Release Date: November 22nd, 2011
King of Fighters 13 (KOF13) is a 3 on 3 fighting game made by SNKPlaymore. It has many unique mechanics such as Drive Cancels, running, roll, blowbacks, and much more. KOF13 is vastly improved over the dud that was KOF12 and console has been refined even more than the arcade version. If you have ever been interested in KOF this is a good game to get into it with. Below I will write some VERY basic system mechanic guides geared towards beginners and answer any questions people have.
+ Show Spoiler [Basics] +
+ Show Spoiler [Movement] +
+ Show Spoiler [Tips] +
Movement is extremely important in KOF because of the number of options you have regarding moving around the screen. Let's start off really simple.
Walking, running, backdashing:
By holding the joystick forward you will walk forward and if you hold it backwards you will walk backwards. Holding down will cause your character to crouch. Holding back or down/back is very important because that allows you to block attacks from your opponent.
If you double tap the joystick forward your character will start running. As long as you hold any forward direction your character will keep running until you cancel the run either with a normal or by holding back. Stopping runs is not instant so expect a tiny amount of delay between when you input the stop command and it actually happening.
If you double tap the joystick backwards your character will do a small hop backwards. The distance you move back changes depending on the character. This does not have invincibility like in Street Fighter 4 so it is not as safe but it is still an important tool. Backdashing causes your character to be airborne so it can go over some normal attacks.
Jumping:
Jumping is a very important thing to be aware of in KOF in particular. KOF has four different types of jumps and each of them have their uses in particular situations.
First is normal jumping, you do this by holding the joystick either, up/forward, up, or up/back. This is a basic jump that you should be used to if you have played any other fighting game before. Many characters have special attacks that they can only use while airborne.
Next is super jumping, you do this by first tapping down and then up/back or up/forward. You can not super jump straight up. The super jump is a lot faster, goes further, and goes higher than a normal jump.
Next are two unique KOF forms of jumping.
Hopping is done by tapping the stick up/back, up, or up/forward and quickly letting the stick return to neutral. This jump is quick and the angle of the jump is a lot shorter. This is one of the most important things to be able to do on command in KOF and you should definitely practice it.
Super hops are done by tapping down, then tapping up/back or up/forward. Like super jumps this cannot be done straight up. Also like the super jump, a super hop will go further faster and a bit higher than a normal hop.
Walking, running, backdashing:
By holding the joystick forward you will walk forward and if you hold it backwards you will walk backwards. Holding down will cause your character to crouch. Holding back or down/back is very important because that allows you to block attacks from your opponent.
If you double tap the joystick forward your character will start running. As long as you hold any forward direction your character will keep running until you cancel the run either with a normal or by holding back. Stopping runs is not instant so expect a tiny amount of delay between when you input the stop command and it actually happening.
If you double tap the joystick backwards your character will do a small hop backwards. The distance you move back changes depending on the character. This does not have invincibility like in Street Fighter 4 so it is not as safe but it is still an important tool. Backdashing causes your character to be airborne so it can go over some normal attacks.
Jumping:
Jumping is a very important thing to be aware of in KOF in particular. KOF has four different types of jumps and each of them have their uses in particular situations.
First is normal jumping, you do this by holding the joystick either, up/forward, up, or up/back. This is a basic jump that you should be used to if you have played any other fighting game before. Many characters have special attacks that they can only use while airborne.
Next is super jumping, you do this by first tapping down and then up/back or up/forward. You can not super jump straight up. The super jump is a lot faster, goes further, and goes higher than a normal jump.
Next are two unique KOF forms of jumping.
Hopping is done by tapping the stick up/back, up, or up/forward and quickly letting the stick return to neutral. This jump is quick and the angle of the jump is a lot shorter. This is one of the most important things to be able to do on command in KOF and you should definitely practice it.
Super hops are done by tapping down, then tapping up/back or up/forward. Like super jumps this cannot be done straight up. Also like the super jump, a super hop will go further faster and a bit higher than a normal hop.
