KOF XIII: K'

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Re: KOF XIII: K' v1.0

Postby Dark_Chaotix » Thu Aug 04, 2011 18:36

K' is so good in this game and it good to know how to do his corner combo which involves his qcf+A, f+D follow up. Timing for the f+A after follow up has to be quick but you have time to do DM after the hit and it doesnt have to be quick. Anywhere juggle air qcb+BD is just TOO good. So many options with it.
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Re: KOF XIII: K' v1.0

Postby The Monster » Sat Aug 13, 2011 04:28

Glad they nerfed him a bit , whew.
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Re: KOF XIII: K'

Postby SonicTempest » Wed Nov 23, 2011 09:41

Now that his regular Air Minutes Spike is anywhere juggle you can do stuff like jump CD -> QCB+K and it'll connect in full if the CD hits, just like 2K1. Extra damage!

Also, since his EX Chain Drive is anywhere juggle too, this simple SDM combo works:
dBx2, QCF+A, f+D, QCB+B, QCB+B, stand A, QCF,HCB+AC

I know it works in the corner. Haven't tried it outside the corner though.
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Re: KOF XIII: K'

Postby kadosho » Wed Nov 23, 2011 14:17

aha.. very nice. I didn't mind K's combo concepts in the past. But seeing how XIII gives everyone's techniques an overhaul.
I actually love these new adaptations, it keeps it fresh. Curious just how many hidden DM's there are.
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Re: KOF XIII: K'

Postby SonicTempest » Wed Nov 23, 2011 19:09

Is it just me or is it insanely difficult to get C, f+A, Narrow Spike to connect? Specifically I've been trying it in K's combo trial #3 and you need to input the second QCB+B VERY quickly, otherwise the Narrow Spike doesn't come out in time.
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Re: KOF XIII: K'

Postby kadosho » Thu Nov 24, 2011 01:03

@Sonictempest I know exactly what you mean, I'm so used to linking certain moves it feels kinda weird. But after awhile I'm starting to get used to the changes.
K's timing is way different than it used to be. Actually he's even faster than I recall, even the Drive Cancel he's capable of can be linked to a DM and NM together.
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Re: KOF XIII: K'

Postby dieuxmerci » Sat Nov 26, 2011 22:47

Ok so what are K's console bnbs?
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Re: KOF XIII: K'

Postby SonicTempest » Sun Nov 27, 2011 04:42

Mostly the same, except that his arcade standard BnB now requires you to spend one stock.

Try these to start with:
dB, dB, QCF+C, f+B
dB, QCF+A, f+D, QCB+D, QCB+D, dp+A
dB, QCF+A, f+D, QCB+D, QCB+D, dp+A (1hit) DC QCB+D, QCB+D, dp+A (or dp+AC) - 50% drive
dB, QCF+A, f+D, QCB+D, QCB+D, dp+A (1hit) DC QCB+BD, QCB+BD, dp+C, f+D - 50% drive, 1 stock
dB, QCF+A, f+D, QCB+D, QCB+D, dp+A (1hit) DC QCB+D, QCB+D, dp+A (1hit) SC QCF,HCB+P (or QCF,HCB+AC) - 100% drive, 1 or 2 stocks
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Re: KOF XIII: K'

Postby Dark_Chaotix » Fri Dec 02, 2011 03:03



More to come.
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Re: KOF XIII: K'

Postby SonicTempest » Fri Dec 02, 2011 10:26

Nice stuff. How much mileage do you think you can get out of the anywhere juggle hit from regular air QCB+K? From my own fiddling around it looks like it recovers too slowly to follow up with anything else...I guess it's probably just good for tacking on extra damage to random air-to-air hits.
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Re: KOF XIII: K'

Postby Dark_Chaotix » Fri Dec 02, 2011 12:55

I havent mucked around with normal version. I think that it does recover too slow so in saying that prob not much you can do with it.

Ill write up what i can find when i do.
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Re: KOF XIII: K'

Postby shinefist » Sun Dec 04, 2011 11:12

k!'s needs different timing for his qcb+k, qcb+k to connect or for the juggle version.

cancel k's f,d,df+A, hold uf+C,f+D. That should make it alot easier, also only in HD mode

Also found a nice k guard break combo, enter HD mode and do qcb+B, qcb+B, f,d,df+A, qcb+B, qcb+B, f,d,df+A, qcb+B, qcb+B, f,d,df+A, when they low on guard meter just end it with qcf+A, f+D etc
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Re: KOF XIII: K'

Postby Dark_Chaotix » Mon Dec 05, 2011 13:30

shinefist wrote:cancel k's f,d,df+A, hold uf+C,f+D. That should make it alot easier, also only in HD mode


You dont need to do that for it to work. Just do dp+A~C and it will come out, as long as the stick in in neutral position. Then hold forward for the follow up. Much easier...
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Re: KOF XIII: K'

Postby shinefist » Mon Dec 05, 2011 19:47

Thanks DC

Just trying to put it into a combo now, but still to hard to do the hcb, f,d,df+A, qcf+C, f+D lol. After all i've picked k! like 3 times now, 1 in trial and 2 in practise.
I think i'll stick to the HD version as the f,d,df+A, C, f+D, f+A, qcf,hcb+P is easier for finishing the hd combo.
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Re: KOF XIII: K'

Postby milesw » Wed Dec 07, 2011 02:01

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