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General => Other Fighting Games - General Discussion => Topic started by: Alexk on March 03, 2013, 12:44:09 PM

Title: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 03, 2013, 12:44:09 PM
Hi yall,

This will be a resource thread that will help new KOFXIII players become proficient at the game as quick as possible. After OHN there seemed like a lot of interest in the game and I wanted to try help the new comers with solid information as this seems to be a daunting game to pick up. The resources offered were cafeully selected and believed to be the most useful on the internet at the moment. It will contain resources on fundamentals, optimal combos, game mechanics as well as tips and tricks. If you find a tutorial/link to useful information that you think should go here then I will move it to the OP so that we aren't sifting through pages of scattered information. Also, if you find any typos, broken links or confusing information then please let me know.

Special thanks to Kyokugen, fkuspencer, Dark Chaotix and Colonov for their help.

Here we go!!

System basics:


Beginner's Guide to KOF (http://www.youtube.com/watch?v=N_aMF_MNdfI)
DandyJ’s tutorial on the RPS of the game, with tips and tricks that carry weight onto KOF13,

Shoryuken’s System 101 (http://wiki.shoryuken.com/The_King_of_Fighters_XIII/System_Guide/Brief)
A quick textual overview of King of Fighters XIII’s mechanics; each title  link provides greater detail per game element

Shoryuken’s A Visual Guide to KOF (http://wiki.shoryuken.com/The_King_of_Fighters_XIII/Strategy)
Visual demonstration of  common King of Fighter tactics and its explanations of controlling space. More useful information can be found in Shoryuken’s KOF13 wiki (http://wiki.shoryuken.com/The_King_of_Fighters_XIII)

Orochinagi’s KOF13 guide (http://orochinagi.com/kof-xiii-vook-guide)
Contains important information such as the game system (Damage scaling, guard crush, etc) and tutorials on the game.

Orochinagi’s KOF13: How to (really) win (http://orochinagi.com/kof-xiii-vook-guide/kof-xiii-guide-tips-faq)
Another series primer from Orochinagi, including a great rundown on everything from picking characters to mixups, although be aware - the information was intended for arcade version of KOFXIII such as roll HD cancelling which was eventually patched out in subsequent versions of arcade KOFXIII

http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html (http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html)
Some attacks have certain properties while attacking. This particular feature will become apparent when playing against characters such as Clark, EX Kyo and Maxima.

Throw invulnerability on wake-up (http://dreamcancel.com/forum/index.php?topic=1932.0)
Throw invulnerability exists on normal wake-up in KOFXIII. In summary, the opponent cannot be thrown during blockstun but however has additional throw invulnerable frames after blockstun has finished as long the opponent does not hit a button. It also includes translated summary of an Arcadia article where it mentions throw invulnerability on wake up (11f). But, there is 0 when coming up from a quick rise. Then 6 frames of invulnerability after a hit reset.

http://www.kofxiiiframedata.com/ (http://www.kofxiiiframedata.com/)
KOF XIII frame data courtesy of the guys from VIC - Steve 'PyroZeroX' Andreou and Shaun 'KnightKinetik' Johnson

KOF13 frame data (https://docs.google.com/spreadsheet/lv?key=0AsrvpuirdQzwdGM0UDlRcGozMkJBQVZES0F4Zmw1MGc&f=true&noheader=true&gid=0)
Frame data translated by the guys from SBR from the keykakko (http://keykakko.wordpress.com/) blog – currently excludes Maxima and Robert, unfortunately.

Life Regeneration Thresholds Between Rounds (http://keykakko.wordpress.com/2012/06/07/%E3%81%A9%E3%81%86%E6%95%A3%E3%82%8B%E3%81%8B%E3%80%81%E3%81%9D%E3%82%8C%E3%81%8C%E5%95%8F%E9%A1%8C%E3%81%A0%E3%80%82/)
In the King of Fighters series, when you defeat an opponent within a certain time frame, you will rewarded with a certain amount of life. The list below (click the spoiler) that displays the life regeneration amounts accordingly to amount of time left on the timer. This is very important to know because if you have low life, but have lots of meter, then it can help you decide whether you should spend the meter for the life regeneration or not.

