- Joined
- Jun 12, 2002
- Posts
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Post combos, strategies, tips .... etc.
Combo system:
- There isn't any form of super move to super move cancels, even during Max Mode
- However, you can cancel almost any attack or super move (including overhead command attacks) with DM's / SDM's without any additional meters
- Almost all normal attacks and command attacks can be interrupted by activating Max Mode too, but you will only get half the meter when it's activated this way mid combos
- Max Mode gives you access to EX super moves, most of which have juggle / bounce property for follow ups. Use them effectively
- Unlike KOF13, EX super moves don't take power stocks in this game. They only deplete your Max meter a little
- Ground blow back HP+HK attacks have wall stun property
- Any DM can be cancelled to a DM of a higher level, provided it isn't the Level 2 version of the same Level 1 DM:
Possible Types:
L1DM -> L2DM, L1DM -> L3DM, L2DM -> L3DM
* Credits to neojedi
General tips:
- Since super cancels don't take additional meters, you now have new means to hit confirm / link your DM's without extra costs. Here are some cheap but effective examples:
* Terry: burn knuckle > busterwolf
* Maxima: grab dash > DM
* Chin: df LK > LK > qcb LP > DM
* Clark: f LK (overhead) > grab DM
- You have more incentive now to start Max mode off the bat instead of mid combos. EX moves grant you more set up options and they are great for starting combos (Chin's EX hcf LK+HK and Shunei's EX qcf LP+HP are good examples)
- The Max Mode meter duration length depends on the order of your character:
1st: 1000
2nd: 1250
3rd: 1500
- The push back on guard in this game is more than usual, making some links whiff
- I noticed it's harder to do cross ups combos
- For charge moves, you can charge down while running by holding df * credits to munchiaz
-------------------------------
I'm reserving this post for special character-specific attack properties and links that may go undiscovered / unnoticed during normal practice.
Here is what I managed to find so far:
Goro:
far LK is cancellable (including into df HP)
qcb LK can be cancelled into other super moves (including dp K)
dp K grab can be super cancelled into qcf x2 K DM
* effective example to utilize all this: far LK > qcb LK > dp K> qcf x2 K
Iori:
Far HP is cancellable
Vice:
hcf HK can be followed up by qcb HP
EX hcf K grabs falling opponents regardless. usage examples below*
* jump HP+HK > EX hcf K
* during opponent jump: far HK > [MAX] > EX hcf K (guaranteed anti air punish)
hcb x2 K DM has a very long range grab. Level 2's range is even longer.
Andy:
close LK > HK
far LK > HK
hcf K can be interrupted while in air by pressing down LK+HK
Ryo:
crouch LK > crouch HP
f LK parry can be done multiple time to block multiple attacks (example: King's Double Strike). Won't work on single atacks with multiple hits (example: Terry's EX Power Wave)
Yuri:
Far LK is cancellable
Gang Il:
qcf HP has armor on start up animations
EX qcf P can be followed up with a jump
dp HK and EX version can be followed up with a jump
f LK > far LK or crouch LK (opponent must be crouching)
down x2 K hits opponent while on ground
EX down x2 LK+HK hits low all over the floor (similar to Daimon's dp LP)
Kukri:
Far HK is cancellable
Mian:
qcf / qcb K follow ups can be cancelled once with another qcf / qcb K
Nelson:
the back HP part of his chain causes instant guard crush
Xanadu:
far LK is cancellable
Far HP has armor in the middle of its animation
Far HK has armor in the middle of its animation
EX hcb LK+HK has auto-guard during running animation on upper body. He's still vulnerable to low attacks such as sweeps
Chang:
EX back forward P has full armor
Shunei:
far HP > HP
Tung Fu Rue:
far HP is cancellable (including into df LP command)
Meitenkun:
The longer you charge his charge moves, the stronger they become
Geese:
close LP > HP link
qcfx2 P Raigou Reppuken DM hits opponent while on floor
Raging Storm hits opponent while on floor
If timed so that you press back K on the exact instant the opponent attacks, his qcf hcb K counter DM won't take any power stocks (possibly a bug).
