KOF Team Construction

How does Mai/Leona/Ralf seem in terms of order/general character choice? Since Mai seems to be a hit and run kind of person, I figure she would be good for building meter. Leona is second because I want to have some meter ready to go for her but don’t trust myself to make any massive comebacks with her should the situation arise. Ralf is 3rd because that’s just where he ended up, not even sure if I wanna stick with him, but he’s enjoyable. Other considerations are Andy, Ryo, Benimaru, Saiki, and Mature.

kyo/ryo/ex iori? how is that team sounding? im pretty much in love with ryo and ex iori esspecially, kyo i picked mostly because its my first kof and i want to build up my fundamentals. he is alot of fun though, so im just wondering how does this team sound over all?

Is this team composition any good [ K’/Someone/Kyo ] ? K’ has some nice meterless combos and Kyo looks to be a real good anchor.

That team works well, but personally I prefer Mai/Ralf/Leona. Ralf could do an easy corner combo with HD and 1 Stock and do about 70%+ damage , 80%+ with 2 stock, and 90%+ with 3 stock. Since he does hearty damage without meter and he’s kind of hit and run to a degree like Mai (he has instant overhead j.D that’s more or less safe on a backwards hop, has a good jump-in with j.A that cancels into a Dive Punch for a double overhead mix-up, and has one of the best set of normals in the game for spacial control), I’d like to keep him second. Then I have Leona on third and get the opponent scared about instant overhead j.A or j.D into V-slasher and force them to guess high or low. I jump-in with an early j.CD to preemptively counter poke any normal they could toss out, land in deep, then force a 50/50 mix-up. Once they start blocking high more often, then she could hit confirm cr.B, cr.B, st.B, f.B xx super or dive > hit reset to continue pressure. If you’re wanting to test the waters at times to see if the opponent is actually responding or “yomi-ing” your mix-ups, then just end an instant overhead j.A or j.D with EX X-calibur to maintain safety, though it might be susceptible to guard rolls but I doubt they’d want to spend it there if you might simply do a cr.B and then they’d waste a bar. Another option (but less damage) is doing a hop back j.A instant overhead and confirming the hit into A version X-calibur or V-slasher. If they did block you, you could just not cancel into anything and be relatively safe since they can’t approach you as you’re hopping backwards.

Almost any of her instant overhead set-ups into super could be substituted with A version X-calibur, but there is a certain spacing where it wouldn’t combo where a V-slasher would combo. Otherwise, Leona has a good neutral and defensive game as well so putting her as a solid third position could help you out. If you burnt a lot of meter with Ralf on second (3-bar HD combo or something), Leona is still a solid 3rd character to just keep the life lead and shut out people. I won’t comment on the other characters because they have a list of pros and cons in each position (as with any character) and since they aren’t put in a particular order, I’d just be talking forever about the possibilities.

I’d rather have EX Iori/Ryo/Kyo based on meter dependency for larger damage. EX Iori doesn’t really need to use drive or stock and can rush down people safely off his basic bnbs so he forces errors and forces people to block. When he’s out (for whatever reason, he’s a scrub stompper), Ryo is there for a solid neutral game and strong inside frametrap game. He could do 1 stock HD combo for about 700+ damage and it’s an almost full screen carry, so he’s good to use meters now and then and do good damage. Kyo will be the one that needs to use the most meters for the most damage and he can confirm from pretty much anywhere.

In terms of tools, I’d say EX Iori/Ryo/Kyo is still a strong team. EX Iori has all the tools, does good damage for no meter, and sets up really good oki from any hitconfirm. He’s all fundamentals and could set the pace early on. Ryo is there on second position with solid basics as well but has strong corner control and anti-airs. When you already figured out the opponent’s tendencies a bit, Ryo could better respond and go in with gameplan that suits his needs. I haven’t tested the match ups yet, but I think from far screen he could keep up with projectiles by parrying them and force zoners to play inside footsies with him, which he may or may not have advantage but his tools within that general range are balanced in regards to each other. Elizabeth may have a good Far D for example but other than that she can’t keep up in terms of close range normals. Then Kyo for the end to really wail on others and do good damage. He is also pretty well balanced overall as a character so he does well on almost any position but really benefits in last since the other characters don’t need to be burning meter left and right to keep up.

