If any of you guys use a stick, how do you set up your buttons? Is it supposed to be LP,LK,HP,HK across on one row or LP,HP then LK,HK below it? I usually like to set it up the way it would be in an arcade.
It's so rare that I actually get a chance to play KOF in arcades, I just use the default assignments (then again, I am definitely NOT good with my Hori stick).
The game is actually a tiny bit lenient in its inputs. For example, if you input d, df and then hold f for a second and THEN press punch, you can still get a fireball. It might help to try slowing it down, and holding the last directional input for longer.
Although I do understand your difficulty with qcf x 2 + AC and dp+AC. I used to have the same issue.
Hmm, holding down the last direction in the input (but not the actual attack) does help in the execution of the first move, but sadly, it doesn't overcome the basic issue I've been having for the last few hours: the game simply doesn't register the second part of that move at all. It just gives me a courtesy punch or jump after completing the first special. Very odd. Back to the grindstone, I guess.
EDIT: Of course, since I'm doing it wrong, it's not going to give me any indication of what attack I'm doing (besides "it ends with punch, we think"). The second move does seem significantly harder to do now, strangely enough, even by itself--so, for the cancel combo, I'm trying both quarter circle forward once and twice. Shortcut doesn't seem to work for the second move, sadly.
EDIT EDIT: Wait, am I doing the completely wrong move in the first part? I decided to try something else--namely, looking "Ura Hyaku Ni Ju Ichi Shiki Ama no Murakumo" in google, and actually found a link deliberately pointing to a youtube video of the move (first time I've encountered it).
However it looks like the first move is the sort of "upwards fire corkscrew", rather than the Yuri-style straight fireball. That would explain my problem--simply put, you can't do the wall of fire move after that one (and since I haven't seen any youtube video demonstrating otherwise, it's just as valid a hypothesis). Of course, the video could be wrong (or maybe it's just a different leading move in), but it's worth a shot--three hours later, and I'm no closer than I was.
Go to the 4 minute mark. They demo the very same MAX cancel the tutorial asks for. They then play it again and pause at the exact moment you're supposed to cancel the one move into the other. Hope this helps!
At the very least, Rex, it confirms which moves I need to do. Much appreciated, I'll try it out now.
EDIT: On a side note, I don't think the shortcut works in this move--at least, not in the tutorial. I think you literally have to input quarter circle back, half circle forward, than two quarter circle forwards in this specific case. It's a shame, because finding the fraction of a second for just the one half circle is challenging enough.
EDIT EDIT: Holy shit, I did it. It only took about four hours today (including a lunch break), and three yesterday (intermittently), but I did it. Major thanks to Rex, the video was an enormous help in at least letting me know I was actually doing the right moves.
I picked up my copy of KoF XIII yesterday afternoon and played it until the sun set and rose once more, and three fingers on my left hand felt as though they were struck with a hammer. I still don't think I have a strong grasp of how to play (never saw any SNK games in the arcades when I was younger, had a Neo Geo, or even noticed that there were KoF titles on PS2) but if anyone in this thread wants someone to play with, I'm game. Live gamertag is the same as my username.
@Advocate: From what I remember of arcade streams I watched, there's at least two different button layouts that players can choose on the character select screen. One is what I use (and what I think may actually be the default) on my stick:
A(LP) C(HP)
B(LK) D(HK)
Yuri and King feel natural to me. Sadly, Athena feels super limited on her combos and cancels, despite what the game insists on telling me. It's heartbreaking cause I always mained Athena in the previous games (even CvS2). She just gets rushed down easily. I'll keep on trying to improve with her...
Sadly, Athena feels super limited on her combos and cancels, despite what the game insists on telling me. It's heartbreaking cause I always mained Athena in the previous games (even CvS2). She just gets rushed down easily. I'll keep on trying to improve with her...
I have to disagree. Athena's combos in this game are fun enough that I actually wanted to pick her up for the first time. In the corner, C, f+B (air) qcb+D [DC] qcb+P is a fantastic combo opener. You can follow it up with multiple Psycho Balls, Psycho Sword or her DM.
Also, Athena's EX teleport has a lot of invincibility AND can be free-canceled into any special. I haven't tried it out, but you could teleport behind someone and then cancel it into her grab (hcf+P) which allows for more juggles.
@Coup de Chapeau: I'm adding you on 360. Hopefully we'll be able to get some games in!