Time/seconds left on the clock:

60 - 42: +300 HP
41 - 30: +250HP
29 - 18: +150HP
>17: +100HP

Techniques:

Rule of 2 (or 3) (http://www.youtube.com/watch?v=u3_tzTZSEpU)
Created by Laban. This videos goes more into depth with hit-confirms. Check out the rest of Labans youtube page for break down of old KOF matches with pro players such as Dakou. Sure they're old but the same principles apply.

KOF: Alternate Guard (http://www.youtube.com/watch?v=JA8ywunmiWc)
Alternate guard tutorial by Laban – a technique that can beat out command throws, as long blockstun has occured.

KOFXIII Tips & Tricks (http://www.youtube.com/playlist?list=PL78DFC8C364D1CEF9)
More tutorials from DandyJ. I'm linking this exclusively because it contains information on things like running grabs, training mode tricks, why you might be getting a sC after you activate HD mode from a normal; all sorts of very important things. An absolute must!

Juicy Bits KOF XIII Tutorial Series: The Button Hold Trick (http://www.youtube.com/watch?v=evfTWzbI_JY)
This is extremely important execution technique as it makes certain combos easier; as specials/supers inputs are repeated for a good amount of frames as long the corresponding button is held down. This is one of the reasons why KOFXIII is considered an entry game to the series and easier than its former titles.

=http://dreamcancel.com/2011/10/09/the-king-of-details-3-buffering-tricks-and-motion-shortcuts (http://=http://dreamcancel.com/2011/10/09/the-king-of-details-3-buffering-tricks-and-motion-shortcuts)
The above Juicebox video explains the hold button trick for combos and reversals, however this page also explains shortcuts for moves so that they decrease in difficulty of execution. Be sure to check Dreamcancel’s “=http://dreamcancel.com/forum/index.php?topic=1701.0 (http://=http://dreamcancel.com/forum/index.php?topic=1701.0)

Shortcuts and Buffering Techniques Quick Reference for an easy-to-read reference. Here’s more information regarding to what works with the DP+P~P/K technique. (http://dreamcancel.com/forum/index.php?topic=168.msg57485#msg57485)



Combos and character specifics:

Unfortunately, finding optimal combos for this game can be difficult as you would have to watch match vids and find the odd video on a specific character on youtube and hope that its optimal. Its up to you to stay up to date but don't hesitate to ask me or anyone else on what we might think a good solution might be. If you find a gem of a video I will add it to the OP.

Tip when searching on youtube: type the name of character you want to find and keywords such as 'safe jump', 'cross up', 'combo', etc. Then search within the last month or year. Sure thats sort of an obvious way to search but just putting it out there anyway. If you're up-to-date, then just type 'kof xiii' and search within the last week. KoFXIII videos are coming out all the time so if you search every week, you will usually find something.

http://www.youtube.com/user/guttscl
Combos! What most of you will be looking for. This guy has heaps of great combos all on one page for lots of characters.

http://dreamcancel.com/forum/index.php?topic=1908.msg57377#msg57377
Tier list from Teh Mastaroth
Not only does this thread contrain a tier list but it also bases their strengths on where they are positioned, tier list based on being able to aqcuire meter and their anchor tier list.

http://www.youtube.com/watch?feature=player_embedded&v=0vM3LUlAcUI (http://www.youtube.com/watch?feature=player_embedded&v=0vM3LUlAcUI)
All sorts of different ways to beat Clarks auto-guard throw.
I wasn't going to go into specifics with particular characters but I feel like Clark is a special case. No matter what the player level is, you have to respect this throw. Thanks to Dark Chaotix for the link.

http://www.youtube.com/watch?v=08KjKQ-L1R4 (http://www.youtube.com/watch?v=08KjKQ-L1R4)
Maxima's Guard Point.

http://www.youtube.com/watch?v=sl4zPQojQ14 (http://www.youtube.com/watch?v=sl4zPQojQ14)
Ryo's Parry move.

Uploaded by SNK Playmore and translated by Gatoray.








