Man the first guard jump tip is gonna help me so much. Having a hard time realizing what's safe and what isn't. And the guard cancel counter punishing is huge, thanks for upping this.
Really grateful to get a master explaining some KoF fundamentals. Despite playing these for years I had no idea about some basic properties you mentioned like guard cancel rolls being full invincible.
Ok, this is going up on my favorites. This is very important and it's something I know I'm gonna be coming back to for sure. Please make more of these. Feels like I have much to learn from you.
This is some really good stuff. Didn't even bother to check the training mode, but it's clearly deep enough to get what you need out of it without the need of a friend helping. Thanks for the tips!
KoFXIII is my first KoF game, and I'm so glad there's videos like this one that can help me learn the game. Keep it up! I'd really like to see the KoF community grow.
Great stuff Dandy. Something you didn't touch upon is something I've been doing some research on. You have probably noticed this, it's part of the reason why your inputs are eaten. Against light attacks, GCCD'ing lengthens the hitstop. If you do it on the first frame it becomes 12 frames rather than normal 7. You can usually cancel lights really late. This makes it possible to do a light attack, confirm the GCCD and cancel into something invincible late. This will also make dp+C beat most GCCD's
@aer0blue blockstrings arent on "forbidden" status like in sf if you are not yun/yang/juri in fs engine. combos/blcokstrings work something like short hop normal, c lk, clp, st hp, fw hp, special if combo then special>super OR drive cancel OR if enough time activate drive mode> juggle away.
awesome vid. coming off of a guilty gear/older SF background, I feel like this game should click with me pretty well. a lot of the stuff you talk about here is very similar to the ways you would bait DAAs and such. thanks for the info.
I need to research if hitstop is even longer if you don't GCCD on the first possible frame. I think that might be the case. But even moreso than in 98, beating a baited GCCD has become very good, and something you can do on reaction.
Hey, I'm new to the KOF series, I mostly play SF and Marvel, but I really want to get into this game. Your video is extremely informative and helpful, but I have one question. What is a good button setup for an arcade stick?
use a "block jump" mechanic to help get an idea how safe or unsafe something is on block? "like -3 -4 ish" It would be better to have a concise frame data chart wouldn't it? to help eliminate these margins or error for this obviously inefficient method. no offense. Is there a thorough frame data chart for this game anywhere? the few that i've seen don't have numbers for every detail like the have for Sf4.
Man the first guard jump tip is gonna help me so much. Having a hard time realizing what's safe and what isn't. And the guard cancel counter punishing is huge, thanks for upping this.
Really grateful to get a master explaining some KoF fundamentals. Despite playing these for years I had no idea about some basic properties you mentioned like guard cancel rolls being full invincible.
the beginning of this guide is so godlike. This'll help me improve myself greatly.
Ok, this is going up on my favorites.
This is very important and it's something I know I'm gonna be coming back to for sure.
Please make more of these. Feels like I have much to learn from you.
This is some really good stuff. Didn't even bother to check the training mode, but it's clearly deep enough to get what you need out of it without the need of a friend helping. Thanks for the tips!
I like how casual you are when telling us the most vital info evar.
Three thumbs up
KoFXIII is my first KoF game, and I'm so glad there's videos like this one that can help me learn the game. Keep it up! I'd really like to see the KoF community grow.
your tutorials for kof is the reason I am playing this game. Cheers!
This is really amazing, youd be surprised how many people dont know what to do in training mode. Especially in one as good as this
Great stuff Dandy. Something you didn't touch upon is something I've been doing some research on. You have probably noticed this, it's part of the reason why your inputs are eaten. Against light attacks, GCCD'ing lengthens the hitstop. If you do it on the first frame it becomes 12 frames rather than normal 7. You can usually cancel lights really late. This makes it possible to do a light attack, confirm the GCCD and cancel into something invincible late. This will also make dp+C beat most GCCD's
Very cool tips on how to use training mode -- some pretty smart stuff. Thank you!
I knew about baiting GCCD, but all of this other stuff you're looking into is really smart. I should probably look into all of this stuff.
Just getting into KoF...just what I needed. Thanks!
I spend a lot of time in training mode, and still I had no idea about those features LoL. Great video :D
Great video man l been playing for kof for a good couples of years and even l learned something from this vid thxs man :D
@aer0blue
blockstrings arent on "forbidden" status like in sf if you are not yun/yang/juri in fs engine.
combos/blcokstrings work something like
short hop normal, c lk, clp, st hp, fw hp, special
if combo then
special>super OR drive cancel OR if enough time activate drive mode> juggle away.
Pisses me off that this doesn't have more views. Thanks Dandy.
You put up great material, keep it up!
Many good tips here. Much appreciated
awesome vid. coming off of a guilty gear/older SF background, I feel like this game should click with me pretty well. a lot of the stuff you talk about here is very similar to the ways you would bait DAAs and such.
thanks for the info.
@aer0blue
as for movement, you run, not dash. these are guard cancellable on forward runs. you dash going backwards. rolls are throwable.
Thanks for the video. It's really helpful.
Great video man, you outa do stuff like this more often.
this is cool enough that i think i can forgive you for getting me excited for kof12
Awesome tips man, thanks!!!
I need to research if hitstop is even longer if you don't GCCD on the first possible frame. I think that might be the case. But even moreso than in 98, beating a baited GCCD has become very good, and something you can do on reaction.
DandyJ, you own.
Really helpful. Thank you!
@ComeOnYouCanDoBetter
Knowing the frames of a move will tell you which moves are too slow or when a combo isn't safe enough.
great stuff, really informative
Great video. Thanks man!
Hey, I'm new to the KOF series, I mostly play SF and Marvel, but I really want to get into this game. Your video is extremely informative and helpful, but I have one question. What is a good button setup for an arcade stick?
Hey I didn't think of that - good stuff!
thanks for the tips!
Killer tips!!
Love the Video man
Awesome Video man.
dandydandydandy, did they fix that K' guard roll punish from arcade to console?
Thx for sharing!
Thank You for the great tips!
@aphelionmusic I generally use
B C D
A
Comfortable and easy.
i love you man
@aphelionmusic You could go with the default.
A C
B D
Awesome
thank you for this
@j00xman
This game is good, just the netcode isn't so good, but there is a patch coming.
are you using arcade stick??
thanks Dandy J
use a "block jump" mechanic to help get an idea how safe or unsafe something is on block?
"like -3 -4 ish"
It would be better to have a concise frame data chart wouldn't it? to help eliminate these margins or error for this obviously inefficient method. no offense.
Is there a thorough frame data chart for this game anywhere?
the few that i've seen don't have numbers for every detail like the have for Sf4.
@aer0blue
Beginner's incomplete guide to kof. watch it.
pressure is very big in this game. sh normals are ok to abuse.
Add subtitles, would be nice and all
kof is light years bette than street fighter :D
That's me
I'm the American flag
Been playing this game for awile now
WHYISITSOFUCKINHARDTGIHJK
Gj tho
huuuuuuge dmg