KoF XIII General Discussion: Part II

yea which is why i’m not really buying it at the moment. But if it were true, wouldn’t be surprised. Pretty much neutral.

I’m more wanting the game atm rather than guessing if this is real or not.

Ultra Scrub question but here goes. I been trying to find info on the XIII system. It seems to have gone back to older KOFs in a major way. But I’m confused on Drive Canceling. What is it exactly? One person was telling me it was something like a GG roman cancel but I’m not sure it cancels one move or just puts the opponent in a special juggle state for everything therafter. And also how does this go into or give access into drive combos or whatever they’re called? The one time I played XIII was for 10 minutes and I was completely lost on the newer mechanics.

Ok for instance, say I’m using Shen. I go into one of his BnBs, what would allow me to initiate whatever allows me to go into the “stupid combos”? And can I stupid combo until either, a bar depletes or they hit the ground/out of range/etc.? Which is it?

Btw, I’m running Shen/Leona/Rob. With a side of Raiden, only because I used him in CvS2 and XII. Not a fan of the ridiculous shit but hey, gotta have him in the pocket. What’s the general consensus on Leona in XIII?

I haven’t kept up with the XIII mechanic names and what they go towards so anyone else please correct me on whatever i’m wrong on. (which could be everything)

Drive cancels can happen anytime during a special or normal attack. So say you’re Shen. You do close s.C>f+B>Drive cancel. If f+b is a clean hit or blocked and you activate drive cancel, it’ll still come out regardless. Pretty much up to you on what to do there.

combo lasts as long as you can keep it going while you have the meter. You can get the clean hit, drive cancel, do a move that launches, then cancel that into another special, or into a super.

It’s not something you’ll pick up instantly for sure. But it does open up more damage/combos/etc. If you’ve played KoF2002 any bit, it’s close to being like the HD Cancels in that game. (if not really the same thing.)

Any Socal Kof peeps i played it at Family Fun and wanna learn just who’s to look out for around these parts?

Most of those guys frequent Dreamcancel.com so you could ask there.

Perhaps you’re confused but the Hyperdrive Meter can be used for Drive Cancels which use half of the bar, and then also for activating Hyperdrive Mode at the cost of the full meter which is what you were referring to as the ‘stupid combo’ mode.

To do a simple Drive Cancel combo with Shen you could land cl.C f.B xx qcb+A qcf+A (DC) qcf+D and then link a DM or special or go for a hitreset. All you have to do is input the qcf+D right as the previous special hit which should cancel the two-part overhead’s recovery into his special uppercut at the cost of one bar of half the HD bar.

Super Cancels work nearly identically to Drive Cancels in that they take 50% of the HD meter to use and work by canceling a special with a DM. The main difference is that a Super Cancel works on block or on hit while a Drive Cancel requires the first special move to hit the opponent meaning that you could option select with Drive Cancel inputs while not with Super Cancels.

Then lastly is the powerful Hyperdrive Mode or HD Mode that works similarly to Max Mode from KOF 2002UM. You activate this by pressing B+C with a full Hyperdrive Meter and when in this mode you can perform multiple Hyperdrive Cancels (Drive Cancels, except now they work on block or hit) that only slightly drain the meter and the duration of this mode continues until the meter slowly drains on its own or from using multiple HDCs or a Neomax. The other important thing to know about this mode is that you can cancel any normal into this mode and doing so automatically causes your character to dash forward so that you can easily combo into a Close normal, unlike in 02UM which requires you to manually run forward and thus only allows a BC combo to work from a heavy or command normal. In short, it’s much easier to land than in 02UM.

What this means is that while Shen usually has few combo options from a cr.B other than linking his command grab or landing the tight link into cr.C he can easily hitconfirm cr.B cr.B cr.B st.B BC into *cl.C f.B xx huge combo. *You asked if you can continue comboing once this mode ends and the answer is yes; just as long as you can keep the opponent from falling down to the ground which is generally a few hits afterward.