I guess my issue is that the last KOF I played was 11 and for some reason this version feels a lot tighter so it throws me off a bit.
I will be doing her trials to figure out if I can fit her in. I did a few of King's which require some heavy EX canceling that I don't think my TE stick is letting me do so (I tried on my fightpad and had less problems). So there's that.
EDIT: The online is very sketchy. Even full green bars could throw some input lag in there.
Odd request: could someone scan the cover of the "King of Soundtracks" disc collection? I need the album art for my WP7, and I can't find a good image.
I was up to a 9-win streak, and ran into a rash of quitters. I think I had three matches in a row where the guy disconnected just as I was about to KO his last guy. Really frustrating, since that doesn't count as a victory.
Finally got win number 10, though.
Also had some matches tonight with someone in the Seattle area. 3 bars, very smooth and lots of fun.
I've been driving myself mad with these trials whenever I've found time to play over the past few days. I feel like the demonstration for each combo has been sped up. I also have had a few cases where I would execute something as shown at the top of the screen, watch that highlight move to the last input and darken, see the game even tell me it was a -x- hit combo to the left, and then fail and have to try again because apparently I didn't do it quite fast enough or the game just wanted to kick me in the balls - I'm not sure.
Not attempting every character as originally planned. If I can just get through the trials for Ash, King and Kula I'll be satisfied. Declination of sanity and my injured hands aside, at least I do truly feel like I'm learning something from these. That's especially true with Ash, given that I've never played a charge character before. I'm gaining an understanding of what can actually be done with charge moves, and in the case of trials I've struggled to complete I figured out sort of easier to execute derivations of what the game wants me to do; sure, I'm still not passing the trials that make me want to throw my stick in an incinerator and never play again, but I'm grasping how things work just a bit more.
Anyone else been having trouble with these? Legitimately learning anything?
The later trials aren't really that practical, honestly. Most of the trials are only useful in the fact that you can see how certain moves may flow into each other. But 9 times out of 10, you aren't going to be using that HD combo all that much.
If the trial did not complete, make sure that the move at the end wasn't an EX DM or something. I had a few where I could do it just fine, but the game wanted an EX DM instead of just a DM for whatever reason.
I don't expect trials to be all that practical after past experience with the likes of those in Street Fighter (seriously, Third Strike OE... a Necro combo that only works on Hugo?); more to test your execution than provide anything truly useful. That said, I tend to see what I can manage before experimenting on my own - in hopes that I'll learn something - which usually results in developing a terrible compulsion to do them all and keeps me distracted. I think the Ash ones are alright, though I haven't needed to do any HD combos yet. Made it to the seventh one, and I cannot get C Ventôse to come out after Floréal. If I wait briefly, then the flame comes out but doesn't hit, and if I try to be quick about it I just get a standing C. Believe I'm at the same spot with King and Kula, give or take one.
Maybe I should give up on that for now and spend some time in practice, then see how online goes.
I think they did a really great job with the trials. Even though some of them are so extremely hard. I'm certainly finding them easier than the ones in Blazblue, since there's no hitstun scaling. I'd also say they're less frustrating than SFIV, since they don't require as many links.
And unlike a lot of other fighting games, there are no character-specific combos, at least not to my knowledge. Also, every character has the same HP, so you can trust that the combo you're currently doing on Takuma will do the same amount of damage to every character in the game. (Actually, my one complaint about the trials is that they give you no damage info. That would be really useful to know.)
Right now, I'm trying to get half of each characters' trials completed, since I want to unlock their icon. Only five more to go! (Ash, Elisabeth, Joe, Chin and K'.) One thing I love is how easy it is to "cheat" the trial by adding additional moves. For example, Vice's dB, dB, hcbx2+K trial can be done as dB, dB, hcf+B, hcbx2+K. Much easier timing.
Overall, I'd say that the trials are, maybe not always practical, but definitely viable. Meter builds quickly in this game, and even a 2 or 1-meter HD combo has the potential to completely turn the match around.
I do agree that they're better than the trials I've seen in other games prior but they're damn frustrating sometimes, haha. I've taken note of some of what they make you do, and other things I've tried branching off from there with, but as I can't see any damage info I don't know how effective it is until I go into practice later.
