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- Jan 5, 2001
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This is its own thread, because I'm gonna make it like a diary of things.
Legend for the Neo Geo impaired:
WP =
WK =
HP =
HK =
Tough combos, and how to do maneuver them
Okay, first thing is first is shortcutting actions. In this game, to do certain actions, like say you want to do vice's trial with cWK cWK cWK hcb x 2 KK. If you mash the super stupid fast, its not gonna come out. You can try it over and over, it will almost never work... It may even feel impossible. Here is how you actually do these motions.
First off, since the super involves two hcb motions to KK, Vice has no conflicting moves to increase your shot at this. This is a good thing.
So we do the FIRST cWK, then for the SECOND, you are going to do a roll downward starting from forward. We will call this motion QCD, or quarter circle down.. Why? This cuts into the super's requirement, a part of the half circle back motion. So the third cWK we will do this, and end the motion with a full hcb into KK. The motion is the following if you break it up.
crouch WK, qcd, wk, *if you do it right, the second wk should be another crouch wk* qcd, wk, then immediately hcb KK! My friend MR KOF helped me with this, as I was trying to figure out how to do it.
This type of thing works for other similar trials.
Charge moves, neutral shortcutting
KOF XIII is amusing in that it allows for softened actions. If its not working, you're probably working to hard. Load up Ash trial number 3. You will notice it seems damn hard. Well gee, the jHK, sHP seems easy enough, but you rarely get his charge back forward punch right? That is because you're still holding the motion when you shouldn't be. You hold back as you jump in HK, as you land, you press HP, then release the joystick to neutral, then immediately press forward WP.. It will work every time. Get used to charge actions being shortcut-ted in this manner. Its how I beat all 10 of terry's trials.
Enter max mode, aka BC canceling, aka calm the hell down and pay attention to frames.
Start by practicing terry. Do jump in HK sHK fwdWP, BC, HK fwdWP, burn knuckle. Get this down 100%. Then you can move onto doing this stuff in a more relaxed feel. You will mash shit as soon as you enter the mode. This happens because you aren't used to how slow this game actually is. Its KOF 2002 with training wheels, and its still damn hard to play.
Gameplay notes, and various finds
I'm digging into this game like crazy, binging on it a tad. You can actually do some cool stuff. K'127 was bringing up how you can shortcut some motions with a simple fwd.
Another cool thing is when you run, you can keep running while holding down+forward. So say you're ash, and you start running at a non projectile character from full screen. If they jump, you could be storing his down up kick charge, and do it as soon as they jump. You get the idea.
Legend for the Neo Geo impaired:
WP =
WK =
HP =
HK =
Tough combos, and how to do maneuver them
Okay, first thing is first is shortcutting actions. In this game, to do certain actions, like say you want to do vice's trial with cWK cWK cWK hcb x 2 KK. If you mash the super stupid fast, its not gonna come out. You can try it over and over, it will almost never work... It may even feel impossible. Here is how you actually do these motions.
First off, since the super involves two hcb motions to KK, Vice has no conflicting moves to increase your shot at this. This is a good thing.
So we do the FIRST cWK, then for the SECOND, you are going to do a roll downward starting from forward. We will call this motion QCD, or quarter circle down.. Why? This cuts into the super's requirement, a part of the half circle back motion. So the third cWK we will do this, and end the motion with a full hcb into KK. The motion is the following if you break it up.
crouch WK, qcd, wk, *if you do it right, the second wk should be another crouch wk* qcd, wk, then immediately hcb KK! My friend MR KOF helped me with this, as I was trying to figure out how to do it.
This type of thing works for other similar trials.
Charge moves, neutral shortcutting
KOF XIII is amusing in that it allows for softened actions. If its not working, you're probably working to hard. Load up Ash trial number 3. You will notice it seems damn hard. Well gee, the jHK, sHP seems easy enough, but you rarely get his charge back forward punch right? That is because you're still holding the motion when you shouldn't be. You hold back as you jump in HK, as you land, you press HP, then release the joystick to neutral, then immediately press forward WP.. It will work every time. Get used to charge actions being shortcut-ted in this manner. Its how I beat all 10 of terry's trials.
Enter max mode, aka BC canceling, aka calm the hell down and pay attention to frames.
Start by practicing terry. Do jump in HK sHK fwdWP, BC, HK fwdWP, burn knuckle. Get this down 100%. Then you can move onto doing this stuff in a more relaxed feel. You will mash shit as soon as you enter the mode. This happens because you aren't used to how slow this game actually is. Its KOF 2002 with training wheels, and its still damn hard to play.
Gameplay notes, and various finds
I'm digging into this game like crazy, binging on it a tad. You can actually do some cool stuff. K'127 was bringing up how you can shortcut some motions with a simple fwd.
Another cool thing is when you run, you can keep running while holding down+forward. So say you're ash, and you start running at a non projectile character from full screen. If they jump, you could be storing his down up kick charge, and do it as soon as they jump. You get the idea.