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Messages - besteboyjr

#1
Regarding movement in KOF, I feel that it can be a very footsie heavy game, just faster paced than Street Fighter.  Footsies is basically using normal moves(punches/kicks/cd attacks) to control space. By throwing out properly spaced normals, you can limit the movement of your opponent. If you are new to the game you need to master several key elements, including hopping and running. Hopping lets you jump in from the air, establishing air footsies. A lot of times it is difficult to land a combo or safe block string in this game, even if a jump in hits. I don't even use jump ins to land combos much, except when I punish. I suggest using long reaching jump-ins, ie Iori's jump ;b, Shen's jump  ;d, hoping the opponent blocks, holding them in place momentarily, giving you the advantage. Check the wiki on the front page of this site for the lowdown on each character's normals or go into training mode and test them yourself. If your opponent blocks your jump in, you have several options. You can use another jump in, throw out a ground normal, as long as its in range, or do nothing and wait for a reaction.  This brings up the 2nd technique of running. Reasons running is GREAT in this game are as follows: punishing far off whiffed moves like a missed uppercut (dragon punch), making sure you get a strong normal instead of a throw, advance techniques like running throws. You want to at least attempt a throw, preferably early in a match, when the person isn't vulnerable to a combo. This keeps them honest. They will realize that you will not let them sit there all day and hold block. What else? It sets up something you may have heard of as a frame trap. While you are using jump ins, ground normals, and running normals to apply pressure, a lot of times you will be at a frame advantage over the opponent, meaning you can do anything you want, while their character is stuck, still recovering from block stun. At this point you can run in again, or walk if you choose, and hit them with a normal, followed by your hardest hitting combo. Just make sure it was not blocked, as finishing some combos as block strings can leave you open for punishment.  Why would this work? If the opponent was expecting a throw like you had been attempting earlier, they may have tried to jump away, which beats throws. EXCEPT, you hit a normal, which stops jumps in their tracks, punishing them for assuming you would throw again.  This is a basic overview of some of the metagame of KOF. Please ask any additional questions, I'll answer if I can or direct you elsewhere if I can't.
I found this video just after typing this on orochinagi.com, it sums up most of this post in two minutes: http://youtu.be/vik7OljiXt8