Author Topic: The King of Fighters XIII Gameplay discussion (All shortcuts on 1st page)  (Read 261451 times)

THE ANSWER

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #15 on: September 12, 2010, 08:40:38 PM »
No Beni's amd Vice command throw are hcb,hcf+P.
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Kane317

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #16 on: September 14, 2010, 04:53:30 AM »
No Beni's amd Vice command throw are hcb,hcf+P.

You're smoking crack man.

Dark Chaotix

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #17 on: September 15, 2010, 11:04:21 AM »
Nice so what would be the easiest way to do Vice's dash then command grab(or Beni)? I've seen some people to it and it is very difficult to me.

Shen's, Goro's, Vice's, Liz's and Beni's hcb~f dash command throw are all done fwd x2 hcb~f, nothing special.

Only for a few steps tho, since the charge is lost. This applies to DMs aswell...

Cibernetico

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #18 on: September 15, 2010, 06:18:03 PM »
Gotta ask something for you anyone who plays it and for people who only have access to videos.

Would it be fair to say that the Hyper Drive combo aspect of this game favors some characters more than others? for example, I see characters like Kyo, K and Shen Woo have some ridiculous combos using this, yet I can't see how someone like Goro, Ryo, Maxima and even Vice putting together stuff like that.

Or is it just based on what kind of characters they play as? Cause I can see how it would be more difficult for a grappler vs. someone like Kyo who just has many great things to his game.

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #19 on: September 15, 2010, 06:35:46 PM »
Cibernetico I agree with you, not all the characters are favored by Hyper Drive.
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Shiranui_ninja

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #20 on: September 15, 2010, 06:46:57 PM »
Seems that all characters, grapplers and not grapplers, can MAXCancel a DM into a NeoMAX. And this only can be done when you are in HD mode, so I think to execute certain combos or cancels you need HD mode obligatory.

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #21 on: September 15, 2010, 09:10:50 PM »
That is true but you are now adding atleast 4 meters, from what I understood from ciberneticos post is that there are some characters who can just use the HD mode wihtout meter or maybe just one and do some serious damage like K', Shen, Andy, plus a few others while characters like Goro, Vice, Maxima are fucked with out meter to cancel while in HD mode.
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Cibernetico

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #22 on: September 15, 2010, 09:23:42 PM »
Well it's not even about that. Cause yeah, characters like Goro and Maxima can use the HD combos to still combo into their NeoMaxes, but I'm talking about the huge combo linking.

I was looking at Mr. KOf's Robert and some other Takuma players and how they used the HD combo to create some long lasting combos before hitting the NeoMax moves. And with the way damage seems to scale down when combos get to long, character's like Maxima and Goro can't rely on their big damage to make up for the fact that they can't cancel and link huge combos like Kyo and Shen can.

but like I said, maybe it's just me who sees this and I should look into more videos of characters like Goro and Maxima when more become available.

venusandeve

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #23 on: September 15, 2010, 10:40:24 PM »
i saw a vid with pretty cool combos here, maxima had the quickest (HD) 100% combo of all. doesn't mean the others don't have good options, but maxima has at least 1 awesome option.
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Kane317

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #24 on: September 16, 2010, 06:07:41 PM »
Without a doubt, there will always be characters geared towards hyperdriving just coz some characters are just combo oriented and hyperdrive, by nature, is to enhance combos.
In 2k2 you can really feel the disadvantage, (not being able cancel easily like Chang) but in XIII however, due to the Ex moves it doesn't really bother you as much since you can still good damage.
« Last Edit: September 16, 2010, 06:09:31 PM by Kane317 »

Cibernetico

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #25 on: September 16, 2010, 09:34:01 PM »
I have two questions about the Hyper Drive moves and canceling.

1. How exactly does it work with charge moves? Is the charge time cut in half so the move can be easily cancelable into another? Or is it still take the same amount of charge time to implement charge moves with the HD system?

2. Do the moves characters do in HD mode have the same priority as EX moves?

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #26 on: September 16, 2010, 11:54:54 PM »
1. I think charge moves are cut in half just over all in the game. Not too sure since I don't like charge characters.

2. NO
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Ash

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #27 on: September 17, 2010, 04:39:14 AM »
For charge moves in HD mode, you still have to charge the full amount of time. Usually for characters like Leona/Ash what you would do is d, ub for the special attack, so that you're already starting to charge back for the next move to cancel.

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #28 on: September 17, 2010, 11:20:18 AM »
I wish they had gone the 2002UM route and made charges unnecessary when canceling in HD mode. I think a lot more people would be interested in Leona and Ash.

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Re: The King of Fighters XIII Systems/Technical/Gameplay discussion
« Reply #29 on: September 17, 2010, 04:19:31 PM »
True, well Ash has that super that allows him to do that.
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