The King of Fighters XIII GAMEPLAY Discussion Thread

I’d assume jumping D (so jumping hard kick)?

K’ “move loop” HD corner juggle combo: [media=youtube]uQxbfy4aueo&translated=1[/media]

^ Thanks

Here’s another video, will upload more tomorrow. I’m tired at the moment.

KoF XIII casuals: [media=youtube]EEuCCOfe1C8[/media]

Nice Mature. Is her skin red? lol

No I think it was brown lol. The guy playing I named “Mr. Infinite” because he was the one that did Mature’s infinite yesterday. Kind of dissapointed he didn’t pull it off today, but next time I go I will have a lot more than 2-3 vids.

Oh and I figured out a nice little setup with Yuri today, will get footage of it tomorrow or the following day.

Can’t wait to see your vids :slight_smile:

With Mature, I thought he was going for the corner infinite but he probably missed it this time, too bad. Looks like his opponent knew the trick seeing how much time he rolled through to avoid Mature’s corner pressure.

I apologize if these questions have been asked already, but I see that Takuma has a grad he can combo off of. Is that a command grab or a regular grab? Does Yuri not have her 2x uppercut anymore? Can anybody share anymore general info on KOF 13 Takuma please?

That was a SIIIICK casual, token!! BTW, SAB-CA’s vid of the K’ loop is the first confirmation that we can Max Cancel out of SDMs that were not previously shown on the technical reference videos!!

Totally missed this thread.

Courtesy of kane317
[media=youtube]uVvDeVdk-cw[/media]

Yes, it is a command grab : HCB+B or D

I know a french guy who is living in Japan and play the game every day there. He report about it time to time on a french board and he main Takuma so here is what he told us :

Takuma has two type of Fireball : QCF+A or C is a projectile like Roberts QCF+A or C whereas QCF+B or D is a fireball just like Ryo but it does not knockdown.
He has one command move : f+B and you can link it from i.e st.C but not with light attacks.

You can combo from light attack finishing with d/b, f+B or QCF+B.

Several valid combos :

cl.C -> f+B -> QCF+D -> (hold d/b a bit) cr.B -> d/b,f+B.
QCF+D on hit does some sort of auto dash on hit allowing Takuma to close the distance and do some follow-up (i guess only light attacks to avoid an infinite loop).

Using one Drive cancel, you can do :
cl.C -> f+B -> QCF+D -> Drive Cancel -> Command Grab -> cl.C -> f+B -> QCF, HCB+A

With 2 Drive cancel you can do the QCF+D-> DC -> Command Grab again if you like.
He thinks that you can do better damage by using the Drive Cancel after the d/b,f+B of the first combo instead of the QCF+D.

Seems like his Haoshokoken can absorb a hit while preparing it so it is even easier to beat other player’s Fireball with it.

About his command grab, the B and D version seems to have same slow start-up and short range. The difference is that the B version keep the opponent in front of you and the D version will switch side (good for returning the corner pressure). The EX version as more range and is “sucking” opponent’s attack into it so it can be used on wake up but you risk a free combo if opponent jump just before. Every version of his comand grab leads to st.C combo afterwards.

He didn’t talked about his f,b,f+A or C

He says that Takuma lacks of reversal during wake up however but the character still feels very strong overall.

He also said that Drive Cancel can only be done on hit. i.e a Blocked Reversal cannot be Drive Canceled by a safe Special Move (Like SFIV Dragon -> FADC). Can people from AI confirm this ?

As for the game being popular in Japan, where he plays, regular player stopped playing 2002UM and switched to this one except people preparing for SBO on KOF 2002UM.

Also, sorry for my bad english !

Its alright. Thanks a lot for the info. Great to hear the 2k2um players are playing XIII as well.

[media=youtube]EEuCCOfe1C8#t=2m13s[/media]

sigh
I really hope these kind of auto-correct/crossup issues don’t become too prevalent…

I have checked the Takuma’s BBS today and he seems to have deadly combo in near corner with EX d/b,f+K. First the move can connect after 2C, or 2B*2 or st.C -> 6B and even st.C -> 6B -> QCF+D -> 2A

So basically after one of this option you enter EX d/b,f+K -> QCF+D -> d/b,f+B -> f,b,f+P (dunno if it’s A or C) -> DC -> HCB+B -> st.C -> 6B -> QCF+D -> 2A -> EX d/b,f+K -> QCF+D -> d/b,f+B -> f,b,f+P or QCF,HCB+A
50 % HD Meter and 2 or 3 Power meter

You can save power meter by doing this instead :
EX d/b,f+K -> QCF+D -> d/b,f+B -> f,b,f+P (dunno if it’s A or C) -> DC -> HCB+B -> 2C -> d/b,f+D -> QCF+D -> d/b,f+B -> f,b,f+P or QCF,HCB+A
50% HD meter and 1 or 2 power meter.

