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The King of Fighters XIII Thread (Now on Steam)

Forum Index > General Games
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The Official 2013 Fighting Games Thread

Official TL KOF PC Steam Group
Demoninja
Profile Blog Joined April 2007
United States1190 Posts
Last Edited: 2012-01-24 07:03:07
November 15 2011 01:13 GMT
#1
King of Fighters 13 is a new fighting game that is being released in about a week's time. I decided to make a thread and try to hype up some of the people who play fighting games on these forums. I will update this with more info over time as I am able to type up more stuff.

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] +
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.

+ 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.




+ Show Spoiler [Basic Character Guides] +
+ Show Spoiler [Iori] +
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.


+ 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.



+ 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.


That's all I have for now I'll be back and add more to this soon.
Demoninja
Profile Blog Joined April 2007
United States1190 Posts
November 15 2011 01:13 GMT
#2
I'm gonna take this post just in case I need it.
taojj
Profile Joined November 2011
China1 Post
November 25 2011 02:53 GMT
#3
--- Nuked ---
Trumpet
Profile Blog Joined October 2007
United States1935 Posts
November 29 2011 00:25 GMT
#4
Yo what's a good site for some basic character info / bnb's?

Just picked this game up, putting some time in the lab to figure it out right now
Sinnq
Profile Joined April 2010
Denmark75 Posts
November 29 2011 15:24 GMT
#5
On November 29 2011 09:25 Trumpet wrote:
Yo what's a good site for some basic character info / bnb's?

Just picked this game up, putting some time in the lab to figure it out right now


http://shoryuken.com/

SaetZero
Profile Blog Joined December 2009
United States855 Posts
Last Edited: 2011-11-29 15:33:25
November 29 2011 15:31 GMT
#6


Learn how to KoF. Now.

SRK has a KoF13 Super Guide. Check the Wiki, very in depth.
Never Forget. #TheRevolutionist
Halym
Profile Joined October 2010
Canada157 Posts
November 29 2011 21:03 GMT
#7
Love KoF. I will be picking this up for the holiday season!
Furyborn | TL Maplestory DOWNS TEAM HWAITING | http://www.twitch.tv/valarius
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
December 09 2011 05:41 GMT
#8
so i was walking by a lobby at school after i finished a final and i saw like 4 ppl playing this. hopped on and start messing around it it despite not knowing any of the new mechanics/moves. was hella fun but wtf at iori. picked him expecting to be the same iori as every game but no FB, dp was now a random ass swipe and his "rekkas" felt weird. couldnt even get the command grab. goro felt like goro tho, and kim felt somewhat the same

my GS selling this for 40 sounds very tempting
Forever Young
MCMcEmcee
Profile Joined April 2008
United States1609 Posts
December 09 2011 18:22 GMT
#9
Iori command grab is HCF+P now lol
[iHs]MCMcEmcee@UFO | のヮの
SonSon
Profile Joined June 2011
United States106 Posts
Last Edited: 2011-12-09 18:39:09
December 09 2011 18:37 GMT
#10
This game is amazing. I honestly wish I had friends who were fighting game players because all I am into are computer games. Fighting game competitions are/were way too difficult for me to attend. I come from a small town, so I envy those who don't have to travel very far to compete.

My grandparents own an arcade, and when I was little, I always watched those teenage kids (who probably ditched school btw) playing and smoking. My favorite was Iori.

Every chance I get, I watch streams of KoF, and I also have it as my chrome theme main page.
supernovamaniac
Profile Blog Joined December 2009
United States3047 Posts
December 09 2011 18:50 GMT
#11
At least 13 had much better character list compared to 12. 12 was.... ugh;;

98's still one of the best editions out there, but I think 13 wasn't that bad compared to few of the past releases of KoF.
ppp
Arolis
Profile Joined October 2010
United States496 Posts
December 09 2011 20:32 GMT
#12
I watched some of the games played at NEC and this may be my favorite fighting game to watch at the moment. Previously I'd only seen some Japanese videos when the game first came out on arcade. It looked a little silly with everyone getting hit by Raiden drop kicks and Elizabeth 5a hit confirms into supers for massive damage. I'd love to see this game picked up and attract major attention by the FGC in the States. Sadly, it seems this game has received as lukewarm a reception as other KOF games.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
December 10 2011 00:32 GMT
#13
prolly gonna end up picking this up despite my earlier promise to myself that skyrim would be the last game i buy for awhile :/
plus just found out 13 iori is iori without powers or w/e. the good ol iori is dlc. told myself i'd never buy any FG dlc like this, but i like the old school iori

