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The King of Fighters XIII Gameplay discussion (All shortcuts on 1st page)

Started by Kane317, August 18, 2010, 12:06:37 AM

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Giby

Quote from: Kane317 on August 15, 2011, 10:10:07 AM
Quote from: C 3 on August 15, 2011, 05:06:49 AM
Is there a drum or piano technique to utilize moves like Joe and Ralf's Punch rapidly attacks?

No, it's extremely easy, just mash the hell out of punch.

Fixed
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Amedø310

In the wiki, do characters with cancelable neo maxes that change sides have notes? For example, Clark and Vice's throw supers have to be canceled by doing their neomax in the opposite direction.

Kane317

Quote from: AmedoS310 on August 19, 2011, 01:15:49 AM
In the wiki, do characters with cancelable neo maxes that change sides have notes? For example, Clark and Vice's throw supers have to be canceled by doing their neomax in the opposite direction.

Sorry for the late reply, dunno how I miss this post but I'll add the notes tomorrow in the wiki.  Clark, Vice and Duo Lon's (off the Ex DM) all need to MaxCancel the opposite direction.

arstal

On the mash moves, how hard are they to perform in comparison to other SNK games?  I remember them being really easy in some KOFs, but really hard in the FF games.

Also, on HD/drive cancels, how hard are they compared to Hakumen special into special combos? 

Looking for a good point of reference.


Amedø310

Quote from: arstal on August 22, 2011, 06:22:12 PM
On the mash moves, how hard are they to perform in comparison to other SNK games?  I remember them being really easy in some KOFs, but really hard in the FF games.

Also, on HD/drive cancels, how hard are they compared to Hakumen special into special combos? 

Looking for a good point of reference.



Smash moves are easy to do.

As for hd/drive cancels they are about the same differculty or more to hakumen move cancels. It depends on what moves are being canceled from and into. For example: It's very hard to cancel K's dp+P into qcf+P because the qcf+p would be read as the last inputs of "Heat Drive".

Sharnt

Quote from: AmedoS310 on August 22, 2011, 06:32:03 PM
It's very hard to cancel K's dp+P into qcf+P because the qcf+p would be read as the last inputs of "Heat Drive".
WTF are you saying?
Just do :
6523+P,6+P to do dp.P,(DC)qcf.P

The main difficulty is on charge characters, by example do d~c.K,(SC)qcfqcf.K can be hard to do because you must SC before kim is in the air, but you can buff it : (2)3698+K,236+K and it's still hard but not impossible.

However some move must be cancel at precise timings, like dp into ice spin with Kula, if you do it too fast the spin will miss. K' has also some tricky things because shada is making you cross down your opponent so you must inverse the shada followup (or dp i can't remember) command ...


Smahs moves are quite easy to do BUT joe ones needs some precise inputs timing to do them at the right speed to allow the combo or do it extremely fast to make it link.
Follow me on Twitter for a lot of stuff on KoF XIII :
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UltimaOriginal

Quote from: AmedoS310 on August 22, 2011, 06:32:03 PM
Quote from: arstal on August 22, 2011, 06:22:12 PM
On the mash moves, how hard are they to perform in comparison to other SNK games?  I remember them being really easy in some KOFs, but really hard in the FF games.

Also, on HD/drive cancels, how hard are they compared to Hakumen special into special combos? 

Looking for a good point of reference.



Smash moves are easy to do.

As for hd/drive cancels they are about the same differculty or more to hakumen move cancels. It depends on what moves are being canceled from and into. For example: It's very hard to cancel K's dp+P into qcf+P because the qcf+p would be read as the last inputs of "Heat Drive".

