personally I like Terry on point more because I don’t think he uses meter all that well past the basic burn knuckle DC crack shoot. but, he builds meter well. since he is always running sick blockstrings but not necessarily opening people up like crazy, its easy to go into your second character with a lot of EX bar stocked and only be a couple hits away from your HD combo. second or on anchor… his HD combo leaves a lot to be desired and his NeoMax sucks. he just can’t put people away the way I’d like.
If you want a real projectile zoning game, I don’t think Terry or Kyo are what you are looking for. dunno why you’d want to run that gameplan anyway…
Yeah, my gripe with HD combos is that they’re so damaging you simply cannot ignore not learning it. It’s too strong of a tool. What I like about XIII is that you can use meter for big damage via EX moves and Drive Cancels. It offers flexibility you cannot get in 02(UM). Like in 02 UM doing a combo that ends with a DM feels foolish since the damage is so damn low. So you get characters like Nameless as anchor because of his insane BC combo damage output. Here in XIII, you do respectable damage. Still HD combos are something you’ll need to get down unless your competition is at a level in which you don’t need it at all.
Laban has it pretty down pat. I never look at zoning as heavily based upon projectiles. I look at it as controlling or dominating the space between my opponent and myself. To get myself in a position in which things favor me and not favor my opponent. Gotta incorporate all the tools you have to control that space. King isn’t just a zoner because of Venom Strike.
Man, learning HD combos it’s such a pain. The hardest part for me is the activation and still keeping the combo together after I activate. I always hated custom combos
Just make sure you find something that you can hit confirm into. Like with XIII Iori my HD hitconfirm is stC or crB>crA> fwd+A,A. Then you have to train yourself to input the next attack after the dash up. The way I do is that I skip the hit confirm part first. I just focus on the combo itself. Then after I get enough practice I work on whatever that leads into the HD activation. With XIII you should be able to hit confirm each hit. It’s a pain but HD combos are too big to ignore.
that ex iori infinite is harder than even you think, phoenix… you have to use a glitch similar to kim’s old stomp cancel to get the rekka to recover that fast.
214P~214P > 214AC~214P~2363214P > [214A~214A~2363214P] x N
you have to do those rekkas fucking fast AND input the super** fucking fast** to make an infinite. also, this cancel works similarly to that glitch in that you can’t do it if you have more than 50% drive or more than 1 meter (meaning no infinite if you have more than a certain amount of meter and can’t expend it to keep going).
anyways the infinite isn’t practical, but the glitch is useful in other ways. it increases his damage output a lot by letting him combo sdm off of rekka for no drive (or dm in the corner), and it gives him new resets.
EDIT: also, merging this to the general discussion thread
Depending on the combo/starter you can do the activation early and st.C will come out automatically off of the activation and you can continue from there so if you are having trouble doing the normal hit confirm->activate->continue method you might want to try some that start like this, it has definitely helped me with some HD combos.
I bought NESTS Kyo but he’s not showing up. Anyone know why?
Is there a way to just do a 1v1 online (as in one character vs one character)? Not to sound like a baby but it’s really hard trying to learn a new game AND 3 different characters all at the same time making my online matches rely on my fraudulent Kyo.
Wow man, Leona is God Tier online. I just fought a guy who just pretty much kept doing “hold back, press forward + punch” over and over and over again, and there wasn’t shit I could do.
Offline, this tactic would get you punished for free. Online, I couldn’t do shit. If I tried to do Kula’s slide kick or Yuri’s EX Bitch Slap on reaction, it would still give Leona enough time to block or punish. Gotta love that lag.
Ok Finals are done for this month going to crack out on KOF all weekend, characters I going to be using are K, Classic Iori & Saiki, any tips or pointers when breaking into these guys?
I don’t use either of those characters - although I do use Kula and Claw Iori. Kula and K’ are considered to fill the same role (low-meter point-man battery), so I’d recommend you learn a good no-meter combo and a great 1-meter combo. With Kula, I’ve gotta no meter do anywhere combo that does 250 damage (300 with jump in) and a 1 meter corner combo that does 475.
Iori, on the other hand… well, you can pretty much mash buttons with him and still be scary. Many different ways to play him because he has so many tools. His down+D is one of those things you have to use sparring, because the recovery is forever on it - but aside from that, almost all of his D attacks are great as well as his C attacks. Even though EX Iori is capable of zoning, I’ve always preferred playing him as a rushdown character (I made liberal use of his forward+A,A in previous KOFs), which is why I just stuck with Claw Iori.
Out of curiosity what the rule against pushing start in tournament play ? Since there is 3 characters does that mean you lose that character or do you lose the match ?
Good post but I just don’t like this description. SFA3 came out 14 years ago and had some of the same problems of the custom combo being very strong, while practically everything else did shit damage.(including, and especially, fireballs)
So it’s not a “current generation” problem.