They seems to say that it is overpowered compared to cost.
Juggling someone then be able to put him on his foot again to juggle him again seems broken.

Also, it seems that Jump C -> st.C -> 6B -> QCF+D -> d/b,f+B is a legit combo anywhere and you can add f,b,f+P if opponent is cornered.

As a sidenote EX QCF+K is an Autoguard guaranted counter as you can see in his technical reference video.

One or two more matches after that one too. I’ve been rather selective with this batch, highlighting skill and variety of characters.


That’s a good Takuma write-up, I need to test him out some more.


Thanks to my friend Duc, I finally figured out why Chin loses his Drink/Gourd gauge; every time you’re knocked down you lose one “drink”.

I also figured out one nerf from XII, although it may seem minor it limits his mind games options: When performing dx2+P stance, you can no longer cancel it into a d.B until the stance is over. I’ll double check again, but I think they took it out.

Reason being, is Chin’s overhead is a force to be reckoned with, leading into easy 40% combos. In XII, you could cancel any hit like s.A into dx2+P --> d.B combo or alternatively cancel his s.A into df+D overhead. df+D also leaves you into his dx2+K stance which you could also hold down and go into the punch stance --> d.B etc. Confused yet? That’s why he’s easily the most worked on character in XII–they actually put some thought into him.

New Japanese BBS goodness for Chin:

3D???C???A???(DC)???EX???3B?A???645(??1)

df+D, dx2+P.P, qcb~hcf+C, qcb+A, (DC) hcf+D, Ex df+BD, hcf+B, df+B, qcb~hcf+A 64% damage (3 stocks, 1 drive, 1 drink)

and

Near C> 3B> A ??> (DC) D of rotation> EX leg two Ki> B and rotation> Ki leg two (stage stop) × 5> A standing

s.C, df+B, qcb+A, (DC) hcf+D, Ex df+BD, hcf+B, (df+B) x 5, s.A (apparently builds up 80% of you stock guage as well)

Thanks a lot for the quick/helpful replies! I can’t stand the 4 series of street fighter and i’m really excited to get back into KOF. Yuri, Takuma and Joe FTW

Going to go to the arcade in a few hours to get some training done, will get some videos up here later tonight or tomorrow morning.

first nice jpn vids, the ai vids seem to be getting nicer as well. though both are still not as exciting as our chinese friends, they show potential.

1 thing i still hardly see is people trying new stuff, like k confirming he can go into nm from qcf*2 ex/dm. if somebody would be nice enough to try this with other characters and moves, stuff like takumas ex f,hcf+AC in corner combo into nm. or joes scew or ex screw upper into nm.

The french mate did a report today. He nerver heard about Mature’s infinite but he discovered it the harfd way by being own by it.

The same opponent was using Takuma with the Mr. Karate mask as his first character. Round 1, both fighters don’t have any meter but the opponent was able to pull an EX Hsienpu Kick (d/b,f+K) with no gauge. I read some stuff about it on the japanese BBS and wasn’t able to understand with that shitty Google translation but it seems that Takuma with mask can do EX Hsienpu Kick without any meter (seems limited to this move though). So you can do the strong combo i posted witthout meter. It’s broken then.

Same he played a Goro and he was able to do EX seismo without meter.

This bugs or shenaningans strongly diminished his will to play the game. I Hope that SNKP will fix this.

So the Takuma alt has special abilities. Lame, it’ll have to be softbanned i guess if it really breaks the gameplay in that case tho. Not something to completely give up playing the game over though “I hope”

It certainly seems odd, being a pragmatist I wouldn’t trust Google’s translation without hands-on testing. I guess in time we’ll know the facts of whats’ broken rather than potentially or speculatively gamebreaking. So far I’ve enjoyed the competitive videos I’ve seen on internet, so think people shouldn’t be discouraged by unsubstantiated facts and how people think they play out. 1994 to 2010, I’m just glad they still have the commitment to release what’s obviously a labour of passion. I’m coming from 3rd Strike and find the system intriguing. KOF98 I thought was too vanilla, but this I feel is something else.