If I could play team Ex Iori/Andy/Claw Iori, life would be so much easier lol.
I appreciate the feedback on my request for info on the viability of a Kula/Terry/Shen team.
Because of the suggestion of the guy who said Terry doesn’t use meter that great and is better at building it, I’m leaning towards running Terry on point with Kula in the two spot and Shen on anchor.
After months, I think I might finally have my team, but before I confirm, I just want to know a little about K’ . He’s one of my favorites look wise and special move wise. I’m naturally a player who likes versatility(can rush, zone, keep out a little, etc. it’s from my historical Akuma play in SF) and K’ seems more versatile than Terry. My only beef with K’ dash is while Terry’s normals seem to all be useful, K’ dash seems to be lacking a bit in that area outside of his crouching light attack which seems boss.
I’m 100% set on playing Kula/Shen on my squad, but may consider swapping out Terry for K’. I like them both a lot. Who’s the better character, and if I do decide to play K’, where would you put him on a team with Kula and Shen?
Thankssss.
EDIT: FUCK…after watching that Poongko vs Guts set…NESTS Kyo is lookin kinda boss too.
I’d say give them all a try, EX Kyo is pretty scary. K’ can whiff cancel everything that he does, it helps with his normal game which is pretty standard honestly, cr C is good against jumps, st A is good against hops, his air normals are all really strong, and he can cancel everything on block to qcf A which is safe on block which is a big part of his footsie/normal game. A drawback is his far standing C and D are both quite slow and very awkward moves.
K’ goes well on point, though he is placed second often as well, rarely as anchor. If I were to play that team it would go K’ Shen Kula, but of course find what works for you. Fortunately his combos are very easy so you can jump into footsies really fast.
If I could make a suggestion as you mentioned Akuma- Yuri. She has a divekick, a demon flip (that she can cancel into a throw, divekick, punch, fireball, and can easily cross you up with), a shoryuken, a 1f command throw, and probably some other gross stuff I don’t even know about.
you mean you need to know how to use everything in the game to the fullest to win? what kind of scrub madness is that! this game fkin sucks!!
That is probably the player’s fault and not the system’s fault. I am sure that when you play the SoCal players at FR you’ll see what I mean.
How do you deal with Ralf’s armor when he’s using a command grab? I fought someone that was abusing it on my wake up and I would try to poke him out of it, but even after three c.lk he would still grab me after.
Ralf doesn’t have a command grab at all you are talking about Clark, and there are different options to get out of that situation.
- Hop back wake up (a la SF4)
- Do down a d.A/B depending on your character and cancel it in to another move such as a DP as soon as you see the auto guard in effect.
- There’s a video on Youtube that demonstrates this techniques.
Won’t be able to come to FR anymore, but I’ll see some of the guys at the Feb 19th ranbat and NCR.
I don’t think it’s that bad that HD combos do so much compared to non-HD BnBs. If you got hit, that means you messed up or got outplayed in that situation and chances are your opponent just used up a lot of meter in addition to their entire drive bar. So they guessed right once and got a good reward for it, you got hit and lost a character. That shouldn’t negate all of the other good decisions that a better player has made for the rest of the match. Hit them back and win with the meter that you just gained by getting hit with that HD combo. Fair trade, I think.
I also don’t agree at all for the call for greater damage across the board like in the old games. About the only thing that would be good for would be to make matches shorter in time, which would be good for managing a tournament. More damage makes things more random, IMO. Reminds me a lot of ST in that regard. Comebacks are not easy to set up in ST, but at the same time it’s not all that hard either since if you get touched twice, chances are you’re dizzy or in a terrible positional disadvantage and now you’re probably gonna lose. I’d rather not have that in KOF.
Finally, I think the EX stuff is good for the game. I’m glad there is some kind of semi-reliable defense to negate sloppy rushdown and ridiculous offense options. Plus a lot of that stuff is really risky. There seems to be ways around everything in this game if you’re movement and footsies are on point, so this is cool with me.
Ah, sorry. I got those two mixed up because they wear the same clothes.
Thanks for the tips.
ppl see the old games with such rose tinted glasses…theres scrubby stuff in those games too…13 doesnt really have any more than the others
bnb damage is very high if you aren’t afraid to use resources to make it so. for example, with 2 hd and 2 super, k’ can do over 900 damage off of two mistakes with drive cancels, whereas he only gets about 600-700 off of just one with an hd combo. saving your resources to use for that one big combo is just another tactic, with its own upsides and downsides. the upside being a possible high damage conversion off of a single opening, and the downsides being that you’ll have used up all your resources, will have given your opponent tons of resources, will have lower damage output in general without access to drive/super and won’t have any of the relevant tools available (no guard cancels, no utility EX/DMs, etc). meaning, that it can leave you screwed for the remainder of the match if you fail to maintain a lead after. also, on ex moves… while these are good for the most part, if you use up too much of your meter on just using them, you’ll have no resources to be able to actually hurt somebody and the utility ones don’t lead to much on their own except for the possibility of establishing momentum.