I’d say if you don’t really understand the aspect of grappler okizeme or the alternate guard meta-game, it’d be important to learn a grappler to understand the match-up from both perspectives. I recommend Clark or Daimon for the second position. Daimon could be cool because he could do over 90% with HD and 3 Bar from a cl.C, df.C BC confirm. It’s a really easy combo: cl.C, df.C BC st.D xx dp+D xx Super Throw xx Neomax. Clark is also a good and simpler grappler that could punish things on block a bit more easily than Daimon since his fast command throw starts from the back position, meaning you could just crank out HCF to do a command throw on reaction from blocking. Both characters have good assortment of normals for ground and anti-air control and have decent air-to-airs to stop people. Clark really controls the air with j.CD and j.D and has a good j.A jump-in while Daimon has a good air-to-air and air-to-ground j.D, cross-up j.B, and j.CD for air-to-air and air-to-ground but gets a hard knockdown or a wall bounce on counter hit

Your other characters are a bit balanced between zoning and rushdown so I’d say the best complement for learning the game is a grappler. If you don’t want to learn one, then any other character of your choice is fine as well.

On a different note, there’s going to be a new section for each character page that discusses the pros and cons of each position for each character. There is no right or wrong answers and no “true” optimal answer, so I’ll be filling in the information what is actually concrete, could be discussed, and be applied.

Ok, so i’ve been messing around with a few new characters and I’m not sure what the best order to run these teams in is. What I have so far as my new “main team” i guess is Ex-Kyo/K’/Hwa, usually in that order, which seems like the best way to run it but idk for sure. I also have been running some alternate teams, mainly with Andy and Clark mixed in, and sometimes Joe.

So other than general suggestions about the stuff I posted above, I guess my main question would be, if I have both Clark and Hwa on the same team, who should go second and who should go third? I have been leaning toward Clark second and Hwa third, but I guess I would like to hear some other people’s opinion on this just so I can consider different perspectives that I may not have thought about.

For me and meter-wise, I’d prefer Clark Third and Hwa Jai second. Hwa Jai could do HD combos for 75-82%+ with 1 stock. With Clark, he’ll need to land EX hcf+P during Drive/HD combos to be able to Super Cancel and further Max Cancel, without relying on his Gatling Loops (which may or not be hard for the player.) Otherwise, I don’t really care which position I put them on; I’ll just place them however I feel like and perhaps based on match ups with the opponent. In regards to meter though, I’d place them there.

EX Kyo/K’/Hwa Jai works well. I feel that each character doesn’t need that much stock to do big HD or Drive combos. Personally I would like to keep Hwa Jai on third to not only have access to huge HD combos for 1 stock, but he still has utility with his meter when not landing big combos. These tools are that command grab super, EX Dive Kick that could be made safe or gimmicky, Tonic Up, EX TK qcb+K, and other tools. If you want to swap in Andy or Clark, they both could go on second. I’d say with EX Kyo on the team and wanting to swap out K’ for Andy, Andy and EX Kyo could swap places pretty freely (at least within my game plans.) Clark I’d prefer to keep on second if I swap out K’. If you swap out EX Kyo, Andy could swap places as liberally with K’ for First and Second positions. Again, I’d keep Clark on Second and K’ on first. Depending on your comfortability with spacing and how well you zone, Joe could be put on either First and Second position when swapping out either EX Kyo or K’. He could be first to test people whether or not if they know how to get past corner traps and play proper footsies, or Joe could be put on second and do something a bit bigger with meter and land a Dizzy/Re-dizzy combo or something. Or if you already get to understand the opponent with your use of your first character, you could set your traps better with Joe on second already knowing what the opponent is will to do under pressure.

Heya ! I would like some advice. The last time I played a KoF was the 98, so I’m a bit lost here… ^^

I feel pretty comfortable with Terry, so I usually keep him last. My two other characters are King and Robert, and King on point seems to do the job even without meter. Is the King/Robert/Terry order ok ?

I wanted to explore some a character like Leona because I like her feeling, do you see any use for her and which character of my team she could replace ? Is she execution heavy (not very good at it) ?

Thanks !

That order works well. Robert and Terry could switch places whenever you feel like, but the general configuration works fine. I recommend playing more than a “main 3” set of characters and feel free to swap out any of your characters to put Leona onto the team. You might want to put her in the team just to make certain match ups easier. For example, I’d pick her as a counter against King, telling my opponent to not throw TK Venom Strikes or else I can run underneath them for free. The main difficulty in her execution is just simply doing instant overhead neutral jump j.D into X-calibur or V-slasher as well as her HD combo of doing Moon Slasher into Grand Saber. Other than that, she’s relatively simple with good normals.

Sounds like good advice, thanks for the help!

Thanks for the advice. After some tests, I don’t feel comfortable with Leona, so I will stick with King / Robert / Terry. I was using those characters in the last KoF I played (98), so perhaps it’s the reason I feel good with them. I also played Sie Kensou, but it’s a completely different character now, I don’t really like it.

