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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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marchefelix

I have always thought that people did not use NMs outside of MaxCancels because they are afraid to take risks. Indeed, the losses of missing one is huge, but people should still be willing to take risks. It could win you the match for all you know, and if it doesn't, that doesn't necessarily mean you will lose.

Saitsuofleaves

The thing is though is that how many characters really have a workable NM that can really do something outside of HD mode?  There's not a ton.  On top of that, the risk/reward is not that great.  Losing all your HD gauge and then 3 Bars of Super Gauge for essentially a guess outside of HD mode.  If you hit, yeah, you get great damage, but whiff and you're a sitting duck.  Outside of utilities and punishes, it's not that great of an option outside of HD mode.

On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

bigvador

i really wish they had the option to change the game play from XIII to XII i like the counter and clash system (rather clash then trade hits) but being able to combo into CD wasnt all that good but it did give a new way to do combos so it wasnt all that bad

Saitsuofleaves

Quote from: bigvador on October 06, 2011, 05:53:02 AM
i really wish they had the option to change the game play from XIII to XII i like the counter and clash system (rather clash then trade hits) but being able to combo into CD wasnt all that good but it did give a new way to do combos so it wasnt all that bad

No offense, but why in the world would they have that option?  How many games DO have that option to just decide to be an earlier game, let alone non-Anniversary games?
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

bigvador

got me i just threw that out there but when it comes to to fighting games the alway take somthin out and put somthin in so i would wish that it can b a option to pick there r a few characters i would have love 2 c using XIIs fighting system

BioBooster

Quote from: Saitsuofleaves on October 06, 2011, 05:20:53 AM
The thing is though is that how many characters really have a workable NM that can really do something outside of HD mode?  There's not a ton.  On top of that, the risk/reward is not that great.  Losing all your HD gauge and then 3 Bars of Super Gauge for essentially a guess outside of HD mode.  If you hit, yeah, you get great damage, but whiff and you're a sitting duck.  Outside of utilities and punishes, it's not that great of an option outside of HD mode.

I agree with everything here. It would have to be for finishing a character off (not just for damage) in a utility type situation as you should be using HD for most punishes and any combos (much of the time in the last round).

Ex.
Kyo's vs a fb
Ryo's/Iori's against a jump-in
Duo-Lon's/Ash's to break down guard
Joe's to go for hell chipping
(I personally would not risk doing a Goro or Elizabeth NM as a stand-alone)

Yeah, you pretty much said it all.


Kane317

Quote from: BioBooster on October 08, 2011, 04:28:27 PM
Duo-Lon's/Ash's/Clark's to break down guard

FYI Clark's NM isn't a command throw and hence, it's blockable.

BioBooster

Quote from: Kane317 on October 08, 2011, 10:24:17 PM
Quote from: BioBooster on October 08, 2011, 04:28:27 PM
Duo-Lon's/Ash's/Clark's to break down guard

FYI Clark's NM isn't a command throw and hence, it's blockable.

That's right... (edited out of post)

BioBooster

Do we have a complete list of mid-air moves that characters can do while back-dashing like Maxima's air vapor cannon?

I heard XIII is a bit more limited in this respect compared to other KOFs.

Actually, what air moves cannot be done during a back-dash?

Violent Kain

Hi

Does anyone know how to do the running and activate HD with one move?

I've seen that this is possible and there is a combo video that shows this.

KOF XIII combo Kyo (5PHD) [5 Orochinagi]_v6

Thanks for any help! :D

giga_d

Quote from: Saitsuofleaves on October 06, 2011, 05:20:53 AM
The thing is though is that how many characters really have a workable NM that can really do something outside of HD mode?  There's not a ton.  On top of that, the risk/reward is not that great.  Losing all your HD gauge and then 3 Bars of Super Gauge for essentially a guess outside of HD mode.  If you hit, yeah, you get great damage, but whiff and you're a sitting duck.  Outside of utilities and punishes, it's not that great of an option outside of HD mode.
I get the impression alot of NM's are decent outside of HD mode. They have very fast start up with the screen pause too, alot of them are good anti-airs.

Benimaru's pre console version was killer and made you very afraid to throw projectiles when he had 3 stocks. Kyo's is great. Alot of NM's can perform as projectile killers and basic anti-airs if you don't use them to end combos. If you're at the end of the screen for most of them or at a decent distance they're pretty safe, so little risk damage wise.

giga_d

Quote from: Violent Kain on October 16, 2011, 08:39:57 PM
Hi

Does anyone know how to do the running and activate HD with one move?
It looks like there is a frame showing he is doing a move and then activates into HD mode. Some macro business. That's all I can think of.

Reiki.Kito

I think he might have used a bug that allows you to HD activate during a move. I think he might have ran up and did rdp+BC to start the combo.

marchefelix


Sharnt

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