KoF noob trying to get into it

I could go into more instances and examples if you want. If you have a damn problem with KOF then do it else where than in “KoF noob trying to get into it…” thread. If you don’t have the time to discuss each main installment of KOF (98 series, 02 series, XIII), then don’t even bring it up. Seriously, what the fuck are you doing? And yeah, watch any 98um vid and see Eiji/O. King/O. Geese lame it out or see two Namelesses in 02um trying maintain a solid neutral game trying to maintain space. Spacing and footsies do occur in KOF in an alternative manner. There is hopping, but it’s not as mindless as you claim it to be and it’s not all used for offensive momentum.

This thread is about a dude trying to learn about KOF; what right is yours to derail it with ignorant statements that derail the thread and have nothing contribute to the player trying to get into KOF? Then you don’t even have the courtesy to back up your bullshit that you started. If you like SF that much, then just stay on those boards/threads instead. Maybe you’ll actually know about a game you’re talking about.

Important yes, all about no. Further whether or not you like aggressive games like KOF or the fighting game version of chess (SF) is your business; why bring it up here? Looking at your first post you start by stating that your preference is not for KOF. You then go on to complain about the problems with the tendency to just rush in KOF and continue arguing how you like SF footsies better than hops/jumps, which is also personal preference. The way you use hops is not mindless; it’s just zoning going on at a much faster pace than you’re used to seeing in SF. 3s is a bit faster but as a whole SF is a slow game compared to KOF. You’re making your decisions in KOF frequently at a much faster rate than SF and that’s your issue with the game (apart from not liking hops, apparently you dislike the aesthetics or something; gameplay-wise there’s easy counters to the hops).

The main issue is that you are bringing this up in a thread called “KOF noob trying to get into it…” You don’t play KOF and judging by your 2003 reg you’re probably not a noob at SF (well you well might be for all I know). If you’re going to pick a fight with the KOF guys on the SRK forums do it in the general thread or a new thread; in this thread it’s only natural that people are first going to defend their game then once they realise it’s pointless they’re going to ask you to kindly bring your argument elsewhere.

http://twitter.com/#!/ScrubQuotes/

come on man… nobody here trying to attack you… you brought your point here and people here response. thats all. i don’t see Laban ridicule you or anything. and you are already said KOF style is not yours style or whatever, you are already made up your mind in the first place, the truth is you are not supposedly to give a comment here in this thread where this is the place for new people to learn KOF. You are already made up your mind. but still a great kof community like Laban still trying to response to your post. still trying to explain what is kof to you. from your 1st post, its clearly show that you only know so little about kof. but yes, kof more rushdown and fast. NOBODY here trying to say otherwise. but you are still doesn’t satisfy. WHat do you want actually? and nobody here said anything bad about other games. don’t try to attack KOF community and then act like an innocent. please… and i’m sorry for my bad english

Hotdawg you’re lucky anyone cares enough to reply to you, let alone give you a point by point breakdown of where you’re misguided. You are literally a child for taking it personally. Like every member of the peanut gallery you somehow feel entitled to an opinion no matter how misinformed or poorly thought out it is.

coming into kof from sf myself, i can kind of understand why a sf player would look at kof and think, “KOF generally is all about rushdown w/ small jumps”, since after all, it’s a very foreign concept to the sf series, and is a crucial aspect to competitive game play. but to say that is to disregard how the kof system works as a whole, independently from other games (in this case SF), and definitely indicates a major lack of experience and knowledge.

it’s the equivalent of someone ignorant picking up sf4 and saying, “oh this game is all about holding down back and spamming good normals”. compared to some other games, yes those attributes are more prevalent in sf, but to phrase it like that would be stupid.

but hey, in the end, you’re not a kof player, so you don’t really have to understand. just please don’t try to have a serious discussion about kof with kof players and pretend like you know as much about how the game works as they do, because your tone comes off as ignorant and a little bit insulting.

I don’t trust you because I’m a big follower of Japanese matches and I don’t see “rolling around” at all. Jumping, sure…but they’re used in many ways with many purposes, you can’t group them all into the category of “jumping” like you would someone in ST jumping forward against Ryu.

No, the footsies in this game involve horizontal standing/crouching pokes, hops to apply pressure or punish sweeps, dash-ins to apply pressure or go under hops/jumps, low risk/low reward anti-airs (stand A) to stop hops, low attacks that beat out those standing A’s, well timed backdashes into dps to punish hops/jumps trying to cross you up, rolls (backwards) to get out of some pressure situations, and dash ins to punish predicted backwards rolls.

I’d really like to see you say that after you fight a dp mashing Ken user that’s decided to play some kof.

Eh no, it’s practically impossible to get punished by a jump combo for doing a stand A, unless you’re doing it as they are coming down (which is NOT how it’s supposed to be used).

A number of dps actually have less priority in SF, unless they are done deep…same idea in kof too. Some characters have good enough invincibility on them though that they don’t need to be done deep in the jump. When I was new to kof i thought dps had bad priority…I was doing them wrong.

