Ask Us Anything: KOF FAQ & Advice Corner

I think you are, but better make sure they dont need their stick while you are playing. iirc, thats automatic DQ. Also, you would probably want to ask in the EVO thread than here.

I need some help fellas. I’ve had this game since Christmas but I’ve only played it a handful of times because I dont know how the button layout is supposed to look for my arcade stick. I want to use all 8 buttons. Coming from a SF background, what is a good button layout for an 8 button arcade stick?

There are only four buttons for the game.

Common layouts
AB
CD

BCD
A

Okay, here’s something of a bad or a fail question: When playing KOF (Insert version here) at an arcade or at home, do you guys offer advice to those non KOF players or players that are still getting used to the franchise?

Okay… So I’ve had this game since the game came out and I have yet to get better at anything. I suck so much donkey cock and I cannot even perform combos consistently. Any tips?

Also anyone on the xbox community want to help me practice? This game is just way too hard but I feel that if I learn it, it will be much more enjoyable.

The main problems I had at first was getting used to hit confirming consistently. Nowadays, it seems like the more popular 2d fighters (SF4, UMvC3) give you a year and half to hit confirm, whereas with KOF you need to be pretty on-the-dot in order to land a combo. Even if you get a free jump-in, mistiming the jump-in will lead to dropping the combo.

Watching videos of actual gameplay, using the guides, and most of all playing the game all help out a lot. If you can get someone to play against offline, that’s always the way to go.

Practice practice practice. That’s about it. One thing I’ve been doing recently to get the emphasis off of combos is to look at match videos and see how the stronger players move. Where they hop, and how they space their pokes and whatnot. Just try looking at what you’re doing from a different perspective.

Learn how to space normals to mount an offense or defense, practice hopping and get a feel for each arc’s range in conjunction to your own jump-ins, mess around with cross-up setups, keep an eye out for whiffed jump-ins and react with a cr.B combo, and just be cognizant of your actions in the air (i.e. know if you need a pure air-to-air move like Clark’s j.D, or an actual jump-in like his j.A hop pressure game, or even a move that does both like his j.CD).

So try some of that along with everything in Dandy J’s guide.

Does Daimon have any answers for Mr. Karate? If I lose my point to a point Karate, right now it feels like my opponent is getting two characters for one. If he gets the corner push, Karate has a lot of tools to really fuck up Daimon’s day, and even at mid screen, I don’t know what to do about j.CD.

Daimon’s best AAs against Takuma depend on spacing:

From outside Daimon’s st.B range and against an incoming j.CD that’s spaced almost perfectly to tip with its hitbox, you can cr.C it pretty cleanly. Daimon slightly shrinks down and the horizontal range is good for this type of application. Another safe bet is to air to air him with a neutral/back hop j.D or j.CD. Unless the Karate player has enough meter for a reaction EX Ranbu, you can somewhat safely hop or jump upwards or up back to get a more advantageous angle for your air-to-air. j.CD can demolish Karate if it counterhits him out of a hopping attack, and from a neutral or forward hop j.CD you can run forward and go for a crossup or ambiguous roll setup midscreen. J.D has a much longer reach though, so it’s more successful than j.CD though the payoff is less. Lastly, the reason I mention full jumping for these air-to-airs is to make yourself immune to being counterhit should you lose or trade to his j.CD. You don’t wanna eat that followup ranbu.

Inside Daimon’s st.B range is trickier since hops can be harder to react to, especially an early j.CD. st.D, cr.A cr.C, st.A, and df.C can all win here, but the difficult part is reacting in time and not eating a hop frametrap into a knockdown. df.C obviously has the biggest payoff, but it’s mad unsafe on block and on trade you get counterhit by Karate which is no good. The safest bet is a standing or crouching A, though st.D can also work nicely. Whatever you choose, it’s mainly about recognizing Karate’s possible anti-anti-air frametraps and knowing when not to press a button.

If you can keep him at bay from hopping so much, Daimon wins in the poking game though Karate has his frustrating qcf+A. However, if you’re spaced properly you can whiff punish it by walking or running forward after the active frames end and doing a st.B which will hit Karate out of his fat recovery hitbox. If you’re really good at this and feel yourself, you can do st.B > qcb+B > hcb,f+P for a combo punish into a knockdown. And as silly as his hop pressure is, with Daimon all you need is one clean df.C or j.CD counterhit to land HD from his df.C > BC > hcf+A buffer.

Thanks, I’ll be trying a lot of that and going from there. I don’t know why it never occurred to me that I can get an HD combo off an AA df.C, and I’ve definitely been sleeping on quite a few of those tools to deal with incoming jumps.

Brand-spankin’-new to KOF. I do martial arts in real life, namely Muay Thai. I noticed KOF has three Muay Thai characters. King and Hwa Jai I like. I got a few drunk combos with Hwa and I love King’s zoning game. Joe on the other hand… Is he just a bad character or have I not unlocked him? He seems bad but I don’t know this game that well so I figure he might be something special and I haven’t figured him out yet. I think it’d be cool to have an all Muay Thai team given my background but if Joe just isn’t up to snuff no big deal.

Joe? A bad character? LOL.

