You’re pressing BC (LK+HP) too late, press it just as the s.B (LK) hits. If you press it late it’ll become a s.C (HP).
The game has finally arrived in my country, now I just need to wait for it to be shipped.
Hopefully, I’ll have the game sometime tomorrow.
Is ‘smooth as butter’ the new phrase now? Is there anything we can do to stop it, or is it too late? j/w
Fuck man getting the HD combos down is harder than i thought >__>
Loving this game to bits though, especially when i play online and people bitchi about my Ash/King… “you’re playing the wrong fighter, you should play sf4 if you’re just gonna zone all day”. So zoning not allowed not in a KoF game o_o?
I feel ya, I had someone ragequit on me for playing with Athena. People just need to learn the different jumps and the roll.
I’m having such a bitch of a time connecting dp+C at the end of K’s midscreen to corner carry combos, what’s the trick?
cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D’ - (357, 31) is just one example but any of the advance combos that end with dp+C I’m having such a hard time doing midscreen.
EDIT: Never mind, turns out whoever did the K’ section of the Hyper Guide just copy and pasted those combos from an arcade version thread/wiki somewhere else. For example K’ can no longer do *“cl.C f+A (HD) cl.C f+A xx qcf+A f+D” in his HD combos. His *f+D launch midscreen doesn’t work anymore, who knows what else doesn’t from the combo section. I imagine this may be an issue with other characters as well. Midscreen dp+C also seems to have been removed. FML just wasted an hour or more in training room trying these combos… =[
And I just got the confirmation that it’s been shipped, should be arriving tomorrow
Wow sounds like this game is actually turning out to be pretty good from looking at the comments.
How do you guys think this game will hold up in the competitive scene? Especially with all of these other fighters releasing e.g TTT2, SFxT, UMvC3, Ae2012 etc.
I’m thinking of picking this up tomorrow (though it won’t be on sale =() and getting to work right away. The moment I saw this game once it was announced I wanted to get into it.
Okay after some further testing it seems K’s midscreen HD combos will now have to start with the following…* “cl.C f+A (HD) cl.C f+A xx dp+A(1hit) (HDC)” then you can continue the combo as written in the guide **qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward, forward A, hold forward, C) f+D f+A qcfhcb+AC - damage is 711 down from 856 listed in the wiki. *
Got this game like 2hours ago. KOF XIII > other fighters
Weird. You’d think the hyper mode activation would “eat” the input regardless, kinda like a roman/rapid cancel in guilty gear or blazblue, or X factor in mvc3. Seems like kind of a weird design decision on their part.
Why do fighting games always have to go out of their way to be obtuse about things…
what? in gg’s case you HAVE to input all 3 buttons on the exact same frame (more strict of an input than hd). that alone makes it so you don’t get a normal out of it. and for xfactor, while you can input that during consecutive frames, theres that super long pause on it that gives a million years to you to input whatever you want. in fact, this is simply a side effect of not cancelling during the hitstop of whatever you were doing (bad hitconfirm on the user’s part) AND not inputting B+C simulatneously. its not being obtuse at all… in fact if they made it any easier it would be pandering.
I never had any kind of trouble with roman cancels. Not like this. I mean, its not like I’m doing the hyper mode cancel and the HP that comes out is whiffing or getting blocked or something. It actually combos! So it’s like, I’m doing it too late to not get the HP used to activate the hyper mode to come out as a separate move… but I’m not doing it too late for the HP to combo? That’s just bizarre. Oh and furthermore I AM inputting B+C simultaneously. I’m guaranteed it because I have B+C assigned to a single button, and I’m pressing that. So its not like I’m hitting HP a little bit after the LK or anything. I even tested it out by manually hitting both buttons at slightly different times, in different ways. Even if I hit the LK a little bit after the HP instead, the HP still comes out. I’m honestly baffled by it because it seems like I am cancelling the previous move in time… but somehow I’m not? I just don’t get it.
its probably just a side effect of doing it outside of hitstop then. i see what you mean about it happening even with the macro and i agree that its quite unintuitive. press it with the same timing as you would any other cancel and you should be fine.
