Category Archives: KOFXIII tutorials

KoFXIII: A Long Video About Counter Hits, Quick Rolls and the Meter System By TSS|Atma

TSS|Atma goes into a fair amount of in-depth information about counter hit states, quick rolls and the meter system in this unscripted tutorial video for King of Fighters XIII!

At the start of the video, Atma asks a very important question and concern that he would like your thoughts and feedback on. Post your thoughts either in the comment section here in the article or go to the comment section on YouTube!

Source: TSS Atma Youtube Channel

In depth analysis of character drop speeds and Iori safe jump timing

TSS Atma recently put up a new video where he analyzes the nuances of different characters’ drop speed and how that affects Iori’s safe jump timing.

Here is the description of how it works:

“So Athena hits the floor after SDM on frame 40, normal characters on frame 38. Joe hits the floor on frame 33 and the consequence is DM becomes an 8f safejump and SDM a 10f safejump against him(so neither work!)

There is no such thing as Athena/King/Joe having magical faster starting up moves or cancelling their wake up frames, they just happen to hit the floor faster in certain scenarios. In Athena’s crystal bit case the 3rd and 4th frame have a really small hitbox around her head, so it can’t really hit grounded opponents consistently, but can hit airbourne ones.

This is why EX Kyo Rekka string will always lead to a 3f safejump on any character, as his rekka is special in that it forces characters to hit the ground immediately when done on the ground.

Further Clarification:

Everything in this video is to do with characters hitting the ground at different times after Iori’s super, they do not wake up at different speeds or anything like that. Shen hits the ground on the 36th, as does King. Kula on the 37th. Yuri, Karate and Saiki hit on the 39th frame, and that’s important for Yuri as it means she cannot hold neutral to abuse her bug as Iori’s safejump is 4f.

What’s important is this is not universal and a good example of that would be Chin. Chin lands on the 38th frame like most of the cast after the DM/SDM however against Vice after a normal throw he hits the ground super late compared to other characters, which allows Vice to combo her EX Sleeve on Chin. The numbers stated are not universal! It can change from situation to situation but generally what I have found is there are often repeat characters(King, Joe) and for most of the “standard” cast, they don’t ever seem to have this strange phenomenon happen.”

KOFXIII: The Engine In Depth By TSS Atma

Creator of the KOFXIII Frame Data complete document, TSS Atma just recently recorded and uploaded this VERY in depth frame-by-frame video explaining and demonstrating a few of the game’s engine behaviors and quirks; for example, how many frames it takes to break a normal throw, the game’s input buffer on normal moves, and more! Share your thoughts in the comment section below!


KOFXIII Tutorial: Improving Execution, Timing & And Rhythm by FM Sway

FM Sway just released a very helpful video tutorial which focusing on improving your execution when performing combos in King of Fighters XIII! He goes through his explanations step-by-step for you can understand the rhythm of a combo which will help improve your muscle memory & timing!

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Juicy Bits – KOF13 System: Neutral Game Part 2, Spacing By Juicebox

Yesterday, Juicebox uploaded a new King of Fighters XIII system tutorial video explaining spacing during the neutral game! This is great for new KOFXIII players & moderately experienced players who want to improve their spacing game.

Be sure to check out the first part of this neutral game tutorial which features projectiles:

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