SFV has taken a serious toll on my enjoyment of fighting games so I plan on getting KOF when it hits STEAM and I'm glad your doing some tutorials and tip vids, good work, keep it up!
Option select idea in footsies, outside of the corner(works with many members of the cast): Light normal that does not whiff cancel and preferrably hits low, (a cr.B for instance) special that is safe on block, double tap run, back C/D(depends on character and distance, last part is relatively lenient with inputs) I know that might seem confusing but here's an example with Kula, a character that can make really good use of this new innovation: D.B, qcf C(quickly), double tap forward, run into back.C. If done correctly, here's what will happen: Cr.B block/hit: cancel into qcf C(safe on block, leads to a soft knockdown on hit) Cr.B whiff: dash forward into back.C. This setup covers many, many options. Here's what will happen if the opponent tries an option: Roll forward to cross up: gets thrown. Step in and counter with a throw/cl.C option select: either gets thrown, throw teched, or. hit with my cl.C(set up into big damage) Jump back/neutral jump/late backdash: stuffed by either a st.C or cl.C. Preemptive backdash: usually stuffed by a st.C, but if not, st.C has low enough end lag that it will be safe(and it also can shimmy out of a backdash to hop CD) Keeps blocking: either st.C on block, cl.C on block, or gets thrown. Both st.C and cl.C with Kula are 0 on block and are special cancelable. This isn't limited to Kula either. As I stated in the beginning, this works with most of the cast. Ryo's version in MAXMODE as another example: d.B, qcf AC, (A first, then hit C like a kara throw) double tap forward, back C. This version has similar results, and the reason why hit A first is in case you run out of MAXMODE gauge. Ryo's st.C however isn't as good on block, but if the opponent tries to backdash into a hop CD, it will work more often with Ryo's version than Kula's.
man, KoF is so much deeper than I initially thought when I started playing way WAY back in the day. Makes me really excited to play this game competitively.
25:56 Aaaaam, cr. D? I guess? :thinking: Well, thanks once again for the video. Juice, KOF is my favourite fighting game but at the same time it's super frustating. I'm having problems with waking up buttons and this beat me every time, especially when I'm going for empty low; I have problems with people mashing st. normals and preventing my offense, either by ground or air; And finally, I have problems with people beating me air to air every single time. I don't know, it seems that every decision I make is wrong. "Ok, I think my opponent will jump, let me do a hop with an early CD or a good light for this situation." Opponent keeps crounching and punish me with a cr. light/combo. "Ok, I think my opponent will stay on the ground blocking low, let me run and grab him." I eat a st. fierce. "Ok, I think my opponent will stay on the ground blocking low, let me hyper hop with a deep D or C". I eat a st. jab. "Ok, opponent blocked my air CD and my cr. normals, let me continue the pressure with a quick run and more cr. normals." I eat an instant cr. light from my opponent. And so and so... It's valid to mention that most of the time I play with a friend that is really good, but either way, I don't know how he can read me 95% of the time, even though I'm mixing up my shit. How can I make the right decisions? How can I prevent my opponents to read me? How can I beat wake up buttons? Should I practice meaties? I mean, are meaties in KOF even THAT important? I don't wanna give up on KOF, but man! Is it frustating some times...
safejumps and meaties will beat someone who is mashing on their own wakeup, invincible reversals have to be blocked and punished (when applicable), safejumps will also fulfill this but you can only get them reliably off of hard knockdowns/air resets, so safejumps can be worth practicing. a typical pattern when you keep knocking down a overly aggressive player could be [mash on wakeup] > get caught by meaties > [start using invincible reversals] > gets safejumped/blocked and punished. if they insist on pressing buttons when waking up it is a gamble that isn't in their favor because they might be betting their 40-60% hp if you block their uppercut that only does like 10% on hit, or or if they wake up with a safe reversal super then they are losing bar if you block it. so when someone is choosing their wakeup options this aggressively just bleed them out attacking is not even the most stupid wakeup options in the game, if you time a backdash on your wakeup then you can backdash over lows and you might risk getting air reset by a normal (will be like 20-70 damage) but you are back in neutral range (does not work in the corner obviously), some characters have really ridiculous defensive options from this such as Mai (backdash d B), Athena (backdash f B) and Kyo (backdash d C) just to mention a few.
Its like a combo of steet fighter and super smash bros but, you always do full hops, footsies are non exsistant ,zoneing will get you ass fucked. the exicution is in between both games ,and double half circles are bull shit though. Chain grabs will not happen If some one sucks you can beat them, (goodbye reads you will not be missed).this game is no chess but, its like playing Chinese checkers.
You shouldn’t ALWAYS do full hops. Footsies are definitely a factor in KOF. Zoning is ALSO a thing in KOF. Double half circles aren’t bullshit, that’s just you, and reads are definitely a thing. I don’t mean to come off as rude, but a lot of what you said isn’t true.
Very useful info even for XV
Love the fact that this knowledge carries over to most KOF games. Thanks for the tips brother
SFV has taken a serious toll on my enjoyment of fighting games so I plan on getting KOF when it hits STEAM and I'm glad your doing some tutorials and tip vids, good work, keep it up!
Cool
I hope you are still playing kof
Option select idea in footsies, outside of the corner(works with many members of the cast):
Light normal that does not whiff cancel and preferrably hits low, (a cr.B for instance) special that is safe on block, double tap run, back C/D(depends on character and distance, last part is relatively lenient with inputs)
I know that might seem confusing but here's an example with Kula, a character that can make really good use of this new innovation:
D.B, qcf C(quickly), double tap forward, run into back.C.