[/quote]
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Toto on March 04, 2013, 09:04:19 PM
Thanks for this Alex: as somebody with sausage fingers, I don't think I have the execution required to play KOF but I appreciate that someone has taken the time to compile such a thorough resource.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: ATB|CoolzHAMYOLO on March 05, 2013, 12:49:17 AM
A lot of characters have amazingly easy hitconfirms and execution... don't write KOF off just based off execution.

e.g. EX Kyo, King, Kensou all mash crouch/stand light kick a lot and hitconfirm into specials.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Gamogo on March 05, 2013, 09:08:53 AM
How has KOF's netcode been received?

For example MVC is largely unplayable whereas SFIV isn't bad at all. GGPO driven titles within a reasonable distance are also pretty snappy.

But KOF? How does it perform online?
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Glassy123 on March 05, 2013, 10:17:24 AM
just fyi, Kof is apparently $4.95 on xbla today
Title: Re: The King of Fighters XIII Beginners Guide
Post by: AtomicX on March 05, 2013, 01:04:08 PM
I would add Juicebox stream as he does spontaneous KOF tutorials. As I write this he is streaming another tutorial.

http://www.twitch.tv/juiceboxabel (http://www.twitch.tv/juiceboxabel)
Title: The King of Fighters XIII Beginners Guide
Post by: jarop on March 05, 2013, 02:20:45 PM
How has KOF's netcode been received?
But KOF? How does it perform online?

It's bad. On rare occasions you'll get a playable connection with random friends (lol ranked good luck) but 9/10 times you're playing KOF XIII in PowerPoint online.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: fkuspencer on March 05, 2013, 03:21:09 PM
Also, there are no lobbies. ::)
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Cerillos on March 05, 2013, 05:57:16 PM

It's bad. On rare occasions you'll get a playable connection with random friends (lol ranked good luck) but 9/10 times you're playing KOF XIII in PowerPoint online.

I disagree, my last games against Melvin, A1 and Jacob have been pretty good... even considering I'm using wireless connection.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 05, 2013, 06:23:24 PM
Gamogo, its the sheer awesomeness of this game driving the Australian KOF scene ;)

I can't play online though. I can't block any high low mix up. Though I have Exetel >:[
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Shmick on March 05, 2013, 08:13:34 PM
woah thanks for putting so much time into this post man :)
Title: Re: The King of Fighters XIII Beginners Guide
Post by: AtomicX on March 06, 2013, 01:25:00 AM
Okay first time touching this game for a long while so looking at this game from the ground up again. I have some beginner questions.

I noticed when I hit Clark he can absorb my attack then SPD me? How does this work?

What are some beginner characters? Juicebox recommended king, Shen, Andy, Terry (iirc) because they aren't OP and will force you to learn fundamentals. Any others?

Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 06, 2013, 09:55:09 AM
AtomicX,

Great question! I've linked the answer below because it explains it more eloquently than I will but I'll elaborate on auto-guard a bit. When Clark raises his hands, auto-guard is activated so that means he can't be thrown, command thrown or hit. Yeah thats sounding a little overpowered but I'll elaborate on why it isn't overpowered and why I think Clark's wake up game isn't all that.

It takes a while for it to sink in, but you just can't jump in on him and auto-pilot with lights of sC because you will lose to it his auto-guard throw. But! In the instance of safe jump - there is nothing he can do. If he raises his hands - hop and then punish punish. He can't do anything else because his B command throw is too fast and you will hit him out of it with the safe jump and if does his EX Gattling, then you will safe jump that too. Additionally, a safe jump will also bait a guard cancel blowback and you'll block when you land, but again if you mash lights as soon as you land, he will hit you with the guard cancel. You have to take it one hit at a time with Clark, which is sort of what is cool about him and keeps people in check in this game. Light attacks are really strong in KoFXIII because of hit-confirms and with most characters you can do it without repurcussion but in Clarks case he will blow you up for auto-piloting.

Try setting Clark to do a guard cancel blow back and safe jump it with, say, a jump CD with Kyo - either Kyo. This will loosen up your mind so that whenever you play against Clark, you will look for these things.

Other characters have auto-guard: Maxima and Kyo. But the trade off is that they don't have auto-guard around there ankles so they just can't spam the move on wake-up.

http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html (http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html)

I'm gonna update the OP with this info but I thought I would also reply to it here.

