A way to work yourself into doing it properly is just go into training and try to do in in common situations you might go for the grab. Run up, jump in, etc.
I really have trouble to get the combo timing down. I just started today with Joe and terry.
The timing seems different to other fighting games I have played so far.
for terry drive cancel combos qcb a, to qcb b, you must slightly delay the input, and then after do qcb b, don’t forget to charge dwn to juggle it with ex raising tackle
I’m very interested in picking up KoF and am wondering if the DLC characters are actually optional like they are in MvC3. Pardon if this is ignorant but if I were to want to get “serious” with KoF should I download the three characters? Would I be running into them often at tournaments, etc?
I absolutely love the art style, for some reason it’s very nostalgic! I really enjoy the pace of the game so far, it’s a nice break from SF4 and I dig how a lot of the game is pretty f*ckin’ honest for the most part (at least seems that way right now lulz).
So I’ve been getting into the game and have been going through the trials but this leads me to an issue in doing some of them, particularly those that finish with a super. Specifically, it’s about the timing.
For example, in Athena’s fourth trial you’re suppose to finish it up with her hcfx2 super while in the air, but it requires exact timing. Should I be inputting the motions in before the forward LK hits or do I need to be really fast on the command?
I’ll first warn you the some of trials often have execution heavy combos that you typically do not need in a real match. It isn’t like other game’s trial modes.
Second for special moves and supers you can perform the motion and simply hold the buttons. It gives you something like a 5 frame window where the move will come out if possible. It makes specials and supers with strict timing super easy. It’s even easier than plinking in SF4. This technique will make a large majority of the combos you use much more manageable.