If done correctly, here's what will happen:
Cr.B block/hit: cancel into qcf C(safe on block, leads to a soft knockdown on hit)
Cr.B whiff: dash forward into back.C. This setup covers many, many options.
Here's what will happen if the opponent tries an option:
Roll forward to cross up: gets thrown.
Step in and counter with a throw/cl.C option select: either gets thrown, throw teched, or. hit with my cl.C(set up into big damage)
Jump back/neutral jump/late backdash: stuffed by either a st.C or cl.C.
Preemptive backdash: usually stuffed by a st.C, but if not, st.C has low enough end lag that it will be safe(and it also can shimmy out of a backdash to hop CD)
Keeps blocking: either st.C on block, cl.C on block, or gets thrown. Both st.C and cl.C with Kula are 0 on block and are special cancelable.
This isn't limited to Kula either. As I stated in the beginning, this works with most of the cast.
Ryo's version in MAXMODE as another example:
d.B, qcf AC, (A first, then hit C like a kara throw) double tap forward, back C.
This version has similar results, and the reason why hit A first is in case you run out of MAXMODE gauge. Ryo's st.C however isn't as good on block, but if the opponent tries to backdash into a hop CD, it will work more often with Ryo's version than Kula's.
occupy the space,don't let the space occupy you.
MrMissingnin44 amen, brother
man, KoF is so much deeper than I initially thought when I started playing way WAY back in the day. Makes me really excited to play this game competitively.
Nice video, man. Keep it up. Can you make a guide on when to use Rock's Ex command grab when not in combos. Its Kof, people drop combos.
Kof14 in 2021 looks better than it did in 2016. I cant wait to see how kof15 will look on my TV
Love your videos, man
What we need is an updated tutorial on hein jump CD most obnoxious 3 buttons in the game
I LOVE YOUR VIDEOS! I LOVE YOU, TOO!!
sir, can you please make some video on how to deal with standing D and C of muimui and also how do deal with clark. tnx
25:56
Aaaaam, cr. D? I guess? :thinking:
Well, thanks once again for the video.
Juice, KOF is my favourite fighting game but at the same time it's super frustating.
I'm having problems with waking up buttons and this beat me every time, especially when I'm going for empty low;
I have problems with people mashing st. normals and preventing my offense, either by ground or air;
And finally, I have problems with people beating me air to air every single time. I don't know, it seems that every decision I make is wrong.
"Ok, I think my opponent will jump, let me do a hop with an early CD or a good light for this situation." Opponent keeps crounching and punish me with a cr. light/combo.
"Ok, I think my opponent will stay on the ground blocking low, let me run and grab him." I eat a st. fierce.
"Ok, I think my opponent will stay on the ground blocking low, let me hyper hop with a deep D or C". I eat a st. jab.
"Ok, opponent blocked my air CD and my cr. normals, let me continue the pressure with a quick run and more cr. normals." I eat an instant cr. light from my opponent.
And so and so...
It's valid to mention that most of the time I play with a friend that is really good, but either way, I don't know how he can read me 95% of the time, even though I'm mixing up my shit.
How can I make the right decisions?
How can I prevent my opponents to read me?
How can I beat wake up buttons? Should I practice meaties? I mean, are meaties in KOF even THAT important?
I don't wanna give up on KOF, but man! Is it frustating some times...
safejumps and meaties will beat someone who is mashing on their own wakeup, invincible reversals have to be blocked and punished (when applicable), safejumps will also fulfill this but you can only get them reliably off of hard knockdowns/air resets, so safejumps can be worth practicing.
a typical pattern when you keep knocking down a overly aggressive player could be [mash on wakeup] > get caught by meaties > [start using invincible reversals] > gets safejumped/blocked and punished. if they insist on pressing buttons when waking up it is a gamble that isn't in their favor because they might be betting their 40-60% hp if you block their uppercut that only does like 10% on hit, or or if they wake up with a safe reversal super then they are losing bar if you block it. so when someone is choosing their wakeup options this aggressively just bleed them out
attacking is not even the most stupid wakeup options in the game, if you time a backdash on your wakeup then you can backdash over lows and you might risk getting air reset by a normal (will be like 20-70 damage) but you are back in neutral range (does not work in the corner obviously), some characters have really ridiculous defensive options from this such as Mai (backdash d B), Athena (backdash f B) and Kyo (backdash d C) just to mention a few.
Thank you, mate! ^^)
yo juicebox wassup man long time no see
Tekken is chesss
Its like a combo of steet fighter and super smash bros but, you always do full hops, footsies are non exsistant ,zoneing will get you ass fucked. the exicution is in between both games ,and double half circles are bull shit though. Chain grabs will not happen
If some one sucks you can beat them, (goodbye reads you will not be missed).this game is no chess but, its like playing Chinese checkers.
You shouldn’t ALWAYS do full hops. Footsies are definitely a factor in KOF. Zoning is ALSO a thing in KOF. Double half circles aren’t bullshit, that’s just you, and reads are definitely a thing. I don’t mean to come off as rude, but a lot of what you said isn’t true.
sir, can you please make some video on how to deal with standing D and C of muimui and also how do deal with clark. tnx