Not quite a question, but this is too handy a piece of knowledge not to sneak in somewhere: while throws are performed with the hard attack buttons and a direct direction, they won't be activated while you're running - this is actually a good thing, since a common combo starter is a close hard attack into a command normal, so if you manage to run into an opponent and land a hard attack, you've got yourself a more reliable combo starter than a jumping attack (which in this game needs to be landed rather close to the ground to reliably start combos, to encourage the use of hops).
Might as well toss in an issue of my own as a question:
From other games I've gotten into the habit of using throws when blocking certain attacks that leave the opponent really close, using the fact that I'm holding a direction to block, and from there just pressing a hard attack button. I'd probably get more damage out of a combo starting with a close hard attack, but in the head of battle I'm having a hard time letting go of the blocking direction in time to use a standing close hit instead of a throw, while still taking advantage of the opponent's few vulnerable frames.
Any tips on how to handle this, in battle or training mode?
Commenting on a few other for completion:
Q: "I hail from CVS2. Does KOFXIII possess Custom Combo's like CVS2 does in it's A groove system?"
A: Yes, in a manner of speaking. The "custom combos" of KOFXIII consist of making use of the drive meter and HD mode. The drive meter has two segments and the player can cancel special moves into other special moves or super moves at the cost of one segment. If the drive meter is full, the player can enter HD mode and conduct customizable combos that way, as it allows you to freely cancel special moves into other special for a limited time.
One thing worth noting here for those used to the CvS2 A-groove - you can't (hyper)drive cancel a special into itself, at least not the same version - you can cancel the strong version into the weak or EX version, for example, but not strong into strong, so there's no "paint the fence" or "shoshosho" here, unless you change between the versions of the special everytime one connects.
This makes execution a bit more interesting and less boring to watch IMO.
Q: "I'm a CVS2 player, new to KOFXIII! I use the P and K groove a lot in CVS2. Does this game have the Just Defend mechanic like the K groove does? The P groove replicates the mechanics of 3S while the K groove is designed to imitate the mechanics of Garou: MOTW and Samurai Showdown BTW..."
A: There isn't. But, KOFXIII does have multiple defensive options that relate to making use of meter to conduct Guard Cancel Rolls and Guard Cancel Blowback. There are some character with autoguard that allow them to attack without worrying about getting hurt in the process. Ryo is also a character who can replicate the P and K groove mechanics of CVS2 to an extent.
Worth noting: Ryo's parries are done with (down)forward + weak kick.
Q: "Is it possible to play this solo or does it have to be played with 3 team characters?"
A: There are options for playing solo characters. However, by arcade, online, or offline tournament game play standards, it is necessary to learn at least three characters as it is a part of KOF's tradition of 3v3 matches.
If you're worried about using characters you're unfamiliar with, havem be first in line in your team, and use the ones you know best for last, that way you can get some practice with the new ones, while keeping your "weapon of choice" for last to bail you out if the new character doesn't quite work out.
Q: "Hello. I play CVS2 competitive and I use C groove a lot because it gives me access to multiple Super moves and other standardized mechanics. Does KOFXIII, have multiple versions of super moves and options?"
A:Yes. The characters in this game will always have two versions of a super move and one Neo Max. A regular super move will cost one meter. A EX Super Move will cost two meters and is usually far powerful than a regular Super Move. A Neo Max is the characters most damaging move, which will cost three meters and a full drive meter. However, if the character is in HD mode, they can use Neo Max moves for two meters instead, making it a very useful mechanic.
Note: Not all specials or supers have EX versions, make sure to check that in the in-game move list. In some cases the EX versions will change a move's properties significantly, although most often they'll add to the move's priority and damage, so make sure to research those differences for characters you're particularly interested in.