KOF XIII System Discussion Thread

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Re: KOF XIII System Discussion Thread

Post by Perfect Stranger » Mon Aug 29, 2011 23:37

I think SonicTempest mentioned that someone else has said this before, but it feels like for the console port the hit stuns for jumping attacks have been reduced significantly. It seemed harder than it should be to land jump-in combos. Cross-ups also feel like they're harder: I've never been very good at the spacing for them, but even Liz's Jump B was hard to cross-up with.

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Re: KOF XIII System Discussion Thread

Post by Kane317 » Tue Aug 30, 2011 03:58

Perfect Stranger wrote:I think SonicTempest mentioned that someone else has said this before, but it feels like for the console port the hit stuns for jumping attacks have been reduced significantly. It seemed harder than it should be to land jump-in combos. Cross-ups also feel like they're harder: I've never been very good at the spacing for them, but even Liz's Jump B was hard to cross-up with.
I noticed this too at Evo. I think it can be explained by either one of two things: a)higher hitboxes for characters (noticeable since you cannot hop over a standing character with say someone like K' and b) less hitstun like you said or I suppose c) a combination of both.

Crossups are noticably harder to perform as well due to the higher hitbox I suspect.

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Re: KOF XIII System Discussion Thread

Post by The Monster » Sun Sep 04, 2011 03:39

So are they trying to make this more of like say a "ground based" fighter then ariel combos? Because honestly I can't really blame them for multiple reasons if that's the case.

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Re: KOF XIII System Discussion Thread

Post by SonicTempest » Sun Sep 04, 2011 03:51

KOF never had air combos to begin with - what PS is talking about is the amount of hitstun you get on connecting jump attacks, which in turn determines your ability to continue with a combo on the ground.

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Re: KOF XIII System Discussion Thread

Post by The Monster » Sun Sep 04, 2011 05:57

SonicTempest wrote:KOF never had air combos to begin with - what PS is talking about is the amount of hitstun you get on connecting jump attacks, which in turn determines your ability to continue with a combo on the ground.
Yeah you can thank Crapcom for giving me the Launcher or Jump Attacks = Air Game philosophy. Sorry bout that (now you see why I want to break away from them? XD) , now I get ya , like a downward kick or something just connecting into a mixup and what not . My bad :P

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Re: KOF XIII System Discussion Thread

Post by Robocop Two » Wed Oct 05, 2011 17:11

I suppose this is system based but I wanted to know about HD mode shortcuts. Some characters can do special moves with C and instead do them with BC and it will activate HD mode and do the special move at the same time but is there any hard and fast rules to this or is it move specific? I'm trying to do Shen's C,A,B,C Super and have tried it as C, A, B, BC and BC, A, B, C and also C, A, BC, C but they don't seem to work so does any one have any info there?

Also I'm having huge problems doing ralf's qcf+C from 2 player side if I'm not running. If I am running I can do C, d/f+A, qcf+C relatively easily and without much thought but if I want to use it as a punish in situations (like after Joe's slash kick or Terry's burn knuckle) I usually get C, d/f+A galactica phantom even though I'm only doing 1 rotation. I really don't understand the problem as I have no issues doing the very same thing from running or standing from 1 players side so any advice people could give me would be fantastic.

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Re: KOF XIII System Discussion Thread

Post by Kane317 » Thu Oct 06, 2011 04:26

Robocop Two wrote:I suppose this is system based but I wanted to know about HD mode shortcuts. Some characters can do special moves with C and instead do them with BC and it will activate HD mode and do the special move at the same time but is there any hard and fast rules to this or is it move specific? I'm trying to do Shen's C,A,B,C Super and have tried it as C, A, B, BC and BC, A, B, C and also C, A, BC, C but they don't seem to work so does any one have any info there?
You're referring to HD "bypass" and you'd probably know most of this but I'll post it anyways:
-HD bypass activation: Bypassing the frames of activating Hyperdrive (BC), although it seems much quicker than previous incarnations, pressing BC during a heated battle is ill-advised as you're vulnerable to eating a fat combo. Instead, clever techniques have been discovered over the years to eliminate those frames such as--
∟Kim or Ryo's overhead, press BC on point of contact, continue combo while opponent is in hitstun (while in HD now).
∟Using it in light chains such as, d.B, d.B, d.BC - should yield a s.C and you'll be in HD.
∟Activating as a special like Kensou who can do, d.B, d.B, qcf+BC (doing his qcf C while activating HD).
∟Ex specials like Shen's command throw, hcb~f+ABC (Arcadia says to prevent overlap do hcb~ub~up~uf+ABC)
∟Even DMs like Leona can be performed as such, air.qcf~hcb+BC which helps enable Max Cancel possibilities.

