Need help with combo basics

Lashujin

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I've been trying to learn some basic BNB combos to up my game as moving to college has suddenly found me quite a lot of competition.

The game of choice here is 2k3 (No Duo)

I can't seem to nail any (even the most basic combos) I understand how it works because I'm quite good at LB2 combos (just to geek out my favorite is Zantetsu's j.B, c.B, qcb+A, C (air), HCB+C (Air) I realize the games are very different, but I'm no noob to the concept.

Anyways, I can pull that combo off mid match, but in KOF I can't do jack. I can't figure it out. One of the combos I'm trying to get down is Robert - c.B,c.B,dp+D Seems like it should be fairly simple, but the timing seems insanely tight.

Any ideas?
 

k'_127

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EDIT: uh oh. just ignore this post :emb:



-----------

well here are some tips:

- combos in KOF work different from the usual chain combos found in games like Last Blade and RB series. it's much easier to start a combo from close strong attacks.



- also, you know some characters have special command attacks, like Robert's [forward B or A], Kyo's [forward B] over head kick ... etc.?
these attacks can be connected to close strong attacks.

for example, you can do these simple 2-hits combos with Robert:

close C ...... forward A

or

close C ...... forward B



- now ... also, super moves can be connected with some of these special commands. for example : Robert's [forward B] to [qcb + D] x4
keep in mind that not all these special command attacks can be connected with super moves. Robert's [forward B] connects, but his [forward A] won't.

so you can do this combo:


close C ...... forward B ....... [qcb D] x4

(6 hits combo)





- not only super moves can be connected. you can also connect a DM. for example (Robert):


close C ....... forward B ...... [qcf hcb A]




- if the character doesn't have a special command that will connect to super move or a DM, or if he doesn't have one of these special commands at all, it's best to connect the super move or the DM directly with the close strong attack. for example :

Ryo:

close C ...... hcb D



Benimaru:

close C ...... qcb D




- you still have a lot of details to catch up with :) . you're propably familiar with cancels (since you play LB2). they are in KOF, but their system is a little different here. also, there is the tag system [qcf B+C].


that's for now. hope what I wrote so far helped you. I'll post more combos later :)
 
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k'_127

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uh well, I read your post again and noticed the BNB part and though I don't know what it means (combos that start with weak attacks?), I'm pretty sure that it doesn't have anything to do with what I said.

hahaha. my appologies :loco:

post count +2
 

k'_127

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Benimaru:


crouching B ....... qcf B ....... qcf B

crouching B ....... qcf B ........ qcf B ...[cancel]... qcf x2 A


(use crouching B only once)






Terry:



crouching B ..... crouching A ...... down/forward D ...... hcf D .....
f-f D .... f-f D



crouching B ..... crouching A ...... down/forward D ...... hcf D .....
f-f D ...[cancel]... qcf x2 D






Iori:


crouching A .... [qcb A] x3


crouching B .... crouching A .... [qcb C] x3



close B ..... forward A ..... forward A ...... qcf hcb A* ---->
(or A+C for LDM)






hope that helps.
 
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firebomber

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2k3 is a hard kof to start on because the timing is extremely tight like you said. Most of the buffering is gone so you have to be dead on precise with most commands.
2k3 takes some time to get used too before you will pull off everything with ease, but after you do you'll find that your execution is at a higher level for other games too.

Just keep practicing the cB, cB and eventually you will get it down right. Robert also has a good pressure combo with sC f+B qcb+D X5

The easiest chars to combo with in 2k3 are probably Iori and Duo so try working with them for a bit at first.

k'_127 said:
uh well, I read your post again and noticed the BNB part and though I don't know what it means (combos that start with weak attacks?), I'm pretty sure that it doesn't have anything to do with what I said.

hahaha. my appologies :loco:

post count +2
BnB stands for Bread and Butter. A BnB combo is a solid reliable combo that a chacter does good damage off of and can base their game around. Doesn't have to be anything fancy, just effective.
 

Lashujin

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I think maybe I made myself out to be a little bit more of a newbie than I really am.

I've been playing KOF for a couple years (from 99 up) But always had trouble with combos in the series. I used to be decent in 98 with terrys combos like standing C to dp+P or whatever else you want.

I'm perfectly aware of command attacks. It's too bad that Robert's b.A doesn't connect after anything. I'm just asking for tips on learning to combo consistantly.

Also.................hitting with standing C!!?! Many combos start with this, but I can't find a decent way to consistantly hit with it. I know it comes out in a run, and you can combo to it from many jumping attacks, but I'm still having trouble, so I turned to the d.B moves, but they seem even harder.

Thanks for all the help, I'm definitely learning from it!

Malcolm
 

k'_127

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well here are some more:


Ryo:

crouching C .... qcf A


(Ryo's crouching C has high priority over many other attacks and it has a long hitting range, and thus, this combo is VERY useful)







K' :

crouching C .... qcf C ...[follow up]... forward B

Standing C ..... forward B ...... qcf D (airial fireball)


(standing C can be both, close or far. either of them will connect with forward B)






Benimaru:


close C ..... qcb D ----> (if hit, cancel with [qcf x2 A])


close C ..... qcb A (not near corner)


crouching B .... qcf B ..... qcf B ----> (if hit, cancel with [qcf x2 A])






Kim :

close C .... [qcb A] x3

close C .... [qcb A] .... forward/up B ..... down D


very useful for guard break. here is a good tip: doing either of these two combos 3 times breaks the opponent's guard. so if he was cornered, do the first combo twice, and then the second one (which makes more damage), since the guard will be crashed in the middle of the third try. (or you can replace it with a Tag attack to bring a character who have a more powerful combo ..... etc.)






Terry :

close C ..... down/forward D ..... hcf D ..... f-f D ------>
(stop here if blocked. very quick recovery time)







Robert:

close C ..... forward B ..... qcf A

(If not blocked, use [qcb D] x4 or a DM instead of the fireball)









you can use close C or D attacks after a Jumping attack, a [qcf BC] Tag, or whenever the opponent is open for a clean hit.

on a side note, I think Iori should have regained his ability to cancel his [qcb C]'s with a firball. just like in 2001. he was tuned down a lot in 2003 :(. sure his DM is very powerful, but aside from that, he's not the same Iori that we all know from previous KOFs.
 
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k'_127

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few more:



Kyo:

close C ..... forward B ..... qcf A

close C ..... down/forward D

crouching A .... qcf B B






Joe:

close C ..... forward B ..... hcf A ----> (if not blocked, use qcf D or a DM)







Mai:

close C ...... down/forward B ..... qcb C (or qcf A)
 

neojedi

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I'm not sure whether the 2K3 anti-buffering kills this, but for your example:
c.B, c.B, dp+D

...the older KOFs would let you cheat on it like this:
d+B, f, d+B, df+D

Personally, I can rip a DP fast enough in most games to not have to use that trick, but when I'm playing a character with a combo like c.B, c.B, qcfx2+P/K, then I have to start buffering. Edit: That reminds me of a recent combo with Billy Kane that I've never hit straight up. Here's the buffered version:

d+B, qcf, d+B, qcf+P
 
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