+ Show Spoiler [Tips] +
With KOF there are many small things you can do to help out your game. I'll throw them in here as I think of them.
Hold Button Trick
In KOF there's a small buffer that allows you to input moves slightly early and hold the button down then it'll come out on the first possible frame. For example I get knocked down as Andy and I want to wake up dp. Right before my character fully recovers I'll do dp+C and hold down the C button. If I do that within the buffer window my dp will come out on the very first frame possible. You can use this to get your reversals down or to step up your execution. I'm not sure if this applies to normals but I believe it doesn't. I'll change this after I test.
Run Throw
Traditionally run throw has been one of the hardest things for me to do in KOF and I couldn't get that down no matter how long I practiced it. However, in KOF 13 there's a new technique to run throw quite easily. There is a throw buffer in KOF 13. What happens is if you press C or D and press forward or back within a couple of frames you'll still get a throw. By using this buffer you can easily run throw. Try to run throw by running then pressing b+C and most likely it won't work if you hit back first. You can use your knowledge of this throw buffer and hit C first then tap b or f to get a throw. If you're familiar with SF4 terms essentially you'll be plinking C and b or f on your stick.
Drive Cancel dp into qcf
There's many different ways to go about getting this cancel. With many characters you can use roundabout methods to get your dp out such as inputting 632146 instead of 623. However the simplest method and only universal one is to input the 623 properly. Go into training mode and make sure you are doing 623 and ending in 3 not 6236. Inputting 623236 will not give you a super so the simplest and most effective way to get this drive cancel down is to just input the moves correctly.
Hold Button Trick
In KOF there's a small buffer that allows you to input moves slightly early and hold the button down then it'll come out on the first possible frame. For example I get knocked down as Andy and I want to wake up dp. Right before my character fully recovers I'll do dp+C and hold down the C button. If I do that within the buffer window my dp will come out on the very first frame possible. You can use this to get your reversals down or to step up your execution. I'm not sure if this applies to normals but I believe it doesn't. I'll change this after I test.
Run Throw
Traditionally run throw has been one of the hardest things for me to do in KOF and I couldn't get that down no matter how long I practiced it. However, in KOF 13 there's a new technique to run throw quite easily. There is a throw buffer in KOF 13. What happens is if you press C or D and press forward or back within a couple of frames you'll still get a throw. By using this buffer you can easily run throw. Try to run throw by running then pressing b+C and most likely it won't work if you hit back first. You can use your knowledge of this throw buffer and hit C first then tap b or f to get a throw. If you're familiar with SF4 terms essentially you'll be plinking C and b or f on your stick.
Drive Cancel dp into qcf
There's many different ways to go about getting this cancel. With many characters you can use roundabout methods to get your dp out such as inputting 632146 instead of 623. However the simplest method and only universal one is to input the 623 properly. Go into training mode and make sure you are doing 623 and ending in 3 not 6236. Inputting 623236 will not give you a super so the simplest and most effective way to get this drive cancel down is to just input the moves correctly.
+ Show Spoiler [Basic Character Guides] +
+ Show Spoiler [Iori] +
+ Show Spoiler [Kensou] +
Claw Iori cliff notes: all cr.B cr.A f+A can be replaced with cl.C f+A
BnBs midscreen
cr.B cr.A f+A qcb+C qcf~hcb+P 1 bar 323 damage 18 stun
corner bnbs
cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 2 bar 1 drive 535 damage 46 stun
cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A qcf~hcb+P 2 bar 464 damage 28 stun (preferred corner combo)
cr.B cr.A f+AA dp+C qcb+A qcf~hcb+P/cl.C end in super for damage cl.C for reset.
