why not just let the HD system auto execute punch or kick at the last second so that we can combo easier?

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Fri Feb 03, 2012 22:35

Well, some ppl find it hard to do that, and i remember where a trial for Billy this technique helped. Its a def use for Leona combo like sD (2 hits), late BC~auto C, bcf+B, etc etc. The auto C allows for you to keep charge while still getting a cC out. If you did this without it, you will be hold back and your dash would stop and you have to manually press C which would result in a whiff (if done slow).

I think its a good thing for those that are lazy or get flustered when trying to do HD, while having an auto C come out make it easier for them. I dont like it, but thats just me. Just dont press BC late and you will be fine :D
SonicTempest wrote:
Dark_Chaotix wrote: I wonder if that was intended or not because I showcased that in my vid from 1.1 ( http://www.youtube.com/watch?v=ZvPyd-Xkno8" onclick="window.open(this.href);return false; , at 2:20 ), and thought it was a glitch. To think you can combo into it, thats quality!
I'm going to guess it was intended since they've been showcasing Takuma DCing from f,b,f + P into HCB + K for quite a while now.
From a special to a special I can understand, but from crumple to a normal throw? Only reason why I thought it was a glitch.....who would of thought comboing into a throw would be an intended feature.

Also, Im loving the fact that they included AG as a feature and validating that it was done on purpose. All those haters that didnt like it in the older kof have to deal with it in this too haha.

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Re: KOF XIII System Discussion Thread

Post by Max » Thu Feb 09, 2012 02:05

SonicTempest wrote:- 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!)
Soooo…

Anyone has an idea of which characters could benefit from empty-cancelling their DM's to connect a "free" NeoMAX?

(Besides Terry, that is…)

And how much would they scale? Maybe it isn't worth it in the long run if the NeoMAX deals little to no damage.

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Thu Feb 09, 2012 03:10

Max wrote: Anyone has an idea of which characters could benefit from empty-cancelling their DM's to connect a "free" NeoMAX?
The video showed Kula doing throw -> QCFx2+P (whiff) -> HCBx2+BD.

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Thu Feb 09, 2012 09:32

Maxima is another that comes to mind..

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Tue Feb 21, 2012 07:01

MIght want to note that AB rollisnt as effective as older kof's. In this, if you AB roll you dont really get the upper hand in frames for another attack (unless the opponent does a blatant special move). The actual roll is slower and allows more time for opponent to realise what they are doing to either keep spamming cB / cA or throw attempt. Throw attempt works out better because you cant tech throw from a roll.

If you going to Emergency AB roll, do it mainly to get out of situations, not for punish.

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Thu Feb 23, 2012 12:20

New vid



First part is option select to throw or light attack.

I dont know what the Mr Karate part was.

Third part is damage scaling?

I dont know about the Yuri / Iori part where she slaps but the part after it about doing the correct roll (forward or back) to punish.

Correct me if Im wrong

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Thu Feb 23, 2012 17:36

The first bit does talk about that option select, but in the context of how the KOF input recognition system works. The order is .D > .C > .B > .A , so if you press .A .D a .D comes out and if you press .A .C a C comes out etc. However if you do a command move using simultaneous inputs the priority system is overriden (i.e. doing fwd .A .C with Iori will result in a fwd .A coming out).

The Mr Karate bit is talking about damage scaling. Specifically how there are moves that incur normal damage scaling based on the number of hits, and moves that incur the same amount of damage scaling throughout (based on the number of hits in the combo at the time of the first hit of the special move). An example given is Mr Karate's Zanretsuken ( fwd bk fwd .P ). It goes on to say that if you use one of these moves as a followup attack (from moves that allow followups) the damage scaling would normally proceed as normal, but if you do it with the fastest possible timing the move used to follow up will incur the scaling of the previous move.

The example given is Kim's qcf qcf .K -> QCB db fwd .K . When cancelled normally the second DM does 195 damage in total due to scaling. If you do it with the fastest possible timing it instead does its full damage of 210 (because the previous move had no scaling).

The rest of the moves shown are examples of this in action. There's also some sort of exception where this rule doesn't apply (something about attacks with mid-air hit detection?)

The Yuri/Iori bit is talking about how buttons pressed during a screen blackout (super flash) will not be registered (so you can't roll on reaction during a super flash, for instance) but if you keep the buttons HELD DOWN, after the flash ends your command will execute with the fastest possible timing. It even works for attacks with a long super flash (like Ryo's qcf qcf .A .C ).

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