Author Topic: The King of Fighters XIII Gameplay discussion (All shortcuts on 1st page)  (Read 261580 times)

Kane317

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #150 on: April 07, 2011, 03:43:55 PM »
Another question, how does the juggle system work in this game? I was trying out the 2nd combo for Goro Daimon and I could NOT land the 2nd  ;df ;c after the EX hcbf grab.

And for Clark, I read that you can either land an air throw or   ;uf;d after  ;bk ;fd ;a x2 combo. But for some reason, I can never hit my opponent with the listed options. Is this a timing problem for me?

For Goro, the first df+C has to have the opponent as low to the ground as possible, then spam the next 2.

For the Clark combo, I think Kane317 can answer that when he checks this.

It's just the timing, practice doing c.b~f+A once into air throw,then you'll get the timing for the c.b+Ax2 into air throw.

Now the hard one is c.b~f+A x2, j.D, air throw.  I've only done it twice and I haven't replicated it and gave up trying for now.

Cross

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #151 on: April 18, 2011, 01:23:55 AM »
is there any sort of full gameplay primer available anywhere that explains all the systems in xiii anywhere? i have never played a kof before and am pretty unfamiliar with the mechanics.
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MUSOLINI

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #152 on: April 18, 2011, 03:01:15 AM »
dandy j's, ill look for it.





for kof in general, which also implies for 13. it also features the awesome big tournament golf music ftw.

theres also a sepperate one explaining the kof 13 system, i think its over at snkp original site and blogsite. where to find it?

In the end, there can only be XIII.



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PureYeti

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #153 on: April 18, 2011, 03:17:56 AM »
There's the wiki at the top which explains the system.

Watch this vid for the whole parts


Cross

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #154 on: April 18, 2011, 04:01:30 AM »
thanks for the links, the tutorial was really good

ill check out the wiki for xiii specific stuff, cant believe i didnt see that
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MUSOLINI

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #155 on: April 18, 2011, 05:07:28 AM »
yeah dandy did an outstanding job imo. there are certain minor things that can be added but its the best place to start if you havent played kof before.
In the end, there can only be XIII.



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Cross

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #156 on: April 18, 2011, 07:50:24 AM »
i watched the tutorial a few times, i jus have to say again its really amazing and pretty fun to watch

i read the wiki but it doesnt seem to cover anything about the cancel system(i think there are 3 or so types? i see lots of cancels in the vids), the hyper mode thingy or any of that. is there anything that explains how these mechanics work? sorry for being a pest but i dont have access to xiii at all until it comes out on consoles, but i want to learn as much as i can before that
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MUSOLINI

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #157 on: April 18, 2011, 05:42:12 PM »
put easily, just canceling 1 move to a super move is the same as in sf. but you can also just cancel a special into another special, but only if the first move hits. this sort of cancel takes 1 dc bar (you got 2).

you can go into hd mode (custom combo mode) by using both dc stocks at the same time. you can do this during a combo, either during comboing normals or during juggles.

when your in hd mode you arwe able to cancel your supers into a neomax (only way to cancel supers into neomax). but you can use the neomax without canceling a special or super into it, this withoupt going hd mode. either after a normal combo (using just normals) or after a juggle.

cant put it much easier really.
In the end, there can only be XIII.



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Aenthin

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #158 on: April 18, 2011, 06:46:19 PM »
I'll explain it this way then.

Buffering:
Before learning how to cancel, you should know how to buffer first. Buffering simply means storing motions from the previous move so that you'll have an easier time to input your next move. For example, if you're gonna cancel Ash's Nivose (d_u+K) to Pluviose (qcf,qcf+K), you can charge d,qcf,uf+K > qcf+K. In this case, you added a few extra motions to buffer for Pluviose.

Drive Cancel:
This is basically canceling one Special Move to another Special Move at a cost of half a Drive Gauge. There will be specific frames in some special move where you can Drive Cancel. This is easier to learn if you watched SNKp's Technical References for each character. Not all specials can be Drive Canceled (projectiles, for example) but you can drive cancel into almost everything (just not all of them will connect). Also, you cannot Drive Cancel special attacks on block.

Super Cancel:
This is basically similar to Drive Canceling but you're going to cancel into Super Special Moves instead. Also, unlike Drive Canceling, projectile moves can be Super Canceled. I'm not sure if you can still Super Cancel on block, however.

Hyperdrive Cancel:
Basically like Drive Canceling and Super Canceling while on Hyperdrive Mode. The only difference is, it only uses up a small amount of Drive Gauge as opposed to using 50% (but HD depletes over time). Also, you can HD Cancel even on block.

Max Cancel:
Only works while on Hyperdrive Mode, this is basically like Super Canceling into NeoMAXes. However, it also works while you're in the middle of a Super Special Move. It also depletes the Drive Gauge immediately upon usage.

Really, watching any of the Technical References will help you understand more about these.
« Last Edit: April 18, 2011, 06:50:04 PM by Aenthin »

Cross

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #159 on: April 18, 2011, 06:53:25 PM »
thanks for the explanations, i play pretty much every fighter out now so the concept of canceling and buffering isnt new to me i jus didnt know how they work in kof

ill check out the technical reference thing for sure
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Aenthin

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #160 on: April 18, 2011, 07:03:24 PM »
Haha, well some games have a different buffer system (or even a lack thereof). For example, Garou:MOTW allows you to store inputs for up to 1 second or somewhere around there. Last Blade 2, however, requires you to input the whole motion of the DM again, something which Power Kojiroh players struggle with...

But yeah. XIII's buffer system is easy to do.

MUSOLINI

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #161 on: April 20, 2011, 05:14:51 AM »
anybody wanna help me make a qyuick list of instant neomaxes?

vice

takuma

who else? most neomaxes dont seem to have that exdm speed (or invincibillety).

i think kims might be instant as well.
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Ash

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #162 on: April 20, 2011, 05:40:18 AM »
anybody wanna help me make a qyuick list of instant neomaxes?

vice

takuma

who else? most neomaxes dont seem to have that exdm speed (or invincibillety).

i think kims might be instant as well.

Only Vice, Goro, Ash, Elizabeth I believe

MUSOLINI

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #163 on: April 20, 2011, 06:26:49 AM »
takuma too i believe imo. aint there more?
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Ash

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #164 on: April 20, 2011, 06:28:08 AM »
takuma too i believe imo. aint there more?

Nope I think that's it. Don't think Takuma's is either. Most Neomaxes are the speed of a few frames like EX supers