I can't agree with you. Hakumen's specials are much rather easier to cancel into each other. Because in KoF there are certain frames-"windows" to cancel. That's why SNKP provided video "technical reference" to point out those frames to cancel. It's not like you can put next special when you want (start-up, active, recovery).
SNK would make a great money, if they made a conspiracy/thriller style movie about the production of KOF XII/XIII. (с)

Sharnt

Quote from: UltimaOriginal on August 22, 2011, 07:14:44 PM
I can't agree with you. Hakumen's specials are much rather easier to cancel into each other. Because in KoF there are certain frames-"windows" to cancel. That's why SNKP provided video "technical reference" to point out those frames to cancel. It's not like you can put next special when you want (start-up, active, recovery).
There are a very few moves who are allowed to be drive cancel at multiple times, for those one there is a timing component but for the other one the buffer is making those drive cancel easy because you just have to input it as soon as possible to do the combo, the buffer will make it cancel at the first frame there it's possible.
Follow me on Twitter for a lot of stuff on KoF XIII :
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UltimaOriginal

Yeah, forgot to mention such multihit moves like Kyo's dp+P.
SNK would make a great money, if they made a conspiracy/thriller style movie about the production of KOF XII/XIII. (с)

Amedø310

Quote from: Sharnt on August 22, 2011, 07:05:43 PM
Quote from: AmedoS310 on August 22, 2011, 06:32:03 PM
It's very hard to cancel K's dp+P into qcf+P because the qcf+p would be read as the last inputs of "Heat Drive".
WTF are you saying?
Just do :
6523+P,6+P to do dp.P,(DC)qcf.P

Wait, that's for HD cancel or DC cancel? It's easy in HD mode but, for me, just regular dc mode is pretty hard if I have meter. Well, thanks for that info. I kept doing 6523+P,236+P.

Sharnt

Quote from: AmedoS310 on August 22, 2011, 11:12:59 PM
Quote from: Sharnt on August 22, 2011, 07:05:43 PM
Quote from: AmedoS310 on August 22, 2011, 06:32:03 PM
It's very hard to cancel K's dp+P into qcf+P because the qcf+p would be read as the last inputs of "Heat Drive".
WTF are you saying?
Just do :
6523+P,6+P to do dp.P,(DC)qcf.P

Wait, that's for HD cancel or DC cancel? It's easy in HD mode but, for me, just regular dc mode is pretty hard if I have meter. Well, thanks for that info. I kept doing 6523+P,236+P.

In HD you can do : 623+P,6+P , and the hd cancel will comes out.

K is a special case because the timing is really strict, here there is a tips : use the dp ""shortcut"" motion hcb,f
So to do dp.P,(DC)qcf.P, do hcb,f.P,qcf.P
And you wont do a SDM.

(And yeah it's hcB, do 6321456+P,5236+P)

With this shortcut you can also do a option select with char like athena, do hcf.P,b.P; on a waking up opponent will throw him hif he guards and dp him if he rolls behind you.
Follow me on Twitter for a lot of stuff on KoF XIII :
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Dark Chaotix

Quote from: Sharnt

With this shortcut you can also do a option select with char like athena, do hcf.P,b.P; on a waking up opponent will throw him hif he guards and dp him if he rolls behind you.

Have you got a vid of this??

Kane317

Quote from: Dark Chaotix on August 24, 2011, 10:12:51 AM
Quote from: Sharnt

With this shortcut you can also do a option select with char like athena, do hcf.P,b.P; on a waking up opponent will throw him hif he guards and dp him if he rolls behind you.

Well, I dunno if a video well help much; It'll just show him either throwing or dp'ing. Have you got a vid of this??

Sharnt

Quote from: Kane317 on August 25, 2011, 05:57:29 AM
Quote from: Dark Chaotix on August 24, 2011, 10:12:51 AM
Quote from: Sharnt

With this shortcut you can also do a option select with char like athena, do hcf.P,b.P; on a waking up opponent will throw him hif he guards and dp him if he rolls behind you.

Well, I dunno if a video well help much; It'll just show him either throwing or dp'ing. Have you got a vid of this??

And yeah making a video doesn't make a lot of sens because you will see athena grab then make a dp after the roll ... And it's not that powerfull, it's better to hit confirm on the roll a cr.B to punish far harder.
Moreover i can't do it because i'm needing help for the second character.
I tried it with a friend sometimes, it seems to works quite well. But that os isn't that powerful if you think at maxima's one :p (safe jump hop C, qcbqcb.AC)

Follow me on Twitter for a lot of stuff on KoF XIII :
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Running Wild

If only the notation on this board was consistent. This ain't no Mashy Blood or Brazpoo.

We have ;dn ;df ;fd ;a. Use it. :D