Thanks A LOT for all this videos, really thanks so much n_nb
Re: KOF XIII - Trial Mode Vids
Posted: Wed Dec 21, 2011 00:33
by Dark_Chaotix
Vice
Combo Notes
None
Re: KOF XIII - Trial Mode Vids
Posted: Wed Dec 21, 2011 00:34
by Dark_Chaotix
Iori Yagami
Combo Notes
None
Re: KOF XIII - Trial Mode Vids
Posted: Wed Dec 21, 2011 00:35
by Dark_Chaotix
Mature
Combo Notes
Mature tests your timing with her +BD, sC combos and you will learn to appreciate "not to mash" after you have done her trials.
I will say tho, for trial 9 the hardest part was "dp+AC, +C DC +C". The reason why that part was hard is because you have to cancel the +C on the second hit, which is hard considering you have to do a DM motion while you stick is on the other side of the start motion. Problem you may face will be late cancel (too slow), no cancel (even slower), +C (input error) or NM (input error). The way I did this was +C, then rolled stick from back to forward (hcf) then started then +C again. It captures the start of the move and if you are precise and quick enough you will get the FB to hit. Then you have to remember to do the rest of the combo. The last part (qcb+B, +B, DM) can be tricky too. You have to have the opponent fairly high so the second +B hits and the DM connects
Re: KOF XIII - Trial Mode Vids
Posted: Wed Dec 21, 2011 00:37
by Dark_Chaotix
Ralf
Combo Notes
Only thing Ill say about him is that when you go into HD mode, allow yourself to move as close to opponent as possible. This will help with link in later combos
Re: KOF XIII - Trial Mode Vids
Posted: Wed Dec 21, 2011 02:13
by Dark_Chaotix
Billy Kane
Combo Notes
3. Timing for +C after +B has to be done as soon as you land.
4. Don't try to mash cA as it will turn out to be rapid A move instead. Just time it as you land.
5. You have to buffer his DM as soon as he lands. If feels like a cancel but its not.
6. Best way to do this is let the stick go to neutral, then do cB, neutral, then +AC. If you don't, you can get unwanted moves like NM, SDM etc.
7. Early cancel from +C. You cant buffer +C~hcb+AC for the SDM to come out, you have to do a separate motion for the DM itself. So, you would do +C~qcfhcb+AC. If you don't do that, you will get +C instead.
8. Timing of the f+B has to be right.
9. For the beginning part, best to do cB, cB, cB~BC~C. Since the opponent recovers from cB fairly quickly, you have to input the BC~C quickly for it to connect. You can do this trial with all the sC to connect, so if you are struggling to get the b+A after first hit of sC, then let all the sC hit. Spacing can get iffy aswell if you not as close to Takuma when doing +C. Another thing to note is that its best to let the stick go to neutral state after +C~qcf+C because if you don't, when trying to do +C, the DM will come out instead.
10. Just with what you learnt above, let the stick go to neutral state after +C and do a separate motion for the DM and neutral state after +C~qcf+C when doing +C.
Re: KOF XIII - Trial Mode Vids
Posted: Mon Dec 26, 2011 14:52
by klsadako
u are great man, I can only complete all 10 with only Vice and Maxima, some for me seem impossible
Re: KOF XIII - Trial Mode Vids
Posted: Sat Jan 04, 2014 02:59
by Dark_Chaotix
Woah, it has been awhile haha. Recently complete Saiki
Combo Notes
3. With any of his teleport combos, you can just press the button but I rather hold for definite execution.
5.I shortcut this by doing (press B was I hit down), (press B again as I hit down) +AC. It is possible to do 2x +AC but you have to be really quick cos the cB pushes them away so the SDM wont reach.
9. BC bypass the first part of the combo by doing cB, cB, cB, +BC. The air b+B into DM has to be done as the first available frame or else the b+B pushes them away too far and the DM will whiff. It also helps getting the last +D (hold D) as close as you can so the air b+B hits fairly meaty
10. The air b+B has to be hit while the opponent is high up. Even tho it looks like the fireball will hit, it prob will whiff as it has to hit the opponent in the middle of body. I do ~uf~b+B for the air b+B.
Re: KOF XIII - Trial Mode Vids
Posted: Sat Jan 25, 2014 10:25
by Dark_Chaotix
Before we start, K' has a few shortcuts that will help with all his trials. In HD mode he can +A into +C by inputting +A~C. This also work with his into +B/D.
3. During f+A, you basically canceling his +B~qcb+B in quick succession so only the slide comes out and counts as apart of the combo. Basically buffering the move.
5. I do ~b+BD to get instant air +BD. Some timing is required to get it at maximum height. If done right you will link the DM.
