KOF XIII: K'
- Dark_Chaotix
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K' is so good in this game and it good to know how to do his corner combo which involves his +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 +BD is just TOO good. So many options with it.
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Re: KOF XIII: K' v1.0
Glad they nerfed him a bit , whew.
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Re: KOF XIII: K'
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.
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'
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.
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'
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'
@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.
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'
Ok so what are K's console bnbs?
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Re: KOF XIII: K'
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
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'
More to come.
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Re: KOF XIII: K'
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'
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.
Ill write up what i can find when i do.
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Re: KOF XIII: K'
k!'s needs different timing for his +k, +k to connect or for the juggle version.
cancel k's f,d,df+A, hold +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 +B, +B, f,d,df+A, +B, +B, f,d,df+A, +B, +B, f,d,df+A, when they low on guard meter just end it with +A, f+D etc
cancel k's f,d,df+A, hold +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 +B, +B, f,d,df+A, +B, +B, f,d,df+A, +B, +B, f,d,df+A, when they low on guard meter just end it with +A, f+D etc
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Re: KOF XIII: K'
You dont need to do that for it to work. Just do +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...shinefist wrote: cancel k's f,d,df+A, hold +C,f+D. That should make it alot easier, also only in HD mode
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Re: KOF XIII: K'
Thanks DC
Just trying to put it into a combo now, but still to hard to do the , f,d,df+A, +C, f+D . 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, ,hcb+P is easier for finishing the hd combo.
Just trying to put it into a combo now, but still to hard to do the , f,d,df+A, +C, f+D . 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, ,hcb+P is easier for finishing the hd combo.
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