Also noticed the bit with inserting additional moves that you mentioned, Rex. You can get away with activating HD in a combo that doesn't ask for it... I got further into Ash's seventh that way, even if I'd have preferred to do it correctly. Just need to work on the rest of it. It isn't a particularly difficult one, but something about it has been giving me trouble. May be an execution thing screwing me up, kind of like having to do a qcf out of King's dfD; more often than not, unless I pause very briefly to return to neutral beforehand, I end up with a dp motion.
Looking back, getting through a little more of it each time, I have to say that I thought Ash's fifth trial was kind of fun after a while.
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
So...my friend just bought KoF for the PS3 and I have to say after being disappointed with the last one I was really surprised with this one.
The netcode is decent like most have been saying. I haven't really been playing it myself but my brother is saying that its Blazblue quality when you get a good one.
And it actually has good offline options this time around.
I'll probably hop on the PS3 version when my finals are over, I was going to get it for the 360 but a lot of stuff came up that I had to take care of.
If the online community is still decent a few months down the line I may still get it though.
I though Ash was a chick. Also that other white boss character.
Welp.
EDIT: Also, I'm picking up Kensou. He was my fav in the '98 and '99 games. He has... interesting setups for his rapid punch super. Also his flying kick can catch people off guard (especially since from full screen he'll run up and THEN jump kick) and is safe on most characters.
I'm going to go ahead and say that KOF13 is the best King of Fighters release in probably a decade. It's up there with '98 and '02 for just balls out amazing. Don't own it just yet (hopefully getting it next month), but have been playing it a ton.
Hey , I'm pretty new at Kof, but I suppose it wouldn't hurt to play with you guys sometime. Dicking around with Mai and king mostly, contemplating adding Leona even though I don't normally go with charge/defensive characters.
So how combo-intensive is this game? And how tough is the execution? I was considering picking it up but I'm not sure I'll have time to practice this AND MvC.
Hey , I'm pretty new at Kof, but I suppose it wouldn't hurt to play with you guys sometime. Dicking around with Mai and king mostly, contemplating adding Leona even though I don't normally go with charge/defensive characters.
Leona is the opposite of a defensive character. She excels at rushdown, and can get great damage off a single crouching B. She also benefits enormously from instant overheads -> V-Slasher. In other words, if an opponent is crouching, you can do short hop A / neutral jump D into her DM. And if they're blocking high, her crouching B can lead into even more damage. She's absolutely terrifying when played aggressively.
Moon slasher ([d],u+P) is a great tool for defense, especially the EX version, but I definitely wouldn't advise making it the centerpiece of your gameplan.
So how combo-intensive is this game? And how tough is the execution? I was considering picking it up but I'm not sure I'll have time to practice this AND MvC.
Late reply, but I wouldn't say the game is too combo-intensive. When matches start, and meter is scarce, it's about as combo-intensive as Street Fighter. Later on, when players are on their second or third character, there is a definite possibility of longer, flashier combos. It also varies by playstyle, as some players prefer to sit on their meter in hopes of landing a large combo, while others prefer to use it to pressure opponents more safely.
Execution difficulty, obviously, depends on the character. In general, inputs are pretty forgiving. I'd say it's a fighter with a very forgiving learning curve, assuming you've had experience with any other 2D fighter.
Glad to hear you're picking it up. Hopefully I'll see you online!
Combos are derived pretty much exclusively from special moves, etc., rather than normal moves stringed together (you can do some of that, but we're not talking 3D fighters levels of it).
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DragkoniasThat Guy Who Does StuffYou Know, There. Registered Userregular
edited November 2011
Honestly...I would say the most difficult thing is the timing on some of the combos.
Like having to cancel Kula's DP into her super is a pain in the butt.
It's like FADC cancelling except even more difficult because its a double half circle back motion.
TetraNitroCubaneThe DjinneratorAt the bottom of a bottleRegistered Userregular
The mailman should be bringing me my copy of this today. I'll be dusting off the ol' arcade stick and jumping in. I'm pretty excited, seeing as I haven't really gotten 'into' a KoF game since `98.
Is there a decent place to start for the total scrub? I'm assuming the combo system will completely baffle me right from the start, and SNK tutorials never were very in-depth.
ughhh, having a lot of trouble consistently pulling off leona's air super, even in practice mode. I've been using a TE stick forever now and there are still certain motions that are pretty much beyond me.
Honestly...I would say the most difficult thing is the timing on some of the combos.
Like having to cancel Kula's DP into her super is a pain in the butt.
It's like FADC cancelling except even more difficult because its a double half circle back motion.
