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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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sibarraz

yep, that's something that I discovered by error on 2002um, here is harder to cancel the rising tackle into geyser, don't know why

I just need to do maxima 10 trial


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LouisCipher

Quote from: Saitsuofleaves on November 24, 2011, 11:25:54 PM
Well use your hop pressure instead of just normal jumps.

Eh, problem for me is that I'm bad at consistently doing hops and everyone and their mother online is content just doing runaway. So of course, the one time I try to hop in I eat a projectile.

Team: Billy, Clark, Hwa.

Saitsuofleaves

Quote from: LouisCipher on November 25, 2011, 04:42:46 AM
Quote from: Saitsuofleaves on November 24, 2011, 11:25:54 PM
Well use your hop pressure instead of just normal jumps.

Eh, problem for me is that I'm bad at consistently doing hops and everyone and their mother online is content just doing runaway. So of course, the one time I try to hop in I eat a projectile.



I tend to have a bit of trouble too, but a helpful way to do it is like a reverse super jump.

What I mean is for a super jump you'd do Down then Up, only for hopping, do the reverse quickly enough and it'll work.  You get more consistent hops that way.
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Atb_555

Quote from: Reiki.Kito on November 24, 2011, 09:13:44 PM
No problem! Be sure to rip up the competition in the UK for me!

Dude your a legend.  instant air specials are so much more doable now!

Reiki.Kito

Quote from: Atb_555 on November 25, 2011, 08:25:39 AM
Quote from: Reiki.Kito on November 24, 2011, 09:13:44 PM
No problem! Be sure to rip up the competition in the UK for me!

Dude your a legend.  instant air specials are so much more doable now!

Jerk, don't do that to meeee! But yea, seriously, show them what you're made of!

johrjives

you really have to time jump in`s late in this game to combo. I know they reduced the hitstun from the arcade version. Gonna take a bit of getting used to. Do you guys find a big difference?

milesw

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LouisCipher

After you AB roll, what can and can you not get away with? I've noticed guys doing crB and hitting me out if I try to grab them with toward C or D or SRK or Clark's B Sab.
Team: Billy, Clark, Hwa.

sociald

did anyone noticed this ? with leona at first i couldnt be able to do c.B c.B c.B EX moonslasher. i noticed sometimes u have to hold a little more the 2 buttons to make the EX version come out and combo
( im not meaning any c.lp whiff, just an EX moonslasher straight after the c.B )

XTG

Quote from: johrjives on November 26, 2011, 12:59:48 AM
you really have to time jump in`s late in this game to combo. I know they reduced the hitstun from the arcade version. Gonna take a bit of getting used to. Do you guys find a big difference?

YES! I was wondering what was going on when I attempt a jumpin combo. Thank you for the enlightenment.

LouisCipher

Quote from: LouisCipher on November 26, 2011, 10:56:28 AM
After you AB roll, what can and can you not get away with? I've noticed guys doing crB and hitting me out if I try to grab them with toward C or D or SRK or Clark's B Sab.

Bump.
Team: Billy, Clark, Hwa.

StickyStaines

Is there a consistant way of doing srk specials drive canceled into qcf specials? Take for example Kula's DP+C xx QCF+AC.

I can kind of do it but doing f, d, df, f, C~AC, but sometimes i'll get EX DP and sometime sit wont come out at all.

Sharnt

I'll try to explain :

The buffer is wide enough to allow you to DC a dp move in to a new dp move by simply holding df and press the button for the DC after the first dp.

By example you can do dp.C,(DC)dp.AC with Kula by doing : 6523+C~AC (Because moves can be drive cancelled by their Ex versions). But you can also DC the dp of yuri in her demon flip : 6523+C~D, same thing goes for qcf moves, you can DC Kensou's rekkas by doing qcf.A,qcf.A~AC (In fact you can also cancel the second rekka by the third with the same idea).
What's why sometimes a Ex dp comes out, you're not yet on the 6 you press AC the Ex dp comes out.

Now to avoid problems it seems snk makes the game recognize buffer like 6523+C 6+C and prevent it to be drive cancelled. But this thing is disable in Maxmode what's why this trick will works really well. And doing dp.C,(HD)qcf.C by this method is really easy. So if you're not using this in Maxmode i can only recommand you to do the real move, 6523+C 236+AC. It will avoid any problems if you're precise enough.

Quote from: Sharnt on November 28, 2011, 12:52:10 AM

/* About doing the dp.A,(DC)qcf.AC with K' */

Since i'm not a K' player it tooks me a while to understood it's a timing problem.

Btw i asked the french community and the answers are :
You can do 6523+A 6+C/AC but the window is really, really tight (i thought it was impossible my bad)
You can also do hcb f.A,(DC)qcf.AC the window is really tighter than the A or C version but i succeed in some times.
You can also do 6236A, 9AC but here the timing is tight too ...

I don't know for this specific case which one is the easiest.

If it's just for the trial go into HD mode.
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Terrastorm

Quote from: LouisCipher on November 26, 2011, 10:56:28 AM
After you AB roll, what can and can you not get away with? I've noticed guys doing crB and hitting me out if I try to grab them with toward C or D or SRK or Clark's B Sab.

You may not be punishing the roll fast enough, or their rolling out of range of the grabs, which is why you are getting hit out of them.