Is it just me...or is the execution...demanding?

Too demanding?

Its more a matter of the newer mainstream games making people lazy and not knowing what tough execution actually is.

This game honestly isn’t even that difficult… but its sure a fuckload of a lot better than anything else mainstream out these days. At least you have to be somewhat precise when doing motions and not be playing some mario party mini game on your stick and still be able to throw up something correct.

All I can honestly say is just keep practicing, don’t get all tense (stay relaxed), and lay off the SF4/MvC3.

Its not demanding, its just that the current fighting games made people lazier. Give it a month and you’ll not only get it, but will make you better in the other games, due to better execution and timing.

I dunno man. I think the older KOF bnbs are much easier combowise. Yeah, light chains are made easy in this game since you don’t have to time your inputs after the hit freeze, but trying to stick a super in a light string was way easier back in '98. You were less likely to get an unwanted special if you buffered at a steady pace. This game forces you to cancel moves right on the moment of impact, and there’s no leeway time for buffering or hit confirming like the old games. Kinda reminds me of 02um, but even that game had enough hit freeze to buffer half circle motions. This game almost has none on impact.

Stuff like drive cancels, EX moves, and crazy juggles make the combo system more extensive friendly, so I get why combos can be easy. You can combo normals into specials that have more frames to buffer, then use drive cancel to combo into another special or super move for easy damage. You need a ton or meter for it though.

Really? Yeah I can agree in 98 the hitstun was really long on light attacks so it was easier to connect supers afterwards, but KofXIII harder than 2k2 execution wise?

I still can’t consistently land many Kof2k2 max mode combos due to the strict motion, but as soon as I played the demo for KofXIII, I was doing all the bnbs right away. Even the max mode activation from a normal felt much easier in XIII. Man even simple combos in 2k2 like Kula’s 2b 2b 2b uppercut would be a chore, but in KofXIII I land it 100% no problem.

I’m 100% certain the games input reads are easier than previous kof, or maybe the game is just slower? I didn’t even bother to hook my stick in to play KofXIII because I wasn’t having any problems using the analog on the controller lol.

Well after spending some more time in practice mode and doing some missions, I’ve go a pretty good handle on how combos are done. it’s helped my game play immensely and the wiki helped tons. Now i feel that more of my characters are a threat and the command throws are way more useful.

gernburg is right a bout the halfcircles, inputs have to be tight in order for them to come out.

Its not that different, you must have just gotten much better since you played 2002 haha

I agree that the max mode is more lenient here. I couldn’t use it properly in 02.

the game does seem to read inputs better; it’s just getting all the inputs done before the point of impact. No hit freeze means you have to put the inputs in super fast.

I guess I’m more of a 98 fan than 02 cause the pace is a bit slower and the hit freeze is longer. There’s also a way to make the game not register special moves when buffering super moves during light attack strings. It works a little in '02, but in XIII since there’s no freeze during hits you have to do the inputs so fast you end up getting an unwanted special move to come out.

I’ll probably stick to drive cancels and command normals into super till my hands get faster.

I will have to admit I am from a younger generation of fighters. The oldest fighter I ever played (that’s not a party fighter like SSB) was Street Fighter 3. I have to say the inputs in this game really made me feel so terrible that I regret buying it because the game was just way over my head =/…BUT I realized that’s a stupid and dumb way of thinking and decided to just learn things little by little.

Knowing that I am not the only one that can’t do the mission mode kind of makes me feel better, and also knowing that the combos in mission mode are not practical takes a huge weight off my shoulders.

But how do you guys suggest to a beginner how to learn the game slowly but surely? start the SF way and just learn footsies, jumping, specials, then work my way into combos? or should combos be my top priority?

Mission mode combos made me want to put the game down to be honest. But I agree Zidart, just take it one step at a time and try to enjoy the game. It is a little disappointing not to be able to pull off a satisfying combo in this game though…

@Zidart - you hit it on the head. One set of skills at a time.

I’ve run about half of the cast through practice mode trying to find ones that gel with me thus far so that i will be able to both build a team and also have a general knowledge of the cast’s moves. When i practice I spend some time trying to get used to the movement options in the game as well as working on my horrible execution. it’s been tough, but I’m about four days in and it’s getting better. Attempted a few of the trials but right now i deem them unimportant except what could be considered the BNBs.

As far as combos - quite simply, what good is being a combo master if you can never land a hit against a more experienced opponent? Learn to move, learn simple punishes, and work your way up. Keep asking for advice when you hit a wall. And just enjoy the journey. :slight_smile:

The required execution for this game is above what you would find in the SF4 series. Which is how fighters used to be back in the days. A lot of new players dont think execution should be part of what separates you and another player but this is how it always has been. Look at the bright side, playing KoF13 will only make you better in other fighting games.

The only thing that drives me crazy about some of the command inputs are the QCBxxHCF. WTF!

Mission mode is what makes me love this game. They are so much fun and I absolutely love the challenge. So far ive finished Vice and Ioris and about to complete Terrys. Yea they are hard but doing them will only make your execution better when you learn your much easier BnB’s.

I would think when someone goes to mission mode and finds the missions impossible it would motivate them and not discourage them… I don’t see the logic behind being discouraged. It means you have much to learn and to practice and that should be exciting.

QCBxxHCF moves are only annoying for me to do on one side, otherwise they are fine. But some other super inputs seem very weird and unorthodox. Can’t recall any specific ones, but I went through most characters first 5 trials or so, and some inputs made me sort of stare at it and go, “say what now?”

Other than that, I really feel that I get a better grip at the execution and mechanics for each day. As far combos goes, the thing I struggle with most are just normal hitconfirms into HD mode and getting the combo started. Once the combo is going on, it’s usually a lot of repitition. I realize my team is probably not the most execution heavy though :slight_smile: Getting better and better, as I’ve only played KOF for a little less than a week now, and I’m having a blast just sitting in practice/mission mode.

You can “shortcut” the QCBxxHCF motion by doing QCBx2, F. I saw that when i was researching KOF 98 and it works in XIII as well.

This game is reinforcing one thing - I need to up my execution something FIERCE. If I thought I was bad from the left side before, I’m positively awful doing motions from the left in this game. It’s hard staying patient.

Just wanna say again that you can find the shortcut inputs in the SRK Wiki that has easy to understand pics on what you should do. That along with Dream Cancel and the Dandy J video are the trifecta into understanding KOF.

I’m terribad but after watching the Dandy J vid, I can’t wait to practice just the fundamentals. Been doing Mission Mode, but get destroyed online just because I wasn’t familiar with how defending against hops went.

Its weird I can do almost everyones mission stuff up to about 8 or so, but fail at marvel and sf4 trails…

Fuck the execution.

Play the game, and have some fucking fun.

I have no issue with the QCBxxHFC as long as I am drive cancelling from something else. For example I can drive cancel from one of Iori’s special into one of his supers with ease now (which made me very excited =3)

If you check the input section on the wiki, QCBHCF is just QCBQCF

What I really dislike about the input engine is that if you do a close C or D followed by a motion, it still registers as a throw. I haven’t really invested a lot of time in other KOFs but has it always been like that?