KoF XIII General Discussion: Part II

Is there some sort of bug with inputs?

There’s a shortcut to do 623P 236P by going 623P69P or 6236P9P (DP+P QCF+P by doing DP+P F,UF+P or F,QCF+P UF+P).

I can do this with Elizabeth 623A69A/C/AC easy
Athena is easy 623A69B/D/BD
Kyo can do 623A6B/D/BD

K’, Kyo, Robert, Yuri and Ryo, I can only cancel into A version of the 236 moves and 623A, C and AC version won’t come out at all, AC just comes out as A version. K’ can do it easily using 236B/D/BD

I can do K’s 623A 236AB pretty easy. Just tried it, and it’s pretty simple.

EDIT: NVM. My inputs are just so bad that it goes qcf+uf LOL

Is 309 for 1 drive bar considered good damage?

Edit haha I just made the combo hurt more :smiley: 341 1 bar

Iori (Claws)
2B 2A 6A xx 623C 624A 623A xx 624D 624A 623A
crLK crLP fLP xx dp+HP hcb+LP dp+LP xx hcb+HK hcb+LP dp+LP

Replace last dp+LP/623A with a DM (haven’t figured out how to time the last 623A cancel into DM to not whiff)

Easier imo than the combo in the wiki with 624A (1 hit) xx 623C and does 10 more damage

I’m amazed the I actually managed to underestimate just how bad I would be at this game.

It’s fun to practice. That says a lot.

It’s a lot stricter than 3S control wise. Takes some adjustment. Timing on chains and stuff is stricter than 3S (you can just mash in 3S) but not super strict either, kind of a weird in between feeling. Once I got the hang of it though it’s pretty cool. Feels good, not stiff or anything, just precise. Not hard to do really and timing wise a lot of things are more lenient than 3S, like special cancels seem more lenient although the actual input is more strict.

I really like how basically everything is hit-confirmable. Even Daimon’s grabs are confirmable. Very cool. Right now I think Joe, Kyo, Andy and Daimon are very fun. Terry too. Not sure how they compare team wise and all that jazz. Joe, Kyo, Daimon may be a shitty team or a bad order or something but I’m liking those 3 most. It’s nice to play kof for serious after fiddling with 2k2/2k3 way back when.

I’m amazed at how much better Mission Mode is in this game compared to SF4, MvC3, etc. Even when the combo is something I can’t do myself (about 60% of them… ugh…), I still find things within those combos that are not only doable, but practical for actual use. Much better than many of the Missions in MvC3/UMvC3, where the combos were usually so hard to do and impractical that you might as well forget them after you did them.

I’m going to try my best. It’s not an easy game, no way~ that’s for sure. Issue for me is, I was having trouble doing stuff in SF4, and that game gave me all the shortcuts and time between moves to cancel in the world to do them. This game does not. So foreseeably, if I dropped Super SF4 because I couldn’t hang with people when it came to combos in that game, how in the hell am I ever, EVER going to be decent at this game?

I’m trying to save myself a lot of grief and sadness. I got some practice in today, and some of the combos in this game, though simple in nature~ require speed of hand so fast, it sometimes makes me wonder if they remembered we were human. There is zero room for error. One slight tick in the wrong spot, or split second off and your entire combo is gone. Worse yet, you take some heft damage for even trying.

I want to stay, but I also want to be realistic~ if I had trouble doing LP, LP, Rising Jaguar, fadc, Rising Jaguar, fadc, Ultra 2 with Adon in SSF4… after who knows how long I’ve had with that game… do I stand even a remote chance in hell with KOF XIII? Realistically? I want to have hope, and I’m going to keep practicing, but I already see the walls forming at even the most basic of cancels.

I’m playing with Andy today, and I have to do a move that requires f.LP, HCF+hk… basic command normal into special. Won’t come out. Do it as fast as possible, comes out when it wants to. Spend an hour finding out I have to do it super slowly and smoothly for the move to come out. Problem is, Trial 3 requires this in the middle of a very long combo. I don’t have time to do it as slowly as they want me to do it, especially since I have to cancel the move with lk+hk to continue into the rest of it.

It’s a great game, from what I’ve seen~ I’m just a little saddened they chose to make the game as brutally precise as they have. I’ve never seen the quality of a fighter to require the massive execution barriers for it to be fun. The ability for people to perform the moves has always been second to me to the ability for people to be able to fight EACH OTHER, and be in the match, in each other’s heads.

When I play games like this, it makes me feel like it’s the players hands versus the player’s hands, and rarely the players themselves. I see less mental conflict and more execution prowess. When I see all these crazy combos in games like Blazblue and now KOF XIII~ I just wonder if something was lost in translation, or if frankly I was just left behind in the fighting game genre a long time ago and it’s just not about what I want.

The scary part~ I remember the ideology behind what I see in kOFXIII being the reason fighting games were almost dead in the water for over a decade in the first place, yet I’m here again staring it in the face.

Best thing I take out of training mode is that I know what the starters are. Oh I see that this character can do jumping fierce, short, short, command normal into super. Or I can do a special instead and dream cancel it into another special and then a super. Know that and build from there. And I feel you on missing the easy stuff. I swear, I have missed more naked supers in this game than any other fighter I have played before but to be honest, there is something refreshing about that. I want to continue to play training mode which is more than I can say for MvC3 or AE.

The game just feels right.

Crikey…hopefully my copy comes this week so I can start grinding.

