The King of Fighters XIII GAMEPLAY Discussion Thread

Wow, that’s one of the best writeups I’ve seen of any character in this game yet. And it’s for Chin! ( resist channeling Affinity for a moment :wink: )

Thanks for bringing this to my attention! The free canceling he has going onm that is beyond my expectations! And :df: + :snkb: actually counts as a special for cancelling, should have understood that after seeing it have an ex variety, but I never focused on the possibility… fantastic news all around!

(hype meter +10)

[media=youtube]Jc5Bg6ieRjQ[/media]
At 1:00 K’ gets a DP trade vs Beni’s jumpin and was able to recover in time to do a follow up. Can someone try to recreate it and see if K’ can connect other moves like another DP or Heat Drive. Maybe even some HD combos?

Maybe other characters can do trades into whatever. Like Kyo doing a trade into HCB+K or rdp+K.

If a character has a multi-hit DP that juggles on first hit (at least as anti-air) then they’ve probably got some form of trade DP -> something else. This wouldn’t be new to KOF; Rugal could do it in '98 (trade 1st hit AA Genocide Cutter -> Gigantic Pressure juggle).

from zer0kage @neoempire:

Not sure if this has been mentioned yet or not, but do charge characters still need to charge their specials in HD mode? Or is it like in 2k2UM where charge specials are instant once you are in BC mode?

Just got back from AI after playing for a few hours. Kyo is really darn good. His down + C has some funky crossup properties and really good priority. Mix that with his jump in B which can also crossup at times and it’s a guessing game. Thing that gets weird sometimes is that even if you block it correctly you still end up turning around blocking the opposite direction. In the corner it gets more confusing cause it also can crossup there. During a lot of the matches some funky crossup stuff would happen. Usually from a AA normal that counter hits/trades you can land a special afterward to get that free juggle hit, but at times you end up going the opposite direction. Even though it cleary shows you facing the correct direction. I’m thinking some of the hitbox stuff gets wacky when things like that happen.

I’ll just post things I was trying out with the team I mainly used today. I used Kim, Terry and K’ during matches for most of the day. In training mode I tried to re-create the Vice bug but no luck. It’s either character specific or situational.

Kim:

-It’s possible to backdash then cancel into qcb + B/D or qcf + B/D during the backdash animation. qcf + B/D is safer. Both build slight meter.

-His qcf + B/D dive kick creates a juggle in the corner. If you do it meaty enough you can do a D follow up after in the corner. I’m sure a super or qcb + B/D would be possible in the corner after it also. I’m thinking his dive kick might let you rejuggle in the corner like in previous kof’s. Need to test it out next time.

-Qcfx2 + B/D super mid screen lets you follow up with qcb + D (2 hit) which creates a juggle state, then follow up with charge down, up + D, down + D. I might be possible to do another super kick super and loop it again. Will have to test that out next time.

-Small jump A crosses up and gives you plenty of time to combo afterwads. So usually I would do it then land, down + B, down + A, charge down, up + B. For some reason his charge down, up + B can only combo the D version whiffs them if they are crouching.

-Stand far D is a good AA. Decent speed but leaves Kim somewhat open. It does 2 hits but I was catching people off the air with it trying to jump in with something.

K’:

-Jump B/C are good crossups. Give you plenty of time to combo as well.

-In the corner I tried jump in C, land, stand C, qcf + C, fwd + D, then tried qcf + A, fwd + B but it didn’t combo. It would just whiff them. I think I was probably too close to them is my guess. Also forgot to try jump C/D follow up into qcb + B/D after his BnB corner launcher combo. Will try it next time.

Terry:

-Normal rising tackles don’t hit from behind it seems. I was trying to beat out stuff like Kyo’s down + C crossup corner stuff with it but it would just whiff if I tried it. It happened with normal jump in stuff also. EX version works better.

-Far stand D is a good far range poke and beats out jump in attemps from a distance.

-I was able to AA with Terry’s down + C against most jump ins. df + C tends to trade hits for the most part.

-qcb + B/D are pretty safe on block.

-jump straight up B is a really good air to air.

-I was able to crossup with jump C. Don’t remember if Terry could always crossup with C in other kof’s.

  • down + Bx3 + stand + B into qcfx2+ B/D pretty simple to do.

Those are just some of the things I wanted to point out for them. The rest you can cleary see in the match videos being uploaded. Also wanted to point out when we reached Sakai. He pulled off some sort of infinite on us. That projectile he throws he can keep doing it. Did 3 reps of it on Giby and we were like what the hell. Aso his throw beats everything it seems even supers. There was some matches recorded today Giby should be uploading those soon.

Still need to charge like you normally do.

damn, that will be somewhat annoying.
One question about Kim. Is his qcb+B/D in the air unsafe on block now? The few times I’ve seen it in vids it didn’t look like you were in a good position.

Anybody got anything with King or Kensou? If so keep me posted.

Yeah terry could use jump c to cross up in most kofs, really awkward though
How easy it it to get cross ups now?
Also is it possible that they remain back turnt state after crossing up allowing for more hits like in previous kofs?

That kyo stuff sounds alot like things that would happen in previous kofs, normally allowing for backturnt only combos

Crossups are really easy to do now. Like I mentioned with Kyo it’s ackward cause sometimes his down + C would crossup and sometimes it wouldn’t. Like I mentioned when you do a crossup on block, the character blocking would turn around completely which was confusing at times. When you do them on hit the character getting hit does turn to the direction where the hit made contact.