also some random vids from SG ft. xian from CC asia
Forever Young
Kingkosi
Profile Blog Joined October 2006
United States1215 Posts
December 11 2011 00:46 GMT
#14
I picked this game up a few days ago and I've been loving and playing it non stop with friends but I have one question. How do you unlock Saiki??
Twitter: @KingKosi
I8PP
Profile Joined May 2008
Canada186 Posts
December 11 2011 05:43 GMT
#15
Pretty sure you unlock him in arcade mode. Same way you do with Billy Kane.
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
December 13 2011 18:53 GMT
#16
maaaaaan finals end so i can play u plz
Forever Young
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2011-12-13 19:42:16
December 13 2011 19:22 GMT
#17
On November 30 2011 00:31 SaetZero wrote:
http://www.youtube.com/watch?v=-ET5xqUNuOg

Learn how to KoF. Now.

SRK has a KoF13 Super Guide. Check the Wiki, very in depth.


First of all, based on their claims that they assume the players know Street Fighters (which I have never played), this seems to give me an impression that SF is way too simple in terms of jumps. For me, who only played KoF since 97, these things are kind of natural to me. LoLz. Anyways....

I don't agree with this video though. Standing A, in my opinion, is not anti-jump by any means. For example I don't think Kyo's standing A can beat Iori's jump C. If I am not mistaken, it will result in a trade where both players take damage, but because you used an A vs. a C, you will take more damage. It's not practical. 2C is far superior for this purpose for most characters.

For someone who specializes in Takuma in kof98, I rarely counter jump attacks directly while on the ground, at least not against Iori's short hop C. I think the best counter against a short jump is either a long jump, a Kyo's 623 A/C kind of move (upper cut) if you are confident, 2C (for some characters), or just block. Since Takuma does not have a move similar to Kyo's 623 A/C, I usually just block (unless I am going against a very aggressive character such as Clark, Ralf, or Shermine who also have a very strong throw, which I usually will 2C more often).

On December 10 2011 03:22 MCMcEmcee wrote:
Iori command grab is HCF+P now lol


Interesting change, to say the least. I think 624 A/C would be better though easier to use while running, hehehe.

EDIT: Oh. Looking at this: http://wiki.shoryuken.com/The_King_of_Fighters_XIII

There is no Shingo. I haven't played KoF for a long while so perhaps he got removed in a previous iteration. Nevertheless that is quite sad... especially with Kyo seems to be in his 94/95 form, which is a lot different from Shingo.
https://twitter.com/SufficientStats
Mitsuwa
Profile Joined July 2010
United States793 Posts
December 13 2011 19:54 GMT
#18
So I'm interested in picking up kof 13, but i was wondering something. I've heard that the netcode for kof is pretty poor and I would be playing on ps3, which already has worse online play than xbox, is it playable online? Or is it just so laggy that it's frustrating? The game itself looks great though.
Kingkosi
Profile Blog Joined October 2006
United States1215 Posts
December 13 2011 20:24 GMT
#19
On December 14 2011 04:54 Mitsuwa wrote:
So I'm interested in picking up kof 13, but i was wondering something. I've heard that the netcode for kof is pretty poor and I would be playing on ps3, which already has worse online play than xbox, is it playable online? Or is it just so laggy that it's frustrating? The game itself looks great though.


I have it on PS3 ad well and the netcode is indeed horrible. I've on played online once because of it and it took me about 30 minuets just to find a person with yellow bars. Atlus is working on a patch for it though so hopefully it improves after that but I wouldn't not get the game because the netcode is bad.

I've been having a lot of fun with it an I love the learning curve the game offers, honestly just grab a few friends if you can and enjoy.
Twitter: @KingKosi
sung_moon
Profile Blog Joined September 2008
United States10110 Posts
Last Edited: 2011-12-16 03:08:05
December 15 2011 22:12 GMT
#20
oh yea finals over and bought my own copy 35 bucks.

time for dat training mode

edit: lol caved and bought old iori dlc. maybe ill test out slasher iori later. and holy fuck goro is a beast. hit confirming 2jabs/short into command grab, his otg low command grab roll loop and his neomax cancels do craaaaaaaaaaaaaaazy dmg or such an ez combo. still wondering who my 3rd should be. dou lon looks really fun, saiki looked fun too from what i saw from the nec kof 13 vods. always wanted to try out leona too
Forever Young
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