I’m having trouble with cancelling certain normals to HD it keeps throwing out hp’s or lk’s right after HD activates instead of just dashing, specifically like Mai’s Trial combo
at 0:53 and 1:04 in this video.
[media=youtube]uUEQq8b77V0[/media]
Is that intended in the system or am I just doing it wrong?
I had the same problem as you. It’s normal specific(doesn’t happen on all normals), and it seems to be caused by having LK and HP mapped to one button. Using that marco causes some characters to throw out an attack immediately after Max canceling. Happened to me when I was doing Kensou trials. Once I started to physically press the two buttons it didn’t occur. Shouldn’t have that problem as long as you’re not mashing the buttons frantically.
whats my best option vs people who press c.B relentlessly?
just normals meaties or can I short hop and hit them with something? how many active frames do moves usually have in this game, anyway?
and then stuff like c.B, c.D I’m pretty sure I should be able to hop the sweep after the c.B 100% of the time… right, wrong, matchup dependent?
You are using the correctly angled jump-in right? Some characters really need to use their vertically deepest jump-in. Kyo, for example, would use j.B to hit most people that use cr.B and sweeps rather than jumping on them with j.D or j.C. And yeah, with cr.B > cr.D, you could hop in between and punish people. So I guess it’s a timing thing you need to adjust to. I’d go into Practice Mode and set the dummy to do blockstrings such as cr.B x2 > cr.D and try to hop in between stuff. I think you just need more practice and experience, that’s all.
Don’t know why you’d want to do it there. The opponent is doing a simple cr.B > cr.D string and it’s kinda easy to read when to hop and get a full jump-in/hop-in combo rather than blowing a meter on GCCD for little damage and reseting the situation to neutral. So you’d get damage and advantage while building a bit of meter while doing a combo. So I don’t know what you mean behind C+D. If you’re not doing a GCCD and do it “in between” hits, then your character will do a normal st.CD and it’ll be too slow to actually hit anything. So no, it wouldn’t be a good answer. But I don’t know if I’m misunderstanding so please elaborate. Hopefully this answers your question though.
I meant just a raw C+D between the crB and crD since I thought C+D had some sort of absorbing property which isn’t true and now I’m trying to figure out when or why I thought it did.
If you were referring to bad players that straight up mash cr.B to the point that they’re whiffing in front of you, your best bet is to hop on them especially if they like to sweep afterward. It’s a bad strategy to mash lights mindlessly, and even though in KOF you’re generally able to stick out a light and have it whiff and still have enough time to block if the opponent hopped at you, someone mashing Kula cr.B will probably get blown up or at the least start blocking and then you can frametrap them to stop any mashing. If they wise up and do normal blockstrings like cr.B cr.B cr.D you can hop before the sweep if you read the blockstring, and then strings using other heavy normals can usually be beaten with a cr.B of your own or just by crouching and punishing the whiff, though this all varies by character attacks. For the most part, a sweep will lose to a hop and whiffing a different heavy normal like a cr.C uppercut leaves you open to a sweep or even a delayed hop or something. You can sometimes get away with whiffing light attacks, but they can still be poked/caught by frametraps but if you use a light and don’t hit you can in most instances return to blocking.
If you practice countering blockstrings you should develop a sense of how options naturally counter each other in KOF, like how in Street Fighter the basic formula is that:
Lights beat Mediums/Heavies up close due to faster startup speed,
Mediums beat Lights from outside their range and can beat out the startup of Heavies,
From long-range heavies and sweeps beat Mediums/Lights due to their extra reach.
Nah, you don’t. In older KOF’s certain reversal moves would forfeit throw invincibility, but the only one I can think of is shining crystal bit:
[media=youtube]whyP8dZdmsM[/media]
A reversal shoryu cannot be thrown, nor can a reversal throw, reversal normal or anything. Like Rogueyoshi said, recovery roll forfeits throw invincibility.
Because it did have that in KOFXII.
