Author Topic: The King of Fighters XIII Beginners Guide  (Read 7964 times)

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Offline Dark Chaotix

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Re: The King of Fighters XIII Beginners Guide
« Reply #30 on: September 14, 2013, 09:21:32 AM »
AlexK

English subs (finally). Add to OP










Re: The King of Fighters XIII Beginners Guide
« Reply #31 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

Offline maxsze90

Re: The King of Fighters XIII Beginners Guide
« Reply #32 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.

Offline fkuspencer

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Re: The King of Fighters XIII Beginners Guide
« Reply #33 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)?
<Gamog0> Eastwood rules

Offline maxsze90

Re: The King of Fighters XIII Beginners Guide
« Reply #34 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.

Offline Alexk

Re: The King of Fighters XIII Beginners Guide
« Reply #35 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.

Offline ToXY

Re: The King of Fighters XIII Beginners Guide
« Reply #36 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.

Offline Alexk

Re: The King of Fighters XIII Beginners Guide
« Reply #37 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.

Offline Dark Chaotix

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Re: The King of Fighters XIII Beginners Guide
« Reply #38 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...


Offline fkuspencer

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Re: The King of Fighters XIII Beginners Guide
« Reply #39 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.
<Gamog0> Eastwood rules

Offline Dark Chaotix

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Re: The King of Fighters XIII Beginners Guide
« Reply #40 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.


Offline Alexk

Re: The King of Fighters XIII Beginners Guide
« Reply #41 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


Offline Alexk

Re: The King of Fighters XIII Beginners Guide
« Reply #42 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/