KoF XIII General Discussion: Part II

I’m thinking about maining Vice, Mature, Kyo, Iori, and Benimaru in some team form. Having a blast with combos in this. Anyone know if the is a source on frame data?

I wrote down the combos I plan to use for Vice… Should I post them here or in the Vice thread?

i’d say post em in the character specific thread and wiki

We be mastering dat HCB x2 off light strings.

What’s good, grapplers?

ok so, im liking this game in spirit. my problem is that the game seems pretty balanced… which is straight awesome… however it seems kind of homogenous. like all the combos are cr.lk hitconfirm into HD into neo max. with a bunch of loops inbetween. also it seems to be super meter dependent and there doesnt really seem to be any okizeme outside of the corner. i saw bala using one of the brothers and he was using some sort of vortex with ambiguous roll crossups… thats the only okizeme game ive seen really. so not really liking those facets of the game… but meh it is what it is.

my question is where do i go to find out what a characters general playstyles are and like, what there top moves/strategies are? what types of mixups they deploy and whatnot. ive come up with my own but i want to know if im even in the ballpark as far as whats considered good… i have yet to even play a live opponent.

i looked at orichinagi but those forums seem to be not being used. these forums have like sometimes 6 posts or less… im just having trouble finding my characters cause i dont know how they play.

any help would be appreciated :slight_smile:

if anyone responds pls quote this so i know that it was responded to.

-dime

Maybe this?

http://wiki.shoryuken.com/The_King_of_Fighters_XIII

Hope this helps.

no okizeme in kof makes me wonder the sf4 okizeme ¯(°_o)/¯

the part where you said you’ve never played anybody and dont know much about high level pretty much invalidates everything you said beforehand, you know… anyways generally have pretty unique ways in which they can open somebody up. some characters are more mindgame/conditioning centric while others want to get in and maul with frame traps some have strong high/lows, some have strong left/rights… then you have your zoners, hit/throw command grab mixup chars. not every char is based around landing a hard knockdown into a mixup your opponent has to take. if thats what you want, then ex iori is for you. but even then you cant run them mindlessly and still need to learn how to reduce your opponents escape options

just for the record

http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Strategy

ctrl+f okizeme
<3

Maybe I’m confused or something but is there some sort of “throw invulnerability” that happens in this game?

It’s the same as in ST. When you get up, throw invincibility lasts just a hair longer after you’re up and vulnerable to hits.

You get some throw invincibility on wakeup as well as after blockstun or hitstun. It’s about 8-9 frames.

Is it really only 8 or 9 frames? I feels much longer… I guess with blockstun compounded with unthrow window, it feels like forever and a half.

This game is my first time really messing with a grappler to any sort of depth and it seems pretty long. Never explored ST, but I know (think?) 3S had something like this but I played Dudley mostly and Q’s command grab was really slow so a stLP cancel into C&D was perfect tick throw. I don’t recall SF4 having something like this.

In SF3 and 4, you can be thrown or hit the moment you wakeup from a knockdown. Makes the game feel sort of “guessy”.

In SF2 (and of course KOF13), you don’t need to tech right away because you can’t be thrown on wakeup. Naturally, a smart opponent will slightly delay their aggression to catch whatever button you may press at that throw window.

I believe that if you wakeup with a normal you forfeit the throw invincibility, though.

throw windows are pretty weird in this game overall (being able to tech out of special / super recovery for example) but aznskater has it right as the compounded time between blockstun and throw invincibility is what really magnifies it.

the throw section really helped make sense of it

I just looked the 3S throw invulnerability, it’s 5 frames on wakeup.

psh WELP

I’m shit at 3S, I guess now I know why.

you also forfeit your throw invincibility if you tech roll when knocked down

I like where this is going. Nice discussion here! It might be a region specific thing, but some of the players in SoCal prefer not to let you fall down into a knockdown state when they’re playing. In some games, I figure it’s more advantageous to mix in a throw, but because of that long window where you can’t after a knockdown, it’s usually not to your advantage.

However, on a reset, like a st.B after a long combo, you can get a mixup going. Say for example you’re playing Elizabeth and you do your DP into fireball loops. Instead of letting them drop or doing a super, you go for a st.A. This makes them flip over and land on their feet. At that time, they have no invulnerability to throws or any special moves. This allows people to buffer in her command grab when they land and reset for another full combo. It allows you to quickly hop into an attack. It also allows you to go low. All of these options can happen, even more so in the corner.

I think it’s not bad that the throw invulnerability is so long because there’s plenty you can do when someone’s blocking anyway.

EDIT:

Don’t get me wrong. Throws are important! I just wanted to add in a new facet for everyone’s offense.