Joe would be one of the best in the game if he had at least 3 normals that are + frame advantage on block. He only has 1, which is cr.A. He has stun combos and can outzone King in any match because of numerous reasons:

  1. Slide goes under tornado kick AND Venom strikes. King cannot slide under Hurricanes. In fact, no one can slide under them.
  2. EX Hurricane Upper beats EX Venom Strike.
  3. Slash kick has some lower body invincibility(which means it will beat King’s slide) and at the right distance is safe.
  4. C Tiger kick will blow up all non true blockstrings King tries to do, the invincibility will plow right through it, especially ex TK.
  5. Joe’s corner pressure is extremely solid if not better than King’s.

Joe is about playing lame midscreen, forcing jumps by the opponent and tiger kicking them, psychic qcb+K’s(which can lead to stun combos with enough meter, or about 400+ damage if it hits and you connect it properly, it is also relatively safe and the ex version is + frames if blocked high), and pushing to the corner to get guard breaks or get big damage off of the opponent while they are trying to get out. He also has very nasty frame traps in the corner if you passive move(or tech toll) with stuff like cr.B and s.D(this move… me gusta). His standing A also hits crouchers and will stop hop attempts. Joe’s playstyle is a mix of King and Hwa if you ask me, but he is indeed good and will blow you up if he gets started.

Thanks for the info Nagato. I’m gonna look up some BnBs and try and unlock Joe. I’m a little more optimistic about him now.

How do you go about approaching team order? As in, what makes a character good in 1st, 2nd or 3rd?

And if it helps I’m considering using King (my only definite right now), Elisabeth, Kensou and Ash. Maybe you could form a recommended order out of those characters

Which two out of these three have the best normals and footsies/ground game.: terry, kim, claw iori.

I. Kim
II. Claw Iori
III. Terry

Deciding between Claw Iori and Kim is difficult, but I think Kim takes it home due to his far D being a superb AA with lower body invuln that links into cr.B/cl.C on hit, plus he has a sweep that’s usable since it’s not deadly unsafe on block. Kim also can land combos from an anti-air ff+A, something Claw Iori can’t replicate. He also has a reliable, meterless reversal ( [d],u+K ) plus a similar fast and invuln EX Ranbu for anti-airing or punishing moves on reaction.

This isn’t to say that Kim completely outclasses Claw Iori, but in terms of footsies, yeah. Claw Iori makes up for it with slightly different/more preferable jumping attacks, a better close game with the threat of highs, lows, cross ups, and his command grab, plus his HD damage is even higher than Kim’s.

Terry’s just basic. Decent pokes, an alright sweep, usable AAs and reversals, great cross ups that can accidentally occur, it’s just his blockstrings and tools aren’t as overwhelming.

Order depends on how you want to manage meter and how comfortable you feel with characters being able to anchor down your team. For instance, Kensou and Ash can be played on point to run a zoning game and build Power and Drive stocks for your later characters. So say you run Kensou > Ash > Elizabeth, you might use up Power stocks for EX projectiles, a command grab attempt, or an EX DP combo. However, if you saved the meter for Ash he could come in sitting on a nearly guaranteed Sans Culotte activation combo.

Really, I’ve seen all three of those characters on point. In terms of anchoring, Ash can do it though it’s a lot of work getting down his meterless corner carry combos and storing charges properly. Elizabeth certainly has the most opportunities to score heavy damage from a single attack and many good uses for meter. Kensou will be iffy since he can’t use single drive cancels too well nor does he have a crazy EX Ranbu type move to throw out for a comeback, and his HD damage isn’t spectacular.

Unless you really want Ash last, I’d run your team with Elizabeth on anchor and then feel out whether Ash or Kensou first works better. Both of them can battery well, but both have different uses for Power stocks and different ways to convert damage (i.e. Ash can start a combo from Sans Culotte for 2 Power stocks, while Kensou can only really do that from a perfect DP that can drive cancel and combo into his j.qcb+P. However, Kensou has a fireball DM, a 1 frame grab, and can combo from his normal throw in the corner so you might want him second so he can really convert from his corner throwing game).

Thanks for the tips, though I did mention my team had to have King on it. Don’t worry though since I’ve noticed players always have her on point I’m assuming that’s her favoured position. I like the way Elisabeth plays so I could keep her as anchor. However after messing around in training and facing my friend a little yesterday I figure Ash and Kensou aren’t for me. I still can’t get used to charge characters, and Kensou feels a little awkward, maybe I could look into using him when I’m finally not terrible at the game.

Which brings me to my next question. Could anyone breakdown the overall playstyles/gameplans of Joe and/or Kim? I’m looking into them as potential seconds

I’m having trouble with the Chin match up. I’m never exactly sure where, when, or what his vulnerabilities are.

I’ve been getting better throwing out buttons to stop overhead attempts and baiting out his rolling punch with fake projectiles. I do know the rolling punch is barely punishable, and the follow up even more, but I haven’t punished it in a match very often. His stances and pressure confuse and scare me. They feel more air-tight when I am trying to predict out overheads with a jab and I stay blocking for the most part. He does little dashes sometimes and I figure I should punish those. His air D seems to give me a lot of trouble too. I figure I can just ground-to-air it, and it’s on my list of things to try tonight. But it seems to blow me up a lot harder than it should, sometimes.

In general, what should I look for or expect when playing against Chin?