If anyone wants more KOF, here's a KOF tourney from Chile: http://www.own3d.tv/Migameko
are there any guides online for this game? I really want to get back into 13.
are there any guides online for this game? I really want to get back into 13.
Im so fucking pissed that Gamestop didnt give me the soundtrack when I bought the game. And this only 2 weeks after release.
Im so fucking pissed that Gamestop didnt give me the soundtrack when I bought the game. And this only 2 weeks after release.
some gamestop employee probably ebayed it. never buy at gamestop.
Toronto Top Tiers is also streaming some XIII - http://www.twitch.tv/torontotoptiers
Should've got it at Amazon!
Are there any good beginners guides for KoF 13? I've never played a KoF game before but have played SF IV and MVC 3.
Which version's online is more active now?
Do you have to play through story mode or anything to get access to the DLC characters? I bought Mr. Karate but he isn't showing up in the character select screen.
I loved 11 and Shion and Oswald are now forever on my "do want" list for KOF cast in new SNK titles.
She was cool... but damn, what was with her annoying invisible shurikan or kunai throw? It was soooo annoying!
Press select after highlighting the character
Looks like MLG finally uploaded replays of the tournament.
http://www.youtube.com/playlist?list=PL56A294A4E112420B&feature=plcp
Yeah, about the bolded...
Also, isn't it a dart? That's what I've always assumed.
Any advice for a guy who likes Vice so far, and characters with good jump ins/rekkas? I'm thinking Kyo, but I have no idea who else I'd enjoy. I'll admit I go for Chin for the sheer wtf of Drunken fist that I've always been addicted to as a practitioner of some of the system, but I got no clue what I'm doing with him. Is he even suited for my preferences? Should I just swap to Yuri or someone else or something?
Timing for most of these combos seems pretty tight! :O
some neat MAD_KoF action:
http://www.youtube.com/watch?v=PpuAaGBvikY
http://www.youtube.com/watch?v=qAVF990DyY0
KoF XIII is now selling for $30 on Amazon for both versions with the soundtrack.
Still too chicken to go online. I think I wore out my pad trying to do trials. So far, I think I'll give Andy,Kim and Kensou a shot and see how much I get slaughtered.
98UM has shitty netcode, unless you got someone to play locally, avoid.
02UM has OKAY netcode, get it if you can get low ping matches with friends, online traffic is pretty barren.
Still too chicken to go online. I think I wore out my pad trying to do trials. So far, I think I'll give Andy,Kim and Kensou a shot and see how much I get slaughtered.
king of fighters 98 and 2002 are on sale on xbla for 400 points each. are they worth it? do people still play online? i should i just play kof98 on ggpo?
Don't expect anything online, but imo 2002UM is worth it as a hyperbolic time chamber of execution.
Im like 1 and 22. I dont see what the big deal is.
One thing about Kula. I was watching the MAD footage carefully and it looks like if you do Ice Tatsu D version and end with the projectile the only thing you can punish her with are DPs and EX supers. This true? Or is there a gap between when she lands and when she throws her skate upwards?
Hypothetical question:
Say SNK releases 02UM to PS3 with oh say GGPO or a good netcode, would KoF XIII be 'dropped' in favour of it? At least as far as PS3 is concerned.
Hypothetical question:
Say SNK releases 02UM to PS3 with oh say GGPO or a good netcode, would KoF XIII be 'dropped' in favour of it? At least as far as PS3 is concerned.
I think the game would be dropped online but both games would get offline play.
KOFXIII is a top-tier KOF, despite it not being everything old-schoolers want and not being perfect.
I'd rather see 98UM Hero Edition- it's less like XIII then 02UM, and has better balance (since Krauser is nerfed in that version, and I think Kasumi is buffed)
My reasons:
98 was more about basics and fundamentals, since it didn't have a ton of combo extenders. UM added extra-mode MAX-cancelling, but you gave up something to get that.
Also, I like the oldschool roster and oldschool movesets better: Maxima's awesome, but I'd rather have the Sports Heroes, Geese, Big, Eiji, Kasumi and Krauser.
MMCafe Professor said:This week's blog update is pretty much just a how-to-use-Ash guide.
http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2012/04/post_65.html
Quick translations-
-The basic strategy for Ash is shooting projectiles and AAing with his flash kick. Use that as his fundamental while setting his kiss flame and using his cr.B so that the opponent can't get in.
-Ash can AA his opponent in most situations if they jump after seeing his projectile, so the likelyhood is that they'll jump on read, so doing feints, such as whiffing a cr.A and doing an AA, is important.
-His B flash kick has fast startup out fast but invinvibility is short so it can trade hits, while his D flash kick has long invincibility but has a slow startup so it might not hit on time. The B version should be done early, while the D button version should be done so that it hits around its roots. Also use j.B for air-to-air.
-Projectiles and AAing can get shut down if the opponent has stock, so it's most effective to use him on point. If you want to use him as second or anchor, be sure they're using characters that his projectiles are effective.
-However, if Ash is used as second or Anchor, he can fight in a different style be using his San Culotte, so he's not limited to just being a point character. It takes some training, but it can be used as an AA that punishes most jump-ins.
-If you can't combo his flash kick from a back +B or +D, it's due to one of the following reasons-
1. you're not charging fast enough
2. you're trying to cancel the back +B or D
3. you're too far away when doing the flash kick
Solutions:
1. You're probably charging after hit confirm. Start charging before his back +B or D animation begins. Also, doing the flash kick and holding down on its button during his back +B or +D animation motion will let you execute the flash kick at the earliest timing. This input method to get the earliest timing also works when doing combos for other characters.
2. Link the flash kick using the "earliest timing " method stated above.
3. Train and figure out the distance where it can hit. Also remember that you don't have to do it if you think you're too far.
You must train some more. Even though I'm like 75% scrub I have around a 40% win rate.
One thing about Kula. I was watching the MAD footage carefully and it looks like if you do Ice Tatsu D version and end with the projectile the only thing you can punish her with are DPs and EX supers. This true? Or is there a gap between when she lands and when she throws her skate upwards?