So here's another guide for KoF XV! This one was basically made because someone asked me a question, so basically never be afraid to ask! Mixing people up in KoF is actually really basic and universal, anyone can do it because everyone has the tools. There is character specific stuff to add to the mix sure but lets start with the basics! If you found this video helpful leave a like! It helps the video, and the channel
What's the easiest way to memorize combos and then practice being able to hit those combos because anyone and everyone I play online knows how to do them except me
Probably more combo guides soon? God I hope the big capcom countdown is for SF6 and not more resident evil stuff. Its gonna be more resident evil stuff though :(
In large part thanks to your guides, I was able to beat a level 18 despite being only level 3 just because I knew fundamental basic movement. Thanks bro, I'm hoping to go far in this game.
That's really helpful. I appreciate you bringing that topic up. Mix ups can be difficult at times even daunting. The transition between SFV and this for me is night and day. So any video you post helps alot. Especially to a newbie like me.
dude love your vids! back in my days I used to be a local champ of kof 98 in my town, with the past of time I stopped playing the other versions, now I managed to squeeze some time to get back to kof but I'm super rusty, but your vids have helped me a ton to get to know the new mechanics and practice the old ones, thx a lot.
I just started playing KOF yesterday, your guides have been super helpful, I never play grapplers but I used your guide for Dinosaur and let me tell you he might be my main from now on.
2:48 Since it wasn't mentioned, do note that if you recover from soft knockdown, you do not have any throw invulnerability on wakeup. Choosing to not recover on soft knockdowns in the corner when your opponent will be in your face afterwards is more appealing because of that, though you obviously may feel free to recover to try and throw off your opponent's oki timing if you show a pattern of staying down.
Thank you for making this video and you made it very clear on the neutral. I have been trying for a long time since kof 98 to figure out the hops and mix ups
Appreciate this! Even though I don’t play KoF, the concepts brought up are applicable to other fighting games like Guilty Gear. Thanks for the hard work that makes it so easy to understand!
Another fantastic guide on XV basics. Should provide lots of critical information for those just getting in to VX or looking to sharpen their skills Thanks you for performing this tedious task
You always hype me up about the _idea_ of playing all of the games you showcase, but the sad reality is that I lack the motivation to practice, persevere, and get good with even a single character in a single game (e.g. GG Strive MB or Type Lumina) 😛
Empty short hops really screw with the enemy after you've mixed them up a few times. They try to attack on wakeup, your timed empty short hop can have you block whatever they do hahah
Another thing that’s important is looping jump blow back pressure, if you can execute the hops its really good for baiting buttons, especially with characters like clark and dino
what's the answer to it on defense? will mashing jabs get you out of it? rolls or guard cancel? just curious cos i see it a lot in videos and the person on defense often looks like they're stuck
Been putting myself through the ringer learning her too, hardest character I've ever tried for sure but she's so satisfying to play so i'm gonna persevere
Well in KoF 14, she's actually one of the weakest characters lol. She's pure rushdown and she can blender you and get strong meterless combos, but she has tiny t-rex arms and can't play neutral so good
Your video have help me alot. Now im practicing only mixing up my normal attacks to truly understand my character weakness and strength. The only problem I have is being corner. I try to escape roll but I just get throw back into a corner. Any advice?
I think I remember him mentioning in an earlier guide vid to press up (or up-forward), followed immediately by pressing down (or down-forward) to help with consistency, if you can't release the required upward tap quickly enough.
@@claudiorebolledo4522 nice. I have fond memories of learning the ropes with a friend back in the KoF'98/'99/'00 days. Hopefully, I'll get round to the XV soon.
Characters with close D combo starter seem much better for the anti roll grab tech since they can just hurl the opponent back into the corner if they try to roll out…
In a bit maybe. Enough characters have changed up radically that things have shifted so I can't just off hte cuff say one or the other. Like Heidern in 14 I would say is an anchor, now? I say he's a point cause his gameplan totally shifted
@@rooflemonger Fair enough. I must say i can't appreciate your efforts enough, I think you are a very strong reason why this game is gonna pick up a bit in general because you've made a very intimidating game seem a lot less so to a great many people. so, thank you sir.
As stated in the guide from the other day, throws beat strikes if they connect on the same frame. Throws are frame 1. Therefore meaties always lose to wakeup throw. You have to not be directly touching the enemy when going for meaties. Be a pixel away so you are out of throw range, or be airborne which is the better way to do it as thats kinda the point of this video
You should do a video about the buffer system in KoF cause by far that the only thing that don’t make sense to me and everyone kinda sucks at explaining it
Is wake-up throw invulnerability sacrificed if you roll? For example, if the person rolls on frame 1, can they be thrown on frame 2 even though throw invinc would normally be much longer? Kind of a weird analogy but in 3rd Strike, the throw invincibility window is nullified by the super freeze.
