KoF XIII General Discussion: Part II

I read the press release too. It basically says SNKP is only improving the matchmaking.

Not happy with EX Kyo being delayed until Jan 10th for PSN even if he’ll come at 3 bucks.

Meh…I can wait.

Thread seems active so gonna take this chance:

What’s the best place for Mai, Andy, Duo Lon, and Maxima to be in a team?

From what I’ve seen, most recommended are Andy point, Mai 2nd, Maxima anchor, and Duo Lon 2nd right?

I’m new to this so if I wrong please blow me up

Mai/Duo lon are good first
Andy and Maxima are good to spend meter with so Andy 2nd then Maxima 3rd?

Feel free to mix and match and test though.

I would place Mai second or last honestly, one of her scariest tools is her near-instant neomax, which can let her punish almost anything from full screen. She becomes a lot scarier with with that, and actually makes her a threat to deal with. Also, I think most of her good corner combos require at least one ex fire iirc, but I’m not a Mai expert by any means, all I know is that her neomax is a factor you can’t ignore, it’s just that good.

Just to give a heads up, her corner HD combo doesn’t need EX Ryuuenbu. She could do cl.C xx hcf+D xx air qcb+P then do hcf+D 2 hits xx qcb+C loops. So she doesn’t need stock at all to set up a corner juggle.

Thanks a lot guys.

I’ve seen a lot of japanese players in tournaments use Andy first, and Duo Lon second for some reason.
I am new to the series (loving it), and I wanted to play K’ and 2 other characters. Dun Lon’s mixup look gross so that’s why I was interested in him. Mai seems to have some nice normals (pokes) and a like that her fan can act like a LP Sonic Boom that you can follow for pressure.

Andy can get a lot mileage just off of his basic combos and footsies (read: his sweep), and I think Duo Lon uses drive for his good mixups?

Duo Lon doesn’t exhibit good mix-ups using drive so far. He’s more of a basic rushdown character with good normals and has the means to keep away and check the opponent’s counter approaches via weird angles (such as hop back j.6A). So he’s good at rushdown but not necessarily great but he also has good keep away tools to make the opponent try to reevaluate their means of getting in or else they get slapped. Only true downfall is that he doesn’t do much damage even with stock, drive, and hyper drive. There might be something new to find later one but so far most of his moves scale pretty hard in HD and Drive, his normal bnbs with or without meter don’t stack up to most of the cast, and he doesn’t force enough ambiguous/safe mix-ups that the opponent will be forced to make decisions and be forced to block. EX Iori could force safe hop mix-ups and virtually any reversal would lose and it gives a free high/low/command throw mix-up for EX Iori, all of which the opponent has to decided upon the different options within a simultaneous moment. Duo Lon’s hit reset doesn’t land him a safe hop so the opponent could just simply react and reversal or do an abare cl.C or something to stuff him. So the main mix-ups he has are with his hard knockdown throws > st.CD xx rekka cross-over on okizeme, and being annoying with cr.B hitconfirms and instant overhead, hop back j.6B stretch kicks.

So Duo Lon is a very basic character that has good inside presence but can’t really do any sort of attrition with specials or big chip games. So he either lands in a good hit or frametraps, or he mixes it in with a bit of run away while annoying the opponent with more or less unpunishable but small-damaging instant-overheads and checking the ground and air with Dhalsim limbs (f.A, j.6A). Due to this, the opponent may try to get around Duo Lon’s control by trying to come in at angles to get around the limbs using tools such as full jumps and what not. Duo Lon has one of the smallest running hitboxes in the game so he could easily run under an opponent’s jump or hop and cross under and do a cr.B meaty and that’s where his mix-up lies. So it’s more of setting the pace to make the opponent to commit to something, and for the player to be willing to betray the opponent’s expectations and punish them. Also, Duo Lon has other, good air-to-air normals such as j.C in which he could follow up with run-unders as well.

Just wished a basic cr.B x2, cr.A xx rekka series xx teleport > cl.C/D reset would do about 240-260 damage, but keep the scaling on his Hyper Drive stuff. I think his damage output would be more reasonable then.

Thanks for the info, I knew I should have kept my mouth shut! I need to actually do my homework on this game, haha.

Nah man, you’re good. You acknowledged that you didn’t have a full grasp over a character and didn’t overextend your presence. Other people just blather info as if they know stuff or without at least noting that they’re not particularly sure.

People should feel free to toss and bounce ideas and share interpretations of things. It’s just there is a manner of sharing information. One doesn’t want to go head in and tell a newbie some piece of information, only to be utterly faulty in the long run. But yeah, you at least stated that you had uncertainly about things and that’s important when communicating and helping others. So yeah, while you might need to do a bit more studying of the game, I’m glad that you guys are willing to help and share ideas.

That’s key

The fk is with all this kind shit in my SRK!? Helping people out? Excusing them for things they thought they did wrong? Tha hell?

So do you guys forsee the DLC characters remaining open in tournaments? I personally feel Ex Iori is strong but no concern for ‘bans’ and the like. NESTS Kyo and Mr. Karate we obviously don’t know. But is the plan to let it ride for awhile at least? We’re fortunate in that we have a long time before EVO to feel them out.

Yeah no doubt. DLC characters will be fine. Some people already have the characters thanks to people being rebels and fighting the system. From what’s been reported and what I heard, the DLC characters will all be good but nothing close to ST Akuma. So no bans.

btw its not totally correct to say that throws are 3f. out in the open the way the game activates throws may take 3f, but the actual throws are instant. you can reversal normal throw meaties, always been that way.

How many frames do you have to tech a throw? Good to know about 3f versus instant.

You’re right. The move takes about 3 frames to come out, but the actual animation is instant. In terms of teching it, I don’t know it definitively. From my experience, you have to pre-emptively tech the throw or you won’t be able to.

Traditionally in KOF it’s 16 frames, and then there’s a couple of moves that are 10 frames (Billy’s D throw in KOF2k2 for example).

The consensus seems to be that the techwindow is definitely smaller, and, like Reiki said, there’s a lot more pre-emptive teching involved than there used to be.

I myself am not completely sure if this is due to a smaller tech window though. In Old KOF’s, you’d have a visual effect and a pretty distinctive sound for throws, helping you out distinguish when a throw was happening without having to recognise every single character’s throw animation.

But for example Kensou’s C throw lacked both this animation and visual effect, and despite that tech window not being smaller at all, it is distinctively harder to tech on reaction.

I think actually something similar is going on in XIII. But I’ll fully admit that I’m maybe talking out of my ass. It is kind of hard to prove without someone with a programmable pad figuring this out.

I could use some macros on the arcade version and find out, I doubt there is a difference between arcade and console.

Sorry for my double posts earlier, server errors and my scrubbery.

Thanks for the info on the throw breaks. 16 definitely does seem bigger than what it is in XIII. I’d say closer to 10 from feel but I’m bad with frames. There’s times where I feel on point with breaks then there’s times where it feels like super turbo timing and I psych myself out.

Do you guys feel learning and applying that alternating guard is wise for XIII? I guess it’s not helpful for empty jump throws or run up throws but takes care of mixups off blockstun.

it’s important to know that there’s no crouchtech like in older kofs :C