You can say the same thing about pros like Kurahashi “spamming” fireballs at the perfect spacing while the other pro player continues to eat chip or get dped. The thing is that the ST corner traps are actually harder to get out of than the kof hopping ones, because there’s more escape gaps and more tools available to escape (though of course, a good player will try to cover the escape options as best he can).

Daimon’s far D is like…Dictator’s far HK in SF4, except Daimon’s is easier to punish.

Tick throws are almost non-existent because of throw teching being very easy (this was fixed in kof2k2UM) and a glitch called alternate guard.

I’ll own your small jumps.

Lol not at all…in fact, like every character has something unique about their throws. Kyo’s C throw pushes them back on the same side they were and can be recovery rolled. Kyo’s D throw knocks them down on the opposite side, with their back turned (this is important) and cannot be recovery rolled. It’s kind of hard to set up good pressure off of these midscreen, but if you land the D throw in the corner, you can do it. Now let’s take K’s throws: his C throw cannot be recovery rolled and knocks them down right in front of K. He has enough time to do a meaty jump crossup before they get up, midscreen. K’s D throw knocks them back in the opposite direction and can be recovery rolled. I can state these differences about every character in the game…not only are their 2 throws different from each other, but they are usually unique from the other characters as well.

Anyway, apologize for your ignorance…research the game more, then come back. Seriously, like every high level match of the game would show that you’re wrong, as long as you’re watching it properly rather than having some kind of tally page where you tick off the number of jumps used and use that to make some kind of point. Just watch this…or pretty much any match from my youtube channel:

Honestly, I’m surprised that someone who decided to enter the KOF subforum (which is hardly the most active or prominent on SRK, so it’s not like you can really come here by accident) in order to shit on KOF got off with just a warning.

Lol What The Fuck Is Going On In Here, Yo Emil, and Laban Damn lmao, I feel yall and everyone else who explained KOF to Mr. Hotdawg here. Couldn’t of said it any better.

And Hotdawg Get Outta Here man, I dont like how you say you respect the game, but still having multiple bias things to say about it. We Dont need that shit here man, dont like the game then get out, cause we love it. Wheres Rouge and Nocturnal.

We should probably just leave it at that. No need to quote the man any more. What’s been said has been said. Carry on.

I know this thread has derailed a little but I was wondering if anyone could help me out with the following:

What are good zoning and poking characters in KOF, and what KOF characters are not heavy on combo execution?

Also, when starting this game as mostly a SF player, what are the first things I should learn, or try to forget from other fighting games?
Thanks in advance.

I forgot, which KOF are you learning with?

Generally, Athena and Kensou are more traditional fireball, zoning characters. Kensou plays more of a traditional ground game than Athena to be proficient so I’d say he’s more comfortable to learn at first.

Other zoning characters include Mature, Leona, Mai, Chizuru, Iori, King, O. Yuri, Heidern, Lucky Glauber, and Billy off the top of my head. The easier execution characters would be Athena, Kensou, Mai, Iori, King, O. Yuri, and Leona while maintain high effectiveness. Characters such as Chizuru demand much more execution while characters such as Heidern or Lucky aren’t good until 02um and 98umfe respectively.

For 02 og, a good zoning team would consist of Athena/Mai and filling in the last spot with Leona/Iori/Kensou/Mature/Yuri/Benimaru (Yuri and Iori could play more proactive offensive roles in addition to their great zoning.)

For 98 og, Iori/Mai would be good to start with and fill the last spot with Leona/Mature/Benimaru/Ralf/Chang

I mention Benimaru, Ralf, and Chang because their normals could be used really well to keep opponents out although they’re more suited for proactive roles. But they’re really great at zoning as well all while maintaining ease. Another good zoning character in 98 og is Takuma and he’s really cheap.

Hopefully this is sufficient information.

Not To Derail the topic, however this may help out some New people too.

Here’s a ok Example of Footsies and Zoning at ( 1:47 )
[media=youtube]VC1ZwQntSrk[/media]

I would bring some others up but im watching Summer Jam ,:slight_smile:

*Edit : Oh and check out some of Emil’s Vids too on his tube, He has a great amount of good matches. *

The guy really needs to update his videos…that’s not Xiaohai vs. Dakou.

Lol, Damn . I watch every last one of those matches too lol. Nevertheless pretty good gameplay in those matches.

Thanks a lot, this is really helpful.

I’ve read most of the posts in this thread and all I have to say is that I’ll be joining your community soon :slight_smile:

Laban, your devotion to this game has officially brought over a new scrub on board lol I’ll be getting the game when it comes out next month.

Sweet~

Good shit Laban!

I forgot my password for DreamCancel and I’m not home at the moment so I’m gonna ask here. I’m looking to use Ryo, Terry, Takuma in that order. I understand about meter mangament and it seems like Takuma uses the most meter, with Terry running second for meter usage and Ryo not too far behind Terry. Just wondering if anyone has suggestions/pointers for the order for my line-up, if any?

Thanks in advance!