There’s almost no reason not to learn a basic 2-3 bar HD combo with everyone. Generally you can at least do any hit-confirm > HD activate > basic string > Neo Max or other super Max Canceled into Neo Max. It’s a bit harder for some characters, though, like Duo Lon, who has no real command normal and has to do hcbx2 for his Neo Max.
This is what I do to learn combos in this game: Just learn parts of them. If you’re picking up Billy for example and just not getting it, try learning his corner combos by doing regular B Upkicks and DC into the toward Staff and EX Upkicks and etc. Then once you get that down practice how you get in and link into the B Upkicks.
Just had an online set. I’m not satisfied with how I played. I ate jump ins, got crushed when cornered, forgot my footsies, dropped combos, did reckless jump ins etc. It’s been a damn long time since I played KOF for long sets so I got pretty damn rusty. Even my nerves were wrecked for a while. I have no issue with being beaten but I don’t like the level I’m at. Gotta hit training mode a lot more often. Seems my best team is K’/Robert/Iori. Gonna work on them.
I’ve just got into KoFXIII, really enjoying it so far, it’s quite a challenge.
I’ve decided to run a point Clark and anchor Goro, not sure for the mid character yet, aesthetically I like Raiden, but I’m not quite sure what the needs and wants of team building are in KoF.
I’ve noticed Clark can be really annoying without meter and Goro tends to like meter, so that was my thought process there, anyone got any beginner tips? Shamefully I’m rather new to SNK games in general, I’ve mostly played ASW and Capcom titles in the past along with a few others.
I keep finding more and more things I can combo with Kyo’s qcf+k.
How do you deal with people who whore projectiles with Athena and King? I feel like I’m trapped on the other side of the screen and I can’t advance to get close enough to create a good offense. If I try to roll thru them to get closer it’s usually a bad move.
You really want to avoid being fullscreen at the neutral game. Not because they can continually throw fireballs, but rather because if they get a light projectile out from a decent distance they should pretty much always trail it and try to punish any escape methods, meaning the safest option (if you lack a way to nullify their projectiles) is to block, and that just lets them start blockstrings.
If they’re not being smart and doing pure runaway, hop over the grounded projectiles or walk forward and block projectiles on reaction. You can try running forward a bit and then blocking, but that’s a good way to end up colliding into a panic EX move. Eventually they’ll corner themselves, and then you stay positioned to lock them down in the corner by being ready to punish rolls or anti-air super jumps and then watch as their strategy shatters.
King’s air fireballs aren’t really that good aside from when she really sets up for it from an air-to-air or something. Just roll it every time since she suffers increased recovery on it plus extra pushback. Otherwise you can crouch under it or sometimes even run forward underneath it if they do it really high up (this is a terrible tactic for King since you can run up under her and tag her with a combo as she lands). You should really only be concerned with the grounded projectile, and once you get to a mid range it becomes a fairly large risk to toss out a Venom Strike, so being in that spacing should naturally impose a limit on her.
Athena’s fullscreen traps will kill you if you try jumping/super jumping her Psycho Ball since she should be able to DP or cl.D anti-air you easily, and that’s why it’s important to get the timing to hop over it or block it (blocking can suck though, since if she gets in she’ll keep pressing buttons or threatening you with her command grab) or nullify it to avoid getting into a bad situation.
If the opponent doesn’t even convert a projectile into a direct offense, you can keep blocking their projectile and you’ll actually gain more meter than they do. If you combine that with a good EX move or DM, you can charge up for an anti-projectile attack like a Haoh Shoukouken, Duo Lon’s DM, or EX Benimaru Lancer or save the meter so that when you do finally land a hit, it stings.
Awesome! Thanks a lot for that write up. Extremely helpful. I have a hard time dealing with zoning, fireball characters in this game.
I’m playing Kyo/Claw Iori/Leona at the moment. I feel like I got their game plan down and some good bnbs. I can’t seem to do the raw hd combo with Iori that well, which is qcb+a (1st hit cancel), qcb+b, repeat fully since I always seem to drop the loop after starting it. But I tend to just use my drive to cancel his qcb b into a command grab if I start with cl.b f+aa or canceling into ex qcb claw in a corner so I can get a juggle, so I don’t think it hinders me too greatly atm.
Biggest problem I have looking at this grouping is that they are all meter starving each other. Kyo seems to have the best meterless bnbs and does awesome damage with them so I just decided to let him first, build drive for Iori, and save left overs for Leona who needs meter and drive to do her crazy stuff. I’m not facing any real competition at the moment, since my local scene is way more into marvel and I’m the one kof guy :sad:.
I do the loop with qcb+C (1 hit) xx qcb+B repeat, wouldn’t that be better/easier, the rythm is a bit more regular that way.
[http://www.twitch.tv/neoxstream
Jump in the stream and get hype for THEANSWER playing in the UK for XIII!](‘http://dreamcancel.com/2012/02/12/ultimate-clash-12-xtreme/’)
After seeing all those tournaments, I definitely agree with those who say to go for the kill, regardless of meter management. Too many players lost their nearly full life character because they wanted to save meter, and got one hit HD destroyed by an opponent close to zero vital.
http://p.twimg.com/AlgnR2bCQAAk2KC.png:large
dunno how late i am but just found this guy this morning. not sure if this actually means anything or not but we can hope right?
ah nvm my bad my bad
Some idiot flagging the wrong video. Major League Gaming has no stake in this.
KOF in the MLG? :S…
Yea, when MLG starts throwing down money, equipment, and staff for these events, then they can have rights to the footage.
I keep coming across characters no one ever uses. What are some good strategies to fight against Maxima? The guy I was playing kept abusing a move where he extends his arm forward and it seemed to have armor properties and I couldn’t get in.
Against him, it’s a huge spacing match. So you have to attack in a way that his Vapor Cannon spacing would lose. So either you know the distance in which it extends and jump on top of his arm to hit him, or you try to get in ranges where you could poke against him with a low attack or sweep him. Maxima sets the pace with Vapor Cannon and bases his spacing game around that move.
Just to piggy back on what Laban said, Maxima’s guard point moves are mostly high to mid level. If you attack him low, even his supers won’t guardpoint you. He only has two moves that can guardpoint lows. Dp+BD and d.C are the only moves you’d have to worry about. Other than that, he has a big problem dealing with sweeps and low attacks. Well…Not more than other people, but that’s the big weakness.
You can also stop guardpoint by throwing out light attacks like st.A. You can attack in the air with light attacks as well and you recover faster. Remember, you deal no damage and Maxima takes no damage during guard point. He also slows down when he does a move. If you try to poke him with a light attack and block, you can gain some ground on him.
His mobility as a character is not very strong. You should keep in mind that on the ground he can use hcb+D or hcb+BD to run into you with a grab. His EX Maxima press (Hcb+BD) is blockable. You can punish him with a low immediately on block. Do not try to attack him standing with anything slow or even remotely slow. His close C will come out and you’ll either get guardpointed or trade. Lows are your best bet as the moves not safe, but you don’t want to get hit.
Another way to approach Maxima is staying out of his range and rolling through his moves. His normals and C vapor cannon have some great blockstun to make up for some of the recovery problems, but on whiff, he’s entirely free. Making him whiff a far normal is like a free combo.