Inverse: Relax. You should focus less on the backbreaking stuff that isn’t working for you and more on the basics. You definitely need to learn how to crawl before you can walk in KOF when it comes to execution. Work on getting your basic combos down first before moving on to the more elaborate stuff. Mission mode is way too daunting for most people that haven’t seen any other KOF yet and really isn’t a good idea to start with from a beginner’s perspective. A lot of that stuff isn’t even practical for play or isn’t optimized. I would recommend to focus more on the basic BnBs in practice mode. You can find those combos in plenty of places like Dreamcancel, or just ask away. Start with the things likes links/chains in special, then incorporate Drive Cancels, then more to adding in DMs. Focus on the stuff you can reliably do in a match since that is what counts. Miss something elaborate and you will lose, so why bother with that right now?

Funny enough, I actually find the basic stuff in KOF much easier and more forgiving than in many SF games. It just works more smoothly to me and I don’t need to think about stupid stuff like making sure my chain combo is slow enough to be a link or working around a built in shortcut that will take priority over what I really want to do.

I don’t buy this. Like it or not, execution is an entry barrier in every good fighting game, all the way down to something as old as ST and as you’re finding out, in SF4 even with the shortcuts in place. This is part of the game for this genre. The sooner you get over this and work to improve, the more you will enjoy yourself. If something isn’t working out for you, you just need to make adjustments to your approach or the combo itself to make it work for you. Forget the massive HD combos you’re seeing now and find something else that deals comparable damage, at least until you can go back to the crazy stuff when you feel more comfortable. You might not even have to do that if your alternate solution works out better, does more damage, or cost less meter/headache for comparable results. This is a very open ended game and you certainly don’t have to do what everyone else is doing. Also, KOF is littered with plenty of shortcuts and buffering tricks to help out the stuff that seems impossible to do as listed. Ask away and people should be able to help.

You might just not be pressing the HK at the right time. Try holding the button down until you see it come out. See also http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Game_Elements/Button_Interpreter. Basically, if you’re cancelling into a special or super, the game will repeat the button input for several frames if you hold the button down. Don’t mash, hold. Once you see Andy’s special start to come out, press CD to cancel it and go from there.

It sucks to hear that so many people are having problems with execution in this game. I want people to enjoy this game, so I’ll try to help with whatever problems you’re having.

First of all, regarding SFIV, there are certainly some things that are easier than normal fighting games. DP motions don’t have to be DP motions, half circles don’t have to be half circles, etc. KOFXIII has some leniency with these things as well, though not as much as SFIV. When you get to doing combos in SFIV, though, it’s not actually easy. You have to learn links for just about every character, frequently even 1-frame links. This is the big thing that I personally think makes execution difficult, and the good news is that it’s not an issue in KOFXIII whatsoever. Some characters, like Ash, have links that can be useful, but by no means do you need to learn these to do a basic hit-confirm with any character. SFIV even has some seemingly arbitrary restrictions against easier combos, like making light attacks no longer cancelable if they were chained into, forcing you to learn a link. They also require you to do some other weird inputs like MP+MK~f,f in the middle of your combos. These weird restrictions and requirements are not present in KOFXIII, even the ones that were in older games. You can just do basic chain combos canceled into special moves for your combos. When you cancel a normal move into HD activation, there’s no extraneous dash input; the game automatically dashes for you. Once you get more used to the game, I think you might find that it’s actually easier to learn to do your combos consistently than in SFIV, despite some things seeming hard at first.

While Andy isn’t a character I’m familiar with, this combo sounds quite basic. I suspect that you might be doing something like not doing the motion properly or pressing the button before you’ve finished the motion (especially if you learned from SFIV). If this is the case, you should make sure you’re doing the half circle motion so that you start and end on the side directions (not diagonals), and that you press the button after you’ve actually completed the motion. As far as I know, the timing of the cancel itself is just like any other game (input during hitstop), so it’s really not that strict. If you still can’t get it then, try holding down the button to extend the input window, though I don’t think you need to.

holy shit this again? yes the game takes practice. it seems no matter where I go on srk I see the same god damn shit.
it’s execution intensive. if you can’t wrap your head around putting in time to become proficient than understand it is not the game for you and find something more worth your time.

the combos do not require crazy speed for the most part. the cancel window is quite large its just the inputs are precise and dont have much leniency. you can go pretty slow and infact I find I do things 10x better when I simply look at the combo in mission mode instead of the character. try different characters, work on being consistent and clean with the inputs, not fast.

slow inputs that are correct will eventually become fast inputs.

yes im being rude.

I totally agree with what you are saying. It is especially annoying when people make these long posts and 95% of it only revolves around the combo system… and players are wondering why they aren’t getting any better at the ACTUAL game…

pretty much. combos are one aspect. they’re definitely important since you want to maximize damage when you create an opening but you can spend a ton of time on spacing and basics. someone who can set people up repeatedly might not have the best possibly execution or the most amazing 50%+ combos but if they can consistently create opportunities they’re going to do fine.

people focus too much on the flashy stuff and forget that it means nothing if you can’t actually put the other guy in a bad position and force him to make a bad decision. and you do that without needing combos or anything requiring a difficult input.

And this is pretty much why most new peopl picking this up are either struggling or just downright not trying. They can’t do simple combos and make it look hot within a hours worth of training. But you can blame SF4 and marvel 3 on most of that since the practicing in that game is obviously different than a KoF practice session.

Juicebox currently streaming Kof if any1 is interested http://www.twitch.tv/juiceboxabel

Stupid question, but are Leona and Ash the only two primary charge characters in the game? I know that there are characters with charge moves, but I’m more talking about characters who can be played as traditional charge characters.

wtf is up with ioris 9th trial
it’s so fucking hard
and sometimes when i do the short hop into hyperdrive he ends up on the other side >_<

i got too fed up and came here for tips

Just to follow this up, it’s something with C (HP) not working, the other 3 buttons trigger this shortcut fine.