Heâs referring to how hit boxes and hurt boxes extend when attacking. For example, in SFV, the hurt boxes of most heavy attacks extend after the hit boxes. While for most light attacks, both hurt and hit boxes extend closely together. So if a light attack and a Heavy attack become active at the same time, the light attack wonât reach a hurt box and will ultimately get beaten out. This is how priority works.
I have no idea if it works differently in KoF. But one could find out by researching the real time hit boxes on a KoF game
But thatâs not a priority system, thatâs just hitboxes, and in KoF since there are only 4 buttons, tons of light normals have very long range because they are your intended poke normals just like plenty of heavy normals have range. Like, I know what priority is, I know what people mean when they say priority, but when you say âpriority systemâ youâre talking about something specific, which is why I asked what he meant, because there is no such thing in KoF.
SFV is also a very poor example in this case because SFV actually does have a priority system, in that heavier attack strengths will beat lower attack strengths if they collide on the same frame REGARDLESS of hitbox, even if they would trade in another game. Jabs lose in frame trap situations to mediums that should hit one frame slower because of the actual implemented priority system that is programmed to make them lose.
I just told you, because âpriority systemâ is a specific thing and does not exist in KoF. I also explained how other games actually do have actual priority systems in place to back up the statement I already made about how one does not exist in KoF.
If he had asked a more explained question like how does the neutral work in KoF or what are the typical go to pressure, space control, and defensive normals in KoF I would have explained, but his question was how do they utilize a system to which the answer is there is no such system.
I doubt he meant this, but maybe heâs talking about priority on actions, like if you do qcf+AB with Kyo, do you get up kicks, aragami, or roll? This type of priority is what eventually leads to option selects after all.
Good hitboxes beat out bad hitboxes. There is no clear defined rule. Itâs not like all heavies beat all lights and all specials beat jumping attacks or whatever. Some characters have strong jabs, some have strong heavies, some have strong jumping attacks, which can be used as pokes in KoF thanks to hops, so on and so forth. Itâs character specific.
Itâs not really all that complicated, you just need to know what you want to do and what your opponent wants to do, which is the same as any other game. Ralf vs Kim in 98 for example, Kim has the god divekick so Ralf is trying to pick Kim out of the sky with a j.A or a j.B, keep him grounded with the st.A, that sort of thing. Once Kim is grounded, Kim will switch to rushdown, trying to close the distance with his godly st.A to check Ralfâs offensive options and make him consider his attack ranges. Ralf will see the st.A control and switch to abusing his far C, one of the realest moves in the entire game, special or normal. Kim will have a hard time dealing with far C from the solid ranges of that move so he will need to implement his sweep, which is one of the longest reaching non-fireball attacks in the game and can also duck Ralfâs ridiculous far C, however itâs a really slow sweep so he has to be careful to avoid whiff punishes or Ralf stuffing it with cr.C, so on and so forth.
Once all of the options are defined you can easily do whatever it is you need to do, basically you need to stop thinking of the game as a ruleset and think of the character as a ruleset. There are so many universal things in KoF that you really need to understand the nuances of character specific strengths.
Long ass image kinda designed for mobile viewing so Iâm going to link it rather than posting it. Long story short, given context clues and some critical thinking, Nelson is from Argentina.
*Benimaru/??/?? as per usual. I play Beni in every KoF and the other 2 slots always switch up, though I do have a tendency to play 1 of the new characters on either my main team or on my sub team. With that said, Iâm looking forward to see what the devs have done with Mature and Ramon. *
On using Leona: I typed this elsewhere regarding Max Mode usage but I think it helps paint a picture of plausible usage of her:
Aside from that, her Cr.D is an excellent low profile move that can be used to aa if there is no trip guard, and her Cr.B is a good poke. If you need to approach you can use earrings to cover yourself (granted you get enough time to toss a regular one), and D grand sabre is equal on block. Learn how to use her instant overhead, vert jump D, or settle for her slightly less powerful (but easier to use) hop A. Thereâs a lot more, but I figure this can get you started on forming strats. And remember, this was using her XIII data as a base. I donât know what changes she may have undergone, but keep an open mind. Sheâs been rushdown before and more of a zoner at other times, so use her as you see more fitting.
*LUONG
This fatal beauty with mysterious motivations will lacerate like a whip her enemies in âKOF XIVâ with her long legs and kicking techniques!
NELSON
This young boxing prodigy has lost an arm after a terrible accident, but has been able to go back quickly into the ring thanks to a prosthesis conceived based on the last advanced robotic techniques. He fights now in order to seize the crown of World Champion, while hoping every day his partner will come out from a coma.*
Luong deserves better then to get a basic description like that while Nelson gets a good description showing his back story