KoF XIII General Discussion: Part II

He can frame trap with 2B, and if close enough for straight into 5C from anywhere. Since 236+C is + on block, opponent is forced to guard cancel attack to get Ralf out of his momentum, if they guard cancel roll you can just frame trap the roll with 2B again and its not fun being caught in it. I know from experience. :frowning:

However, Ralf has a hard time getting around any projectiles especially takuma. Takuma can FORCE him to normal jump or SJ, then just anti air super him for free.

In terms of air to air’s, Ralf’s blowback beats Takuma’s and sometimes trade. Ralf is like Claw Iori without as many godlike normals, once he is in, it can be really hard to get him off. However, like you said, more than 3 character’s blow him up for free, here are a few matchups that I KNOW he loses:

Takuma
Shen
Mr. Karate
Saiki(his WORST matchup imo)
Joe
Robert(possibly)
Mature
Benimaru

Anyone have a tip on how to combo Hwa Jai’s slide into Dragon Kick without getting super? This is crucial cause I have no grape soda combo setups other than throwing out raw Dragon Kick and hoping it hits.

I dont think i have ever had this issue, make sure you do a proper dp motion and not f,qcf and you should be fine. If you are still getting super, you could try avoiding hitting neutral in between the slide and dp (df.B,f,df,d,df.D) and you should never get super. Also the cancel window is pretty big so you could try doing the dp a bit later so you can take your time doing the proper input.

I gave up trying to do it the ā€œproperā€ way via 5B, 3B, 623D. I just do 5B, 63B(hit 6 following the rotation)2146+D.

I’ll give it a shot.

KoF Summer jam top 8 right meow

I’m liking this game more and more, I heard Ps2 arcadesticks don’t work with KOF XIII, is that true?

It seems that K’ has a lot of safe moves

I don’t see why it should not with a converter. Then again I don’t really know if PS2 sticks are any different compatibility-wise than a PS2 pad.

A lot of the cast can make themselves ā€œsafeā€ if you let them. Because of rolls, nothing is really safe in the game.

Rolls don’t actually punish much. You used to be able to run gimmicks and try rolling and punishing heavy attacks or fireballs when up close, but now doing that feels even sloppier and riskier just due to the longer recovery. You can still roll to bait a DP or the occasional horizontally moving special (Tornado kick, Ash’s **, f+K when in Sans Culotte mode), but usually these moves aren’t always safe on block and there’s other ways to beat them.

Now GCAB rolls are another story, but again some specials are unpunishable, some can only be punished in the corner, though some blockstrings can be escaped and punished midscreen if you guess right on when to GCAB.**

I was actually thinking of GC rolls when I typed that out, I should have been more specific.

Who’s all going to Seasons Beatings?

afaik rolls are throw punishable

Also I bought the game and my third party wired PCB works, so now i’m learning Iori :slight_smile:

Don’t forget guys tournament at Super Arcade this weekend!

How many entrants was it?

28 according to Challonge, nearly all killers present. This was the bracket:

http://levelup.challonge.com/kof13_9_8_2012

if you missed it, check Level Up’s Twitch archive, really sick matches. Mr. KOF finally appears again, and apparently Luis Cha moved in with Romance? Anyways, Reynald’s Daimon in the grand finals is too much.

For those who live in the Midwest there’s a couple regionals in Chicago coming up that might catch your fancy.
Fright Fight on October 27th
Frosty Faustings on December 29th

Also, super pumped for SB! Chicago KoF is in there…

Has anyone found an Ash 100% HD combo for 4 bars? I haven’t seen any posted/videos and I just found one. I’ll see if I can record it.

s.C > b+B > [HD], s.C, b+B, d~u+B, [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]x3, d~u+D(1) > (HDC) b~f+A, b~f+C(walk up fireball), b+D, ABCD(run up), [d~u+D, b+D, d~u+B, b+D, b~f+D, b+D(whiff), b~f+A, b~f+C]x2, d~u+D, b+D, b~f+A, b~f+C, b+D, ABCD(run up), [d~u+D, b+D, d~u+B, b+D, b~f+D, b+D(whiff), b~f+A, b~f+C]x2, d~u+D, b+D, b~f+A, b~f+C, b+D, CD

So I’m watching Seasons Beatings and I’m starting to wonder if there is a difference in Japan’s yomi and the west’s definitions of mindgames.

Thoughts?

Also, if you’re in the corner with your back against the wall is there an advantage of say doing a neutral CD or jump back CD? Same with hops, superjumps and hyper hops?

Do you mean Korea? Also, that’s generally how all games turn out. Different regions always end up having different styles and thoughts on how to play the game.

I just meant Asia in general actuallly, but I said Japan because they are known more in the FGC.