KoF XIII General Discussion: Part II

Streaming KoF @ Southtown Arcade today

KOF XIII will be coming out for console around October 25-29 for all regions. If you’ve been playing SFIV for a while and are not just getting right into fighting games, KOF should be relatively easy to learn. If you had frustrations with links in SFIV, be happy since light attacks can cancel although they’re chained, unlike SFIV. If you want to learn more, here’s this small guide to get started with: http://www.youtube.com/watch?v=Ye3KVgI1LvU
If you have any questions, feel free to ask.

would it be more like mk or sf ?

also ty !

It’s more like SF without MP and MK buttons but it has hops and rolls. It’ll be weird at first but it should be easy to get used to. Most important thing to learn in the beginning other than defense is learning how to punish bad rolls.

one thing i constantly mess up is punishing in KOF. most of the cast has command normals with forward, so i go to punish a whiffed dp and i accidently throw the person with f+C when i mean to do the combo s.C, f+B, special move for example. just a muscle memory thing i gotta get used to not pressing forward before the C.

just saying what still gives me the most trouble coming from other 2D fighters

When your character runs, if you hold forward during the run your character can’t throw when you press C. If you want to or have to throw, you have to stop the input for the run then do a throw. So when you want to punish something, it’s easier to run and hold the run to get your “cl.C, f.B xx whatever” and punish the opponent. Even if you block a Dragon Punch and your opponent lands right in front of you, it’s better to try to run as soon as you leave blockstun and try to punish the opponent. In other circumstances, it’s better to stand still and punish the opponent. So, just have a good judgment during the situation.

fwiw i noticed it’s easier to run up and throw in 13. is there a consensus on this?

It seems to mainly be a result of increased throw range. I suspect that it might also be related to reduced input delay on normals/throws compared to previous games, making you less likely to accidentally walk out of throw range while attempting it.

yeah, it’s pretty easy, but the thing is you can’t cancel run into throw or block, there’s a period where your run has to stop. so to run up throw, you have to run, press back + C or D, and you have to delay the press for just a tiny tiny bit, but it’s still very fast. so yeah, run up throw is very do able, just press back for throw instead of forward, and of course C will give you front throw and D will give you back throw

yea hella easy i think mostly from the interaction between directions and buttons not being screwy like in the older engine games

Don’t forget running instant command throws… Any grappler can run and do ff~hcF or ff~hcb~F and press P/K and you’ll get an instant throw…

That video is really well done, and great for starters in my opinion.

is Classic Iori DLC or does he come with the game?

Classic Iori is DLC. He’s free DLC in Japan if KOF XIII is preordered. Sadly though, in the US that’s not the case. So, we have to buy him; I certainly will.

Its worth it.

http://orochinagi.com/2011/09/shin-mr-karate-and-shin-kyo-leaked

Serious Mr Karate and EX Kyo :open_mouth:

I can deal with that…I hope the DLC prices are reasonable.

lol Serious Mr. Karate, is that what’s he gonna be called?
Ah well, hopefully each char is around 5 dollars. Will be getting them day 1 although Mr. Karate’s about the only one that interests me.

I don’t think Saiki and Billy are DLC though.

I hope he’s called Serious Mr Karate :stuck_out_tongue:

I wonder if SNK will do some sort of pass thing that allows you to get all of the DLC characters for a discount? Either way I’ll be getting them day 1

I think there will be an offer to get all 3 at a discount eventually.