Yo rooflemonger thanks for the vids man always great to see them. Any chance I could get some movement tips? I'm a potemkin main from Guilty Gear & it's common to jump (while holding block) as a movement option to get in, but you can't block in the air in king of fighters. It feels like the only safe movement I have is to run up and then quickly stop myself with a block. IDK I just feel like I cannot close the gap & get any close heavys to start a combo. It feels like I need my opponent to run up at me if I want to get effective close hits. I feel like I lack agency in the game. Any tips would be appreciated - thanks :).
If you like grappling and are struggling with approach I really highly recommend shermie, her moves have a lot of utility and her abilities for moving around the screen are quite effective
What can you do against Grapplers and Throws in general because at this point they feel boderline annoying espesially Romans invincible throws. Like not everyone can zone them out and now they can just go through it too.
@@Nu_Merick how? How is Ramon turning invincible for a couple of seconds and then having a thorw which catches you both on the ground and in the air escable?
as kof noob and a guilty gear/mortal kombat/smash bros veteran I've been getting really upset at short hop spam lol. Also why, when I finally manage to anti air all their jump spam, do they land and recover faster than i can pressure them? it's like 0 frame landing or something insane. Everytime it's my turn I just get punched and the game feels like it makes no sense. Never been so frustrated learning a fighting game before trying kof but at least this video was helpful, thanks.
Is there setplay in kofxv? I'm coming from guilty gear as a millia/dizzy player so that's kinda what I'm looking for, characters who can vortex you and loop mixups
Not really that kind of game but a character with a command grab like shermie is probably one of the closer things to that. Safe jump off her command grab and can OS reversals and rolls but its still more interactive defense regardless
They need to get rid of the left analog inputs.. The inputs of some of these moves are too quick and precise... and omg the Light punch spamming forces everyone to play like noobs.. its more rewarding than trying to put in strict combo inputs
So here's another guide for KoF XV! This one was basically made because someone asked me a question, so basically never be afraid to ask! Mixing people up in KoF is actually really basic and universal, anyone can do it because everyone has the tools. There is character specific stuff to add to the mix sure but lets start with the basics! If you found this video helpful leave a like! It helps the video, and the channel
What's the easiest way to memorize combos and then practice being able to hit those combos because anyone and everyone I play online knows how to do them except me
I need to know what to do on defense with this game, I think that'd be a helpful video
How do you counter wake up jabs
U should do a video on how to do a rising tackle into a power geyer. I can't do it
@@cedricgaming5106 I did, its in the terry combo video and that technique to do it is also in the essential tips video
These guides have been ridiculously helpful! Thank you so much for putting them out (especially so quickly).
just trying to do my best for everyone who has this as their first kof!
I would also really appreciate a defense guide to counter the things I just saw 😅
Great video though!
This right here^^^
Probably more combo guides soon? God I hope the big capcom countdown is for SF6 and not more resident evil stuff. Its gonna be more resident evil stuff though :(
Yes, please! Actually whole character guides, better IMHO than solely the combos. Thanks!
I hope even more that sf6 is good and. If ass like 5
Onimusha🙏
It’s a new Darkstalkers game
You know
What if it was CvS 3?
This may be like a needle in a haystack but hey
One can dream right?
In large part thanks to your guides, I was able to beat a level 18 despite being only level 3 just because I knew fundamental basic movement. Thanks bro, I'm hoping to go far in this game.
Despite having like 6 years of fg experience these videos are always helpful. Especially that hold button trick! Made things so much easier
I love that you did this with Vanessa, i really needed this, against everyone i face its so easy for them to block her stuff.
Helpful as always for us noobs. Had no idea you could super cancel most overheads.
That's really helpful. I appreciate you bringing that topic up. Mix ups can be difficult at times even daunting. The transition between SFV and this for me is night and day. So any video you post helps alot. Especially to a newbie like me.
Thanks for all these guides. The last KOF I played was 98 and I would say I'm a casual player.
you're going to feel at home with 15. :)
dude love your vids! back in my days I used to be a local champ of kof 98 in my town, with the past of time I stopped playing the other versions, now I managed to squeeze some time to get back to kof but I'm super rusty, but your vids have helped me a ton to get to know the new mechanics and practice the old ones, thx a lot.
