Over this past weekend, Ive been going through everybody’s trials to get a feel and Im really feeling Clark. I even put him on my team (Kim|Kensou|Clark… some times Terry). Clark is really good in this game.
Im new to kof and the steep learning curve is so much fun. i have a reinforced respect for kof players now that i know how unforgiving the input leniency is.ive played pretty much every other fighter aside from smash so im familiar (in a loose sense) with alot of characters.im taking alot of time to get hops and hyper hops into muscle memory FIRST.lol this alone is challenging. Anyways,my question to all the well versed players is; would Kim/joe/K’ be a decent team for me if i dont mind practicing alot?idrk the ‘right’ order,persay,these are just the characters i like/am clicking with. Any advice on how i should run/play them? Advice is gdlk and much appreciated!
Kim’s pretty good at using meter really. I’d like him last because he improves immensely with it. Joe’s a good first too, but to get some really good combos in, you need drive meter. K’, as long as he can get you to the corner, really doesn’t need meter. He’s a very solid character as an anchor or as a first character. I’d say you can play how you like and how you feel; try it out! But I would try to put K’ first and mix and match with the other two.
I always pick the hugest dudes in fighting games, so I’m currently running Daimon first and Maxima as anchor, with Terry filling up the middle for a bit more versatility and because he’s supposedly a good basic character. If I can get my local scene to get into this game enough to have tournaments, I’ll probably drop one of them for a top-tier, but I’m having fun with these three for now.
My feelings so far are that Daimon is solid enough while he and his opponent have no meter, with some decent normals and meterless damage, and it’s easy to tack on a super after a grab for the kill if need be. Terry seems to have very mediocre meterless damage but a good pressure game, so he seems like a solid second; it also seems that his Neomax can be finicky (since it doesn’t connect fully in the corner) so it might be a waste to put him last. And finally, Maxima can obviously just go nuts with meter and his sick Neomax as anchor.
Some quick feedback from the smart guys in this thread would be great. Is my initial evaluation of the team accurate? And which one should be the first to go if I really want to get serious with this game, if any?
yes clark is cool here but still I miss his tackle!, that was part of my strategy!, i use to fake it hhahahaa so they would jump and i would do the air throw :), but oh well this game I can adapt!
I was thinking of playing a similar team so I’m waiting for an answer to this too. The only difference is that I was thinking of putting either Ryo or Shen in the team instead of Terry. I’m not sure if it’s a smart idea though, seems like these guys might have some overlapping bad matchups. I’m new to the KOF series so I’m kinda clueless on how each character works. Any advice would be nice.
Sounds good. So far with my Maxima, I don’t really have much for him for HD mode. So I put him point because he could do well off damage and mix ups without meter and he could spend a few stocks in the beginning here and there for EX Vapor Cannon. Otherwise he has high and empty throw mix ups and his command throw corner carries so he’s really well off positionally and in regards to general tools.
Daimon I like to put on anchor because with 3 Stock, I could confirm an anti-air df.C into 75% or more damage. If someone whiffs something or does something stupid, I could punish with a cl.C and go into 90% with HD and 3 stock. That, and Daimon is really really scary mix-up wise and has pretty good zoning/keep out. He’s almost 98 esque give or take a few things that make him fall short of being 98 status but this is one of the best incarnations of Daimon given his ability to hitconfirm st.A into st.B into a throw and set up tick throws a bit more easily and easily break alternate guards with st.B, cr.B, and sweep. What makes him not 98 esque is lacking df.C being one of the best reversals in the game, doing an unblockable pound off of anti df.C is harder and does less damage, and no instant overhead. At least j.CD hard knockdown’s in this game.
For me, Daimon is more beneficial on anchor. I’ll try to show some of him this weekend on Iplayerwinner’s stream on Sunday.
To Jufo, putting in Ryo or Shen in lieu of Terry is okay/good. With Ryo, for now it depends on how well you play your neutral game and how solid your frametraps are close screen. Shen Woo could be put in anchor and your Daimon in second.
Well it depends. Shen Woo with HD and 1 bar could do about 72% in the corner and landing a high or low mix up into it is not bad. If you have 4 bar, you could do a 100% combo. With Daimon, you could do 90% off a close C if you punish someone, get a jump-in, or do a meaty after scaring them with command throws on oki (with 3 bars and HD.) You could do 75% with HD and 3 bars if you anti-air wtih df.C.
So it depends at what time you want to maul someone (secondary or anchor) and use up HD and meter. I’m not sure of Shen Woo’s mid screen HD stuff (more like full screen carry stuff) so I can’t say to put Daimon on anchor just because Daimon gets more opportunities and has better mid-screen/full-screen stuff.
