KoF XIII General Discussion: Part II

How about EX SCB? I don’t mind correcting myself, but I don’t want to re-render a video for 2 hours then upload for another hour to fix it blargh. I’ll add an annotation.

As for testing, let’s first try between the Fattest characters and smallest characters. Let’s say between characters such as Goro, Raiden, Maxima, then against Chin, Yuri, Leona.

i just bought KOF13 (my first one). i’m doing terry’s trials to get a feel of how the combos work and motions and stuff. and man, lvl 3 trial kicked my ass for a good 20 mins.

j:hk: , :hk:,:df::hp:,:qcb::db::f::lp:or:hp:

i actually had to do the combo in reverse. i started doing the super raw, and kept doing the motion till i got it 90% then :df::hp: super then :hk:,:df::hk: super. i don’t suppose there are any shortcuts or easier inputs are there? is there a trick to doing QCB-HCF easier?

What’s ironic is that most of the inputs got easier from old KOF to KOFXIII except for Kim’s and Terry’s supers. Their shortcuts in the old games were qcb, f+K/P (respectively per character.) Now you actually have to do the real motion, while everyone else gets these new, easier inputs. All I could say is just practice yo. We all start somewhere.

But yeah, that’s a smart way of breaking down a combo and learning it part by part. I forgot which person did this, but I think Fuudo or some other VF player said they broke down practicing execution in a similar manner and that’s how I do it as well. So keep at it yo.

Hey Laban, thanks for putting up these tutorials. They are really great!
Regarding frame data on throw invincibility, I posted this over at Dream Cancel a few days ago. It’s a translation for an arcadia article someone posted there.

  • Jump weak attacks (group A, column 1 and 2), Stand Weak attacks (group B, column 3 and 4), strong attacks (column 5 and 6) induce different lengths of throw invincibility
  • Exceptions to the above rule are Mature, Raiden, Ryo, Yuri, Maxima’s standing weak attacks, which below to group A
  • The window of throw invincibility could be shortened if you press a button (column 1, 3, 5 details the minimum length)
  • Throw invincible frames during wake up= 11
  • Throw invincible frames after air reset = 6
  • Throw invincible frames during quick rise = 0
  • Normal throws have 1 frame start up
  • You cannot do a reversal normal throw on wake up, but it is possible during a quick rise
  • The game has a 4 frame window for “simultaneous inputs.” e.g. if you press C, then input forward within the next 4 frames, a throw is registered. However, some arcade cabinets may have set this to 2 frames instead.

Thanks a lot dude, this is enough information to warrant a re-render of my video. I’ll be getting to that a bit later though, I’m thinking of making a Far/Mid-range video next that also covers neutral game, closing in from far to close, keeping people out, when to change momentum, and corner attrition traps with escape punishes. Or I could churn and render the video while I’m recording the new stuff.

But yo, thanks again.

Everyone is having problems with the first trials with Terry (specially the D+U A/C cancel with Power Geiser) as laban said now some inputs are more easier except a few ones.

Just try to remember that some trials are impractical in some matches and you can use some more easy and basic bnb’s to be successful.

No problem. If I get to vote, I would go for a neutral game tutorial. I think your tick throw/wake up tutorial is good as it is. The data I posted only adds some nuances about advance setups, and we’re not sure if the values have changed for the console version.

p.s. your match analysis videos on the older kof games are helpful too. I hope to see more of them coming.

You can do j.C > 5D > 3C > 214A > 21421236 A or C. (j.C > s.D > df.C > Burn Knuckle A > Power Geyser)

This combo isn’t that practical for Terry.

Wow what the hell. That’s a crazy difference to the normal kof sustem.

  • The window of throw invincibility could be shortened if you press a button (column 1, 3, 5 details the minimum length)

Wow, guess Juicebox was right aft all. You don’t forfeit throw invincibility, but it does become shorter. Damn

Also seems like you’re right about wakeup invincibility being longer Laban.

Thanks for this!

Also the original moonspeak: http://i.imgur.com/yumRp.jpg

I’m gonna have a crack at translating it myself. [edit] read it, translation is correct. Just one thing to add: st.CD and j.CD attacks behave like light grounded attacks.