By the way. King is pretty up there because of her strong fireball game and speed. So is Shen for his damage output but has to be placed last in your team to be truely effective.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Kisou on March 06, 2013, 11:13:35 AM
AtomicX,

Great question! I've linked the answer below because it explains it more eloquently than I will but I'll elaborate on auto-guard a bit. When Clark raises his hands, auto-guard is activated so that means he can't be thrown, command thrown or hit. Yeah thats sounding a little overpowered but I'll elaborate on why it isn't overpowered and why I think Clark's wake up game isn't all that.

It takes a while for it to sink in, but you just can't jump in on him and auto-pilot with lights of sC because you will lose to it his auto-guard throw. But! In the instance of safe jump - there is nothing he can do. If he raises his hands - hop and then punish punish. He can't do anything else because his B command throw is too fast and you will hit him out of it with the safe jump and if does his EX Gattling, then you will safe jump that too. Additionally, a safe jump will also bait a guard cancel blowback and you'll block when you land, but again if you mash lights as soon as you land, he will hit you with the guard cancel. You have to take it one hit at a time with Clark, which is sort of what is cool about him and keeps people in check in this game. Light attacks are really strong in KoFXIII because of hit-confirms and with most characters you can do it without repurcussion but in Clarks case he will blow you up for auto-piloting.

Try setting Clark to do a guard cancel blow back and safe jump it with, say, a jump CD with Kyo - either Kyo. This will loosen up your mind so that whenever you play against Clark, you will look for these things.

Other characters have auto-guard: Maxima and Kyo. But the trade off is that they don't have auto-guard around there ankles so they just can't spam the move on wake-up.

http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html (http://iplaywinner.com/glossary/general-terms/auto-guard-guard-point.html)

I'm gonna update the OP with this info but I thought I would also reply to it here.

By the way. King is pretty up there because of her strong fireball game and speed. So is Shen for his damage output but has to be placed last in your team to be truely effective.

Dat Alexk passing on dem KOF Jesus wisdom! This was a helpful tidbit.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 06, 2013, 12:00:09 PM
TYYYY!

AtomicX,



At 12:32, Terry does a safe jump and Yuri performs a guard cancel blowback. I think the safe jump should have worked but I think Terry pressured a button when he landed and got hit. In most safe jump instances its best to leave a tiny window to allow for this stuff.

Thought it was worth mentioning since it can get confusing sometimes when I think I've safe jumped and still got hit. Its because I had pressed a button.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: DQsama on March 06, 2013, 12:17:31 PM
Ko online alexf
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 06, 2013, 12:53:11 PM
sorry dude, my online is bad enough when I play SF4. kof is like playing a slideshow for me :s
Title: Re: The King of Fighters XIII Beginners Guide
Post by: MadeManG74 on March 06, 2013, 01:52:28 PM
KOF online is great if you enjoy turn-based strategy.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on March 06, 2013, 08:55:39 PM
Great work AlexK for gathering and formatting the info for other players to access. Sometimes good info like this gets missed and lost, so its good to have it all in one spot.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: AtomicX on March 07, 2013, 12:14:59 AM
Quote
AlexK useful information

So the only way to beat Clark auto guard is to safe jump, not press a button then hop punish? Does the auto guard work a bit like Cammy and Fei Ultra 2?

BTW there's safe jumps in this game?

Thanks for the info!
Title: Re: The King of Fighters XIII Beginners Guide
Post by: fkuspencer on March 07, 2013, 12:56:18 AM
Quote
Does the auto guard work a bit like Cammy and Fei Ultra 2?

No, it is indefinite until Clark wants to hug you, then the autoguard frames wear off. You can do 3 cr.As and still get grabbed.

You can also use certain special moves (or even EX specials) that last fairly long to either blast through his post-autoguard frames (such as Andy's EX DP - may need slight delay) or (in rarer cases) collide into the autoguard frames and then punish the whiff throw (for example, Takuma can use B Hien [charge db~f+B] to jump kick to his Clark's chest when he does his B SAB, Clark absorbs the hit, whiffs the hug and then Takuma can whiff punish this with his own command grab into combo). However, these occurances are situational since Clark has plenty more ways to use B SAB.

