only thing is that it gets rather repetitive as far as combo 1 is concerned… but i can tell thats because thats how kof in general plays… every characters combo 1 is there most basic BNB from a crouching LK.
the individual strategy is VERY in depth and they even have 2 (YES 2!) different combo sections for each character the first one being high level “strategic” combos and HOW they should be used and the second one just being regular BNB’s.
every character has a long, mid, and close strategy section which is AWESOME!
and as i said the advanced part of individual strategy is simply too good.
if your new to kof or didnt play this much in the arcades like myself i would consider this a MUST BUY.
to put it simply, its almost as good as the A2 strategy guide, but it isnt unfortunately cause its got only 2 authors doing characters, whareas the a2 guide had like 15 or so, plus there is less info on the whole… but dont let that get you down its still GREAT!
Im gonna have to pick it up tomorrow. Im new to the KOF scene myself. I only played for fun but I wanna be competitive in tournaments. Thanks for the heads up.
Hey guys, thanks for the kind words. I wanted to give everyone a heads up on something odd with the console version of the game. As far as I know, this is the only game play difference between the arcade and the console version.
The build we had did not allow Ralph to link after the 4-hit version of his rapid punch. This was an oddity to me for a while since I knew it was possible in the arcade version (we have the arcade version here in town). After some experimentation, I came to the conclusion that the link was removed altogether because of an extremely difficult infinite combo possible only in the arcade version. The combo consists of performing the 4-hit version of the rapid punch, linking into standing D, canceling it into a CD attack and holding it, then as the guard attack charge period commences, kara cancel it into the 4-hit version of the rapid punch (and repeat). The infinite works because of the kara canceled CD attack, which moves Ralph directly next to the enemy, allowing the rapid punch to fully hit again without being pushed away.
I’m not certain whether this is common knowledge yet or not, but either way, it’s interesting nevertheless.
Good shit on the guide guys, if I knew you guys were working on it then I would’ve bought the guide day 1 instead of day 2.
Incredibly comprehensive guide, the only thing I would’ve wanted to know was if certain moves had invincibility in the attack set notes like Ash’s Sans-Culotte and the like, but I guess you couldn’t get all that info? I know that info is in the advanced strat section for that particular move, but I’m talking about other moves in general like dps and random stuff that usually has invincibility in KOF but I don’t know if it exists in this game like Kyo’s Orochinagi and the high/low invincibility for holding certain punch buttons.
It’s still a really complete guide for starting out the game.
If its true that ralph can’t do 4-hit hundred hands into st.d anymore he’s way weaker than he was before… I mean thats a pretty big nerf, that combo gave him good, heavy damage off a cr.a re,ally sad to see it go. Really really sad actually, that should be on the list of things to patch back in, I mean the infinite you described sounds rediculously hard, like wow, lets get that back in there!
Edit: probably go buy guide tomorrow, sounds def worth it! Good work Kamui and Joe!
I might pick this up…I have $18 and I probably wont be able to go to the next MI tourny…hmm, sounds like a good idea. Is there an online version you can buy?
Dude, get the guilde if you are serious about supporting this community. We are still niche ans everyone counts. Im getting it tomorrow, thx for the guilde guys im hearing great things about it.