I wasn't connecting my combos because I would get anxious and drop, one piece of advice I could give is "USE YOUR EX MOVES." even if that's obvious almost all good combo strings are built off them and they only cost half a bar. So if you play a well rounder like terry, the more you use them, the more you realize how that characters combo strings work, and how to build off them. It's made me more methodical and calm instead of just trying to find one opening for "Stand 3 toward 1 now insert combo here " (in Terry's case.) All in all kof15 is the most fun new fighter I've played in years and my favorite game of 2022.
Excellent video, love the info you shared through. Only thing I’d say is maybe shorten the title cards for each section a little bit, and let the music keep playing in the background of the actual information, just turned down a little. Awesome content all together.
its mainly this, but my editing style is to let the music go for one measure so i get a nice clean cut to work with. This isnt normally an issue because i typically use high BPM dance music but this RnB jam stuff is really low BPM so the measure is reeeeeal long lol
just curious if any pad players can do longcuts consistently? I've been playing pad for years and can do almost anything, wanted to play Kyo this time around but this has been a humbling experience. From my understanding you NEED to hit the diagonal down-back?
Just a note on the hold button buffer: it feels like it's not universal across the board. After a lof of hours messing around, doing Shermies suplex lvl2 after her antiair super feels like the timing iis much stricter. However, after that suplex, going into climax there's a HUGEEEEEEEEE buffer window. Luong's lvl1 rush super feels like it's got more buffer time than her lvl1 whip kick super. (sorry for the terrible naming convention, haha.) Could just be me as i'm new to KoF but i noticed this a lot just messing with my team in general.
I'm having a lot of trouble doing Chizuru's 236LP into 2141236LP. Based on what you said about Kyo, I can forgo the diagonals in the quarter circle forward of the super, but I'm having a lot of trouble doing it fast enough and precise enough. It feels like there's barely any time to input the super. I'm also using a stick, so only pressing cardinal directions seems really foreign to me. Got any advice?
im so sorry buddy, but I dont really have any advice on this one. The best way to think of shortcuts like this are less that you need to try to hit the diagonals and more like a seat belt that allows you to be sloppy when inputting. I'm able to do the super cancel without too much issue if im not trying to confirm it, so the best thing i can say is that after you input 236 LP, before it even hits you should be inputting 21426, instead of waiting to see it hit and THEN inputting it
@@IdolismJ Thanks for giving it your best! I really appreciate it. I'll try doing 21426 right after doing the 236LP without confirming and see how that goes.
I'm still confused on the "long cuts" topic. Anyone got more resources? Great video btw, makes me really consider buying this one when it goes on sale!
Basic you’re only allowed one additional direction after an input. So if you do 6236 it reads the 623, but if you do 62369 there are 2 extra directions after 623, so it’s discarded. But there’s only 1 extra direction after the 236 part, so the input reader accepts it
If you look at the inputs on the left side when Robert is on screen throwing fireballs, you'll see he's ending the motion in up+forward+punch after a run, which would give an unwanted Shoryuken motion if you only ended it in QCF; by pressing up, the game only reads it as a QCF instead, giving you fireball.
hmm, I'll have to take a look at this. I assume you would do 641236A for Haoh Shoukou Ken, then just do 214AC for Ranbu since the 236 was already buffered, but im not sure how those two supers interact with each other.
bro i've been banging my head against a wall with the running DP. I thought I might be able to force quarter circles after running by doing a half circle motion, but it wasn't working. Apparently I'm supposed to tk it ??? very cool.
I never knew about the hold button, but i discovered shortcuts and longcuts playing 02 and 13, the "hold button" trick actually is just timing is not as important than the shortcuts imo, why is everybody relieved by that? Lol
im not sure how you learn about these things, i wanna say shortcuts have been in KoF since 97 (could be wrong) so its just this weird esoteric grandfathered in mechanic that you have to learn somehow externally
The trials in KoF XIII were meant to teach you these shortcuts, but they never actually did. So people would see the inputs and assume you did them at face value.
Is it a shortcut if you're just doing the same amount of inputs for the DP motion? If anything you're encouraging people to do it in a way where it'll naturally be slower to complete. Also everything besides the whiff canceling is in most fighting games that I'm aware of, so titling this a KOF thing is a little disingenuous. Kyo as an example is a little iffy, since while teaching people some of the weird input reader exploits is important for a few things in KOF games in general you can totally do the super input during that time. A smarter method of trying to encourage a player's growth is to have them look for alternative routes with meter and see if using the (seemingly) difficult route is any better than what else they can find until they work up the courage to develop their execution. Not telling someone about that longcut in specific absolutely isn't hurting anyone, but if you decide to try to educate people on the idea it's probably worth doing its own video for it while showing alternate route examples and specific contexts where you lose out on a ton of damage without it.