I m not used yet to the KoF XIII system and some things don’t flow naturally, so I will limit myself to those 3 and try to be very solid with them.

I just got this game on Christmas day, and I think my team will be Athena/Yuri/Goro. Goro surprised me as I normally don’t care for grapplers (sans Fuerte), but the fact that he can combo into his grabs makes a gigantic difference for me. Am I fine with this particular setup or should I switch/take out/put in someone else?

At the very least, I still want Goro on my team.

Goro also has an easy combo into Neo Max with 3 bars that does 800 damage…

True, this shit is brutal seriously.

So I’ve been playing the game for a couple days now and I think I’ve settled upon two teams (Main and Sub).
King/Claw Iori/Andy (Main in that order)
Ryo/Ash/Takuma (Sub in that order)

I’m wondering how well these seem to work. Should some characters be in different positions? A little advice is all I need.

I’m much rather new to KOF but I’m having a huge identity crisis here, seeing how good the cast are. Right now though I do feel like Duo Lon indefinately, I just need two more characters to go for my main team. Which spot does Duo Lon fit in the most if it’s not team dependant? Here are others I do have a feel for play-wise:

Kyo
Claw Iori
Vice
Saiki
Yuri
Athena
Leona

If there’s a need of more info, feel free to ask.

As someone that hasn’t touched the game yet, my only basis so far has been lurking these forums and watching plenty of videos so I’ve come to these admittedly inexperienced and probably ridiculous conclusions.

Point: Either Robert or Andy (Liking Andy more, but I may switch between him and Robert depending on matchups and whatnot.)
Mid: Vice
Anchor: King

From what I’ve seen in this topic it seems it would be more practical to have Vice or King as my point. I am of course open to any other order suggestions.

Other characters that interest me are Duo Lon, Leona, Elisabeth, Kula, Ash, and Benimaru. I could care less what order or combination these other characters are organized in to be honest but I’ll give it a shot and see what you guys think.

Point: Elisabeth
Mid: Duo Lon
Anchor: Leona

Point: Kula
Mid: Ash
Anchor: Benimaru

Hell, if anyone can condense all those characters to a recommended one or two teams I’ll be happy. I’m just curious to what you guys are going to say.

Basically what I want is a little bit of everything in the team. Sorry if this post is too long or asking for too much, I’m tired and really wanting to learn more about this game.

No, that’s fine, just rock it. Athena’s fine in the first slot since she doesn’t use much drive and can use meter for EX fireballs but that’s about it. Yuri’s good in the second slot since she can use drive meter to convert command grabs to supers.

And if you want to see what Daimon can do in the last slot, check out Reynald in the NEC finals. That was some hype stuff.

For your main team, I’d say Andy/King/Claw Iori would be a better choice. Claw Iori can use his meter to convert to damage since it’s easy to open people up with his rushdown and go into an HD combo. Or, if your opponent’s good at blocking, you can mix it up with his command grab and go into super there. I put King second since I feel she can use meter/drive better than Andy with Trap Shot into Tornado Kicks etc. Andy doesn’t need much meter to be effective either.

Sub I really don’t play any of those characters or know much about them, so I’ve got nothing there.

Duo Lon’s not a popular character, but I usually see him first since he’s not meter dependent/drive dependent. He’s primarily a rush down/mixup character since after his QCF x 3 attack he’s got options to mix up. He’s also decent anti-zoning due to his limbs.

As far as other characters go, I’d say go Athena/Vice, but then again I’m biased :wink:

I’ll just talk about the first team since that’s the one I’m most familiar with. I like Vice last just since she uses meter so well. In short, air hits convert to full combos with EX Deicide, she gets great damage off combos, and naked NeoMAX is a decent punish for sloppy projectiles and antiair. King can use drive meter for drive cancels, but her good HD combos are in the corner plus her NeoMAX isn’t great so she’s good second.

Awesome! Thanks for the inputs. I do agree with the order so I’ll try Duo Lon/Athena/Vice for a spin. Is there any players that does play Duo Lon consistantly that I should look into?

I’m running Athena/Yuri/Takuma right now. Meterwise, it works out great. Athena is a pretty decent battery (I don’t think she’s great but she gets it done). What’s good about her is how annoying she is to deal with. You can pester with psychoballs all day and it often will frustrate the opponent into making mistakes. Once they take care of the Athena zoning game, Yuri comes in and brings the rushdown pain via mixups and divekicks. The change of pace is hard for most people to adapt to. These 2 usually build a pretty substantial lead for me, and Takuma is there to clean up with a single 2 drive combo that does like… 800 damage.

So it sounds like I’ve got a rather annoying team then.

This should be fun./Juri