You have 14f to react after he does his \(^o^)/. The startup of \(^o^)/ is 5f so altogether, you have 18 frames to react. Other than neutral hop, you can also reversal backdash but both options leaves you open for either cl.C, or vulcan punches (PPPP) if you have already committed (into a poor read). This also includes his B SAB mixups such as st.CD xx step, B SAB.

Whiff animation frames for B SAB are 36f, D version being 53f.

Quote
BTW there's safe jumps in this game?

Yes.

Quote
Ko online alexf

I would for lols, but my gold expired just yesterday.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on March 07, 2013, 01:35:13 AM
Quote
AlexK useful information

So the only way to beat Clark auto guard is to safe jump, not press a button then hop punish? Does the auto guard work a bit like Cammy and Fei Ultra 2?

BTW there's safe jumps in this game?

Thanks for the info!

Yeah, that setup will work. Not sure of a player that would use Clark auto guard throw in a safe jump situation.

Clark's command grab is different depending on strength used. If the opponent used "B" version, then it has auto guard properties which can absorb hits, and how many hits depends on attacks you do while he has his hands up. The "D" version is a 1frame grab but doesnt have the auto guard.

IMO Clark is still hard to deal with if you dont know how to handle his option once you have been knockdown. Colins Clark makes everyone cringe but that cos players cant deal with his mixup game on wake up, as Clark doesnt have any good matchups in kof XIII.

But in answering your question, yes that is one way of beating it as you cant be throw while you are in the air. That is if you anticipate the auto guard throw.

Watch this vid for an idea



Yes there are safe jumps which usually stem from a hard knockdown situation, which in turn limits on how you end your combo (not all moves have hard knockdown properties). But generally you want to end your combo with a hard knockdown. Safe jumps are good against characters that dont have a 3f or less move that they can use on wake up.

Safe jump in kof xiii is relatively new so there prob alot more options and outcomes to explore.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 08, 2013, 08:12:53 PM
lol I think this has just ruined all credibility but testing Clarks 1 framer just now has salvaged some of it.

With Kyo, I'm doing a jump CD safe jump after a throw. Due to Clarks 1 framer having invul (at some part of his body/all) and it being so fast, Kyo's jump CD is going through the invul and is still airborn after Clarks throw comes out. I should have tested that first but I think this still means Clark is safe jumpable.

DC, yeah Clark can throw with jump C and ex punch you out of the air but thats more to do with the neutral game and whether he reacts to certain situations outside of set-play. His wake-up options, I think, are all beatable. I'm getting the same thing with EX throw - its not grabbing Kyo.

I only played against Colin's Clark for a couple games. Colin is doing Clark's jump C on prediction and people are just jumping. The great thing about that situation is that, if they jump they get thrown; if they stand to block his jump C then they're back in block stun BUT I'm pretty sure its trip guardable. What do you think? It seems like Clark has to do the jump C early to catch the opponents jump, but if they don't and mash cB with specific characters then Clark should get hit right? I've tested with a normal jump from Clark but I don't know enough about this situation to say that trip guarding will always win. Of course you could always anti-air but if you know its coming and can get a trip guard combo then I say go for it.

Back to the safe jump with Kyo against Clark. I switched the safe jump attack to jump 2C and Clark is being hit. He is being hit out of his ex throw as well because the blue cloud is coming up and I'm getting a counter.

I still think his wake up game isn't that great but of course if he is patient after being knocked down then he will be able to get back in the game but those goes for most of the cast.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on March 08, 2013, 10:53:55 PM
I had to edit some of my info as it was wrong from when I last tested it. What alexk says is right, and you can safe jump and clark cant do much. Even on block, cant be thrown if they are holding back.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Ero_Oyaji on March 12, 2013, 03:25:00 AM
just watch tokido bully ogosho with karate. x-copy those stuff.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: MadeManG74 on March 13, 2013, 01:37:52 PM
So how do you guys use training mode/what is the optimal way to utilise practice?

I understand at a most basic level it's used to brush up on execution for combos and whatnot, but what other uses can we get from it?