-Tricky motions like Shen's CABC can be hard to buffer. You can start buffering it while getting up, in the air, during the ending frames of a move or even off a s.C itself. A useful trick is to tap in this order (just hold the down motion the whole time): d.A, d.C, d.A, d.B (this will buffer the first 3 inputs) and press C when you want to activate the DM. By doing this technique, Shen appears to only do two d.As (since neither d.C or d.B link off of d.As), as soon as the opponent jumps, press C.

Leona's one seems to be an exception as it's done in the air otherwise in order to bypass the activation frames, you have to cancel it off a normal or command attack that connects, so unfortunately you can't just empty cancel a s.C with Shen and tap BC, A, B, C =(.
Robocop Two wrote: Also I'm having huge problems doing ralf's qcf+C from 2 player side if I'm not running. If I am running I can do C, d/f+A, qcf+C relatively easily and without much thought but if I want to use it as a punish in situations (like after Joe's slash kick or Terry's burn knuckle) I usually get C, d/f+A galactica phantom even though I'm only doing 1 rotation. I really don't understand the problem as I have no issues doing the very same thing from running or standing from 1 players side so any advice people could give me would be fantastic.
Try holding holding df when you do the df.A instead of returning it to neutral, it's helped me a lot and I don't get that stupid overlap with his DM.

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Re: KOF XIII System Discussion Thread

Post by shinefist » Thu Oct 06, 2011 09:33

Please can someone heplp me with this question.

On the console version, if you go into HD mode, then launch neo max does that still cost 2 stocks or is it 3 stocks still
I know max cancel costs 2 stocks.

Also with ralf is the qcf+C hard to get out, do you need fast hands like 02um kusanagi dB,dA, df+D cancel into qcf+P, I think thats tricky to do.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Oct 06, 2011 10:49

While in HD mode, a NeoMax takes 2 stocks and you can max cancel at any time before the HD bar runs out.

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Re: KOF XIII System Discussion Thread

Post by shinefist » Thu Oct 06, 2011 11:40

Many thanks gun, i gotta figure out how to give thanks so i can give you one.

Does that mean you can short cut a neo max for 2 stocks and a full HD bar.
For example with kyo, qcf qcf +A+B+C ! has anyone tried this
Last edited by shinefist on Thu Oct 06, 2011 11:42, edited 1 time in total.

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Re: KOF XIII System Discussion Thread

Post by Robocop Two » Thu Oct 06, 2011 12:15

I'm sure some people have tried it but there are a couple of things I want to test as well, I'm sure if you're smart you can think of some possibilities to try out.

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Re: KOF XIII System Discussion Thread

Post by shinefist » Fri Oct 07, 2011 09:36

For sure robo, its hard to test without having the game and not understanding the game system fully.
What is it you want to test robo or is it top secret stuff :> .

My last idea came about 3-4 days ago, i was thinking ryo could use hyper bar dp+P hcb+B, dp+P hcb+B etc... the following day dune made a (KCE) combo movie about it lol

Roberts f+A juggle could be useful if you throw it outside there range so they walk into it, problem is whyat priority does it have to make it viable to use in the first place.

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Re: KOF XIII System Discussion Thread

Post by shinefist » Thu Oct 27, 2011 20:32

Anybody notice that grab characters dont give there opponent any meter or drive guage when they use grabs, even there neo maxs, well bar raidens.
That would be a great factor to the new meter scaling, as you give the opponent more stock if you do big combos.
Thats the comeback factor of this kof.

Watch goro in his demonstration clip for example. He gives no meter whatsoever, thats sweet for the grab characters.

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Re: KOF XIII System Discussion Thread

Post by Gunsmith » Thu Oct 27, 2011 22:16

Nice find! Grab characters ftw

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NEW CONSOLE XIII VIDEO 4 IS UP!

Post by shinefist » Wed Nov 02, 2011 12:26

Heres some observations to dm stock guage.

Attacking dm's/exdm's/neo max's/EX moves dont give you meter when you hit them.

Drive cancels into other special attacks give you meter.

You give meter to the opponent for busting there ass, so if you want lots of meter too, you gotta use drive cancel into specials to get your meter up.
All you get from using the above is the abillity for extending combos and increased damage.
Info is info init.

http://www.youtube.com/watch?v=ma_QoLwmM_Q" onclick="window.open(this.href);return false;

Oh and grab moves give no drive to the opposition too! cool! so grab characters go first then lol, so they get f**k all meter hehe.

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