Moving on to Leona: her extra long cr.B now doesn’t have as much range but now it can be confirmed into f.B for a knockdown. She still has her j.A and nj.D instant overheads and now you can combo either into Excalibur and then supercancel into V-slasher for an easier execution instant overhead combo than buffering then V-slasher to combo from the jumping attack. Her j.C doesn’t work as an instant overhead but it will now crossup like Heidern’s j.C. Moonslasher is a great anti-air with the EX version beating everything and starting even faster. She can deal a lot of damage from her HD combos and with meter so she can be a strong anchor. She doesn’t play exactly the same as 98UMFE or 02UM and is now more streamlined for rushdown.

For anything else, try checking the work-in-progress (but still engaging) SRK Wiki.

@ Shin Oni, appreciate the response. Never really got into 2002/2002UM, only scratched the surface and touched it a few times, so wasn’t familiar with the HD cancels, but now I actually remember that they were a part of that game.

@ Sparkster, major props on info. This explains everything perfectly! I now got a really good idea of the engine and whatnot. And thanks for the Leona tidbit. Lessening the range on cr.B yet allowing it to confirm into f.B is a decent tradeoff for me since in XII when I’d do st. B, cr. B, cr. A, moonslash, sometimes they’d be pushed out of range before the cr. A connects, then whiffed moonslash…eww. But any knockdown is nice for her, to keep constant pressure with earrings on wakeup, baltics in corner, etc…

Also, that SRK wiki is hella nice.

people see this exclusive hands on preview video yet?

http://www.gameinformer.com/games/king_of_fighters_xii/b/xbox360/archive/2011/09/16/king-of-fighters-xiii-exclusive-first-look-video.aspx

@0:26:30

Clark Show

Most of the SoCal players play at Alex’s Arcade or Japan Arcade. A couple of players go to FFA, but us FFA guys have been too busy to go there as often as we’d like.

Are the loading times something to be concerned about? In about every preview i have seen so far there seem to be very long loading screens at the beginning of the match, plus between every round the game has to load the new character. I really hope that stuff will be gone when the game is “done”. :slight_smile:

Wow, kinda surprised this thread existed. Nice to see some KoFXIII rep at SRK.

I just randomly caught this, so I’ll reply. My roommate is easily the best KOF player in Vegas but he doesn’t post anywhere or come out that much for tournaments due to work on the weekends, so he’s not really known outside of the Vegas locals. He’s played some KOF13 before and is definitely getting back into it upon console release. I play a bit of 98 and I’ll be picking the game also. I promise that you won’t have issues getting some good competition here. I assure you that the Vegas scene will not be “ass” for KOF13 once we actually can play it on console.

Thanks Mr.X, good to know. This will be my first KoF since my SNES days, and i am pretty hype. Shit looks great :slight_smile:

Well I don’t know who your roommate is, but even if he was hands down the best KoF player in Vegas one person does not make the competition not ass. If everyone else sucks (which is not entirely true, there’s a couple good players here) but your roommate was good, then the community is still ass with the exception of your roommate.

If your roommate doesn’t come out, it doesn’t matter if he’s the best player in the universe. The competition will still be ass if everyone else is ass.

Agreed, but it’s pretty hard to come out and play if the game isn’t even available yet for us. Like I said, the competition won’t be ass once the game is out. Kinda easy to say that we suck when no one actually plays KOF13 here, right? I don’t see any KOF13 machines at Gemini or Insert Coins, nor do I see anyone playing other KOF games at gatherings, so your statement is a joke to me as far as I’m concerned. Play us when the game comes out and say that once you can beat us consistently. It’s silly to even bring this up now.

Uhhh what? If the game isn’t even available in the area, of course the scene is gonna be ass.
Doesn’t matter how hyped the area is about the game, if nobody plays at a competitive level at the moment then the scene is currently ass. If you guys are REALLY good at other KOFs, the one that would actually be worth tooting your horn is 2002, and even then, XIII is still different enough that 02 players will have some adjusting to do.

There have been several occasions when someone brought their PC and we played the arcade rip. The game is not alien to more than a handful of players here. Tons of people have been practicing with the arcade rip too from what I gather.