KOF XIII System Discussion Thread

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Dark_Chaotix
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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Sun Dec 04, 2011 05:21

Is someone able to put all the changes up here so I can add it into the respective character threads and update them?

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Re: KOF XIII System Discussion Thread

Post by Arklight » Tue Dec 06, 2011 19:45

Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?

And is down-highpunch the best option for when I'm standing and the opponent is jumping at me?

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Tue Dec 06, 2011 19:57

Arklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?

And is down-highpunch the best option for when I'm standing and the opponent is jumping at me?
The answer to both of those questions is - it's situational and depends on the character you're playing as well as spacing, the type of jump your opponent is doing, the type of jump you're doing, whether or not they threw out an early jump attack etc.

For instance, Ryo and Duo Lon can use their down Cs as anti-airs pretty well as they have an upward-facing hitbox. Ralf can't as his down C has more horizontal coverage than vertical. Some characters are also able to use standing normals as anti-air in some situations e.g. Billy's stand D, Iori's close stand C, Kyo's close stand C etc.

D_C: The changelists are all in the news thread somewhere.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Tue Dec 06, 2011 21:14

Arklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
press .B before he does

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Re: KOF XIII System Discussion Thread

Post by Arklight » Wed Dec 07, 2011 08:39

Gunsmith wrote:
Arklight wrote:Quick noobie questions; when the opponent and I both jump at eachother at the same time, which action should I take to kick him down?
press .B before he does
.D wins from .B right?

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Wed Dec 07, 2011 12:21

nope. .B wins.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Sat Dec 10, 2011 09:46

Been workshopping

From what we've been looking at,

a good hop B can knock out any light anti air and many heavy anti airs (I wasn't able to knock out Kim's but I thought Kim's was not invincible??)

EX anti airs are invincible, and this is what you use when you are desperate to get out of corners

Have a look and tell me what you think


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Re: KOF XIII System Discussion Thread

Post by kadosho » Sun Dec 11, 2011 05:41

I have been learning a bit behind these new anti-air tactics. I didn't think they would add this feature into KOF. But I have to admit, I like it.
Its crucial to taking off damage, or just being to power up your super meter. Plus it comes in handy whenever you are in a pinch. =D

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Thu Dec 15, 2011 05:15

Is there a hidden charge partitioning option in this game? Leona trial seems to make me think so....

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Re: KOF XIII System Discussion Thread

Post by ZeroSoulreaver » Thu Dec 15, 2011 15:24

Dark_Chaotix wrote:Is there a hidden charge partitioning option in this game? Leona trial seems to make me think so....
Not that I know of. It's only "charge partitioning" if you can break up your charge into 2 parts and still be able to do the move like 3rd Strike. If you break up any of Leona's charge moves the move drops. Yeah you can charge one move(Moon Slash) while running but that's not the same.

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Re: KOF XIII System Discussion Thread

Post by yamazaky96 » Mon Jan 02, 2012 13:50

i did one short cut with Kula in trial no 9
connecting DP .C to DP .A .C (EX)

by doing

DP .C > .A while holding .C



my old SF4 Mad Catz Stick buttons were screwed while doing the Kula trials
can't wait to try my new Qanba Q4 RAF I got yesterday

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Re: KOF XIII System Discussion Thread

Post by keech » Fri Jan 06, 2012 15:36

Shortcut for 5 trial Terry when charge and DM dwn db bk ub up- .A, qcf .C
And someone can write shortcut for Kula DP .C , HCB x2 .C?

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Re: KOF XIII System Discussion Thread

Post by Dark_Chaotix » Sat Jan 07, 2012 09:35

hcbf+C, hcb+C

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Re: KOF XIII System Discussion Thread

Post by Yuki Yagami » Thu Feb 02, 2012 16:56

Not sure if this is the correct thread to post this minor "Tips and Tricks" video posted by SNKP themselves...



Maxima lecturing about some minor tips and tricks that can be useful sometimes.

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Thu Feb 02, 2012 17:37

Some interesting things in that video.
- When cancelling into HD, if you delay the cancel you will get an automatic attack after your autodash. Which attack you get depends on which button was detected first.
- Some stuff about mid-air HD activation, showing a K' combo where he activates HD in mid-air mid-combo.
- Alternating guard, which we should all know about by now
- Certain attacks that will tag you if you block low will whiff completely if you don't block (Vice's far D used as an example). You can use this to create openings and start a combo.
- If you end your HD combo with a HD Cancel or use a NeoMAX, the Drive gauge will not fill up for a short period afterwards. So it might be interesting to try combos that account for this waiting period before you can start filling up the drive gauge again.
- Hurtboxes while in standing/crouching hitstun are uniform across all characters so all combos should work on all characters. However there are differences when you do attacks that 'lock' the opponent (e.g. Shen's command grab) so there may be differences in followup capabilities there.
- Some NeoMAXes become anywhere juggle when they're MAX Cancelled. This can be combined with the fact that some supers can be MAX Cancelled when whiffed to let you connect NeoMAXes in situations where you wouldn't otherwise think it possible to connect them (including off a throw!)
- During a character's crumple animation, the first few frames are vulnerable to throws.

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