If you have a special that’s safe on block you can afford to cancel into the special, but really you should be able to hitconfirm a low chain combo in most instances until you start delaying your blockstrings or if you can only land one cr.B as a tripguard anti-air. My advice would be to put on random guard and work hitconfirming, and if the dummy blocks then run forward or hop back in to the hitconfirm again until you feel comfortable with the speed.
From what I can understand is that none of the BnBs are easy…at first. I personally like Mr.Karate more than Takuma and I am in the same situation as you are, being new to the game and what not. The Dreamcancel site is a good place to look for KoF stuff. As for Daimon, he seems tricky and the HCBs are a pain in the butt for me personally, but he is a good character. Also, comboing into grabs is super weird for me (considering that I come from playing UMvC3 and SSF4).My suggestion is if you want to use him, start using him early and get good with him.
got some questions again. how do i unlock Saiki or whatever his name is? also, on a stream i saw them playing in some different backgrounds. do i have to unlock those?
Go into arcade mode and do as many of those stupid little mission things as possible, Saiki should pop up after a couple matches. Beat him and he’s yours.
Thanks for promoting our stream. We braved -30 degree celsius weather to stream yesterday. lol
Shout outs to Laban for tuning in again and giving advice whenever he can. I’m hoping someone could take a look at the archive from yesterday and perhaps give me some advice on what I could do to improve. From my perspective, it feels like my fundamentals in KoF are severely lacking with my jumps lacking purpose and my up close game being very one dimensional. Need to mix up my block strings and bait out normals/reversals more among other things. Any advice anyone can give would be much appreciated.
Sounds like you know exactly what you need to work on from your post.
As far as jumps go, knowing different characters jump arcs/trajectories is a good place to start when you examine a character. Characters with lower, quicker jumps are better for rushdown in general compared to characters with floatier jumps. After starting from there, examine each characters jump normals. A character like Kyo has great all purpose normals: j.b is a great normal to get back in there after having a ground string blocked, nj.d is a great a2a and space controlling, j.2c is great for jumping in and can cross up, j.cd has a wall for a hitbox, can’t be crouched, and can actually cross up as well. Knowing this, we can see that Kyo has great all around jumping normals, but his toolset is not perfect. While j.d is great, it is a heavy attack so it comes out a bit slower and wont work in every situation. Also, he lacks a jumping normal with good vertical control as well, something like Clarke’s j.d for example.
So I guess I’d say really try to learn the purpose of your characters jump attacks and how their hitboxes work because that is gonna tell you what the situation calls for. Hitboxes matter so much more in this than I think the do in AE
For sure, knowing your characters different jump arcs, and the hitboxes of their jumping normals is important. There’s a lot of aerial footsies in this game much like Guilty Gear/BB/Melty Blood/MvC but without the air dashes/double jumps to alter jump trajectories.
The one thing I would like to know is the oki game for KoFXIII such as safe jumping after a hard knockdown. I’m not really sure what are the guaranteed ways to set it up and the timing involved. So far, if I land a hard knockdown and I go for a small hop oki I get DP’d in the face.
I think the timing is just something you have to learn. There are some specific setups like Kyo’s superjump safe jump after hcb+K, but I think for the most part, you should learn to do it by feel, especially since different characters seem to get up at different speeds from some knockdowns.
Check the IRC Sticky, learn how to get on #SNKPlaymore, bother me for games on GGPO for Fundamentals Work and I can further comment on what you lack or need. But yeah, you guys are progressing well. After filling in a few more informational gaps, I think you guys should be solid enough to stand on your own and come up with your own conclusions on how to further develop your game.
Played a pretty long set against a good Raiden player last night, at which point I realized I have absolutely no idea how that matchup works. He bodied me a few times, until I switched to Kyo as my anchor and lamed him out with fireballs and DPs. So how do you beat Raiden without resorting to counterpicking?
I suppose I should mention that most of the time I was getting to Raiden with either claw Iori, Kula, or Leona.
A Joe Higashi question.Does anyone know how you get Standing D XX Forward B XX Hurricane Upper (A) to connect? It is in his trial 5 and I can’t get it to connect for the life of me. I get pushed too far away for the Hurricane Upper to connect.
Edit:
Nevermind,I got it…
My advice is either abuse short hop CD on him, or just block and punish what he’s doing. Raiden’s grabs are okay, but he’s not nearly as scary as Clark or Goro if they get in on you.
So as a Marvel 3 player (currently playing Dante/Dorm/Ammy if that helps) I want another fighter to play other than Marvel and soon SFxT as well as Skull Girls. Im kinda looking for something more technical but I gotta admit just reading this page has me mostly lost. I played KoF as a kid but never got into competitively and I tried SSFIV nearly a year ago but the links seemed wayyy too hard. I have the demo and Im currently trying to do the basic combos from DDTC’s Kyo tutorial to try and get a feel for the game’s combo system and although I havent even perfected the first combo, it seems to be just pressing attacks in sort of a cancel type way (a very fast cancel, but a cancel nonetheless). Should I save my $50 and steer away from this game or is there hope for me?
Also, Im a pad player so I cant really plink or anything like that.
I’m a pad player and I took 2nd at STA and 3rd at Ramnation so Pad should not inhibit you playing. Also DDTC combos are not optimal combos and shouldn’t be looked at for basic bnbs so don’t do that. There’s hope for you to play the game it just depends on if you like everything else about the game: the feel, movement, spacing/zoning, characters, etc. If you’re not diggin’ it in general then you could drop off but otherwise it’s a great feeling game that’s fun and it’d help if you got some local boys to play with you.
Well, I can’t speak for Kyo, but I did six of Terry’s trial, and I can assure you one thing : it was a waste of time. Too many players get scared by the game because of the stupid useless pain in the ass combos displayed there. Laban’s advice is a good one, especially the one on the local scene.
Well I live about a half hour away from 8 on the Break and I think they’re about to start doing KoF tournaments on Thursdays IIRC. Jaxel/8WayRun was streaming a KoF tournament at Local Battles and the commentator said if you wanna learn combos, check out videos by DDTC so I did. The combo seemed simple enough to try out:
jC sC df+D, dp+a
Anyone know a Kyo optimal/practical bnb?
Oh no Im not scared of the combos (Marvel 3 has some really stupid and impractical missions) I just didnt know how the combo system is. For example, in SF, a lot of the combos have to be hit-confirmed off a single fast hit. I never understood how people could just tell whether that one - two hits hit or not and know whether to back off or finish the combo. In MvC3, the hits (or LMH) isnt as fast and I can usually cancel into something safe. Also, in SF, I think Ryu had a 2-hit combo that was like crMP into stFP and it took me hours to figure out the timing and I still couldnt do it consistently.
In this though, I tried the above combo and even though I cant perform it flawlessly, I’ve learned that most of it is just pressing the buttons at the first moment as the previous attack is hitting.