reversal wakeup uppercuts in sf4 are why i'm taking up KoF13 hahahhaha god i hate reversals in sf4. that game is soo frustrating sometimes, its stupid hhahaha
I do like the Risk/Reward balance in KoFXIII, from what I've seen, much more than SFIV.
It appears much more "traditional" than IV's odd systems of FANTASTIC reversal options on some characters, and horrific, barely useable ones on others. The lack of auto correct also is great; one habit I've always loved in other 2D games was to jump in such a way that the opponents wakeup SRK went in the opposite direction from where I jumped. SFIV totally invalidates this.
Is there anyone that lacks a decent reversal in XIII? I can't think of any mentions of characters feeling like they're needlessly missing tools , especially since there are so many useful EX moves. Chin lacks Range, and Takuma lacks a traditional DP, but they obviously make up for it in other areas, and at least have meter-dependent skills (or non-meter dependent combo abilities) that make up for the lacking parts.
In all, I just prefer KoF's approach and defense methods. Even if XIII had auto correct and SRK -> FADC -> Ultra, I'd still feel like the opponent "deserves" the damage he landed on me more, than they do in SF, since I have so many more options on wakeup.
Chin still lacks a good anti-air if they are above you. Sure he has one hell of a Ex counter move, but it doesn't stop the empty hoppers/jumpers. In fact, Shen has the same problem except his d.C is decent but slow to come out. His qcf+K is not useful for anti-air unless it's used somewhat preemptively.
EDIT: I'm pretty sure this has not been posted before; I found out something new in XIII.
Roll canceling - Any character can cancel out of a roll (at least a forward one) by activating HD. It acts like canceling into HD from a normal and will for the most part do a s.C (just like d.B, d.B, d.BC does a s.C) but I'll have to test it some more. Alternatively, you can try performing a special with BC, like K' can do roll cancel into dp+BC, great for juggling. In fact, for now at least, I think the implications of roll canceling are only for juggling (except the rare 'surprise' move).
Testing it with Chin is somewhat interesting: If you perform qcb+BC by itself, from a idle stance, he'll execute qcb B+HD (his counter walk). If you do roll --> roll cancel qcb+BC he'll do qcb C+HD, which is infinitely more useful than his counter walk.
EDIT2: Hmm now that I think about it counter walk+HD isn't so bad afterall, I'll probably continue this discussion in Chin's thread though.
EDIT3: "Phoenix" over in the IRC channel brought up a good potential usage that'll we'll have to test out: Roll canceling after GuardCancel Rolls. Now I can see how a HD-s.C would be useful now. Crazy if this works out.
EDIT4: Ok so the GCAB
does not work. Also after testing, you can only roll cancel if you
dash roll.