KOF Team Construction

So far I can run,
Terry/Vice/Leona or Terry/Leona/Vice

I love running

Robert/Shen/Vice(,Leona)

Shen is just the stopper I feel like when he’s got meter, just as people grow cautious when Spencer is on field with meter People just start playing honest and I can normally hold em’ there or make a comeback decently. But my caliber of immediate local players, are still in development.

Hey I’m brand new to KOF with XIII being my first one. I’ve been playing around with a few of the characters and Kyo and King I’ve really started to like. Kyo because I’ve had an easy time comboing with him and King for those Venom Strike/Air Venom Strikes. Two questions: one I’m not sure who my third person should be, I mean it isn’t like Marvel where I’m calling assists so does it really matter what team I pick and their order so long as I can play them well? Second question is if King is played solely for keep away or if she has good rush-down potential?

The short answer is that unlike Marvel you can run any team order or composition you want, just know how your characters may benefit or be harmed by their position (i.e. Kyo is a good battery on point, though to do enormous HD damage he needs a lot of super stocks.). It comes down to playing the order you’re most comfortable with, be it relying on an anchor like Maxima to close out or using someone like Benimaru last who benefits from meter but is has more solid options available to him without meter.

Now for King: Air Venom Strike isn’t as good as it seems since if you Tiger Knee it most characters can crouch under it and then move forward while the projectile’s still on screen (this is essentially like if the opponent timed a neutral hop over her fireball, but it’s even easier to do). The recovery’s worse since she has to land, and there’s still the chance of her getting jumped on or eating a invuln move or getting punished on the recovery or at the least she may push herself back into the corner. Her grounded Venom Strike is more useful since it works in blockstrings, hits crouchers, and recovers faster to the point that from fullscreen she can do qcf+B and start to run forward after it to shut down the opponent’s mobility choices.

You’ll wanna try a bit of both offense and defense. Some characters like Daimon can have a rough time getting in on King’s zoning, and she can usually hold decently in projectile wars or fire off a few strikes against rushdown characters. But she’s going to take a lot more damage from getting jumped on than however much she’ll do from a fireball, so you really need to watch her anti-airs and air-to-airs on defense. cr.C, df.D, st.A, st.C, st.D, cover most grounded angles and j.B and j.CD do really well in the air. She can still struggle against really deep-hitting moves like Benimaru j.D or long j.CD attacks that come in so that she’s barely tipped. Air-to-airing works better than trying to use her grounded normals in these situations, but it really helps to have a stock of meter for her invincible anti-airs.

Zoning aside for a moment, King’s offensive options are alright. j.D covers a good angle and has a lot of hitstun/blockstun so even if she can’t combo off an early jump-in she can usually have the frame advantage, and certainly so if she comes in with j.CD. So her hop pressure is standard, and her cr.B/st.B chain can go into her slide so she has a lot of lows. Venom Strike is her usual blockstring finisher, but you have to watch out for Guard Cancel Rolls. However, if you don’t cancel her slide on block it can be surprisingly difficult to punish without a command grab, and at worst you can avoid going into her slide without hitconfirming. j.D can cross up from midscreen so you can try to find setups it, but otherwise she can get decent knockdowns from her throw and hcb+D which let her get in or away from the opponent.

What it comes down to is that she doesn’t blow up someone’s defense overtly, but she can really trap the opponent in the corner and open them up with grounded blockstrings, running pressure, alright hop pressure, strong frametrap pokes that double as anti-airs against hop/jump-out attempts. Even if she forfeits her “advantage” by ending a blockstring with a slide or st.D or something along those lines, she can still afford to stick out a poke like her psuedo Sagat st.B or st.A/C as a fast AA or buffer one of her metered anti-airs when really feeling out the opponent.

Like with most characters, I try to rely on zoning from neutral until I can get either a knockdown or gain any sort of advantage and then I play more directly offensively. It’s not as truely viable to play pure keepaway in XIII, but even in older games most ‘zoning’ characters could function really well on the offensive. Mai could press buttons and do crazy blockstrings and combo from her overhead, Kensou with his old proximity unblockable, overhead, and normals, and even 98 Takuma had one of the best crossups in the game.

Grapplers? KOF made me appreciate grapplers. I sincerely recommend Clark.

As for me.
Terry Clark Shen Hwa Athena K’ Kensou King and Ash are characters I like. what are some sensible team orders I can use with them?

I might grab Mai just for the color edit Mina color.

I need suggestions for a point char, im having a hard time finding someone.

my set in stone is kim 2nd and mai as my anchor, these two are working very well for me right here.

just need some one for point

You got:
K’/Andy/Kyo/Terry/Kula/Mature/Robert/Duo Lon/Benimaru at least.

When EX Kyo drops, gonna run him on point.

Yo, my team is pretty much x/Elizabeth/Leona right now, in that order. Having trouble with that 1st slot though, because to many damn good characters I like. Before I get into them though, I should note that I can play Leona pretty much anywhere (I was originally playing her on point for weeks, 'till reading around everyone suggesting her as anchor.) In relation to how well I perform with the rest of the cast, she is very far ahead, not so much because of combos (though I can do some, but no HD mode shenanigans yet, for anyone really) but just because I have her spacing and timing felt out very well, she’s always been a staple in KoF for me over the years so getting her down again took no time at all. Always loved the idea of a charge character that can lay on the pressure (and I have always wanted to crucify turtle Guiles for being the most boring thing ever, doesn’t matter if I win or lose, it’s even worse if I’m just watching a match.) Elizabeth I don’t mind playing 1st either, but having a little meter on her is nice, but I don’t mind putting her in front by any means.

