A lot of the trials are not practical combos, much like the trials in SF4.
Nah I dont know. I started directly with SF4 AE and not SF2 or something like that, worked in that case. And I prefer newer graphics .
Can’t speak for other people but I like KoF XIII (my first KoF I should mention) because:
- 2d sprites > 3d models
- tighter execution than SFIV
- neat characters
- no lame ultra’s or comeback mechanics
You’re in luck. Because XIII is a modern fighting game, it must have ridiculous shortcuts. From Dream Cancel wiki:
Shortcuts/Sequential Buffering
- All qcf~hcb motions --> qcf x2~back + button
- Similarly, qcb~hcf --> qcb x2~f
- qcb~hcf --> qcb~db~f
- qcf~hcb --> qcf~df~b
- dp --> hcb~f
- Dash hcb x2 command throws (e.g Clark’s DM)–> (somewhat close) hcb~f x2~hcb + button
- Canceling qcf into qcf x2 (e.g Shen’s qcf+P, [DC] qcf x2+P) --> qcf + button, qcf+ button
- Canceling qcf into qcf~hcb (e.g Liz’s qcf+P, [DC] qcf~hcb+P) --> qcf + button, hcb + button
- Canceling dp into qcf~hcb (e.g Yuri’s dp+P, [DC] qcf~hcb+K DM) --> dp + button, hcb + button
- Canceling c.d~u into c.b~f (e.g Leona’s c.d~u+P, [DC] c.b~f+K) --> c.db/d~ub + button, [DC] uf (or f)+ button
- Canceling dp into qcf inside HD mode only (e.g Kyo’s dp+P [1hit], [DC] qcf+P…) --> dp+P, f+P (Liz seems to be the only character that can do this outside of HD)
- Canceling dp into qcf for K’, outside of HD --> hcb~f+P, qcf+P
Oh, and also, most characters have some kind of chainable command normal which will help you confirm the super, you can buffer the motion during it and it’ll come out. Some characters can also link into supers after special moves, like Raiden and Clark.
The point was more, try out the KoF series as a whole before you purchased the newest one, since they’re available for free and could give you an idea as to whether or not you would like the game.
These are some of the reasons why I picked this as a second game. Beside the badass e guitar riffs in the background and cool stages -,…,- and the good japanese voices and syncro.
Who are you playing? But in general practice hitconfirming into cancelable normals. like for example. with normal Kyo: CrB, CrB, CrA, DfD, qcf D… etc. It’s crazy hard to hitconfirm a super out of a normal like that on reaction, and more than even if you do get a true punish situation there are more high damage options that going for a single normal into super.
atm Im playing Ralf. I like good pokes and strong normals as a fundamental to start a new fighting game.
I got the most basic combos down.
cr.B ~ cl.C xx
cr.B ~ cr.B xx chargemove etc.
And his cl.C x df.A x qcf. C x charge (or x cr.C x charge x super combo).
Its easier to perform cr.A x cr.A chaincancel hitconfirm cancelned into special but they can be blocked standing.
I still find it hard to combo a hop lightattack into a crouching lightattack, very small window for buttons pressing.
That’s because jumping light attacks don’t give much hitstun anyway, but they’re fairly easy to combo off from if done deep, just like any other move. If you’re using Ralf, you don’t really need them anyway because j.hk is great and can even instant overhead from a hop.
Shenanigans. People have been playing KoF on pad just fine forever. A stick isn’t required for anything, just a lot of practice.
A stick isn’t necessary, but I found it damn near impossible to pull off hcbx2 on a pad - in this game. Never had a problem with it in previous KOFs. I’ve been playing pad ever since Dreamcast ‘died’, and I found it was finally time to go back to a stick with KOF.
Biggest advantage a stick user has with KOF is, if you have it set-up classic Neo-Geo style, you have one finger on each button at all times. No playing musical chairs with your fingers, you have access to all options 100% of the time.
Anyway, I have a fascination with KOF because it’s the first real fighter I’ve played in a long time that has more people playing it than just a few of my good time buddies. Plus I’ve always loved KOF and SNK in general. Sure, I still get my ass kicked almost 100% of the time, but at least I know it’s not because of some bullshit. Unless they’re playing Benimaru or Shen.
Just kidding.
Not really.
The fascination, my fascination anyway, in a nutshell:
Pretty in depth mind games. I’d go so far to say KOF, this KOF in particular, is like 3rd Strike without parries. Very similar mind games at play. And I love that it’s very aggressive but not retarded spammy aggression like in Marvel.
Plus the fact that you have 3 characters and meter management adds to another level of mind games.
Srly d.B,d.B,s.B,qcf hcb.K combos are quite easy to do when you trained them. hcb hcb is an other level, I don’t think anyone is doing it after crouching normals srly.
If you want some combos to train with Ralf:
http://dreamcancel.com/forum/index.php?topic=1703.msg40328#msg40328
When you do a hop you must hit as low as possible to make it connects, and keep in mind most s.C comes out faster than d.B.
Honestly, XIII feels more like some VS. game with it’s crazy HD mode corner combos and such, and I’m almost willing to say that it’s execution requirements are even higher than 3s’. Definetly the hardest KoF to pick up and play so far.
Hey thx, I saw that in the Dandy J tutorial video but forgot it (it’s only the case for close s.C and s.D I think? and not in general for C or D)
The engine is pretty fun to mess around with as well. I am a junkie for fun training mode games and outside of a select few anime game combos this game has kept me sweating like nothing else. It’s one thing to learn just one character inside and out, but getting 3 and learning particular nuances in terms of order, situational play, matchups, etc is really quite interesting. When you branch off even further you get to use things learned in other areas, or learn different techniques, or simply improve your execution.
There were a couple guys saying it’s not the best in training mode so I felt I should add that it’s actually quite deep in the lab while also being a blast in VS
the footsies are very well planned and executed as far as the toolsets given to most characters so that part of the game never feels cheapened since deliberate action is so incredibly potent
my 2¢
Justify your game to me: the thread.
It’s 100% badassery.
I don’t see the VS resemblance. Both in aesthetics and gameplay other than it’s rushdown heavy, plus VS has Magic Combos and Marvel-style supers. The execution isn’t that bad aside from HD combos and really you don’t have to learn every single one for your team, just learn the ones that suite you and the best and most accessible one for your Anchor.
Not trying to be a dick to you but this isn’t the hardest KOF. Not by a long shot. Doubt me? Go on GGPO and play the Mexicans who play 2002. Make one mistake in that game and you die. At least in this game they have to activate HD and use a shitload of meter to kill you in one hit.
I don’t see the Vs thing either.