Then it depends if you want to play your second position as anchor and burst with big stuff in your mid game to make sure you don’t lose with meter on your third, then have a really solid third character for clean up while not having to worry about dying without using all your meter.
So you could play Maxima/Ryo/Daimon, Maxima/Shen Woo/Daimon, Maxima/Daimon/Shen Woo, or whatever combination of characters you want. Feel free to experiment outside of “optimal” configurations and create your own style and gameplan. Maybe there’s some hidden stuff or that you function and set your gameplan better when you have a character such as Daimon on point to test out people and their ability to space and react to grappler oki. The importance is ingenuity and creativity.
Thanks for the reply! I’ll have to mess around with swapping my point and anchor then, to get Maxima/Terry/Daimon. What is the combo you use to get 75% off of AA df.C? There isn’t a Daimon thread here yet, and there isn’t such a combo listed on the SRK wiki or the Dreamcancel wiki.
Edit: I just found out that you can cancel anti-air df.C into HD activation, and the auto-dash forward lets you get hcf+A. I was pretty stumped on how you were getting so much damage, but I’ve got it now. df.C, HD Activate, hcf+A xx qcb+B xx hcf+C xx hcb,hcb+A xx qcf,qcf+AC => 764 damage.
You have a good noggin on your shoulders. I’m happy you found it out on your own. Here’s some other tips. I’ve noticed that if an opponent is cornered, he might be likely to reversal backdash against Daimon to get out of a mix-up. If you meaty or delay meaty (pseudo-meaty, even) with df.C it should pop em up and you should be able to confirm the anti-air. If you get it, you can follow up with 3 more df.C’s into whatever follow up afterwards (qcb+B xx hcf+A or just get the oki, unblockable pound exists but the timing is so different depending on the different heights you anti-air with df.C so it’s not too viable at this moment, I’ll work on it.) J.CD is a great air-to-air and air-to-ground tool that gets hard knockdown on hit and could easily go into hcf+C. If you get a counter hit one, you could either run forward and do df.C into BC activate or you could do j.BCD to do a BC activation while hitting with another j.CD and do the hcf+C on the ground and go into your combo.
I’ll work and mess around with some other stuff after I finish my papers today. As you see on the SRK wiki, I did less than half of the normals and nothing on everything else he has. I’ll be sure to get to that when I have my free time after Finals and what not. Sorry for the hold up.
As a heads up, I’m half way or so on Daimon and Billy’s pages. I’ll be working on Mai’s after that and then Hwa Jai’s. That’s my immediate goal and I’ll finish up and do editorial work on other pages that have been completely by our other members. Thanks for your patience and enjoy the game!
Is it wrong that I can’t make a team unless it has some kind of theme or synergy with design? I know, it’s SUPER, SUPER silly~! But… like I can’t make a team with lets say Terry, Benimaru and then toss Chin in there. Even if LOVE Chin… it seems, weird! lol
Athena, Yuri and then… HWA JAI!
I can’t do it! LOL
Am I the only one stuck with walls with team composition like that? lol
Now King, Hwa Jai and Ryo~ I can get behind. X3 Something like that. It’s so weird, I know. I’m silly.
Yeah, I know that feeling. I thought like that at one point but later got over it as I got more into the actual gameplay of the game and characters. Even so… I did come up with a way to use the color edit feature to give my characters a matching ‘theme’. In any case, it’s completely up to you how you pick your characters, though I strongly suggest picking them based on how much you like playing them.
As much as I’m not fond of emoticons and what not, I’ll help you out because I have an innate sense of giving and helping others.
Athena/Yuri/Hwa Jai would work. Personally since I know Athena and Hwa Jai HD combos, I prefer to run Yuri/Hwa Jai/Athena. Yuri has a little bit of everything but I generally don’t think her combos are that damaging even HD ones but I could be wrong. I’ll put her on point to see how opponents react to certain KOF mechanics such as dealing with tick throws by alternate guarding or dealing with lows and knowing when not to alternate guard. Yuri could also do really good high and low pressure with her cr.B and j.C air throw option select and has a pretty standard and good neutral and offense game. Since she could do a bit of anything, you could test people out and if their knowledge is pretty low, you could run a trainwreck on them with stuff like tick throws whereas better players would know the appropriate counters.