command grab midscreen
run dp+C qcf~hcb+P 1 bar 305 damage 6 stun
run cl.C qcb+B (whiff) get mixup, more details later
command grab them into corner
dp+C qcb+B qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 1 bar 1 drive 513 damage 39 stun
dp+C qcb+B qcb+A dp+A qcf~hcb+P 1 bar 405 damage 18 stun
qcb+C is more or less safe on block and leads into super even midscreen, abuse it. Watch out for smart players who will GCAB your f+A and punish your qcb+C. Don't drive cancel unless they're in the corner it's not worth it midscreen. His HD deals a lot of damage but I don't remember what it is off the top of my head. Probably qcb+B (HDC) qcb+C loops or something.
hcf+P run up cl.C qcb+B is a good mixup if you don't want to spend bar for super. You can run up cl.C on the same side qcb+B and stay on the same side, run up cl.C qcb+B end up on the other side or run under cl.C qcb+B and stay on the same side. I think no matter which you pick you're +. Set up a meaty cr.B or cl.C and confirm or throw reset them again.
Press lots of st.D, st.B, cr.B and cl.C. Especially cl.C that's your go to anti air, anti hop, oh shit I need to mash something button. st.D is a very strong poke that hits a bit more than 1/4 of the screen. It has a good vertical hitbox and will slow down ground approach and hops. st.B is quick as hell and has an amazing reach making it almost as stupid as Kula's. It can't be cancelled into anything but it's still good for keeping the pressure up. cr.B is a fast low hitting move that shrinks Iori's hurtbox so you can actually use it as an anti air and hit confirm into a full combo. It's his main hit confirm chain starter. Some common strings are cr.B cr.A f+A or cr.B cl.B for the double low. Make sure you mix it up so you don't get GCAB punished for doing f+A every time. cl.C is your main punish starter. It's also a stupid good anti air/anti hop because of how fast it is and how vertical it hits.
BnBs midscreen
cr.B cr.A f+A qcb+C qcf~hcb+P 1 bar 323 damage 18 stun
corner bnbs
cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 2 bar 1 drive 535 damage 46 stun
cr.B cr.A f+AA qcb+AC qcb+A qcb+A dp+A qcf~hcb+P 2 bar 464 damage 28 stun (preferred corner combo)
cr.B cr.A f+AA dp+C qcb+A qcf~hcb+P/cl.C end in super for damage cl.C for reset.
command grab midscreen
run dp+C qcf~hcb+P 1 bar 305 damage 6 stun
run cl.C qcb+B (whiff) get mixup, more details later
command grab them into corner
dp+C qcb+B qcb+A dp+A (DC) qcb+B qcb+A qcf~hcb+P 1 bar 1 drive 513 damage 39 stun
dp+C qcb+B qcb+A dp+A qcf~hcb+P 1 bar 405 damage 18 stun
qcb+C is more or less safe on block and leads into super even midscreen, abuse it. Watch out for smart players who will GCAB your f+A and punish your qcb+C. Don't drive cancel unless they're in the corner it's not worth it midscreen. His HD deals a lot of damage but I don't remember what it is off the top of my head. Probably qcb+B (HDC) qcb+C loops or something.
hcf+P run up cl.C qcb+B is a good mixup if you don't want to spend bar for super. You can run up cl.C on the same side qcb+B and stay on the same side, run up cl.C qcb+B end up on the other side or run under cl.C qcb+B and stay on the same side. I think no matter which you pick you're +. Set up a meaty cr.B or cl.C and confirm or throw reset them again.
Press lots of st.D, st.B, cr.B and cl.C. Especially cl.C that's your go to anti air, anti hop, oh shit I need to mash something button. st.D is a very strong poke that hits a bit more than 1/4 of the screen. It has a good vertical hitbox and will slow down ground approach and hops. st.B is quick as hell and has an amazing reach making it almost as stupid as Kula's. It can't be cancelled into anything but it's still good for keeping the pressure up. cr.B is a fast low hitting move that shrinks Iori's hurtbox so you can actually use it as an anti air and hit confirm into a full combo. It's his main hit confirm chain starter. Some common strings are cr.B cr.A f+A or cr.B cl.B for the double low. Make sure you mix it up so you don't get GCAB punished for doing f+A every time. cl.C is your main punish starter. It's also a stupid good anti air/anti hop because of how fast it is and how vertical it hits.