Someone like me could use a lot of help in improving in this game, but I find it hard to just practice combos over and over, and with the horrendous netcode it's hard to get actual match experience on a regular basis.

One suggestion that was given to me was to set my stats to normal, then set the AI to max everything and the highest AI, just to learn to practice combos in an actual match situation rather than against a dummy and balancing building and using meter etc.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 13, 2013, 03:54:03 PM
In terms of HD combos, set your self against the A1 and do a raw activation. In KOF, the chances of dropping a combo a HD are high enough to warrent this sort of training, in my opinion. If have 50% of your HD left, then you've still got a lot you can do, such as guard-breaking, using overheads (if you have them) to cancel into specials, and using specials that are normally unsafe.

I'm gonna ramble about safe jumping for a few paragraphs but it all revolves around the same stuff, so if you practise for one thing then it will be easy to transfer to another safe jump technique.

Another big one is safe jumping. Shutting down guard-cancel blowbacks and wake-up DPs is a really important part of the game. I don't know what its like for most of the cast, but after a throw you usually get a safe jump. Set someone with a 4 frame dp, such as fireball Kyo, and set whoever you want for the second. For those that don't know, you have to set the buttons on your stick to record, play and loop. Record the 2P character throwing 1P (fireball Kyo), running up and then jumping with a normal that hits deep. Perform an ex DP with Kyo on wake-up and see if the 2P recordered character can  block in time. Keep recording the 2P character until it works. Its vital that you implement this in your game. If you can safe jump 4-framers, then you can safe jump anything. You generally don't have to worry about the A or B version of DPs/flash kicks because they don't tend to have invul like C and D versions. The trade off for the invul though is a slower start up time.

There are particular safe jumps in this game like in SF4, where after a knockdown you whiff a normal and then jump. You can check GuttsCL youtube page for that or hopefully you can find a one off video by 'some guy/gal' on youtube. However, knowing how to safe jump is a vital ability. You can safe jump off other moves that knockdown as  well but you have to be aware of the opponent tech rolling.

Another one is guard cancel safe blowback jumping. I'm separating this part to regular DP safe jumping because guard cancels are harder to punish. Set the 2P to 'whatever character' and turn on guard cancel blowback on block ( I forgot what the actual menu options were, soz soz). Do a meaty jump in attack with whatever character you want. This will cause the 2P to do a guard cancel blowback. If you do the meaty jump in attack right, then will block the GCCD when you land. The part that comes after depends specifically on your character because you will be pushed back a considerable distance. However, they are still vulnerable so since they're giving you an inch its best to try take a mile.

In DandyJ's tutorial I posted on the front page, he talks about jumping frame traps (I think that was the name). Try that one out as well.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: fkuspencer on March 13, 2013, 05:52:05 PM
Another note to add, guard cancel attack option in the training mode menus always guard cancels at the first possible frame but it is nice to see them and react to them with a punish. ;D

Lately, I've been having fun eying on the dummy's power meter with the GCCD option on and buffering supers/counters if the number decreases by one to counter/punish the GCCD. Too bad there's no "random GCCD" option. D:

Hmm, other than that, you can always try setting the dummy on random block whilst having the dummy on crouching and work on your hit confirms like that. When you are playing against CPU (even on hardest), they are free to low attacks most of the time so its good to change things up. :)

I also like working on different blockstrings and knowing my options in all the different ranges. Since hitstun and blockstun pushes back the same distance, you can also try out how capable you are hit-confirming your far pokes such as far.C that is special cancellable into a combo or into HD (and see how you need to perform your HD activation in order to connect due to greater distace) after a few lights on block. Add in some hops and jumps into the mix as well, checking the distance required for the jump attack attempt to cross up.

If you have a st.A that whiffs on crouchers, you can also try whiffing those to mixup the pace and since the throw invulnerable frames wear off when you do a whiffed st.A after one blocked light attack, you can either throw or to continue your blockstring pressure and attempt/pretend to hitconfirm any stray hits like a boss. 8)

Additionally, if you have any specials/command normals that is unique to your character, such as Goro's st.B xx command roll into pick a command throw mix-up on block, Iori's cross up heel kick, Robert's action kick, Yuri's dive kick, Duo Lon's jumping stretchy leg and Vice's stretchy arm - you should practice them into your game in training mode; imagine how you can set it up, test them out and see what other things you can setup afterwards if it enables them too.

