Clark’s crLK is cancelable into his command throw?
Oh it’s a link in his HCF+HK
Clark’s crLK is cancelable into his command throw?
Oh it’s a link in his HCF+HK
Yeah, it’s an old school KOF grappler link. Most characters with a fast command throw with horizontal range could do it. Shen Woo, though, lost his from the arcade version going into console.
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?
You need to hit your first DP after the EX fireball as soon as possible, the whole idea of Ryo’s Trial mode later on is to keep Takuma at a certain height. Which means EVERY second LP fireball in the loop is a 1 frame link which also leads into another 1 frame link with his C version of DP.
I see, I’m going to go in the lab and try this out now. I thought my timing was off on the loops, I guess it was because of how I was following up after the EX fireball.
Just a shameless plug for myself. Transfering from SSFIVAE and need some intermediates to beat me down and show me the ropes. I have NEVER played a KOF game in my life! The closest I’ve ever come is Capcom vs. SNK 2. The catch is I’m on PSN, not 360. Add me if you feel like doing some serious training: Jeemo88
Played the game for the first time tonight. It really doesn’t feel like any of the previous KOF games I played. Combo system is way over the top; I found myself doing stuff I’d never be able to do in older games, like LP > HP. Some characters like Ralf and Maxima feel a whole lot different from before; like they’ve been redesigned like Kyo was in so many games. Pacing is faster; no more long hitstun windows to buffer inputs in, though that was mostly a 98 thing.
It was fun though. Kinda sucked how most of the people I played with weren’t familiar with any of the old stuff from the previous games, so they couldn’t tell me what moves were in or out. Ralf without backbreaker? Vice without Lightening Legs? Does Yuri not have a chou double upper in this game cause I know I was doing the followup inputs.
Other than that, I have no problems with the game. It’s gonna take some time to break the autopilot hyper hop habit and start paying attention to the opponent when looking for openings. I just hope SNK doesn’t tamper too much with the game’s balance through endless rounds of patching. I don’t need my mains jumping up and down the tier list for no reason.
How isn’t hwa jai the most fun character to use in the game?
Never see much discussion of him but he’s jumped to the top of my most interested list. dragon tail and dragon kick especially are incredibly fun to use. absolutely love how b dragon tail in the air does not alter his trajectory while d has him recoil backwards. ex dragon kick is just awesome to use and feels amazing. He feels so mobile and I really dig his normals and the angles of his specials.
Stupid question, but what settings in the options should I have. I’m so new to KOF XIII.
Rounds (1, 2 or 3)
Timer (Was told 60?)
Any other info regarding the game’s options would be greatly appreciated
Timer is 60 seconds by default. Tournaments are 3v3, so I…think rounds can be whatever you want? I think round count only affects 1v1.
Thank you!
Are the trial combos pretty practical? Or are they more of the “This is what your character can do” kind of trials?
They’re useful to know. The whole string all together is not the most optimal, but bits and pieces of the combo can be useful to know and be able to do when you want to.
Yeah, you should definitely not think of them as BnB’s, although some combos in the trials are. It’s going to take a bit of time to re-established the best combos for all characters in the console version. For now, the XIII wiki will probably do fine, just… experiment and try to find something more optimal and tell the wiki contributors about it in the wiki thread!
trials are useful just to see what kinds of stuff you can string together with the different characters. usually I do a few trials and then go into practice and just try out whatever is possible. really useful if you’re like me and have 0 direction going into the game.
Yea I am in the same boat… I literally have never touched a KOF game seriously before but I wanted an actual legit competitive fighter to play thats somewhat newer so I said fuck it and decided to give this a try. So I am still getting use to all the movement options, combo system etc… I have yet to play an actual match yet and have spent all my time in trials/training (which sounds ok because apparently the netcode is hot garbage). Im hoping in a year or so I can become solid at this game.
This game is… just feels so amazing and right. So pretty, so smooth, sounds great, no scrubby inputs, requires time and dedication etc.
I also didn’t know this came with such a hot pre order bonus. I was so surprised when I went to pick up my copy and got the King of Soundtracks 4 cd set. I actually had no idea there was a pre order bonus haha.
Also is there a way to unlock more colors? Or will more come with DLC? I just notice in the custom color editor there is room for like 18 more colors or so. Didn’t think I would have such an entertaining time with color editor.
Every 10 times you pick a character, a new row of colors are unlocked.
Just go into offline versus and 1P vs 2P beat up the 2P 40 times. You can pick 3v3 and just win with the first character and all 3 will get a “times used”.
You unlock colors using versus or online, need 40 matches with that team(you don’t have to use all of them, just play through matches with them) to unlock everything. You can play against the CPU in versus.
Game is vicious…That is all
People having trouble doing basic combos and hit confirms in this game are more than likely doing inputs too quick. The gap between stuff like Clark’s cr.b into backbreaker is huge. That’s one of the things I love about this game. Nice and easy hit confirms.