Swedish man won a tourney at Next Level. He was very solid, definitely better than most of the east coast lol
Yea everyone is viable.
Found something nifty with Claw Iori:
[media=youtube]6HUlxN73ttk[/media]
Gonna test it some more to see if Taco forces opponent to block where Iori is when he does the Taco then block in front of them when usually he lands behind them.
Also, I have fully learned how to do Joe’s stun combo. I will make a vid soon on the timing and how to effectively get Bakrestuken finish in the combo instead of mashing it out or using turbo.
Regarding Joe’s TnT punches, how do you get the instant cancel? I do PP QCB PP and they come out really really fast. But I don’t know if that’s instant or not.
You need 4 C imputs to get bakrestuken. For instant finish, your inputs should look like this on the left or right:
HP
HP
HP
down
downback(sometimes I get a HP here)
back+HP(this would mean you hit HP and back in the same frame, should guarantee finish to come out) or just "back"
HP
Man, does this game hate flash kicks or something? For some reason I have this persistent problem where Ash flask kick comes out as short hop kick instead, and I’ve never had this problem in any other game. It feels fucking random too, like I sit there and do it perfectly several times in a row, keep doing the flash kick in the same way, but sometimes I just kick a jump instead. And it’s not even that I’m not charging enough; it’s to the point where the only reason I drop San-Colloute combos is because Ash did jump LK instead of flash kick. It wouldn’t surprise me too much; ST had stuff like randomly getting jumps even when you do 360s perfectly, and there nothing that could really be done about it.
At the EVO loketest, someone swore that they doubled the charge time on Terry’s Rising Tackle, another down charge up+K move. I noticed this too and never had this happen to me in the arcade version of KOFXIII either. It turns out that they didn’t change the charge time, but the console version seems to have changed something about how it handles the input.
So is there some kind of quirk I should know about to flash kicks in this game? It’s pretty frustrating that I can’t pin down exactly what the problem is and end up not doing a flash kick at a key moment. It feels like it sometimes happens even if I press up + K on the same moment.
Maybe you’re not charging long enough. I main Terry, so usually when I’m in a pinch and I need an Ex Rising Tackle to cover my ass I’ll find myself releasing too soon and I get like a jump back C. Other than that I get flash kicks all the time when I need them.
if you’re getting a short hop kick then you’re waiting too long to press K after inputting up. its not the charge time if you’re messing it up during your powerup combos more often then regularly.
Mr. Karate is hella good but he can be beaten if you learn how to fight him. Not to mention his learning curve is steeper than the other characters if you ask me.
Mr. Karate is good, but I wouldn’t say he is without weaknesses. He doesn’t just dominate everyone in the game, and honestly I think when people crack his fireball game (I believe the answer is fast normals that have long range to stuff fireballs out of startup) he’s going to drop in people’s minds. He’s only top tier now because people don’t know how to deal with him.
I just picked up this game the other day, karate mang is tight but liek i dont see whats so scary about his fireballs, he plays just like a SF shoto but with even more cracked out fireballs.
You bring a good point, yes Mr.Karate is a new character so most people don’t know how to deal with him. However I also believe that he is not being played at his full potential yet, so if you factor those two things in at the end of the day I think he will still rank at the top of the list.
Who is better than Karate anyway? Only one I can possibly think of is Benimaru.
Even then Mr. Karate isn’t an easy character to play by any means. Once you get passed lol J.CD you’ll find out he mainly rewards a good mind and great execution.
Mr Karate is suuuuuuuuuuuuuuuuuuuuuuper easy mode. but he just isnt that intimidating
Is there anything really super difficult about him execution-wise? Break cancels and TK motions don’t require “great” execution.
I see what you’re saying, but looking strictly at his tools I personally feel that the only thing that makes him actually scary is the fireball. It’s his pressure, safety net, anti hop move, setups up a fireball trap with his DP, and with drive gives him free confirms into damage. His DP is good and his command grab can be tricky, but I just think those things are solid rather than ridiculous like his fireball is.
Everything he has is GOOD and SOLID, but I feel once his fireball is cracked he’s not going to be top anymore. Not to say he’s a bad character or anything, I think he’ll definitely be A tier, but top seems too much. There’s not enough anti Karate tech right now and people are adopting the strategy of play it rather than beat it, so it could be some time before we get that tech.
TK Hien is actually pretty hard. It’s probably KoF’s input interpreter, but it seems a lot stricter than other games to get it consistently. Plus, when you have to do it quickly or you drop the combo, it can get risky. That’s about it though, and his optimal corner combo doesn’t even need TK Hien, so it doesn’t matter much outside of corrner carries where you have more time to do it anyways because of DP DC’s.
Damage output is still top tier. XIII is balanced enough that minor differences in damage could make huge differences in gameplay.
Karate’s gameplan seems very simple but dominating. Matchup-wise who does he lose to?
I also don’t find him to be that difficult execution-wise… I think that hardest thing to do with him is to tiger knee his air flying kick. But everything else is pretty straight forward including his HD combos. Maybe some people find breaking his DP to combo a little difficult but if there’s people who played Garou in the past (I played Garou in the past) they will have it down in minutes. For new players it will take a few hours to get it down.