Good insights, including corner stuff, hops, overheads (and cancels off them), and more. Thanks!
I just started playing KOF yesterday, your guides have been super helpful, I never play grapplers but I used your guide for Dinosaur and let me tell you he might be my main from now on.
2:48
Since it wasn't mentioned, do note that if you recover from soft knockdown, you do not have any throw invulnerability on wakeup.
Choosing to not recover on soft knockdowns in the corner when your opponent will be in your face afterwards is more appealing because of that, though you obviously may feel free to recover to try and throw off your opponent's oki timing if you show a pattern of staying down.
Thank you for making this video and you made it very clear on the neutral. I have been trying for a long time since kof 98 to figure out the hops and mix ups
Appreciate this! Even though I don’t play KoF, the concepts brought up are applicable to other fighting games like Guilty Gear. Thanks for the hard work that makes it so easy to understand!
Another fantastic guide on XV basics. Should provide lots of critical information for those just getting in to VX or looking to sharpen their skills
Thanks you for performing this tedious task
You always hype me up about the _idea_ of playing all of the games you showcase, but the sad reality is that I lack the motivation to practice, persevere, and get good with even a single character in a single game (e.g. GG Strive MB or Type Lumina) 😛
I definitely need to practice my short hops not only for fast overheads, but also for safe jumps against things like Wakeup DP to keep up my offense.
Empty short hops really screw with the enemy after you've mixed them up a few times. They try to attack on wakeup, your timed empty short hop can have you block whatever they do hahah
Wow the anti roll tech is a game changer. You’re a blessing to the new player community.
Thanks for also showing the Mai crossup option. Trying to level up with her
Another thing that’s important is looping jump blow back pressure, if you can execute the hops its really good for baiting buttons, especially with characters like clark and dino
what's the answer to it on defense? will mashing jabs get you out of it? rolls or guard cancel? just curious cos i see it a lot in videos and the person on defense often looks like they're stuck
Jab will beat them trying to loop blow backs but if they go into a low b after a block one you’ll get blown up
"Auto khambo with Vanessa, No Skill, I get hit because I do nothing and it is laagy" The vest guy
I go online and everyone suddenly is good at mix-ups
Me: Dang You, Rooflemonger!!!!!!!
Thank you I was struggling to open people up who are just sitting and flash kicking lol
I tried out Angel and understood why she was so difficult immediately. If they made her any easier, she would be the strongest character in the game.
By easier, I mean if they made her inputs more easy to do, or less complex, she would be so busted.
Been putting myself through the ringer learning her too, hardest character I've ever tried for sure but she's so satisfying to play so i'm gonna persevere
Well in KoF 14, she's actually one of the weakest characters lol. She's pure rushdown and she can blender you and get strong meterless combos, but she has tiny t-rex arms and can't play neutral so good
Awesome guide. Now I only need to stop getting jumps when i go for hops >_
Your video have help me alot. Now im practicing only mixing up my normal attacks to truly understand my character weakness and strength. The only problem I have is being corner. I try to escape roll but I just get throw back into a corner. Any advice?
Few questions- when you were doing hop moves, the game says theyre minus on hit. I saw it in the video too
Do you need to time it really specifically?
Thank you
Bought this yesterday... men did I regret it 😫
Awesome video 👍🏼!. Is there any shortcuts to do short hops?
I think I remember him mentioning in an earlier guide vid to press up (or up-forward), followed immediately by pressing down (or down-forward) to help with consistency, if you can't release the required upward tap quickly enough.
@@LawalMuhammad Im going to try to find it 🤞🏼. But so far I’m loving the game.
@@claudiorebolledo4522 nice. I have fond memories of learning the ropes with a friend back in the KoF'98/'99/'00 days. Hopefully, I'll get round to the XV soon.
Characters with close D combo starter seem much better for the anti roll grab tech since they can just hurl the opponent back into the corner if they try to roll out…
I know you've made a team building guide, any chance we can get something like which characters do well in what positions?
In a bit maybe. Enough characters have changed up radically that things have shifted so I can't just off hte cuff say one or the other. Like Heidern in 14 I would say is an anchor, now? I say he's a point cause his gameplan totally shifted
@@rooflemonger Fair enough. I must say i can't appreciate your efforts enough, I think you are a very strong reason why this game is gonna pick up a bit in general because you've made a very intimidating game seem a lot less so to a great many people. so, thank you sir.
is the best way to practice safejumps is to make the dummy do a wakeup throw or dp?
One of the ways yeah. KoF has a lot of dummy options so its easy to set it up
Any quick tip for dealing with wakeup throw, am I just not timing my meaty properly?
