The King of Fighters XIII GAMEPLAY Discussion Thread

I’m not really sure about the EXDM and NeoMAX system, happen to know any combos with Mai, Yuri or Athena? I’m trying to use KoF 02 to help with combos but XIII system is a little different in that sense.

Well, there is a different demand. MAX cancels from EXDM takes all meter and less execution, while elaborate HD cancel-filled combos take much more execution, but less meters.

I like the fact that, from a style point of view, it also gives the combo crazy players (Like the GG and BB and MVC Players) a way to show off, but at the same time, you have something that appeases lovers of the old school, “jumpfierce->standfierce->fireball->super!!” crowd, as well. For me, the fact that most fighters seem to ONLY favor one play style or another, is actually a big gripe… so you can imagine how happy I am to see a game that makes either playstyle just as viable, and possibly for a majority of the cast!

Yeah, good point, you are totally right. Maybe it’s not a gameplay design error afterall :smiley: But anyway, wow, Kyo’s combo it’s amazing and looks really complex to perform, knowing that timings are stricter now. Learn them it’s going to be deep and great.

zer0kage @neoempire

80% using all bars, or 80% using 2 or 3 dm bars and only half the hd bar makes a huge fucking difference.

As far as it goes for combos I can link you to the characters BBS, it’s all in Japanese btw

Athena, Yuri, Mai

Thanks man, really appreciate it!

For anyone that wants to see Kula combo into Neomax w/o Max cancel/entering Hyperdrive mode:
[media=youtube]xCTkMOgjWHs#t=1m07s[/media]

Wish we could have seen if Kula had a special Neomax winpose!

Thanks a lot for that Clark info, fiol. I can’t wait to see or read up a bit on Ralf. I haven’t seen a single casual fight with him in the mix :frowning:

Reading that Mai thread with the aid of glorious Google Translator is something, heh. Maybe I’ll get my sister and her pidgin Japanese to help me make sense of some stuff.

Good to see she has a new combo-friendly c. A, her old one was kinda eh (awkward hitbox height and active frames for a poke and she already had s. A and s. B for those purposes). Glad to see that the Japanese were bitching about the loss of the d + A air hammer punch as well (I feel your pain, brothers); spacing is going to be a lot more annoying without that move. Guess there’s gonna have to be a lot more psychic run-under/vertical jump/jump-back poking without an easy way to space for fan chucking.

Can someone test to see how easy it is to link crB stC with Kyo in this game?

I’ll try it next time I’m there.

I’d like to elaborate a bit more on the Kyo air d+C thing. I remember it in old KF’s crossing you up and him landing on the other side with your back turned, but in this its different. Kyo will randomly cross you up while in front of you and land in front of you without the character on defense ever turning. He can still land and combo afterwards. I did this a few times, and the MexiCali player in the vids I uploaded did it a ton of times. We saw the same with other characters, but it was most prominent with Kyo’s dC. There were times where it crossed up normally and he lands behind, but it would randomly do the funky cross up, which there are plenty of in the game. I think we saw more than 10 funky cross ups while plying in the first hour or two.

Sound to me like an Auto Correct problem like in SSF4, yet you don’t see this that often in SSF4 because it’s a slower game. KOF been fast + the ability to Hop bring this problem more often, but it seems something that’s the Auto Correct code of the games in general. Well that is my assumption.

Hope that crossup bug gets patched for consoles.

So I finally noticed what I assumed all along. Ex moves cost one stock to do it which IMO is good since it really makes the player need to be very conservative of what they want to do. But so far it doesn’t seem to matter since I see the stocks build up rather fast and lots of NeoMaxes are flying all over the place.

Crossups were whack in XII, much like Giby mentioned, there were many occurences where your attack would crossup yet you would stragely teleport back to the original side. Seems like the collision detection in XIII suffers the same problem. I was really hoping that they fixed this kind of stuff, 'cause this was one of my major complaints about XII… :frowning:

originally posted by Kyo’Dash @orochinagi forum:
[media=youtube]BzCBK0s0VUc&feature=sub[/media]

this still happens in 13?

Was browsing through that bbs webpage and just have a quick question. Under one of Mai’s combos it says “JD> ~~~”.

What is a JD?