There are some 'short'cuts that can help out with that one, at least. For whatever reason, the game reads hcb to forward as a dp. So, you can buffer Kula's DP into super with that. HCB-forward-P-HCB-P should get that cancel to work. If that makes any sense to you, anyway.
Posts
It's so rare that I actually get a chance to play KOF in arcades, I just use the default assignments (then again, I am definitely NOT good with my Hori stick).
Hmm, holding down the last direction in the input (but not the actual attack) does help in the execution of the first move, but sadly, it doesn't overcome the basic issue I've been having for the last few hours: the game simply doesn't register the second part of that move at all. It just gives me a courtesy punch or jump after completing the first special. Very odd. Back to the grindstone, I guess.
EDIT: Of course, since I'm doing it wrong, it's not going to give me any indication of what attack I'm doing (besides "it ends with punch, we think"). The second move does seem significantly harder to do now, strangely enough, even by itself--so, for the cancel combo, I'm trying both quarter circle forward once and twice. Shortcut doesn't seem to work for the second move, sadly.
EDIT EDIT: Wait, am I doing the completely wrong move in the first part? I decided to try something else--namely, looking "Ura Hyaku Ni Ju Ichi Shiki Ama no Murakumo" in google, and actually found a link deliberately pointing to a youtube video of the move (first time I've encountered it).
However it looks like the first move is the sort of "upwards fire corkscrew", rather than the Yuri-style straight fireball. That would explain my problem--simply put, you can't do the wall of fire move after that one (and since I haven't seen any youtube video demonstrating otherwise, it's just as valid a hypothesis). Of course, the video could be wrong (or maybe it's just a different leading move in), but it's worth a shot--three hours later, and I'm no closer than I was.
http://www.youtube.com/watch?v=QNdpAcecmoU
Go to the 4 minute mark. They demo the very same MAX cancel the tutorial asks for. They then play it again and pause at the exact moment you're supposed to cancel the one move into the other. Hope this helps!
EDIT: On a side note, I don't think the shortcut works in this move--at least, not in the tutorial. I think you literally have to input quarter circle back, half circle forward, than two quarter circle forwards in this specific case. It's a shame, because finding the fraction of a second for just the one half circle is challenging enough.
EDIT EDIT: Holy shit, I did it. It only took about four hours today (including a lunch break), and three yesterday (intermittently), but I did it. Major thanks to Rex, the video was an enormous help in at least letting me know I was actually doing the right moves.
On a side note: I am so bad at this game.
Now, to play the game, and never use Kyo again.
@Advocate: From what I remember of arcade streams I watched, there's at least two different button layouts that players can choose on the character select screen. One is what I use (and what I think may actually be the default) on my stick:
A(LP) C(HP)
B(LK) D(HK)
and the other is:
B C D
A
Yuri and King feel natural to me. Sadly, Athena feels super limited on her combos and cancels, despite what the game insists on telling me. It's heartbreaking cause I always mained Athena in the previous games (even CvS2). She just gets rushed down easily. I'll keep on trying to improve with her...
EDIT: My buttons are set up:
A B
C D
The other buttons are turned off.
I have to disagree. Athena's combos in this game are fun enough that I actually wanted to pick her up for the first time. In the corner, C, f+B (air) qcb+D [DC] qcb+P is a fantastic combo opener. You can follow it up with multiple Psycho Balls, Psycho Sword or her DM.
Also, Athena's EX teleport has a lot of invincibility AND can be free-canceled into any special. I haven't tried it out, but you could teleport behind someone and then cancel it into her grab (hcf+P) which allows for more juggles.
@Coup de Chapeau: I'm adding you on 360. Hopefully we'll be able to get some games in!
I will be doing her trials to figure out if I can fit her in. I did a few of King's which require some heavy EX canceling that I don't think my TE stick is letting me do so (I tried on my fightpad and had less problems). So there's that.
EDIT: The online is very sketchy. Even full green bars could throw some input lag in there.
There is still hope!
Finally got win number 10, though.
Also had some matches tonight with someone in the Seattle area. 3 bars, very smooth and lots of fun.
Not attempting every character as originally planned. If I can just get through the trials for Ash, King and Kula I'll be satisfied. Declination of sanity and my injured hands aside, at least I do truly feel like I'm learning something from these. That's especially true with Ash, given that I've never played a charge character before. I'm gaining an understanding of what can actually be done with charge moves, and in the case of trials I've struggled to complete I figured out sort of easier to execute derivations of what the game wants me to do; sure, I'm still not passing the trials that make me want to throw my stick in an incinerator and never play again, but I'm grasping how things work just a bit more.