+ Show Spoiler [Kensou] +
Midscreen BnBs:
st.B st.C cr.B rekkas This is pretty much the only combo I'd do midscreen.
Corner BnB:
any starter, rdp+BD (DC) qcb+P qcb+A qcf+A qcf+A qcf+A qcf+A rdp+B 1 meter 1 drive
Actually those are the only two combos I know with him and probably are the only ones you need haha
st.B st.C is his new target combo, you can't special cancel it but you can link a st.D or a cr.B after it, whichever is easier for you. st.B st.C is safe on block I believe and the first hit is a low so it's a good starter. cr.B is a strong move as well. It lowers his hurtbox a lot and you can probably use it to duck under some fraudulent jump ins. st.D is a decent anti hop normal i think, better than his st.A anyway. His sweep is decently fast and can be cancelled into fireball making it fairly safe. st.C is a decent mexican uppercut. st.B and cr.B and his super grab make it fairly easy for him to open someone up with strong high low throw mix ups. He is also one of the few characters who can combo off normal throws in the corner. If you land a normal throw in the corner you can go into his corner bnb.
His fireball is one of the fastest in the game and combined with the fact that he can duck under many other fireballs with cr.B lets him dominate in fireball wars. His dp is one of the best dps in the game considering how fast and how much invincibility it has. Like any other character remember not to go reversal happy. The motion itself is good seeing how he's blocking 2/3 of the time. His super grab should be 1 frame and deals amazing damage for one meter.
st.B st.C cr.B rekkas This is pretty much the only combo I'd do midscreen.
Corner BnB:
any starter, rdp+BD (DC) qcb+P qcb+A qcf+A qcf+A qcf+A qcf+A rdp+B 1 meter 1 drive
Actually those are the only two combos I know with him and probably are the only ones you need haha
st.B st.C is his new target combo, you can't special cancel it but you can link a st.D or a cr.B after it, whichever is easier for you. st.B st.C is safe on block I believe and the first hit is a low so it's a good starter. cr.B is a strong move as well. It lowers his hurtbox a lot and you can probably use it to duck under some fraudulent jump ins. st.D is a decent anti hop normal i think, better than his st.A anyway. His sweep is decently fast and can be cancelled into fireball making it fairly safe. st.C is a decent mexican uppercut. st.B and cr.B and his super grab make it fairly easy for him to open someone up with strong high low throw mix ups. He is also one of the few characters who can combo off normal throws in the corner. If you land a normal throw in the corner you can go into his corner bnb.
His fireball is one of the fastest in the game and combined with the fact that he can duck under many other fireballs with cr.B lets him dominate in fireball wars. His dp is one of the best dps in the game considering how fast and how much invincibility it has. Like any other character remember not to go reversal happy. The motion itself is good seeing how he's blocking 2/3 of the time. His super grab should be 1 frame and deals amazing damage for one meter.
+ Show Spoiler [Links/Videos] +
www.dreamcancel.com This is a good site for info, many of the SoCal and NorCal players are members and there's people from other regions as well. There's a decent wiki and forum.
www.shoryuken.com Anyone that isn't on DC is using this wiki and forum instead.
http://www.youtube.com/user/PoolsAnonymous This is my friend's youtube, recently he's been working on some tutorial videos and has some analysis of high level 98 play.
The DandyJ basics tutorial, meant to help you transition from SF to KOF. It's a good watch for people who are completely new and it's a good refresher for others.
www.shoryuken.com Anyone that isn't on DC is using this wiki and forum instead.
http://www.youtube.com/user/PoolsAnonymous This is my friend's youtube, recently he's been working on some tutorial videos and has some analysis of high level 98 play.
The DandyJ basics tutorial, meant to help you transition from SF to KOF. It's a good watch for people who are completely new and it's a good refresher for others.
That's all I have for now I'll be back and add more to this soon.