As stated in the guide from the other day, throws beat strikes if they connect on the same frame. Throws are frame 1. Therefore meaties always lose to wakeup throw. You have to not be directly touching the enemy when going for meaties. Be a pixel away so you are out of throw range, or be airborne which is the better way to do it as thats kinda the point of this video
@@rooflemonger ahhh ok, thanks i got it 👍🏿
Hey Rooflemonger can you make a guide on how to learn a new fighting game, possibly using KoFXV as an example if you haven't already?
You should do a video about the buffer system in KoF cause by far that the only thing that don’t make sense to me and everyone kinda sucks at explaining it
ive covered it through multiple videos now already
any recommendation on which joystick to use or you guys use the PS controller instead?
Just want to get the best experience out of this awesome game.
Try to learn with both, PS controller is for casual matchs with friends 👍
2:20 realistically if you empty jump low, you are gonna get wake up thrown
Is wake-up throw invulnerability sacrificed if you roll? For example, if the person rolls on frame 1, can they be thrown on frame 2 even though throw invinc would normally be much longer? Kind of a weird analogy but in 3rd Strike, the throw invincibility window is nullified by the super freeze.
if you roll you can get thrown frame 1, its only strike invuln
Yo rooflemonger thanks for the vids man always great to see them. Any chance I could get some movement tips? I'm a potemkin main from Guilty Gear & it's common to jump (while holding block) as a movement option to get in, but you can't block in the air in king of fighters. It feels like the only safe movement I have is to run up and then quickly stop myself with a block. IDK I just feel like I cannot close the gap & get any close heavys to start a combo. It feels like I need my opponent to run up at me if I want to get effective close hits. I feel like I lack agency in the game. Any tips would be appreciated - thanks :).
same
If you like grappling and are struggling with approach I really highly recommend shermie, her moves have a lot of utility and her abilities for moving around the screen are quite effective
has anyone ever said you sound like chef john from food wishes
Every three videos or so someone mentions it lol
@@Setteri_ glad to hear it
What can you do against Grapplers and Throws in general because at this point they feel boderline annoying espesially Romans invincible throws. Like not everyone can zone them out and now they can just go through it too.
@@Nu_Merick rofl literally said that throws catch rolls in this video.
@@Nu_Merick some throws are anti air and Dolores BQCB HK can option select both jumping and ground.
@@Nu_Merick how? How is Ramon turning invincible for a couple of seconds and then having a thorw which catches you both on the ground and in the air escable?
Is there a trick to doing shorthops on pad? The window is really difficult to hit consistantly for me
Vanessa! 😍😍😍😍
Would you say that in the corner you have alot of "hoptions"?
as kof noob and a guilty gear/mortal kombat/smash bros veteran I've been getting really upset at short hop spam lol. Also why, when I finally manage to anti air all their jump spam, do they land and recover faster than i can pressure them? it's like 0 frame landing or something insane. Everytime it's my turn I just get punched and the game feels like it makes no sense.
Never been so frustrated learning a fighting game before trying kof but at least this video was helpful, thanks.
and don't get me started on wakeup options... There are reasons I swore off mk11 and that was one of them!
Is the basic mixup only useful in the corner, or can it be effective mid screen too?
Is there setplay in kofxv? I'm coming from guilty gear as a millia/dizzy player so that's kinda what I'm looking for, characters who can vortex you and loop mixups
Not really that kind of game but a character with a command grab like shermie is probably one of the closer things to that. Safe jump off her command grab and can OS reversals and rolls but its still more interactive defense regardless
the jiggles man
Sf6!
I just wonder how to hop consistently with pad
Now how do you defend against it? ;-)
How do you reverse sides in training mode, it seems like the only option is to jump to the other side
no idea lol never tried it
Roll through them
There must be a way to start p2 side on reset. There has to be. I refuse to believe there isnt. If anyone figured it out plz enlighten me
Can't they just wakeup dp
Yes but not every attack is going to knockdown and if they're constantly throwing out dp's you can easily bait it and get free damage off of one
For the most part no because if you time it right it will be a safejump which means you get to block their DP while doing your offense.
They need to get rid of the left analog inputs.. The inputs of some of these moves are too quick and precise... and omg the Light punch spamming forces everyone to play like noobs.. its more rewarding than trying to put in strict combo inputs
Tried this in matches an none of it worked. People just get away with whatever they want in this bullshit game
I get my ass beat in this game, it makes no sense, shouldn't
Ayyyyye keep em coming rooflemonger!