Anyone else been having trouble with these? Legitimately learning anything?
If the trial did not complete, make sure that the move at the end wasn't an EX DM or something. I had a few where I could do it just fine, but the game wanted an EX DM instead of just a DM for whatever reason.
Maybe I should give up on that for now and spend some time in practice, then see how online goes.
And unlike a lot of other fighting games, there are no character-specific combos, at least not to my knowledge. Also, every character has the same HP, so you can trust that the combo you're currently doing on Takuma will do the same amount of damage to every character in the game. (Actually, my one complaint about the trials is that they give you no damage info. That would be really useful to know.)
Right now, I'm trying to get half of each characters' trials completed, since I want to unlock their icon. Only five more to go! (Ash, Elisabeth, Joe, Chin and K'.) One thing I love is how easy it is to "cheat" the trial by adding additional moves. For example, Vice's dB, dB, hcbx2+K trial can be done as dB, dB, hcf+B, hcbx2+K. Much easier timing.
Overall, I'd say that the trials are, maybe not always practical, but definitely viable. Meter builds quickly in this game, and even a 2 or 1-meter HD combo has the potential to completely turn the match around.
Also noticed the bit with inserting additional moves that you mentioned, Rex. You can get away with activating HD in a combo that doesn't ask for it... I got further into Ash's seventh that way, even if I'd have preferred to do it correctly. Just need to work on the rest of it. It isn't a particularly difficult one, but something about it has been giving me trouble. May be an execution thing screwing me up, kind of like having to do a qcf out of King's dfD; more often than not, unless I pause very briefly to return to neutral beforehand, I end up with a dp motion.
Looking back, getting through a little more of it each time, I have to say that I thought Ash's fifth trial was kind of fun after a while.
The netcode is decent like most have been saying. I haven't really been playing it myself but my brother is saying that its Blazblue quality when you get a good one.
And it actually has good offline options this time around.
I'll probably hop on the PS3 version when my finals are over, I was going to get it for the 360 but a lot of stuff came up that I had to take care of.
If the online community is still decent a few months down the line I may still get it though.
I though Ash was a chick. Also that other white boss character.
Welp.
EDIT: Also, I'm picking up Kensou. He was my fav in the '98 and '99 games. He has... interesting setups for his rapid punch super. Also his flying kick can catch people off guard (especially since from full screen he'll run up and THEN jump kick) and is safe on most characters.
Leona is the opposite of a defensive character. She excels at rushdown, and can get great damage off a single crouching B. She also benefits enormously from instant overheads -> V-Slasher. In other words, if an opponent is crouching, you can do short hop A / neutral jump D into her DM. And if they're blocking high, her crouching B can lead into even more damage. She's absolutely terrifying when played aggressively.
Moon slasher ([d],u+P) is a great tool for defense, especially the EX version, but I definitely wouldn't advise making it the centerpiece of your gameplan.
Sorry, man. My girlfriend and I were about to watch something. I'll be on later tonight if you're still on.
I was hanging with a friend, couldn't make it.
Late reply, but I wouldn't say the game is too combo-intensive. When matches start, and meter is scarce, it's about as combo-intensive as Street Fighter. Later on, when players are on their second or third character, there is a definite possibility of longer, flashier combos. It also varies by playstyle, as some players prefer to sit on their meter in hopes of landing a large combo, while others prefer to use it to pressure opponents more safely.
Execution difficulty, obviously, depends on the character. In general, inputs are pretty forgiving. I'd say it's a fighter with a very forgiving learning curve, assuming you've had experience with any other 2D fighter.
Glad to hear you're picking it up. Hopefully I'll see you online!
Like having to cancel Kula's DP into her super is a pain in the butt.
It's like FADC cancelling except even more difficult because its a double half circle back motion.
Is there a decent place to start for the total scrub? I'm assuming the combo system will completely baffle me right from the start, and SNK tutorials never were very in-depth.
There are some 'short'cuts that can help out with that one, at least. For whatever reason, the game reads hcb to forward as a dp. So, you can buffer Kula's DP into super with that. HCB-forward-P-HCB-P should get that cancel to work. If that makes any sense to you, anyway.