Lastly, if any situation is giving you grief then it is best to record this situation and figure out your options from there.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on March 16, 2013, 08:54:09 AM
http://www.youtube.com/watch?v=08KjKQ-L1R4 (http://www.youtube.com/watch?v=08KjKQ-L1R4)
Maxima's Guard Point.

http://www.youtube.com/watch?v=sl4zPQojQ14 (http://www.youtube.com/watch?v=sl4zPQojQ14)
Ryo's Parry move.

I've added them to the op.

Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on March 16, 2013, 10:12:05 AM
More safe jump setups

Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on September 14, 2013, 09:21:32 AM
AlexK

English subs (finally). Add to OP









Title: Re: The King of Fighters XIII Beginners Guide
Post by: Burnout on September 14, 2013, 10:43:53 AM
cool video! But because I'm not really a practical player (I'm very theory based) Even, if I pull some of them off in a real match, I won't be able to explain why they happen to anyone, I'll just say 'go see that video on ozhadou' :P
Title: Re: The King of Fighters XIII Beginners Guide
Post by: maxsze90 on October 20, 2013, 11:12:42 PM
Thanks AlexK and others in this thread. Just started picking this up, having a ball getting smacked by CPU. I'm fair proficient at SFIV and executing but this game has taken me by surprise. Worst part is learning 3 characters simultaneously. Hit confirming is nuts. Air attacks feel like jump lights (in terms of confirming) which take forever to come out. Controlling jumps is also hard work.

Having a feel around I've decided to pursue King/Ex Kyo/Kula for now. Takuma/Karate/Kim/Duo Lon are also very interesting but imo you need very good grasp of the mechanics first for such specialised rushdown types. King is Rose in disguise. Ex Kyo is a cool Fei. Kula's just cool.

Love SFIV habits, mashing that crouch tech/focus for guard rolls and blowback. Yeah!

I really appreciate this thread. Well written and very helpful.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: fkuspencer on October 21, 2013, 12:20:30 AM
My advice for you is to learn the game and don't worry so much about learning 3 characters simultaneously. Play w ith whoever you like for the time being. Once you have the grasp of the game's engine and flow, learning characters becomes so much easier due to the game's good amount of universal options on offense and defense. And secondly, have fun and learn to like the game. ;D

Quote
Having a feel around I've decided to pursue King/Ex Kyo/Kula for now. Takuma/Karate/Kim/Duo Lon are also very interesting but imo you need very good grasp of the mechanics first for such specialised rushdown types. King is Rose in disguise. Ex Kyo is a cool Fei. Kula's just cool.

King is a mixed bag. She has Dudley's far fierce (in the sense that its active for 9 frames), Sagat's vanilla standing short, Rose's slide that can be special cancelled, a really shitty sweep (which you can whiff cancel and special cancel with) and King's far heavy kick is basically Chun Li's far fierce punch with a bit more start up (8f).

Also, do you think you can make it to the next YSB (whenever the date is)?
Title: Re: The King of Fighters XIII Beginners Guide
Post by: maxsze90 on October 21, 2013, 09:12:23 AM
As long as YSB doesn't take place on the same day as an exam, you bet.

King's sweep makes me cringe when I happen to use it.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on December 11, 2013, 01:51:13 PM
A common problem with applying pressure after a knockdown is that your opponent rolls out while you're applying pressure with light attacks. This video explains how to maintain pressure using lights and throw them if they roll on wake-up.



Uploaded by SNKPLAYMORE
Translated by Gato Ray

Please, subscribe to Gato Ray's youtube channel as it frequently uploads useful KOF videos as well as high level matches.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: ToXY on December 11, 2013, 03:01:09 PM
Nice video, i didn't know any of this stuff. Still don't quite get the damage scaling thing though.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on December 11, 2013, 09:08:32 PM
Yeah I'm not quite sure why you get more damage if you quickly do a super after another super like in Kim's case. Sounds like the game is favouring the hold button trick, which makes combos easier.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on December 12, 2013, 12:27:03 PM
I dont think it has anything to do with holding the button at all.

