I hope XIV is dream match and the sprites are in hi-def this time.
I’m pretty sure they were made to be pixelated on purpose. As for XIV, I think it would be cool if they went back to the Striker system, though major system changes haven’t really been received well in the past, so maybe they would just stick to the formula that has been the most successful.
So, week 2 tier list, anybody?
I’d say top 5 right now in alphabetical order, not counting DLC: Andy, K’, King, Kula, Kyo for S-Tier…yeah, so KOF 2000 all over again.
Yuri and Elizabeth at A
Everyone else in the middle is too difficult to discern yet but I think Joe and Vice are definitely Bottom.
Hi guys,
I’ve played SF for the last year on and off and just picked up a copy of KOFXIII for something a bit different, the graphic style is pretty interesting. I have a problem though, I find the cancel speeds to be so tight its close to impossible to do it consistently. eg Kyo’s lk -> HCB + K is very hard to do most of the time. you just have to be quick beyond belief. thats one gripe. anyone got any tips on how to actually pull it off consistently?
No clue, I don’t know what to say since I could consistently do this both on Dualshock pad and on stick. So all I could recommend is practice the motion, it’s something you have to grind out. If you came from a SSFIV background, things might be difficult at first in terms of canceling certain motions. At the least, you don’t have to deal with 1-frame links being your main source of bnbs so it’s all good. Just keep at it
Thanks mate, I’ve been working on it and getting better.
Also, What’s the point of drive cancels? I dont get it, you just cancel the first hit into a another special but why is this useful? its just one more hit in the combo.
Drive Cancels can be used to add a special move in a combo that does a lot of damage by itself, or more commonly, a move that enables a combo to carry on further. For example, Saiki (in the corner) can DC his dp+B into qcf+C, which launches the opponent higher, allowing him to juggle several more hits afterwards for good damage.
Another example, just to add into the pot:
Terry usually can’t do much damage from his combos. He can do st.C, df+C, qcb+P or end it with a DM, a crackshoot, an EX move of either variety, but he really can’t break 300 without a serious meter commitment.
Now, with drive, Terry can finish off his first combo WITH a DC after the qcb+P (Burn Knuckle) by doing qcb+K (Crackshoot). He’ll extend the combo by juggling them with the move. You get a free rising tackle from a juggled opponent after a crackshoot so you can do rising tackle after words for a big finish. Viola, Terry can do over 30% damage now where he’d normally need 2 meter to even get that far. It’s a great source of damage as well as puts you in good positioning.
At midscreen, K’ pops someone up with his Ein Trigger + Second Shoot (qcf+A, f+D). He can do qcb+K x2 (Minute spike, narrow spike (whiff)), into a dp, but that won’t carry them to the corner where you can really shine with K’. If you cancel the first hit of your dp with a qcb+K using a DC, you can loop qcb+K x2 again and carry your opponent to the corner. You could add in an EX Minute Spike in there for more damage and end with a C version DP which you can’t normally do. It opens up a lot of tactical opportunities so keep learning them!
Played for my first time online last night on a 3 bar connection. It started off with noticeable input delay, but later shifted to a better connection, or maybe I just got used to the input delay. Either way, it felt fine playing. Also, this made me realize how far I have to go before I get good at this game.
LOL same here, the matches I had let me know pretty quickly that I have aways to go yet. :-p
Hoping to sneak in a few this evening, although I’ve got some more work to do. -_-’
I got a couple of questions guys. Any help appreciated. Ive played kof before but never played to try to get better at it. I am playing kof xiii to get better. When the opponent does a special move like a dp ill decide to throw instead of punishing with a combo just to be safe. Sometimes it seems when I make this decision my opponent is still able to tech after he or she does something unsafe. Why is that? Am I not pressing throw fast enough or can you tech in this game even when you arent fully recovered?
Also, when trying to punish them with a combo instead, it seems like special moves recover so fast to were I would just eat a dp if I’m playing someone who is special move happy. Like for example my opponent does a random special move and lands. I’ll rush in to punish them only to eat another special move when they land. What am I doing wrong? Am I just not quick enough.?
This will seem like a silly question but do sweeps have alot of priority in this game? Is it character specific? It seems like I get sweeped out of alot of stuff online. Like I’ll do crouching lk and it will lose to a sweep. Sometimes I have been sweeped out of special attacks. For the record I am playing online, this is the only way I can play this game against live people.
[LEFT]KOFXIII[/LEFT] demo w/ 6 characters, 2 stages, and online OUT NOW on [LEFT][S]#[/S]XboxLIVE[/LEFT][LEFT], coming 12/13 to [/LEFT][LEFT][S]#[/S]PSN[/LEFT][LEFT]; Developer already at work on netcode patch![/LEFT]
Great news!!!
I’m talking 1080p sprites not hi-res sprites. Played on a friends big screen and noticed it, and before that played it in China and noticed. I’m not saying it looks bad it can just look that much better.
That is great news hope some folks buy the actual game.
How about top players i have seen justin wong and Juicebox, Poongko picking KOFXIII up how about the other players
Poongko came from KOF.
pretty much most top players are playing it or at least talking about it.
Yeah, I’ve been noticing a lot of top players giving positive buzz about the game, even if they aren’t drinking of the nectar itself.
I have faith that now that there is a demo, we’ll see a lot more folks pick the game up.
Releasing a demo was a brilliant decision. The fighter genre is niche so it already makes people skeptical about jumping into and buying a game they may or may not like if they aren’t hugely into fighters already, and with the KoFXII stuff, it can dispel concerns about the gameplay to those that might have been turned off.
Being able to check out the online is great as well since people can test the waters on the piece players will be spending a lot of time on.
Love this game and SNKP is definitely a company I can get behind if they keep making interesting decisions like demos and in house combo vids.
Love the idea…hopefully it will bring more players in weary about the franchise.