Nice news:
I’m not sure why this strategy is “stupid” if it works. It seems to me that focusing on HD combos as opposed to fundamentals may be a legitimate strategy and not necessarily stupid.
There seem to be a lot of people complaining about being “better” than their opponents and yet they are still losing due to HD damage being too high, but in fighting games better/worse is determined by wins/loses, so in said situation the idea that the “better” player is losing due to a particular game mechanic sounds to me like the actual better player is winning because they know to more effectively use the game system, aka HD combos etc.
Is this the ideal gameplay model? Maybe not. But is it leading to “better” players consistently losing to “worse” players? No, it just means that there are other aspects to being good/bad then there may have been in past games, so players that may have been better at certain aspects of other games, and are not as good at aspects of this game, just aren’t as good at this particular game.
All I’m saying is stupid people are encouraged to do more stupid things than usual. Like SFIV. Good players will win like usual. I’ll win. But it makes things much, much more annoying. Better than dealing with dipshits just fishing for infinites in 02. I’m not saying KOF XIII is a bad game, just saying that encourages less fundamentals and smart play, not saying that those can’t be used to win.
Geez. All this defensiveness of KOF XIII is really getting annoying.
Well stupid people are going to do stupid shit no matter what, and even more so without disincentives for stupidity, I will certainly grant you that (or anyone else as I didn’t really mean to direct my whole post at you, I just quoted you to begin with my initial point).
However it seems to me that in this case (when not applied exclusively to stupid people) “stupid things” could be replaced with “risky things”. I definitely think that this game provides incentives to take risks that might not be worth it in other games if either: (1) your opponent lacks sufficient resources to punish you hard enough to deter risky behavior, or (2) you have enough resources to make taking a risk in your favor even if your opponent has some resources with which to punish you (this may come in form of a full HD bar, multiple stocks, life lead, etc).
In that respect I can certainly understand a certain level of frustration with players that may be more risk averse or used to a more conservative style of play. However it seems that lots of people are blaming the game system for losing to players that utilize that system differently when it may be in their best interest to adept their strategy or resource usage to a more risky style or whatever the case may be for any given player.
I do not mean to direct these comments at anyone in particular. I come from a background of CvS2 where if you fuck up and I have meter, that’s a dead character, so I guess I am probably more sympathetic to high damage HD combos as they remind me (quite fondly) of CCs in CvS2.
Nothing wrong with pointing out some of the unpleasant or annoying things in a game. Every game not just fighting games has some sketchy things about it.
However, depending on yourself these things will still be annoying regardless but still tolerable by making playstyle adjustments. Like high damage / stun in 98, or Infinites in 02, or unagreeable damage & HD combos in XIII. No game is 100% perfect; cant fully please everyone. (Or that hefty amount shady BS you gotta deal with in SFIV).
Like I said, there’s still a few things that dont sit well with me in the game regardless of whatever explanation because of how I like to play, But its tolerable. Besides, its not like when you activate HD combos everything turns to Dial Up; theres still plenty execution involved.
Stating personal unpleasing opinions will always sound like crying at times through other peoples eyes.
The game is lovely.
My thoughts are you should play how you want to play. Netting a 100% HD combo is awesome and you should probably know it, but that just encourages a whole other playstyle or tactic (I’ll own your first character, then go wacko with a 70%+ HD combo on your second character for retarded advantage). But some players, like me, don’t use HD combos. In fact, the only characters that are the best in HD mode, I have to use said meter to make them do their extended combos.
It’s really a matter of play style and opportunity. If you have 1 full HD bar and some meter and you KNOW an HD combo, you’re better off than someone that ONLY knows a 40% 1 stock, 1 drive combo to get the full effect. Some people use it as a secondary strategy and some make it their main stick. That’s all play style difference and both are respectable forms.
Anyway, that’s all I wanted to say. TL;DR, HD combos should not be vs. fundamentals play and vice versa. They both compliment each other as options to get where you want to go.
I hear that Elisabeth is a really strong character and I really like her gameplay. What’s spot is she best put? I’ve seen her in all 3. Is she versatile?
Hey guys quick question does KOF 13 have a spectator mode for lobbies with 3 or more people?
I am very interested in the game but that is critical to me buying it because I play 100% online with my buddies.