Anyways, the characters I’m looking at.

Maxima: I love this guy, total McMan (and if my name is anything to go by, you can probably tell I love that shit.) I love having armor on moves, timing crap to deliberately get through someone’s punches/kicks and give them a nice powerful punish is great. Nothing cracks a grin on my face quite like my couch buddy swearing after I’ve armored my way through 5-10 hits within a short time period. Stomping my friend’s Billy and getting through his cane pokes over and over through a set of 40, 1v1, 1 round matches (for unlocking colors) was probably one of the most fun times I’ve had in fighting games (and I’ve been on and off since SF2 on snes.) I’m not much of a grappler player, never much cared for the style, but Maxima is a McMan that doesn’t rely on it too heavily and I really like that. Problem is, I really don’t have the first clue how well this guy really does at a competitive level. Isaiah’s is pretty much the only good Maxima I’ve seen (SCR 5v5 qualifier ranbats.) Is using armor a lot even feasible at high level play, or do you wind up relying on other things entirely?

Benimaru: Man, Beni, Beni, Beni. It feels like they made him into a monster, he clicks with me now more so than he ever did in '02 (though peeps be saying he’s top-tier or whatever, so I guess he could be a monster, hah. Still, I don’t like trusting tiers this early.) He’s actually probably better than my Elizabeth, but I’ve fallen in love with Elizabeth’s moveset to much to give a damn that I haven’t mastered them yet. She’s staying in the team.

Hwa Jai: This one was interesting. I’ve never been a Joe player, ever, because he was always one of my long-time friend’s best characters regardless of which KoF (or Fatal Fury) we were playing at any given time. For the longest time I played rushdown though, and this character made sense to me very fast when I started unlocking his colors. The set of moves fits me quite well but… I dunno, I guess there’s just something here that feels off to me. He doesn’t feel as fun for some reason.

King: King is King, can be a jerk and abuse keep away when you can get away with it but also have some nasty pressure. Easy as hell to drive cancel for me, always stick her in front. She fits well into my team and I do use her quite a bit, but dunno, feels like she lacks a certain umph, leaves me feelin lame.

Alright so I finally bought the game yesterday and the team I have been using is Yuri/Athena/NESTS Kyo. Yuri and Athena switch places depending on how I am feeling at the moment, but I am not really feeling Athena as a character for me. Is there someone that would fit the play style that Yuri and N.Kyo have (I know that they have a different play style but I am hoping that there is a character that is a happy medium)? I have tried King and one of the things that I didn’t like was her Crouching Hard Kick. Kula was fun but I can’t remember why I stopped using her, it could have been because it felt like she didn’t have much Health.

Well, N.Kyo’s big thing is rekkas so… While no where near as varied as Kyo’s, Kensou, Mature, and Duo Lon have rekkas. So that might be a starting point. I don’t really think any one of them are to much like Yuri, but I’m also not really a Yuri player so dunno for sure.

I think everyone actually has the same health in kof13, so if you liked kula other than that, a team like EX kyo/kula/yuri might be something to try. It seems like that would be a very good team and something you might enjoy.

Yeah, everyone has 1000 points of life. Moves do set damage, no defense stat.

I’m thinking about K’, Andy, and Flame Iori, in that order. What do you guys think?

i think andy is a scarier anchor due to air neomax bypass punishes (21412369ABC or 214741236ABC), so switch ex iori and him around and you’re set

I’ve already asked Neoempire, but does anyone think Billy, King and Robert is a good team?

Billy is a battery for king because his poking game seems excellent and will be gettin alot of meter off of blocked j.C, cr.A and j.CD which all have really good range. No matter what happens with Billy you’re probably in the range to hit someone with a stick so theres alot of oppurtunity for building meter.

King needs meter for reversals and has high damaging combos anywhere on the screen with meter.Her zoning also gets better with meter for EX trap shot.

Robert is a reliable all rounder character from what I’ve played. Hes solid with or without meter.

I’m far, far, from an expert but what strikes me about that team is that robert is the only one who can really crack people open. If you come across someone whose defence is very on point I fear you’ll be stuck with all your eggs in one basket.

Well Billy and King arent really designed to need to open you up from what I’ve seen. They seem like zoning characters designed to frustrate your opponent into running into your counter attacks and anti airs when they get tired of blocking your long range pokes and fireballs all day. That Dhalsim/Guile character archetype has always fitted my style which is why I’m playing those two. I’m playing Robert as shoto type characters have been the only playstyle I like aside from lame defensive characters.

Hi guys!
I’ve been playing this game for a while now just for fun, and I intend to get a little more serious. To do that, I guees I need to come up with an effective team. So far I liked playing with K’ and Clark, so I was thinking of using K’ as point character, and Clark as the second one. My main problem is that I can’t seem to find a anchor that goes along with these two. Please, keep in mind that I have poor execution of combos and stuff, so I’m still trying to get the hang of HD stuff, drive canceling and such.
So, which characters do you recomend as an anchor? I have no problems in dropping K’ too, but I’d like to keep Clark, as I felt really confortable using him!

Thanks in advance!

EX Iori, Kyo, Billy, Regular Iori, Shen, Yuri, Saiki, and possibly Mr. Karate.

Hi everyone, i would like some help on deciding on some characters.
Everytime i would play any version of KOF i would use Terry, so i would like him on my team.
I also like Duo Lon as he has some mixups and great pokes.
I am having trouble finding a third character though, thinking of benimaru but are there any other suggestions?
I am not 100% sure on order, i use Terry both on point and anchor and Duo Lon in the middle.
Cheers.

Billy / Kyo / Benimaru

Thoughts?