KOF XIII System Discussion Thread

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deathclown
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Re: KOF XIII System Discussion Thread

Post by deathclown » Thu Mar 15, 2012 13:24

i just bought this game and i decided to try the online rank match win or lose just wanna test it but when i pick create or quick match i always get the message like specifications are not met(something close to that definition lol) i cant join a room either way, i was thinking maybe its because of the percentage of battle completion completion option in the create match and since im 0% so thats why i cant get any matches or maybe im wrong or maybe because i have a bad connection lol, need help please thanks

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Mar 15, 2012 14:07

Rooms can stop you from entering if you do not match their requirements - most rooms only want 3 bar connections.

The best thing for you to do is to create a room (Latency = any) and play arcade or practice mode while you are waiting.

That should guarantee a match... you won't like 1bar matches though!!!

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Re: KOF XIII System Discussion Thread

Post by deathclown » Fri Mar 16, 2012 06:37

i saw the lag issue on version 1.0 its slideshow lol, somehow im getting a regretful feeling of buying this game because of the peoples response through the lag issue im not saying this a bad game i like it even though im not a fighting game player graphics is nice also stylish characters i like it although they remove the unique character intro's in a match, anyways is there really a light of hope on getting a better netcode for this game ? at least they make it like smooth like ssf4 i feel this game does not deserve this kind of netcode i wish that a miracle would happen and the netcodes got switched between kof13 and ssf4 lol

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Fri Mar 16, 2012 12:24

sfxt is getting the same response right now because its netcode is bad.

You know what?

They're still playing it.

UMvC3 has poor netcode.

They're still playing it.

Blazblue has amazing netcode.

It has a small community.

If you like the game, play it. If you really like it, you'll need to travel, or set up sessions. Right now, there is no other way to play with people.

SNKP are working on KOFXIII: Climax, so we're waiting to see what happens next...

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Re: KOF XIII System Discussion Thread

Post by deathclown » Fri Mar 16, 2012 13:25

oooh new episode of 13 maybe the miracles will happen there lol

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Re: KOF XIII System Discussion Thread

Post by hadoolket » Wed May 30, 2012 04:27

okay, i think i need to have this worked out. we were talking about input windows and repeat of inputs to allow for easier linking etc, and was told this only mattered with specials up to neomaxes, not normals. but i was under the impression that the game repeats your button press for 5 frames (roughly) as long as you're still holding the button, giving you a little more leeway in your links. is this right or wrong to assume?

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Wed May 30, 2012 11:16

yes, rule of thumb: if u want to make sure a move executes, hold down the button

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Re: KOF XIII System Discussion Thread

Post by hadoolket » Wed May 30, 2012 18:18

so the five frame repeat on holding down the button DOES work for normals as well?

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu May 31, 2012 18:24

Should certainly be, the whole input repeat thing was not designed for netcode but for laggy monitors. Arguably the same thing.

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Re: KOF XIII System Discussion Thread

Post by CrazyPuncher13 » Thu May 31, 2012 22:14

I've been trying to get into Shens play style for a while now. I play on pad and it's honestly been a bit difficult to learn combos in this game. For some reason it's a really weird layout on the pad. Would it be better to play on stick? I have one.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Mon May 06, 2013 01:23

you're doing it the right way! Have a look at the shortcuts section in the general system guide in the wiki

http://www.orochinagi.com/wiki/index.ph ... I_Tutorial" onclick="window.open(this.href);return false;

any more questions, drop em here

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Re: KOF XIII System Discussion Thread

Post by kadosho » Wed May 15, 2013 20:21

Another thing I've learned with the revamped system is to input by feeling. Its not executable by input alone. Fast combos work just as well for grapples. Its all in the timing.

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Re: KOF XIII System Discussion Thread

Post by Vicio » Tue Apr 08, 2014 05:47

Question(s) here: Reguarding "safe jumps" I saw that Kyo's ex-dp is automatically blocked when the "safe jump" is performed properly. However, when Kyo answers with Hcb+BD you get hit by it. Supposedly, they are both 4 frames yet the ex-dp is blockable after "safe jumps" while the Hcb+BD is not. Why is this and which other characters, if any, have "Anti safe jump" moves besides Kyo?

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Wed Apr 09, 2014 02:58

HCB+BD has autoguard, doesn't it? Is it possible that your safe jump attack is being autoguarded during the startup frames instead of just passing through the invincible frames?

(I'm just guessing here, I don't know on what frame the autoguard starts)

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Re: KOF XIII System Discussion Thread

Post by Vicio » Tue Apr 29, 2014 19:30

I didn't think of that! O_oo_OO_oo_OO_o Now that makes sense! To the lab! .P I'll share my findings of course! ;)

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