>in SF4 you can get dp by doing df df You can't if you do it cleanly. Most of the time though you gonna hit additional d or f which will get you the move by triggering on of the many alternate inputs.
So in short: KOV 15 has a shitty player entry tutorial and you will only see these ''secret techniques'' if your browse some wiki or some kind soul in YT posts videos like this...got it... I'm on the fence getting the game and just maybe waiting for SF6 hopefully having easier inputs and mechanics, but after watching this, maybe all I need is just practice doing these tips...
Yes, King of Fighters has long been labelled as a very hard game and there is some truth to that but the "difficulty" is more in the details of how much knowledge is being withheld from the player about mechanics and move properties. it's a series where you should absolutely be checking the SuperCombo wiki or the DreamCancel wiki (depending on which KoF) for as much information as you can find.
Honestly king of fighters is so fucking hard just based off of how their supermoves are implemented. These Half circle motions are ridiculous to me. I have a hard enough time doing the shortyuan motion consistently.
This kind of obscure, forbidden knowledge reminds me of tekken and all of its bullshit. Is KBD extremely important against good players? Yes. Are you ever going to figure it out on your own? Hell no.
I wasn't connecting my combos because I would get anxious and drop, one piece of advice I could give is "USE YOUR EX MOVES." even if that's obvious almost all good combo strings are built off them and they only cost half a bar. So if you play a well rounder like terry, the more you use them, the more you realize how that characters combo strings work, and how to build off them. It's made me more methodical and calm instead of just trying to find one opening for "Stand 3 toward 1 now insert combo here " (in Terry's case.) All in all kof15 is the most fun new fighter I've played in years and my favorite game of 2022.
I wish I had known about the button holding for max cancels a long time ago. By the gods, this changes things
Excellent video, love the info you shared through. Only thing I’d say is maybe shorten the title cards for each section a little bit, and let the music keep playing in the background of the actual information, just turned down a little. Awesome content all together.
He just really likes MIRAs music lol
its mainly this, but my editing style is to let the music go for one measure so i get a nice clean cut to work with. This isnt normally an issue because i typically use high BPM dance music but this RnB jam stuff is really low BPM so the measure is reeeeeal long lol
Lots of useful info in this video but I'm left wondering why the maximum impact games have so much goddamn lovemaking tracks
bro wtf would I do without youtube - I'm so glad I found this, subbed my dude
Super informative, thanks for sharing this comprehensive guide!!
(now time to practice this hahaha)
extremely epic (and pog) video!
just curious if any pad players can do longcuts consistently? I've been playing pad for years and can do almost anything, wanted to play Kyo this time around but this has been a humbling experience. From my understanding you NEED to hit the diagonal down-back?
Just a note on the hold button buffer: it feels like it's not universal across the board. After a lof of hours messing around, doing Shermies suplex lvl2 after her antiair super feels like the timing iis much stricter. However, after that suplex, going into climax there's a HUGEEEEEEEEE buffer window. Luong's lvl1 rush super feels like it's got more buffer time than her lvl1 whip kick super. (sorry for the terrible naming convention, haha.) Could just be me as i'm new to KoF but i noticed this a lot just messing with my team in general.
I flipping out at the low aa shit. I will now be supreme
its so funny because its also the most damaging AA by a fuckin' country mile
This is amazing
Awesome video I shared it with my community
Great video king. Learned some shit
Thank u for this fr 💪💪💪💯💯💯
They need to get the Max impact OSTs added to jukebox
YEAH FR FR
thank god for this video bc i forgot how to longcut uppercut for iori to do oniyaki into fireball super
I'm having a lot of trouble doing Chizuru's 236LP into 2141236LP. Based on what you said about Kyo, I can forgo the diagonals in the quarter circle forward of the super, but I'm having a lot of trouble doing it fast enough and precise enough. It feels like there's barely any time to input the super. I'm also using a stick, so only pressing cardinal directions seems really foreign to me. Got any advice?
hmm, I do not play Chizuru but let me take her to the lab after work and see what can be done.
im so sorry buddy, but I dont really have any advice on this one. The best way to think of shortcuts like this are less that you need to try to hit the diagonals and more like a seat belt that allows you to be sloppy when inputting. I'm able to do the super cancel without too much issue if im not trying to confirm it, so the best thing i can say is that after you input 236 LP, before it even hits you should be inputting 21426, instead of waiting to see it hit and THEN inputting it
@@IdolismJ Thanks for giving it your best! I really appreciate it. I'll try doing 21426 right after doing the 236LP without confirming and see how that goes.
