KoF XIII General Discussion: Part II

kofxiii going back to the arcades YAY

I hope KOF13Climax will finally bring arcades and consoles to identical versions.

If they decide to add more stuff to Climax, they better patch/DLC the console version to match. But I hope they dont add any more stuff. KOF13 on console right now seems to have a good balance and gameplay. Any further changes might wreck things.

I hope they add some minor stuff to the KOF13 climax, like new music, colors, training mode options, etc. All of this could take little time to develop and could easily be ported back to the consoles as DLC.

hmm they say location tests start this weekend…wonder if it means a re balance is coming

It would be nice if they fixed EX Power Geyser and Trinity Geiser when done in the corner…

AMEN!

Me and my friend are 2 months in KoFXIII and we have been playing each other alot. He runs Mai/Athena/Yuri in that order while I run King/Leona/Elisabeth in that order as well.

I feel most of our matches are decided by who wins the first Match: Mai vs. King, because the winner of that match usually outplays/out guesses the other. And normally his Mai wins because I can’t get past her normals. Her jumping CD beats everthing I have air to air, her stand A and C stops hop ins and catches me trying to escape blockstrings(I’m stingy with meter so guard blockbacks are usually not on my mind), and even though I have King, I find it hard to effectively zone her.

Now I’m not saying that this matchup is impossible I would just like to know what I’m doing wrong if anyone has any suggestions, because I feel like it should not be that hard.

Also I’m not taking anything away from my friend. He’s a good player and I respect him I just wanna know this matchup.

I won’t be suprised if they issue some more balancing, the game is balanced pretty well but… they’ll still probably tweak it some more.

You’re the better zoner. You should punish her with fireball tech. For example, when you launch a fireball at her from a distance, you should almost always assume they’re going to get around it. When they do, you have to be ready to respond. In particular, Tornado Kick or EX trapshot for a full combo. You have to play the game of breaking her fireballs open with some EX meter, particularly Double Strike or EX Venom Strike. You can also keep her under pressure. I believe the B venom strike on block can create a frame trap where if you block it, you’re at frame advantage and can do a nice CD if they try to respond afterwards.

You also want to avoid giving her control of the area. You don’t want to be cornered. When you do, and you think he’s going to try to poke, you can always do EX trap shot. That’s invincible on start-up and can lead to a full combo. The issue is that you have to break out of the habit of not using meter. Using stock is fine because you can build that back. Drive is a lot harder to use, but almost always leads to bigger damage. Being defensive will save your life.

since i am new to kof i want to know your guys thoughts on

Ryo,Kim, irori(claw) is my team right now. i might switch claw for flame irori.

That’s pretty nice, though I think Iori’s a pretty great second while Kim’s a better last string character. But that’s just from what I’ve seen.

Ryo’s alright on 1st. He needs meter to be really scary *but *his lockdown is really, really good. Very difficult to get out of the corner if he’s got you there. Claw Iori is scarier than EX Iori because of his grab mixups. EX Iori is a character with no bad matchups and has every option.

I finally have HD combos down. I don’t do anything fancy or nothing, but I can go from non-HD combo into HD activation without the combo dropping now, which was hard for me for quite a while.

I feel like I’ve finally snatched the pebble from the master’s hand.

hmm if ryo is really scary with meter is either irori or kim better to start on point? i seen hellpokets use kim on point in the few videos i seen of kim.

If his Mai does something stupid like hop forward j.CD, you can crouch under it most of the time and do a cr.B trip anti-air that usually leads into a knockdown combo. If by the chance he delays the timing of j.CD so that it can hit you, it doesn’t hit overhead and by the time he delays it, you already have more leeway to actually anti-air with a standing normal before it comes out. Other than that, most of Mai’s normals are beaten by well timed, well angled full jumps (except for Far C) so that makes Mai rely on her preemptive air control game with air to airs, each normal having some sort of limitation though. But if all your friend is doing is stuff like early j.CD from a hop, crouch anti air that stuff. With my EX Iori, I’d just react and do cr.B, cr.A, f.A xx C Rekka, get hard knockdown, and wail on her on oki. King could most probably do cr.B, cr.B, st.B, Slide xx something or just simply do Slide xx something to trip anti-air. Leona has cr.B, cr.B, st.B, f.B xx something or could simply sweep since it shrinks her so low to the ground. Elizabeth has anti-air super or could use cr.B, cr.A xx dp+A > dp+A > hit reset > super.

Play around in Practice Mode and set the dummy to try to j.CD you with Mai at differently timed intervals, such as her doing it early or late in a hop or jump. Then work on trying to anti-air it normally if it was done late (the same timing as if it would have forced you to block on crouch) and try working on trip anti-airing it when it is done early (when it would normally beat out your usual standing anti-air normals.)

