KoF XIII General Discussion: Part II

SNK doesn’t get most of the shit capcom does because for a company like Capcom who aren’t financially unstable and are listening to the fans (to some extent), they know better than to do the shit they pull off. SNK at least has some legitimate reason when it comes to the console part of the game.

Not to say they don’t deserve some of it also, but coming from their current situation, it’s hard to get mad at SNK and feel justified about it when they’re not the company they used to be.

What button layout does everyone use? I’ve been using the box layout, but the classic layout looks to be easier to use.

AB
CD

I have never touched a KOF until 13. I am loving it but having a hell of a time even getting past the tutorials

I bought the game yesterday, and I’m really enjoying it :).

Okay, so I was rooting around KoFXIII’s files and I ran into these in a Hex editor.

So here’s what we know. The directory these files are in is ui, or User Interface, meaning something the player can interact with. The file extension is .lua, a script format. Generally scripts used to trigger events in the game. I’m not exactly sure what to make of this, but I thought I’d like to share it with you all.

At least in the arcade, there were some uses and I’ll explain. Pushing the BC as soon as you can (basically after you input hit before like a s.C or a s.B) will activate a autodash and of course you can cancel that into a s.C —> command move. However, in the arcade several characters like Kensou, Mai and Chin (since he can’t active his command move df.D due to it being in the air) had a harder time to hit confirm.

What you did was to delay the BC and it’ll do, d.B, s.A, [HD] s.C automatically omitting the autodash. The trick is to time the BC as if, it was the third hit to the d.B, s.A link–so time it like a link.

some things to consider in general are:

  1. access to mobility on the ground and in the air

  2. ability to convert hits/grabs into significant damage

  3. ability to effectively build/use meter

really, the same for almost any fighting game lol

Lol was watching Live Oratory and Marlin Pie was trying to do one of K’ missions. He’s getting frustrated failing it and yells “I played Fate, dammit!” or something along those lines.

Even though the execution can be pretty tough, you can be really effective with some basic shit. Every character seems like they can be effective with basic stuff and hard stuff. I’m digging this game and I’m getting better performing hops.

KOF execution is not that tough its just these new age games give u lazy fingers cause they promote mashing and one button direction moves with ridiculous easy large fame window timing to do it in. Now older kof execution is tough XIII is way more lenient and u get rewarded hella damage for learning those long hard to do combos as it should be in a fighting game.

As much as I’m loving this game, I can’t say the online mode is very good so far. I’ve had the game since launch, and on PSN I encounter very few players(if any), and the matches clock in at 2 bars or less. Has there been any better luck over on Xbox Live? I may exchange for a 360 copy if it’s faring better on that system.

Anyone on the east coast want to throw down? Add me. PSN ID: BigBigTruck

Marlin is probably one of the highest execution players in the entire FG scene, some of the mission combos are ridiculous…

You can get by with basic AB-special hit confirms. Movement and mixup are much more important in this game.

Can anyone tell me how counter hit works in this game?

Good find, but kind of hard to get excited about; I’m still salty over Dr. Octopus :(.

This is a game where you have to crawl before you can walk, ya know?

I’ve seen you post these frustrations in other threads, and I just hope you stick it out through these tough times when a lot of people are making the adjustment. Good luck :).

Hey guys. Ive just recently become interested in this again, after kof beeing one of my favorite games when i was younger. Sadly i cant play it yet, since i am in china(i know theres supposed to be an arcade scene here, but i dont quite dare to do that yet.
Well anyway, what i was trying to asky is, is somebody could maybe guide to a nice site with a forum to discuss. I already searched around a bit, and the first one that popped up “orochinagi” seems to be quite dead and KOFunion is a little to complicated for me to understand at the moment(ill visit it more though, but its hard to take part in a discussion and not sound like a total idiot).
Of course this doesnt mean that SRK would be a bad site to discuss, it just seems the scene in america is quite small(which wouldnt help me anyway since im from europe…)

and also:
im not qiute sure how charging in this works. id really like to play leona and looked up a bit on her combos and so far what ive seen seems understandable, but just now i saw a spanish vid on youtube (youtube.com/watch?v=lWijuFiq3rk) which says that you can go from downback(i use this for convenience, the vid uses a different number notation from what im used to) to up+A and then straigt to up-forvard+B to cancel the first move.
May this be tha fabled charge partitioning i never understood in street fighter? Is it something else and does it even work?
Help would be apreciated:)

edit:didnt mean to embed that…

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Character_States/Counterhit_State

Understandable. That’s why I said I don’t know what to make of it. They’re just scripts so they could really mean anything, and since I didn’t code the game myself it’s impossible to determine just from the name what they’re used for. If I had to make an assumption I’d say they’re used to trigger cutscenes.

PSN tag is in my sig. I’m in Buffalo, NY.

How many frames do you need to charge for charge moves?

if anything, they’re probably the story cutscenes since it involves a bit of Adelheid and Heidern. The only bit I can get of Shion is the opening.