I can play fine on pad, but if you feel you need a stick it wouldn’t hurt to buy one.
I’ve been on a controller since day 1 and I can play it just fine. I had to adjust the shoulder macros to avoid accidental HD mode though.
Yeah, all three EX characters are good and are worth checking out. Total 180 compared to Shuma and Jill .
I don’t play KoF much, but I got 11 bucks in my psn account and figured it would be just as we’ll wasted there as anywhere :D. Plus they may help get me better at it. I feel like the windows are so small to execute in this game. I do ok in SF, MvC, SG, etc…, but this one kicks my ass
My sentiments exactly, though I am bad at sf links too. The strange thing is I actually find the flow of kof more natural to me than sf, which goes a long way.
How consistent are connection levels on PS3? My first match was 2 bars and completely lagfree, but my second was 3 bars and a total lagfest. Even though I am loving the game, I might need to stop on account of my bad dsl
Just keep at it and you will get it I promise. It took me a while but it was well worth it! I wouldn’t let myself keep me from playing a great game. Start with least difficult characters then work your way up! Go with what feels good to you!
For sure! I am more worried about my internet than my badness.
Sure I’ve lost every match so far, but I get throws, block a mixup or two, and stuff a hop while doing so so it feels good. Just need a feel for footsies and consistently combo from hops.
As for my current team I think it has pretty easy execution and I like them : King/Benimaru/Shen. It also helps that I customized them to look like Sanji, Zoro, and Luffy from One Piece.
Hey guys, just dled the game, and looking to find a group of characters that are well rounded. I tend to gravitate to the wackier characters of the roster, was thinking don, and chin…not sure for a 3rd. any ideas in general? doesn’t really matter how hard, don’t mind putting in the time.
Try Raiden. I know Kaoru’s still using him, so check what he does on youtube. He still has his burst damage, it’s just not as braindead.
Haven’t been online yet but I heard it sucks ass. Most people tell me that’s what keeps it from getting a lot more popular. I’m not great at link in sf as well, but I got 21 of Ibukis done and felt proud, I can’t get past Kula or K’s third trial on this lol
I really like Kula and find her somewhat easier to pick up. I do ok with K, so I use him too. My third varies cause I haven’t found someone to click just yet. Iori hard as hell but cool, same with Leona. Maybe I’ll try Vice next. She seems pretty good plus someone had a sweet looking joker costume for her I’d like to try out
Are there any characters with a strong zoning game that fit comfortably in the role of anchor? Ironically it took KoF to find out I have a zoning/defensive/punishing mentality. The way I see it zoners are best for building meter and dealing solid meterless damage by way of controlling space, and the anchor is meant to be “convert meter into death,” so they do not mesh well.
Course I do not need full zone. Right now Liz and Shen are vying for anchor. Just curious. Maybe I can convert Ash from my point/second by learning Sans Colloutes for his HD and sealing, and I heard Ralf works?
Saiki, and to a lesser extent, Ash( and that’s only if you can do his combos).
I have another question regarding zoning, specifically hp recovery between rounds. I take it a more defensive style makes the fight last longer than a more aggressive one, and more time= more time for them to get in on you as well as regaining less life when you win.
Does this ever become a noticeable factor in kof, ie something else that promotes high offense and tends to dissuade the passive? Is zoning done a bit more aggressively than in other games? I come from a sfxt background, where drawing out the clock can be greatly rewarding, but here it seems a bad idea.
P.S
Is there anyway I can red Sparkster’s guide on learning a new character? The link to it is 404ed, I was wondering if it is anywhere else since it seems mad interesting.
Well, in KOF zoning doesn’t just mean just playing the pure projectile/anti-air/footsie game. There’s always times when you have take the offensive, instantly turning your defense into offense as soon as your opponent makes a mistake.
Here. I went through a google cache and saved all the relevant articles. I’m not sure why LogicFighter went down yet and I was still getting emails about comments up until two days ago. I guess the host got sick of it since it had been dead for almost a year. RIP in piece. I’ll have to make the other articles public and link them from the wiki’s main page.
Not necessarily (especially in 98/02UM). You can indeed make rounds go quite fast if you’re forcing your opponent to take DPs and raw fireballs, or if you bait a really poor roll and punish with a stiff combo. Know that individual hits aren’t as discouraging due to their lowish damage though, but often you can immediately gain your own momentum from an air-to-air or sweep or what have you.
The health regen system generally leads to two common outcomes: a) a match came down to the wire and one player barely survives with any health or b) someone dominated and kept a nice chunk of health. There’s middle ground in there, but that’s not too important. In situation a) the winner with low health has a chance to knock out a bit of the opponent’s life before dying and can even afford to be risky, or perhaps play hyper safe to down the timer/build meter/chip into the opponent’s coming life regen. Conversely, the losing player has a fat health buffer they can rely on and you often see these scenarios end with perfects! In situation b) everything’s good for the dominator usually, but due to XIII’s meter build system this doesn’t always mean much. Certainly it’s the much more preferred situation to be in, though.
So while getting a quick kill should theoretically be the best solution, you simply can’t be all balls-out offense or else you’ll end up taking a risk and eating a EX Ranbu/Abare HD combo/counterhit j.CD. If anything, XIII promotes a much safer form of offense based on minimizing the opponent’s options rather than forcing as many high/low mixups with hops and hit resets and the like. So keeping things short: you’ll enevitably have to cool off your direct momentum (but while still barely maintaining sente) so that you don’t get bopped by an air-to-air/poke/whatever. Playing safer inevitably means killing time, so even a matchup of Kim v. Mr. Karate can come down to the wire on time if both players are exceptionally cautious. This happens often in a tournament setting, despite timeouts being a rare occurance in XIII.
Zoning is done more aggressively than the traditional ST O.Sagat sense. A lot of the zoners have command grabs and even cross-ups now, and most light fireballs have fast recovery so you can trail behind them if you’re fullscreen. This lets you get in pretty easily to start your offense and it works nicely as a transition from zoning. So zoners usually want to score a knockdown or get into their ideal positioning and start their offensive game, even if it’s just keeping the enemy locked into the corner.
Thanks a lot. Wow, Sparkster himself!
That’s how I figured the life recovery situation went (and saw in my experience) but was wondering if perhaps the super pro level had more depth to it.
With that being the general flow then I think I might have more of an advantage coming from SFxT than I thought, since it is similar in several key ways (in theory, not application). You cannot throw projectiles willy/nilly because not only are there ways to phase through them but also the jumping game is strong, even the lamest characters have access to big damage to punish big mistakes made trying to get in, and oki is incredibly important.
I’ve also thought about using a roll offensively the same way that one punishes a defensive roll in SFxT: scoring a knockdown then timing a roll so it can be an ambiguous crossup followed by a meaty or something.
Still haven’t took the time to learn much about oki/momentum, since I’m still learning. Using Ash’s Genie on hard knockdowns is getting me some good mileage though, and is it possible to catch ground teching opponents with a Caprice (seems stupid)?
characters are hit invincible during ground techs, so caprice will not hit.
however they lose much of their throw invulnerability by teching, so take note.