With Hwa Jai, I feel he’s a character that could pressure and keep a strong neutral game while playing a few tricks here and there in aerial momentum. Though his qcb+B is now safe, I feel ending an attack string with it generally ends momentum and could lead to being command thrown or something. Of course you could gimmick with a DP after qcb+B or do a cl.C into another safe attack string, but the risk and the trade off doesn’t to pay off for me and that kind of play seem stupid (mainly DPs in traps like that, I hate doing those; feels so stupid.) But what’s Hwa Jai’s strength is that he has good normals to pressure with safely such as walking forward and pressing st.A and st.B like you’re playing Garou MOTW, a decent range fast sweep, a godly Far D, and a decent DP. Then what really sets him off is that his HD combos confirm into a good 83% corner combo using 1 stock and about a 75% full screen carry HD combo using 1 stock. So you could blow HD with your second character and confirm into big damage without using stock, then you could build back your Drive bar.
Athena for me in this configuration would be best on point because she has ways to punish people or tag people with Far D and go into HD combos. For her mid screen stuff, she has an HD loop that does about 70-75% damage using a Neomax at the end. In the corner, she could actually do cl.D BC cl.C xx f.B xx qcb+D xx qcb+B > qcb+A > [dp+A xx qcf+B > qcb+A] x3 into Neomax for about 70-75% as well. Then near the corner or in the corner, she could do a command throw into hyper hop j.6BC and do her air BC while doing her butt attack then cancel into D Phoenix Arrow with appropriate timing. This leads into her qcb+B > qcb+A and the rest of her corner HD combo. So she has some ways to punish from far with Far D and go into damage or mix-up with meaty/command throw set ups in the corner into damage. I put her on third because she needs a bit more bar to do big damage. She’s also a solid neutral/defense character that should be able to solidly keep people out and keep up in projectile wars even against Saiki. Offensive Athena works as well in the sense of setting up chip pressure traps and punishing the opponent for escaping sloppily. The main thing for her is to not let anyone get away for free by committing to something and she should be able to fully space well against her opponent.
King/Hwa Jai/Ryo also should work well and Hwa Jai being put in that position for the same reasoning as above. I feel that King’s HD combos don’t do that much in general so she’d be okay as point character to set up your own momentum and test the opponent. Ryo in last should be good at keeping his pace and neutral game so you shouldn’t be overwhelmed. I don’t know what his big HD combos are to put him as a Third Position anchor but he can super cancel his particularly fast and long reaching overhead into DM/EXDM/Neomax. So you could set up the opponent for some uncomfortable situations and burn your meter on his overhead mix-ups. I think with this team, there is a bunch of flexibility so anyone really fits anywhere, I’d just prefer to keep Hwa Jai somewhere in second or third.
Just play who you want to play and experiment with positions. I’ll keep reiterating, there is no wrong answer.
So far I’m set on Mai and Athena.
I open with Athena and I’m not sure where to put Mai.
For the third character I’m leaning towards K’, but so far I’m also thinking about Terry, Mature and Elisabeth.
I’ve decided on using Mai and Ash but I have no idea who I want for the third character. I’m thinking of Yuri, Duolon, or Saiki perhaps. If anyone would like to shed some light on which team dynamic and order would be best I would appreciate it. I’m completely new to this series.
Since you’re new instead of having someone tell you who to play, try them out yourself. I really like XIII Duo Lon but he may not be for you. KOF XIII has a lot of variety so test run some character. Also Ash can do some serious damage with meter but it may be something you may not want to pick up for yourself.
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Well basically what I wanted to know is if Mai is a good point character? If she is then I can go with Yuri… but if she isn’t then I was thinking of going with Duo Lon. That’s basically what I was trying to ask about.
I put Mai on point. She does what she has to do and could spend just a Drive here or there in the corner. I haven’t figured out how they did 1 Hit C Ryuuenbu into HCF+K into another 1 Hit C Ryuuenbu loop in HD so I can’t comment on her mid-screen HD combos and damage output. Since I can’t do that stuff, I put her on point and make a solid gameplan around her ability to coax opponents and betray expectations. Also hitting people with A Ryuuenbu.
I’m giving Duo Lon / X / Takuma a shot.
X being any one of Joe, Athena, Andy, or Saiki.
How does that look? And which of those 4 I listed is probably best?
So im going to run Vice, Terry, Iori… any suggestions in what order? If I could get explinations too I would be much appreciative im still trying to learn the basics behind this game.
Mh, Terry is a pretty good first. Probably better than Iori and definitely better than Vice. Vice is a great anchor and she’s pretty durable in the sense she can get out of a lot of situations pretty easy. Iori’s a nice middle ground character. He can gain and spend meter really well.
So I’d run Terry, Iori, Vice, but run it ANYWAY you wanna. Anyone can play any position; it’s all based on the freedom of the game’s system. Some are better than others, but my rule of thumb is to put one of my best in first, my middle ground character in last, and my big easy character last. Anyway, hope this helped!