Translation by Professor about Dune info regarding Scaling in KOF13:

Got some win streaks in today finally, albeit most players were trying out the game, but just fine tunning my timing by .25 of a sec made everything connect again =).

Maxima is a beast, I just want to reiterate. j.hop A/C --> Ex air.qcb+P is such a looker. Hell all of his moves are amazing to watch. You really ‘feel’ him crushing the opponent as his moves connect. At the same time he’s balanced due to his limited moveset and slow speed (esp. vs Kyo).

Chin. Thank you sugarboy, tested most of what I wanted and you’re right, one hit will make them never underestimate the lil old guy. I think today I just this alone with Chin and it was damaging. df+D, (dx2+P.P)x3, qcb+P, DC hcf+K, qcb+P Ouch.

@sugarboy I have a question about his drinking, what makes the drink counter go down, coz sometimes it does automatically within the round.

Also just wanted to correct that hcf+K free cancels into any non-DM special except the stances (dx2+P/K).

Found something cool with Shen today, if you fully charge his Shen Woo Punch Lite ©, it’ll do a guard break on any blocking opponent and give you frame advantage for a full combo!

tidbit: Shen can still do s.C, f+B, hcb~f+P a la XII (could he do it in the older ones)?


Totally forgot to mention this and haven’t heard ppl say anything about it since the loketest. When in HD, you can cancel moves that don’t normally do e.g. Shen’s far D, real useful to catch ppl of guard into qcf+A since the f+D has pretty good reach.

Well I think the charge time is definitely shorter after the initial move. I saw Oscar do with Ash in HD, c.d~u+K [1hit], DC c.b~f+K…clearly there’s no time to charge all the way.

Also, I’d like to add that you can still use all 4 corners to charge/complete charge moves (db, df, uf, ub).


Regarding Kyo, his j.d+C is back to his '98/2k self, amazing crossup again and hella fast. Noctural, dunno if you played the older kofs but the blocking/turn-around glitches are super common in the kof engine.

We saw Jose from Huntington Park own it up with Kyo, DL, and Liz tonight, winning with a 30+ win streak (course Jon wasn’t here).

Kyo is FAST again. I dunno about the jumps anymore, maybe my eyes have adapted or whatever, the jumps don’t seem slow/floaty anymore for certain characters (K’, Kyo, Shen etc…), at least not the hop.

Although he doesn’t have his spammy d.B links and super invincible dp+P from XII (at least non Ex dp), he makes up for in speed and overall juggleability.

Daimons air grab needs to be fooled around with more. Grabbing me off the ground makes no sense.

I also want to mess around more with Takuma’s qcf+K. I know it had auto guard several times when I did it, but when Kane came back we couldn’t recreate it.

Ralf machine gun punch, into qcfC, to machine gun punch into super is great.

Kyo and Duoons cC are too damn good as AA

Kyo can no longer do rdpB, into dpA, if he can, the timing is very strict(or I suck more so than I thought)

Supers still can get beat out by pokes like in XII

The Jumps feel weird for some of the characters, but the ones I used felt normal.

Short hops lead to easy cross ups

Super grabs are not instantaneous. I saw Daimon do his super grab and the opponent just jumps away.

Can’t remember anything else, too sleepy

Well, spent literally the whole day at the arcade today. Only managed to get two videos, but I feel as though just by watching people play I got a good grasp on the mechanics.

Anyways

Athena [Max Cancel] damage: [media=youtube]ivKgqsnYCHk[/media] (took me a while to pull this off)
Kyo in the lab: [media=youtube]PX9yeJz6-ww[/media]

Damn, Kyo’s EX grab does really good damage. I haven’t noticed any Mature vids. Have you guys soft-banned her or what?

thx for the 2 vid :wink:
just a quick question…so ppl is playing the game? :tup:

No problem, and yea actually there are quite a few people playing. Granted, the majority of them are just now learning the game but a few of them are already pretty good.

it s good to hear that… it seems that ppl actually like the new game…and that s awesome :slight_smile:

really hope the game does well. people training for sbo.

also that kyo labrat vid was sweet.

Hey, thanks for the Leona info transplant, fiol! :woot: I wonder if the fact her Grand Saber is back to normal, means that she has no more back/forward run with it? And as far as I know, she has no :r: + :d: followup after the C version, so… still a mystery.

I’m suprised… no info on her new DM?

Kane: Ahhhh, so the Chin is strong in this one, eh? :lol: Man, free-cancel :hcf: + :snkb: / :snkd: is a (plesant) shock. It’s like SNKP is on a mission to make the entire Psycho Soldier team more awesome than ever before.

-ahem- Anywho, thanks to everyone else, for the awesome writeups, as well! I’ve noticed a lot of the weird Crossup facing-decisions in these vids too… though very rarely has it seemed to lead to anything that looks exploitable. The combo’s look so open in this game… I could imagine seeing new tricks from people for a long time… which is why every little detail is highly appreciated.

Note to Giby: Having your titles as “KOFXIII” (no space) in the vids, keeps them from showing up in “KOF XIII” searches on Youtube. (As well as not with “King of Fighters XIII” searches). Just wanted to note that, since it makes them a little harder to find on search.

Nice vids! But I think it’s totally absurde learn a combo like Kyo’s one when you can do the same damage just canceling an EXDM into a NeoMAX (with the most of characters). I think it’s an error of gameplay design. Maybe it’s done for the noobs, learning Kyo’s combos for example looks complex and needs a good training, but I think an EX MAXCancel should be less damaging.