Billy:
f LK > qcf x2 K DM
Hein:
f LK > qcb K (only connects in corners)
Ramon:
down x2 LP > HP crossup move also hits opponents while on the floor.
King of Dinosaurs:
far LK is cancellable
hcb HP (and EX) grab has full armor during initial animation
far HP has armor in the middle of its animation
f LP has auto-guard in the middle of its animation
back LP has auto-guard in the middle of its animation
crouch HP has armor in the middle of its animation
qcb K grabs opponent while on floor (guaranteed after qcf x2 K DM and normal grabs if opponent doesn't do a safe fall)
Nakoruru:
She has invincible frames while ascending during qcb K
Mui Mui
far HK > far LK (specific distance only)
far LK is cancellable
Love Heart
back LK hits the opponent while on ground
qcf x2 P DM hits opponent while on ground
second hit of qcb HP (and EX version) is overhead
K:
EX qcb LK+HK has auto-guard
Kula:
far LK is cancellable
far HP is cancellable
Maxima:
far, close and crouch HP have armor
far HK has armor
qcb HP has armor
Ralf
Armor guard while holding P during qcf x2 P (Galactic Phantom)
Clark:
Though it doesn't link, f LK still count as overhead after close HP
you can roll towards the opponent after a normal HK throw by holding forward
you can now hold forward then press LK+HK to do the forward hop, instead of having to press f LK+HK at the same time like in KOF13
King:
far LK has armor in its first few frames
Mai:
close LK > HK
Yuri:
far LK is cancellable
f LP still hits overhead after far LK
Kensou:
dp K has armor guard in the middle of its animation
hcf HP has auto-guard in it's initial animation
Chin:
far HP is cancellable
Antonov:
qcb HP and EX qcb LP+HP have autoguard in the middle of their animation
EX hcb LK+HK has autoguard in the middle of its animation
f LP is cancellable before or during active attack frames*
* good for hcb LK or hcb HK mixups. I add far LK in the beginning to make it more effective:
far LK > f LP > hcb LK or HK during initial frames of f LP
Combo system:
- There isn't any form of super move to super move cancels, even during Max Mode
- However, you can cancel almost any attack or super move (including overhead command attacks) with DM's / SDM's without any additional meters
- Almost all normal attacks and command attacks can be interrupted by activating Max Mode too, but you will only get half the meter when it's activated this way mid combos
- Max Mode gives you access to EX super moves, most of which have juggle / bounce property for follow ups. Use them effectively
- Unlike KOF13, EX super moves don't take power stocks in this game. They only deplete your Max meter a little
- Ground blow back HP+HK attacks have wall stun property
- Any DM can be cancelled to a DM of a higher level, provided it isn't the Level 2 version of the same Level 1 DM:
Possible Types:
L1DM -> L2DM, L1DM -> L3DM, L2DM -> L3DM
* Credits to neojedi
General tips:
- Since super cancels don't take additional meters, you now have new means to hit confirm / link your DM's without extra costs. Here are some cheap but effective examples:
* Terry: burn knuckle > busterwolf
* Maxima: grab dash > DM
* Chin: df LK > LK > qcb LP > DM
* Clark: f LK (overhead) > grab DM
- You have more incentive now to start Max mode off the bat instead of mid combos. EX moves grant you more set up options and they are great for starting combos (Chin's EX hcf LK+HK and Shunei's EX qcf LP+HP are good examples)
- The Max Mode meter duration length depends on the order of your character:
1st: 1000
2nd: 1250
3rd: 1500
- The push back on guard in this game is more than usual, making some links whiff
- I noticed it's harder to do cross ups combos
- For charge moves, you can charge down while running by holding df * credits to munchiaz
-------------------------------
I'm reserving this post for special character-specific attack properties and links that may go undiscovered / unnoticed during normal practice.
