Vulcan Punch is EXTREMELY punishable on block, Dive Punch same story.
Practice in trainingmode. If you really can’t get the punishes, stop playing online, it’s not worth it.
Vulcan Punch is EXTREMELY punishable on block, Dive Punch same story.
Practice in trainingmode. If you really can’t get the punishes, stop playing online, it’s not worth it.
Yeah, that certainly does suck. Moreso if they knock you down and pressure you. Best advice online is try backdashing on wakeup, you may get hit but it won’t lead to knockdown and you have a chance of getting in there.
Fuck Kula online though…
I avoid this by not playing online altogether. Even if that does reduce my playing pool down to 1 other person who only plays on again/off again…
lol wtf?? um any advice about countering iori/ex iori and kim? i’m having trouble zoning and spacing iori (i have so much trouble trying to AA his hop) and I’m looking for an answer to Kim’s 5D…
Duck the first hit and push a button before the second kick.
Yea, you can press d.A and beat him out of his 5D before the second kick hits you.
Thanks guys I was practicing that with my characters just now. the timing is pretty tight!
WTF do you do against Mr. Karate?
I think everyone’s trying to figure that one out.
Yang Yao Ren(EVO2012 KOF13 Top8) will stream a KOF13 team battle(Taichung vs Kaohsiung) on August 17.
My problem with Karate is thus:
His jCD is just stupidly OP and it hits low if he times it. Typical Karate players like doing jCD, then jD trying to cross you up or keep pressure. The only thing I can think of that can counter this is either AA the CD with whatever, and because it’s a CD it’s most likely to beat or trade with your AA except for certain EX or Supers. Or after he does jCD you can s.A as he tries to jump in again, only thing I can think of that prevents the crossup, is relatively safe, and stops his aggression.
Other problem is that he can jump in do whatever, and he can end it with t.B and then fireball. And because he’s in range you have to block the fireball and can’t punish. If you jump in you eat the fireball, the srk, or air-tatsu.
If j.CD is your problem then fighting Takuma should be more annoying since his is better. Just like Takuma though if he DOESN’T time his j.CD correctly and times it too high off the ground, you can cr.B and go under it, punish him even if he’s not expecting it. He has to do j.CD as low as possible to hit a crouching opponent, and if he’s worrying about the air to air or AA he’s not going to do that because it takes too long to get that low and he’ll lose.
As for having to deal with the fireball, learn to spot which version is which, because if he EVER does C fireball, chances are you can punish it depending on what character you have. Raw C fireball is -10 on block and with the dash it’s -8, most Ranbus can punish it, or if you have a move that covers the screen quickly you can punish it. Against the fireball in general though I’d like to see people try to stuff it more, his fireballs have a really long startup that can easily be stuffed if you just aren’t afraid to push buttons. Don’t ever jump against him though, it’s just a bad idea all the time.
You hit the dog on the nose good sir, as a newer Takuma player, I have to say that getting trip guarded when trying to j.CD is the worst feeling ever.
Some tech I been working on:
As for K’, I been in the lab with him. 5A to stop a hop then instant air 214+AC, then jab again. If you got meter its garanteed 500+ if you do the right combo.
Fireball zoners, some tech to explore:
As for fireball zoning. Start doing what I do against them an normal hop over them. Also, do not press anything at certain ranges and you have no issue of getting DP’d. I been in the lab against Athena, there are a lot of them in the south and I got tired of getting DP’d after hopping a fireball but come to find out, she can only DP you if you extend your hurtbox with a normal OR at a range where you can punish her as well.
As for Saiki, Nuetral jumps are gonna be his problem in the long run but big body characters easily lose to Saiki. I was playing earlier against one of my friends and I normal jumped his fireball and didn’t get hit by DP super and was able to punish with Iori. However, I tried the same thing with Ryo, who has a great normal hop and jump. It didnt look like I woulda got hit but somehow my hurtbox was in front of me. I also tried nuetral jump with Ryo and Raiden and they both got hit by the super. Right now I think Saiki is the strongest character on the game because of this in terms of matchups favored. However, Karate blows him up as well as Takuma and I think the Ryo matchup is 5-5 regardless of him unabling to hop/jump the fireballs because he can parry them and actually punish full screen fireball throws with Hoah Shokoken. Actually, all of the AoF guys/gals can punish with their C fireball super. However, the edge is bigger to Karate and Takuma because on counter, last time I checked Shokoken is 239 or over. This makes Saiki think twice about trying to fireball and forces him to rushdown or even get baited by the above characters. I also think Mature does well against Saiki but overall, I think Saiki has the most favored matchups right now.
Right now, gonna work on some more anti Mr. K tech. Actually, you can roll a lot of his stuff and get great punishes. I am really liking the fact that the C.Iori/Mr. K matchup seems favorable now lol.
I just got KOFXIII yesterday, and it was great to start it up last night when I was stressed and just beat up some AI in Arcade mode. Reading some forums, I have a question- What is Ex Iori? Or Ex Karate? Are they unlockable characters?
They’re DLC characters, as is Mr. Karate. 5 bucks a pop.
You’re also getting new stages and music when buying them.
By the way, in the “let’s predict EVO lineup” thread, some people find KoFXIII community being “lazy” after EVO and it may cripple the chance of the game being in the lineup… Thoughts ?
They’re confusing the KoF community with people who dickrode the game because it was the first not Capcom ground based 2D fighter that was actually good and people liked that got into EVO. They hear shit like “XIII got over 1000 entrants at EVO” and expect that to be the case everywhere, where if you take out the shirt monsters it was probably closer to 500-600.
KoF is still a popular game and the community is still dedicated, people were just misled as to how big the community actually was. There’s nothing the KoF community could have done about that, those people were never really interested in playing the game seriously, they just wanted a distraction until the next big game came out.
This. It is hilarious how many people like to talk about the game and not actually play it. I will always run into people who go I main x/x/x and then ask them a question about a matchup and they go “Lol well I actually don’t own the game, just played it once at a buddies place”. I never understood the concept of not playing a game but still having a “main”. This community could be a lot better if more people got off the armchair.
Anyways I am going to make Ralf a main on my squad for a while. He is too much fun to use even though he does lack in a lot of areas and certain matchups feel like a disaster (which is more due to the fact my skill level with him isn’t up to par yet). Played my new Ralf/Hwa/Beni team last night at a tourney (did surprisingly well for my first time with the team, Ralf and Hwa are my newer characters).
Ralf is really solid, its just that he has a tough time if your opponent has better pokes or can dominate the air (eg: Iori, Takuma, Kyo, Beni, Mr.K etc). I already have a few subs just in case a face a team that has more than 1 character that wreck him (which sadly has been happening alot lately…)
I’m still waiting for his frame data so i can start doing legit blockstrings and frametraps (mainly off of C hammer) but it seems like that aint happening for a while