KoF XIII General Discussion: Part II

They are but even they play a rather solid rushdown game since charging doesn’t take as long in this game.

I’m finally starting to nail that difficult Takuma combo! I’m ecstatic. Suddenly the execution barrier isn’t so scary anymore. Still unable to get it comboing from a hop attack though.

tagging along with this question: Do their [d]~u+punch/kick moves have any invincibility? I looks like ashs got some, but i havent seen enough of leona to tell.

I have no clue on Leona since I don’t play her but I know Ash got invincibility startup frames on his flash kick until the move is active. Leona’s is that hand glowing move I assume? It’s fast? that’s about all I know.

yes it is. i happened to dig up a vid where someone named oly(from britain) used her and her moons slasher, the glowing hands thing that doesnt move mutch.
it traded with a timed jumpin by terry, so i guess at least the light version he was using doesnt have much invincibility. maybe the ex version does.

Has anyone been doing Ryo’s trials lately? I’m having difficulty trying to find the timing or at least why the opponent falls out of the combo for Trial 8(the one where he does a hyperdrive cancel into D, 6A xx 236AC, 623C, 236A, [623C, 236A, 236A] repeat into 2363214AC.

The part that I am having trouble finding the timing is for when Ryo attempts to do the first set of the [623C, 236A, 236A]. Either I somehow whiff the 2nd fireball or the start of repeating the dp.

I would like to derive something from this combo so Ryo only uses 1 meter and full hyperdrive meter instead of going into an EX super for meter management from time to time. Has anyone been able to switch up the ender with something else to conserve meter?

There is a reason for this. Because combos are what is getting me killed when I play an opponent. I appreciate what everyone is trying to say here (I really do), but when I get a knock down and the person I’m playing is unconcerned with my ability to land a special here or and there and then proceeds to destroy me with a DM into HD into Max Cancel in his sleep, it’s disheartening. To have that same person tell me “You don’t need to do combos to win~” makes me want to know if they’re just out to fuck with my head or not.

This entire forum is 95% dedicated to combos. Have you seen the character threads? (Here’s a hint, look at every post not a part of this conversation ON THIS VERY PAGE) I’m not someone with a one-track mind here. Feel free to go to any KOFXIII video and tell me they aren’t combo centric. People are pointing me to videos online that do what, are combo tutorials~ or looking at matches like Poongko’s which might as well be combo exhibition videos. I’m not trying to be clueless here~ I see, what you are doing. You are playing KOF. You are doing combos. You are doing them, all the time. I want to be a part of that. When I show my difficulty in being a part of that. You’re telling me I’m looking at the game the wrong way.

I know fighting games are an assortment of things to remember. Like blocking! Woo~ can’t block, you lose. Can’t create space? You lose! But really, I’m sorry if my points are irritating to some of you. It’s hard to get into these ideologies when what is defeating me is getting juggled in the corner all day. I was just looking for advice, and some down to earth reasoning on what I’m missing here. I don’t want people to just flat out tell me I’m looking at things wrong here. I’m not. This is a combo heavy game. It always has been. It got especially stupid after KOF2002. I know where this game is leading to. Most people who are dropping the game, know it too. You have to make a choice here if you’re going to play this game, and painting it as something it’s not isn’t going to help.

Saying this is just something new players are jumping to conclusions with is stupid. They’re realizing what this game is going to require, how the hell am I wrong in assuming this game IS going to be about 95% combos when the time comes that you’re playing an opponent comfortable with the system? if you can’t do them, you’re fucked. You’re going to get clutched by a guy with his anchor by someone who can, every single time. It’s happening already locally and the game isn’t a month old.

Thank you, this is actually helpful. The button timing thing has been a big deal, and I now see that movements with the stick can’t slack off at all. Anything with a halfcircle has to be done smoothly, and the last direction has to be held or the move itself won’t come out, ever. You’ve definitely motivated me to keep trying, not having something as weird as Focus Dash Cancels in this game is pretty motivating. As complicated as some things can be, at least this isn’t in it. I haven’t even started getting into the process of HD activation because I just need to get my basic movements down first, which is hard to do when most players seem to be able to do them in their sleep here in Oregon (at least the ones who actually want to play)~ but at least it’s something to try.

Something I was wondering, which seems odd in this game~ but, is it me or some of the cancels in this game feel like weird, mini-links in that you can’t cancel the moves as soon as you do them like in almost every fighting game I’ve ever played? Like, if I do the move as it hits, it won’t register. It has to hit then cancel into the move. This is very different from even a game like Guilty Gear/Blazblue which are pretty fast, but don’t need you to delay your cancels.