My understanding of it is

I think there is time frame where scaling is locked on lockable moves. Also, mutliple hits like karate / ryo / roberts fbf moves arent scaled per hit, since all the hits are considered "1 move". Which is why you wont see the damage decreases as the punches / kicks keep hitting.

kim combos
It says that "if you activate another move that shares "scale lock" in quick succession you deal the damage based of the last move made". It exactly how its said. Both DM are scale locked moves so doing them in quick succession nets you unscaled damage. Do it slower and "scale locked" is lost, which is why its 10% less in hits. The combo with cB into DM, the cB is not a scaled locked move which is why, regardless of how quick you connect DM, its already lost 10%  per hit.

benimaru combos
first combo - dp+B/D (scaled), air qcf+A/C (scaled), qcf+A/C (scaled), DM (Scale locked) SDM (Scaled locked)
second combo - cB x3 (scaled), SDM

It saying taht even tho the first combo had more hits cos of the DM, the scaling is the same as if it was cB x3 because the DM was locked at the 3rd scale and since the SDM was done quick, it was also scaled locked.

Terry / Ash combos
Self explanatory. Basically saying that all the moves / DM linked together are not scaled because the of the previous move and the next move is done in quick succession.

eliz combo
self explanatory. her NM isnt scaled since it came from a DM, and the follow up DM isnt scaled from the NM, but the last DM isnt.

Idk if i explained it well enough, it makes sense in my head...

Title: Re: The King of Fighters XIII Beginners Guide
Post by: fkuspencer on December 12, 2013, 05:34:12 PM
By the process of elimination, holding down the button has nothing to do with scaling since input timing is the variable for scaling locked moves as mentioned in the video and the button hold trick enables leniency for specials/supers.

What Dark Chaotix has mentioned above matches with my understanding of combo scaling and does explain the way things are in game (fuck you Daimon).

Another cool thing about damage scaling in this game is that there is a floor effect in certain most moves. It simply means that once damage scaling has hit to a certain value in the combo counter during the move's animation, the damage value will not decrease any lower.

Take Karate for instance. With his EX Ranbu (qcf,hcb+PP), the damage distribution on the fireball ender is 60 + 60 + 60 with the final 60 dmg being unscaled. Since the first two 60s are vulnerable to damage scaling - on the 13th hit, damage scaling will take it down to 24 dmg (at the rate of 5%) but any hits starting from 13+ will be locked at 24 as long as the combo is finished with EX Ranbu. Therefore, all 13+ hit comboes ending with EX Ranbu, the fireball will do at least 100 dmg (24 + 24 + 60).

So if you end your combo with an EX Ranbu with the combo counter at 14, 59, 99, 99+... the first two hits on the fireball part of the super will remain at 24.
Title: Re: The King of Fighters XIII Beginners Guide
Post by: Dark Chaotix on December 12, 2013, 09:41:27 PM
There are a few characters like that such as anyone that ends with a fb DM such as mature, ryo, robert, takuma etc. This is also a reason why kim NM is sooo good, as his last kim will always be worth 250 when scaled at its maximum. Thats excluding the hits before it and thats just ridiculous (i think it comes to 340+ all together). I think Ralf NM also works like this aswell.

Characters like Mai, Vice or anyone else with single hitting NM are a copout cos the get the crappy 250 damage or their NM gets raped with scale really heavily even early on in combos.

Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on December 24, 2013, 12:52:10 AM
http://www.twitch.tv/mixupnight/b/489584371

Dancing with the KOF stars.

Kane Blue River vs Woo.

Mix Up Night #16

Title: Re: The King of Fighters XIII Beginners Guide
Post by: Alexk on February 02, 2014, 07:52:22 PM
Steve 'PyroZeroX' Andreou and Shaun 'KnightKinetik' Johnson put together an App for frame data on KOF XIII. Since its so quick, easy and useful to use I'll put it in conjunction with the frame data info I've already posted in the OP.

http://www.kofxiiiframedata.com/