Here is what I managed to find so far:
Goro:
far LK is cancellable (including into df HP)
qcb LK can be cancelled into other super moves (including dp K)
dp K grab can be super cancelled into qcf x2 K DM
* effective example to utilize all this: far LK > qcb LK > dp K> qcf x2 K
Iori:
Far HP is cancellable
Vice:
hcf HK can be followed up by qcb HP
EX hcf K grabs falling opponents regardless. usage examples below*
* jump HP+HK > EX hcf K
* during opponent jump: far HK > [MAX] > EX hcf K (guaranteed anti air punish)
hcb x2 K DM has a very long range grab. Level 2's range is even longer.
Andy:
close LK > HK
far LK > HK
hcf K can be interrupted while in air by pressing down LK+HK
Ryo:
crouch LK > crouch HP
f LK parry can be done multiple time to block multiple attacks (example: King's Double Strike). Won't work on single atacks with multiple hits (example: Terry's EX Power Wave)
Yuri:
Far LK is cancellable
Gang Il:
qcf HP has armor on start up animations
EX qcf P can be followed up with a jump
dp HK and EX version can be followed up with a jump
f LK > far LK or crouch LK (opponent must be crouching)
down x2 K hits opponent while on ground
EX down x2 LK+HK hits low all over the floor (similar to Daimon's dp LP)
Kukri:
Far HK is cancellable
Mian:
qcf / qcb K follow ups can be cancelled once with another qcf / qcb K
Nelson:
the back HP part of his chain causes instant guard crush
Xanadu:
far LK is cancellable
Far HP has armor in the middle of its animation
Far HK has armor in the middle of its animation
EX hcb LK+HK has auto-guard during running animation on upper body. He's still vulnerable to low attacks such as sweeps
Chang:
EX back forward P has full armor
Shunei:
far HP > HP
Tung Fu Rue:
far HP is cancellable (including into df LP command)
Meitenkun:
The longer you charge his charge moves, the stronger they become
Geese:
close LP > HP link
qcfx2 P Raigou Reppuken DM hits opponent while on floor
Raging Storm hits opponent while on floor
If timed so that you press back K on the exact instant the opponent attacks, his qcf hcb K counter DM won't take any power stocks (possibly a bug).
Billy:
f LK > qcf x2 K DM
Hein:
f LK > qcb K (only connects in corners)
Ramon:
down x2 LP > HP crossup move also hits opponents while on the floor.
King of Dinosaurs:
far LK is cancellable
hcb HP (and EX) grab has full armor during initial animation
far HP has armor in the middle of its animation
f LP has auto-guard in the middle of its animation
back LP has auto-guard in the middle of its animation
crouch HP has armor in the middle of its animation
qcb K grabs opponent while on floor (guaranteed after qcf x2 K DM and normal grabs if opponent doesn't do a safe fall)
Nakoruru:
She has invincible frames while ascending during qcb K
Mui Mui
far HK > far LK (specific distance only)
far LK is cancellable
Love Heart
back LK hits the opponent while on ground
qcf x2 P DM hits opponent while on ground
second hit of qcb HP (and EX version) is overhead
K:
EX qcb LK+HK has auto-guard
Kula:
far LK is cancellable
far HP is cancellable
Maxima:
far, close and crouch HP have armor
far HK has armor
qcb HP has armor
Ralf
Armor guard while holding P during qcf x2 P (Galactic Phantom)
Clark:
Though it doesn't link, f LK still count as overhead after close HP
you can roll towards the opponent after a normal HK throw by holding forward
you can now hold forward then press LK+HK to do the forward hop, instead of having to press f LK+HK at the same time like in KOF13
King:
far LK has armor in its first few frames
Mai:
close LK > HK
Yuri:
far LK is cancellable
f LP still hits overhead after far LK
Kensou:
dp K has armor guard in the middle of its animation
hcf HP has auto-guard in it's initial animation
Chin:
far HP is cancellable
Antonov:
qcb HP and EX qcb LP+HP have autoguard in the middle of their animation
EX hcb LK+HK has autoguard in the middle of its animation
f LP is cancellable before or during active attack frames*
* good for hcb LK or hcb HK mixups. I add far LK in the beginning to make it more effective:
far LK > f LP > hcb LK or HK during initial frames of f LP
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