Ryo gets a lot of damage with not much meter if you have hd so 1st or 2nd is best. You can either try to control the first match which Ryo is pretty good at and then hd the 2nd character or just have him come in with hd and hit the ground running. I forget what the trials have but hd into cl.D f+A ex flying kick, [dp+C xx hcb+D x2], [dp+C xx qcf+A] x2, whatever ender does a ton and works anywhere, and since he has an overhead and a crossup he can threaten with those, or even a random defensive down C into f+A mid string since his down C is very fast. With the rest of your team I think I’d put him 2nd and Kim 1st but you can do either. Kim is great 1st since every hit leads into a hard kd which is very good for a point character. On top of that, since Ryo never uses a ton of meter, he can partial battery for Iori, who just gets better and better the more meter he has. Not that Ryo is a bad point, but Kim is a better point than Ryo and they can both play 2nd well. Kim has qcfx2+B super which is invincible and + on block (punishable on whiff) and nets 30% meterless (ff+A xx qcb+D) or even more in the corner + with meter. Iori is of course a lock for last, one of the best anchors in the game, arguably the best…but it can also depend on who you’re stronger with. The only case I’d say put Iori 2nd is if your Iori is super shitty which is impossible since he’s really simple. He’s got every mixup option to capitalize on, fast grab, overhead, crossup, of course like some of the best air normals and really fast hop to keep people from moving so you can land your 1 hit.

Everything Laban said is useful. I just want to point out that there’s nothing stopping you playing your team in a different order. If you don’t like Mai vs King, which I can imagine since Mai’s fireball recovers pretty quick, giving her an okay answer to fireball zoning, you can always choose to match Elisabeth up against her. Or hell even Leona. Leona might not be a monster on point, but her normals go insanely low, you’ll be able to tripguard even the deeper jumpins with her, and you can easily beat Mai air-to-air with V-slasher on reaction etc. and moonslasher is a pretty god anti-air.

So apparently, I have matchup problems with Duo Lon. I played someguy on 4 bars last night (he had like 955 wins, 40 losses wtf) and he fucked me up with Duo, OCV’s like 5 out of the 8 games we had. I thought Duo was not safe after rekkas>teleport but he would make it safe by doing ex teleport right after it and I could not punish him to save my life. Then he got some real crazy mixup and in most occassions I block mixups but somehow I was getting hit? I could not stop his short hops via 5A or 5B with anyone of my characters or when I went for the Jab, I got hit by 2Ax2 and it was kinda frustrating. I got some stuff to learn before Final Round, more than I thought. Any suggestions on how to deal with Duo? I had success zoning with Joe and a bit with Ex Kyo, but thats it.

The EX teleport recovers faster and so it’s harder to punish, but doable. If you have a true 1 frame grab you can punish all of the teleports every time, though slower ones like Shen’s EX grab don’t cut it. Otherwise I’d recommend recording a dummy that performs rekkas into EX teleport and then test what moves can punish it (maybe try DPing or using a fast EX mode or DM). As a last resort, you can always Guard Cancel Roll forward after the second rekka and if Duo Lon does a third one it’ll whiff and he’ll be unable to teleport from it, which can give you enough time to run forward and cl.C him for a backturned knockdown. At the worst case, you’ll have to let him waste a meter to teleport away, though he’s still punishable in the corner. The rekkas don’t do much guard damage so you can usually afford to block two blockstring reps easily before the guard crush threat appears.

What jumping normals were giving you trouble? j.D is pretty standard and you may want to uppercut it or air-to-air it in certain situations, but otherwise just look out for cross up setups. j.CD can be an annoying anti-air and its hitbox is alright, but it’s not really the most annoying j.CD to deal with. j.6B is pretty silly but not that good in terms of converting into damage.

I’d assume the problem you may be having is that the Duo Lon player was using their jumping attacks really early, which means he’s ‘tipping’ you early from maximum range. While doing this disallows combos upon landing, the early attack can often beat anti-air attempts that usually work against more standard ‘later’ jump-ins. If he’s attacking too early, you can try crouching the jumping attack and then punishing with a meaty low attack (and if you do get hit, as long as he did attack somewhat early, you shouldn’t eat a combo). Another answer is to use a fast and invuln DP move to slap him, but reacting against an early hop is difficult. An alternative option would be to incorporate more neutral hops with stuff like Joe j.CD or Kyo j.D–horizontal air-to-airs–to beat his vertical attacks until he’s forced to use his air-to-airs (which can then be crouched and punished just like an early jump-in).

I will say that an early j.6B can be a little stupid at times, but I need to test out how plus/negative he can be for doing that. He may be negative and punishable with a reversal cl.C. The last line of defense would be to block and then let him in, and then work to find a way out back in to the neutral game (beat his next hop, punish a rekka or poor blockstring, counterpoke him after he gets pushed back from a light chain series, and so forth). Duo Lon doesn’t hit too hard and his good mixups require a proper setup, so don’t be too afraid to wait for an opening or force an opening.

As for countering him with a character, I’d say anyone with a good DP can give him added trouble (not only can he be anti-aired more easily, but certain resets like cl.C xx qcb+P in the corner have big gaps that can be punished for free) but his largest weakness is that he has no good reversal options other than spending 2 meter for his EX DM. Get a knockdown and stay on him. You don’t even have to worry about safejumping him most of the time, just make the hop meaty or do a grounded meaty attack of choice. The player will probably try EX teleporting out of the corner, but if you hop at him for a meaty you might be able to land and react in time for a quick punish. Test to find out what works well for tagging the recovery of the EX teleport, or get to a spacing where punishing it is very easy. Don’t let him get away with it; force the player to waste meter and take damage and show them that they damn well better be prepared to block when playing Duo Lon.

I’m starting to get better at this game and it’s feels good! I’m actually landing combos confidently and consistently in matches. As far as HD combos go, is it beneficial to learn them for each of your characters, or is it best to learn one with only the last character on your team?