I often feel the same way, the difference between a reset and a knockdown in KOF is often that you have more control over when you can land your meaty when you reset. Different wakeup times, and a lack of hard knockdowns, allow you to essentially have a bit more control over a reset. For all intents and purposes, if you do a reset correctly, the actual difference between a knockdown and a reset isn’t that big.
You can reversal a frame earlier with specials on wakeup, which you can’t on reset, thus, it’s easier to safejump a reset, in return, in a reset you’re invincible to throws for a frame longer than after a knockdown.
You get to do run under mixups from resets, while you get ambiguous roll mixups from a knockdown. I wouldn’t say always go for a reset, but they’re a pretty good choice within the system.
i was just wondering that, because sometimes I try to walk up grab with andy and I get a s.C that fully connects and makes a blockstring. Now I can play around with that and make some intresting stuff.
Also, whats the fastest normal in the game in terms of frames? I see a lot of special moves in the game are usually between -1 to -3 frames and the only punish I seem to keep getting is a grab, but that is easily teched OR ex DP’d. I’ll assume the fastest low is 3 frames?
How well did Kof XIII sell worldwide, does anyone know?
I’d be interested in it because this game is so much better then the past KoF games, I only got into 98 but still, I like where they are going with this series and I’d like them to keep going.
Also, if KoF is successfull there is a tiny chance that CvS3 or 2 (XBLA) could come out in a few years, who knows.
I’m having trouble finding and approach with Athena. One part of me tells me I should be zoning, but another part tells me I shouldn’t just hang back and chuck plasma. I’m using Athena, Ash, and Kyo. My basic strategy is to use Athena as a battery and Ash kind of a an in between battery/HD user. Then I can kind of burn all of the meter on Kyo whenever there is an opportunity.
I’m not great with any one of these characters. But I do have an approach with Kyo and Ash. With Ash, I pretty much zone and try to corner my opponent. Ocaassionally I apply some pressure, but for the most part I’m controlling space. Against another zoner, I may burn a bar on his ex projectile. With Kyo I usually try to just get in there, and maybe ocassionaly go defensive to keep my opponent escape options in check. Since Kyo is my strongest character, I’m most comfortable putting him in anchor. Plus I know the most combos with him.
With Athena, I’m not quite sure how I should be going about things. Her pressure seems okay, but her jump is pretty floaty. So I’d imagine short hop pressure isn’t her thing (just a guess). She also plays slightly different than other versions of Athena I’ve used (like vanilla 2002). I really use to rely on her cr.C in that game, and the hitbox is really small now. Anyone have any tips on the general gameplan with Athena is suppose to be?
Obviously depends on the character. Most close C’s are 2 or 3 frames startup. Kyo, Iori and Mature cl.C for instance are 2 frames startup, which means that punishing a move on -3 is 1-frame timing.
Lows tend to be slower yes. cr.B’s tend to be 3 or 4 frames startup.
yeah i’m playing ppl who insist on using c.A or B as a reversal
so Shen j.C, Terry j.C or D, Iori late j.C … should work anyway.
Another general system question. There are special move buffers for button presses, where you hold them down to do your reversals. Does this work for linking special moves together as well? Right now I’ve been doing it street fighter style, just tapping the button intending to use the press + the negative edge. for stuff like Iori corner combos this seems to work alright but the timing is relatively demanding… it’d be easier to link qcb+A qcb+A if I could just hold the button down in between. is that possible, or do the special move buffers only apply in reversal & jumping situations?
I haven’t tested recently, but I think the throw invulnerability applies to air resets as well. Air resets are useful because you always know when your opponent is going to recover again, so you have a good opportunity to use the frame advantage to set up any mix-up, like a basic hop-in or some other setup. Chin can make really good use of it because he can use his overhead to either hit the opponent on wakeup or feint it and go low (or do a delayed throw) with little worry of being stuffed by random attacks. In my opinion, it’s also better than a hard knockdown in some cases just because it gives the opponent less time to think about mashing out a DP or something.
Yes, it works. Also note that there is no negative edge in KOF.