I'm still confused on the "long cuts" topic. Anyone got more resources?
Great video btw, makes me really consider buying this one when it goes on sale!
yeah I've seen this video and some others explain it and it still doesn't make any sense to me
Basic you’re only allowed one additional direction after an input. So if you do 6236 it reads the 623, but if you do 62369 there are 2 extra directions after 623, so it’s discarded. But there’s only 1 extra direction after the 236 part, so the input reader accepts it
If you look at the inputs on the left side when Robert is on screen throwing fireballs, you'll see he's ending the motion in up+forward+punch after a run, which would give an unwanted Shoryuken motion if you only ended it in QCF; by pressing up, the game only reads it as a QCF instead, giving you fireball.
how to do Ryo shortcuts ? can't figure it out , haoh shoukou ken into ryuuko ranbu
hmm, I'll have to take a look at this. I assume you would do 641236A for Haoh Shoukou Ken, then just do 214AC for Ranbu since the 236 was already buffered, but im not sure how those two supers interact with each other.
bro i've been banging my head against a wall with the running DP. I thought I might be able to force quarter circles after running by doing a half circle motion, but it wasn't working. Apparently I'm supposed to tk it ??? very cool.
I never knew about the hold button, but i discovered shortcuts and longcuts playing 02 and 13, the "hold button" trick actually is just timing is not as important than the shortcuts imo, why is everybody relieved by that? Lol
How do you Learn about a shortcut. Do you have to just be able to come across it or something?
im not sure how you learn about these things, i wanna say shortcuts have been in KoF since 97 (could be wrong) so its just this weird esoteric grandfathered in mechanic that you have to learn somehow externally
The trials in KoF XIII were meant to teach you these shortcuts, but they never actually did. So people would see the inputs and assume you did them at face value.
*holds the button down
LMFAO Ramon is easier than ever
Is it a shortcut if you're just doing the same amount of inputs for the DP motion? If anything you're encouraging people to do it in a way where it'll naturally be slower to complete. Also everything besides the whiff canceling is in most fighting games that I'm aware of, so titling this a KOF thing is a little disingenuous. Kyo as an example is a little iffy, since while teaching people some of the weird input reader exploits is important for a few things in KOF games in general you can totally do the super input during that time. A smarter method of trying to encourage a player's growth is to have them look for alternative routes with meter and see if using the (seemingly) difficult route is any better than what else they can find until they work up the courage to develop their execution. Not telling someone about that longcut in specific absolutely isn't hurting anyone, but if you decide to try to educate people on the idea it's probably worth doing its own video for it while showing alternate route examples and specific contexts where you lose out on a ton of damage without it.
5:59 That honestly makes it seem even more harder than doing it the regular way
>in SF4 you can get dp by doing df df
You can't if you do it cleanly. Most of the time though you gonna hit additional d or f which will get you the move by triggering on of the many alternate inputs.
So in short: KOV 15 has a shitty player entry tutorial and you will only see these ''secret techniques'' if your browse some wiki or some kind soul in YT posts videos like this...got it...
I'm on the fence getting the game and just maybe waiting for SF6 hopefully having easier inputs and mechanics, but after watching this, maybe all I need is just practice doing these tips...
Yes, King of Fighters has long been labelled as a very hard game and there is some truth to that but the "difficulty" is more in the details of how much knowledge is being withheld from the player about mechanics and move properties. it's a series where you should absolutely be checking the SuperCombo wiki or the DreamCancel wiki (depending on which KoF) for as much information as you can find.
Honestly king of fighters is so fucking hard just based off of how their supermoves are implemented. These Half circle motions are ridiculous to me. I have a hard enough time doing the shortyuan motion consistently.
This kind of obscure, forbidden knowledge reminds me of tekken and all of its bullshit.
Is KBD extremely important against good players? Yes. Are you ever going to figure it out on your own? Hell no.