Trying to do some moves in this game, if they’re not a DP~ require this small halt. At least for me or I get nothing, but delaying a move, to them have to delay a move is so ridiculously odd. By the time I delay for the second hit, I’m not ready to do the third because my timing is all off. Trying to do combos with Duolon for instance is near impossible, because his Rekkas seem to delay their attacks visually from your hand gestures. It feels ‘off’.

Case in point:

So, this kind of confirms to me this odd~ delay visually between what’s happening in the game and what’s happening with your hands. If you ignore the character, and just do the moves~ it can be smoother than what’s happening on screen. If you do what most people do in nearly every single video game ever to have been released in the history of gaming, and actually use the hand-eye-coordination you’re accustomed to, you’re kind of screwed. Maybe I’m wrong here.

Am I the only one who’s noticed this odd delay like motion with the game? Could it be screen latency? I’m playing on PS3~ I don’t know. It’s just odd.

Anyway, feel free to put me on ignore if you don’t like me. The forum is slow enough as it is, it’s not like I can go anywhere else to talk about the game on this Capcom-focused forum.

I think you might be right about the cancel timings being a bit unusual. It was like that in KOF 2002, which this game takes a lot of inspiration from. The input windows feel a lot bigger than in 2002, though, so I don’t think it should be terribly difficult to get used to.

sf4 players are having trouble doing c.b c.a because its not a rapid fire chain like shotos in sf4

^Do you mean Shen’s power up super?
Both Shen and Kim have easy anywhere on the screen 850 damage combos, thing is Kim’s uses all 5 gauges, Shen only needs 3 stocks:
Kim’s:
Jumping C–>St. C–>HD activate–>St. C–>QCB+DxxD flash kickxxQCB+KK in air–>D flash kickxxQCB+KK in air–>D flash kickxxQCB+KK in the air–>NEOMAX

Shen’s:
Jumping C–>St. C–>Fwd+B–>HD activate–>St. C–>Fwd+B–>QCF+AxxQCB+A, QCF+AxxQCF+DxxQCF+C (Quick charge)–>QCFx2+P–>NEOMAX

Hey, I was wondering if anyone could tell me Andy’s midscreen bnb?

faded sun as in the guilty gear player? Sorry, Just wondering

There any shortcuts or tricks to do Clark’s c.lk > hcf+k? I can only pull it off by accident.

I have a feeling I’ll have an easier time practicing combos once my InPin arrives and I can use my stick.

That’s me. I didn’t know people knew who I was in the community.

Have you tried Cr. LK, QCB, HCF+LK?

It’s not at all odd. That timing is in there to allow you MORE leniency to make combos easier to perform, not less. It isn’t ‘confusing’. The only reason it seems confusing is because you haven’t played enough of the game to understand how KOF feels, or probably any other game for that matter.

I’m not screwed either way. I just look at the inputs and press them in sequence to NOT be staring at a character who’s moves I don’t even know well enough to ‘feel’ the startup frames and such. It helps when you have no idea what you’re doing but once I play the character for a few minutes it doesn’t make much of a difference.

I read more of your post.

I don’t know what to say. At one moment you say you suck. Then you act like fundamentals are below you?

What kind of answer are you looking for? There’s no simple thing here. The answer is hard fucking work and a lot of time. I know that’s definitely not what you wanted to hear. That’s all anyone is going to tell you though. You think the better players in the US got where they are now by complaining about every kof release on SRK? I doubt it.

You’re basically asking why you’re bad at a game you have no experience with in a genre you have no experience in. Suck it up and put in the time. Same as everyone else.

I don’t know of any shortcuts but you’re probably not starting at back after the cr.lk. Try to mentally remember to hold the stick in the db position, hit lk, then immediately go up to b and then do your hcf. It might feel slightly cumbersome at first but it won’t after a little practice.

I remember you very well, Baiken player from GG back in the day right?

In any event, If anyone is down to play some KOF on xbl hit me up with an invite or something.

Wouldn’t this be easier? b, db, d+lk, df, f+k.

not for me personally because I did try that out. Doesn’t feel nice for me just due to how I time my presses but certainly to do that specific combo from standing that’s a good way of doing it. being able to do it both ways (as in from crouching already) is important anyway.

I suppose it just depends on what you are comfortable with. I find my method easiest from both crouching and standing, though I rarely do a single crouch light into hcf. It’s usually 2 crouching lights into hcf, which i find much easier to hit confirm as well as actually doing the combo mechanically.