Not being able to reversal throw on wakeup is weird as fuck.

I really dislike this difference in throw invincibility per character. Why the crap would you do that. That’s so hard to adjust to.

The anti-mashing throw invc shortening is sort of cool, but the actual shorter period is still long enough to protect you from throws when mashing cl.C, so it’s no really as useful as it seems.

I’ll try and put this data onto the wiki

That’s cool. I forgot who my source was but I trusted him enough to put it in my guide. But ughhhhh, who told me this stuff again? I think it might be Tone when I was at Ramnation, but I’m still really, really iffy.

So Laban, why alternate guard command throw setups when you can just jump out and get a punish? Cl. C option selects?

Exactly.

Put the throw invulnerability values from Arcadia onto the wiki. Someone is going to have to test this for console eventually, and it’s not going to be me. :stuck_out_tongue:
http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Systems/Attacking:_Throws_Throwteching#Specific_throw_invulnerability_values

Jumping is a bigger risk. With alternate guard, you get to keep blocking while also avoiding throws.

Lows can beat alternate guard as well though

yo Laban thanks about that tip to check out old 98 goro footage. employing more s.A and f.s.C to my arsenal.

i also noticed they would commonly use hcf+C as like a long range end of a blockstring, but the range looks much shorter now. tried it online a bit and seemed interesting plus i was getting away with it after it was blocked max range. that any safe or was it cuz my opponents didn’t know how to punish/online lag?

i also heard that a lot of moves that would otherwise be safe are actually unsafe to ppl with hcb,f command grabs. just going to assume that goros hcb,f is faster than dp+K, but dp+K sets up better oki?

I wouldn’t advise using hcf+C for blockstrings too much, it doesn’t have pushback and isn’t really good on block. Goro’s hcb f+P throw has larger range and is instant, meaning it’ll punish anything -1 or more within its range on block (Note that the EX version has more range, is still instant, and gives you juggles including HD stuff). dp+K has invul and slower startup, which makes it easier/better for pseudo tick throws. It also does give somewhat better oki and can be dc’d into his super command throws.

Also note that Goro st.C hits crouchers now unlike old KoFs, so aside from being laggy on whiff still it’s pretty damned good. Only other major fundamental difference from 98 is that cl.A x2, st.B is your main close up hitconfirm instead of cl.C now, and cl.D doesn’t exist.

cl.C option selects can catch you if you try to jump out of a command grab attempt, yes, but there’s bigger punishes if the grappler reads your jump. Daimon could tag you with df.C into a knockdown or HD combo, or hit with a delayed j.CD attack into hard knockdown and possible OTG. Similarly, Clark could airgrab or do a delayed j.CD or maybe anti-air with his Vulcan Punch since it’s safer in this game. Vice could just tap you with a normal throw OS or ait-to-air and land her anywhere juggle, so GGs.

Alternate Guarding isn’t the end-all option against command grabs, but just like jumping out or backdashing it’s a good escape choice to mix in to your defense to make it more difficult for a grappler to get a good read and blow you up.

However, newer players may not know about Alternate Guard and since it’s a little subtle and sometimes difficult to punish, it can really blow up bad players that rely on telegraphed tick throws or rather be used as a litmus for testing an opponent’s knowledge of the game.

can someone tell me which 3 have the easiest execution?

and how hard is mr. karate’s bnbs

Edit: im new to KoF and im just doing mission mode right now and the combos are sofa king hard.

im just looking for 3 easy characters so i can jump into some matches and learn the fundamentals before venturing off to harder to use characters. but i definitely want to use mr karate regardless

Always great to see people breaking out some awesome combos and great play. Show the Canada scene some support and stop by!

Ok this probably sounds a bit dumb, but I’m new to KoF like many others and while I’m not really finding execution to be a problem, I am certainly finding hit confirms difficult. How do you guys hit confirm in this game? It seems like I can’t just do a safe string and cancel into special if it hits, because I have to use the special immediately due to the low hit stun. Is it really that risky to go for damage or am I missing something/just suck?