6. To get 2x f+A you have link them ASAP. I always double tap my f+A as for me it comes out consistently. You have to do the second f+A as soon as the first one finishes. If done right, you wont see K' move and it will look like a smooth animation between the first and second f+A. The second hard part some might find is the into +AC. You have to do the fairly low or the +AC will whiff. Do ~f+A then ~uf+AC~f+D. If you do just +AC you will get DM, so you have to do the 'uf' to nullify it. The last f+A has to be delayed slight or else it will whiff. This combo will really test your execution skills.
8. I run slightly after the +AC~f+D as it helps land the sC easier, but you dont have to. Once you press sC into BC be ready to input ~b+BD to continue the combo. You could also do ~ub+BD if you like but that can make to you too high and ruin the combo.
9. Delay the f+A slightly so you can link the +D.
Re: KOF XIII - Trial Mode Vids
Posted: Sat Jan 25, 2014 10:30
by Dark_Chaotix
King is up next and she can be a handful. Trial 6 is easily her toughest one, but more on that when we get to it.
1. Do +B/D for the fireball cos doing +B/D after +D will come out as +B/D
3. Do DM as soon as you land
5. Cancel the fireball into DM straight away, so it should be like +B/D~qcf+A/C
6. This trial has you testing your execution skills, in terms of timing and spacing.
The first +D you have delay the +B/D. If you dont delay or you delay too much the +B/D will whiff.
The timing of the DM after +B is tricky also as you have to hit Takuma as high as possible so +BD will hit. I dont know if there is a way to get it to work once you land, but from all my testing I had to delay it one way or the other. Both fireballs have to hit to get the +BD to connect.
Once you get the hang of that, the next hard part is connecting the 2x fireballs after +BD. If you are slightly out of corner, connecting them is fine but the +BD pushes you right into the corner, so you have to delay the frist +B to hit as high as possible, then the rest comes out as normal. If there is a way to make it so it just follows after +BD, then I dont know how to do it.
7. Delay the +B as much as possible so that +BD will connect. The rest of the combo is straight forward.
9. Combo is straight forward, remember to let the +D hit twice before doing air +BD and after that you have to run to connect the +B/D.
Re: KOF XIII - Trial Mode Vids
Posted: Sat Jan 25, 2014 10:31
by Dark_Chaotix
There are two versions of Trial 5 that I put up together. It isn't an error
3. Have to run slightly for the +B/D to connect
5. As stated above, there is two version of this trial, one to highlight the way the trial is intended to be done and the other with the rekka cancel. For the first one its the exact way its meant to be completed and thats with a DC from the rekka into the DM. Basically you have to input the rekka sequence really quick so the first rep misses and the second one hits and DC on the second hit. The timing is pretty tight.
The second version is with the rekka cancel where after you do the second rep of +AC, you do the DM sequence to recover quicker, then you quickly input the 2x +A/C so the second rep hits. If done right and quick enough, the rekka will still hit and you dont need to DC into DM. The main reason for this is to show how the rekka cancel works and the difference between the cancel and no cancel. It also give an idea on how to start it and if you practice it and get a few more reps, you can get decent damage from it.
6. Cancel the +AC late as possible or else you will get DM or +AC instead. When jumping over opponent, have to hyperhop of you will not cross up correctly.
9. Delay the rekka late as possible from . I also put the stick in neutral to avoid DM. Also have to time each rekka with a small delay, so the are high as possible and the hits.
10. Don't forget to run slightly after every throw so the sC and hits.
Re: KOF XIII - Trial Mode Vids
Posted: Thu Jan 30, 2014 07:51
by Dark_Chaotix
Unedited version of trials. Ill update with proper trail version like my other vids later
Re: KOF XIII - Trial Mode Vids
Posted: Tue Feb 04, 2014 13:11
by Dark_Chaotix
Shen Woo next up, just have to remember and see what is being cancelled and what is being linked. Most of his HD combos will have both options in them and it is easy to get confused.
2. If you have fast hands you can do the grab from a cA, but if you can't you can do cB, then start to do and while doing it you input the cA as you hit "down",then the rest of the move. Does take a bit of practice.
3. Some people will get a cancel they dont want instead of a DM, so you can do jD, cB, ~b+A, +A. Basically doing a but pressing "A" as you hit "back" This give you a sA but also give you the first motion of the DM without +A coming out.
5. sA, sC is a link and you just have to practice the timing for it. Start the SDM as soon as you finish the +B inout
6. Have to do the first +A as high as possible, so the followup EX +AC hits high too. The rest will hit if they are high enough. Also, the SDM is a link and not cancelled so timing is strict.
7. cB into cC is a link so just have to practice that. The rest of the combo you just have to see what is a link and what is a cancel. The last DM is a link and not cancelled into so height is needed.
8. You can do +A~hcb+AC to cancel the DM into NM.
9. The last +C has to held slightly to get maximum height so both SDM's hit at the end.