I apologize if this was posted earlier but… Does anyone else find doing certain DM motions [particularly qcb, hcf + X or qcf, hcb + X ] (without normal/special bufferings) difficult? I have to ride the gate (stock TE/sanwa JLF square gate) or stay on the Down input for like a split second longer but I don’t find that exactly practical during certain combos. I was recommended to try an octo-gate for this but if it is still possible with square I’d just like to stick with that since I’ve been using square-gates for other games.
On the other hand I found weird buffers with Kyo’s b, d, db + LK/HK to Orochinagi (d,db,b, hcf + LP/HP) by simply just doing the f, d, df + LP/HP motion a bit slowly and it still comes out. Another one is just by simply doing close HP to hcb + LK/HK then buffer hcf + LP/HP and it comes out pretty easily.
Well, there are shortcuts to make it easier to do. Let me see if I can get them for you, this is the shortcut summary on dreamcancel:
-All qcf~hcb motions –> qcf x2~back + button
-Similarly, qcb~hcf –> qcb x2~f
-qcb~hcf –> qcb~db~f
-qcf~hcb –> qcf~df~b
-dp –> hcb~f
-Dash hcb x2 command throws (e.g Clark’s DM)–> (somewhat close) hcb~f x2~hcb + button
-Canceling qcf into qcf x2 (e.g Shen’s qcf+P, [DC] qcf x2+P) –> qcf + button, qcf+ button
-Canceling qcf into qcf~hcb (e.g Liz’s qcf+P, [DC] qcf~hcb+P) –> qcf + button, hcb + button
-Canceling dp into qcf~hcb (e.g Yuri’s dp+P, [DC] qcf~hcb+K DM) –> dp + button, hcb + button
-Canceling c.d~u into c.b~f (e.g Leona’s c.d~u+P, [DC] c.b~f+K) –> c.db/d~ub + button, [DC] uf (or f)+ button
-Canceling dp into qcf (e.g Liz’s dp+P [1hit], [DC] qcf+P…) –> dp+P, f+P
-K’ is an exception, inside HD mode K’ he can simply do dp+P[1hit], f+P and it’ll do the dp+P[1hit], [HDC] qcf+P link. Outside of HD, refer to the shortcut beneath.
*Canceling dp into qcf for K’, outside of HD –> hcb~f+P, qcf+P **
I switched back to pad and discovered that I actually play better on it than a stick. I guess I’m gonna be a pad warrior again from now on.
So far, I have Ryo and Kim as mains. Still working on a 3rd. The HD combos in mission mode are crazy. :looney: I’m gonna need a lot of practice if I wanna get those down.
It seems like a lot of the higher-level trial combos are more to show you what the character can do, rather than giving you an optimal combo. I wouldn’t suggest learning them for use as BnB combos in a match. Also, with the adjustments to things like meter gain and damage scaling in the console version, long HD combos don’t seem to be worth it most of the time anymore, unless you want to use one for a corner carry, or maybe sneak a reset in the middle. Instead you can just do a basic string, cancel into HD activation, do another basic string, and then either use your Neomax or a normal super Max-canceled into Neomax. For example, with Vice, I’m now doing: cl.D > D (HD) cl.D > D xx qcb+C > qcf+P (SC) db,qcf,uf,u,d+P (MC) qcb,hcf+AC. While it’s possible to do a much longer combo, it nets a very small damage increase, while the opponent gains a large chunk of meter.
i’m having execution problems, and its really getting on my nerves. i tried elizabeth’s trails, and i cant even do her 2nd or 3rd combo. is there some kind of steps i can skip? her 2nd, after f.lk, i’ve been trying to do 2 3 6 lk -> 6 3 2 1 4 6 lp. but its always late, or her uppercut comes out. and her 3rd, uppercut into fireball, cant do it. turns into super. any pointers will be great.
The hcb+f LP is a command grab. It should be one frame. If you’re having issues linking it, maybe you should do the EX or step into training mode. There’s really no gap in between them, you could do it in one fluid motion really.