celebrating the release of the most popular KOF game KOF13 GLOBAL MATCH by releasing a guide designed to get you in there and throw down with the best FOLLOW ME linktr.ee/rome_himself
Awesome Job Brotha! The passion is always appreciated esp. from Enjoyers of SNK games. One thing about the Kula rapid fire stand Light punch (A) into Heavy Punch (C), you can do light punch ~ heavy punch ~ heavy kick to more easily get the three hits from the Heavy Punch.
5:03 WRONG!!! The opponent will eventually fall if you tiger knee Rajiken or you will get too far back to continue the loops... The only way to get a true infinite is to use backdash insta cancels into Rajiken,it's a very very strict motion,but very rewarding! The highest i got was like 20ish loops,but then the opponent fell because i missed one...
Don't mean to rain on the parade but I do need to state some corrections and clarifications. Alt guard doesn't "remove your throw box" it keeps you in the blocking animation, which is unthrowable. Also you don't actually have to be in blockstun to start alt guarding, it's possible to do it with proximity block since that also puts you in your blocking animation. That's also why you can't, for example, whiff an air normal and grab as soon as you land. The normal will cause proximity block, assuming your opponent is trying to block, so the grab won't work. I don't really get what you're trying to demonstrate at 4:00. How does doing hcb~f for the DP input help with this combo? Looking at the inputs where you mess up and do Haoh Shokouken by accident, you already did the combo incorrectly to begin with since you didn't press A+B to brake the DP, and you purposefully had to do a hcf in order to get the super to come out. So if anything it shows a mistake stemming from an inability to do a clean qcf motion (which in my experience is actually surprisingly common for stick players) rather than the DP, which muddies up what you're trying to show. It's why I've seen beginners get Haoh Shokouken by accident a lot, because they walk back and forward and then do hcf+P instead of qcf without even realizing it. A more common error during that Karate HD combo is actually cancelling dp+C into qcf+A by accident while trying to hit A+B for the brake, which doing hcb~f+C could help with by removing the chance of inputting qcf altogether. Even then all it takes to avoid that (aside from just having a clean DP input in the first place) is to delay the timing on pressing A+B so the qcf motion expires from the buffer. 6:35 That's not a glitch, and it also doesn't even actually apply to all moves of that type. Ralf and Joe can't cancel their mash specials into other special moves the same way Clark and Billy can because...they're just not designed to. I'm also pretty sure neither Iori's rekka cancel, nor Kula's s.A cancel are actually glitches. With Iori and Kula, they're references to glitches in other games that were then purposefully added in this one...for better or worse. Though, I can't find where exactly I heard that from (it's been a while) so take that with a grain of salt. Kula's s.ACD cancel can hit 3 times for each jab, not twice. Also the input is A+C+D, not A+D, which is why you couldn't do it. 10:23 EX Phoenix Arrow would be too fast and wouldn't work since the last hit will just whiff. To end it normally you'd use D Phoenix Arrow, or in some cases B Phoenix Arrow, land and then dp+A. There are other tips that would've been good to include, like TKing to make sure a DP input special doesn't come out. Like you can walk forward and do 2369+P to do a fireball, whereas if you walked forward and just hit 236+P you'd get a DP. Another would be showing what characters have taco backdashes (Athena, Kyo, Iori, Robert).
Guide is fantastic. Never knew any of this stuff and I practically started my fgc with KoF XIII lol.
same here dude! it’s hard to find resources for older games and some of these i had to self teach
you are the only person i've ever seen talk about any of this shit. tremendously helpful thank you so much
This is a much needed guide!
Thanks Salty! hope all is well bro
You can also do the Rajiken loop by doing backdash into 236 light punch, since backdashes are considered airborne in KoF.
Yes! i probably should have mentioned that but it’s harder for me to do. thank you
You a real one for this!
no you roscoe! thanks for watching
Very helpful video! Thanks for being one of the few people making helpful content for SNK fighters.
Thanks i’m glad you liked it. gotta produce some more but look forward to the Garou stiff soon!
Awesome Job Brotha! The passion is always appreciated esp. from Enjoyers of SNK games.
One thing about the Kula rapid fire stand Light punch (A) into Heavy Punch (C), you can do light punch ~ heavy punch ~ heavy kick to more easily get the three hits from the Heavy Punch.
ahhh thanks bro! i knew i was missing a button but i couldn’t remember. appreciate you!
THAT'S THE STUFF!
OOOH YEAH!! 🔥
Playing this game for about nine years, never knew all of this stuff existed, except for the iori infinite still can't do that thing
You’re the person i was trying to reach with this video ^_^. thanks for watching
Lol the booty loops are sick I was doing those in the beta 😂
I am a PC player and I really need this.
Want a elizabeth episode like how to do the trial 2 consitently and how to hyper hop and land on other side after doulbe uper cut.
let me look into that and see. i have a part 2 in the works but i have another video i want to get out first
5:03
WRONG!!!
The opponent will eventually fall if you tiger knee Rajiken or you will get too far back to continue the loops...
The only way to get a true infinite is to use backdash insta cancels into Rajiken,it's a very very strict motion,but very rewarding!
The highest i got was like 20ish loops,but then the opponent fell because i missed one...
Awesome video Rome
thanks ssbpleb! appreciate the support
Don't mean to rain on the parade but I do need to state some corrections and clarifications.
Alt guard doesn't "remove your throw box" it keeps you in the blocking animation, which is unthrowable. Also you don't actually have to be in blockstun to start alt guarding, it's possible to do it with proximity block since that also puts you in your blocking animation.
That's also why you can't, for example, whiff an air normal and grab as soon as you land. The normal will cause proximity block, assuming your opponent is trying to block, so the grab won't work.
I don't really get what you're trying to demonstrate at 4:00. How does doing hcb~f for the DP input help with this combo? Looking at the inputs where you mess up and do Haoh Shokouken by accident, you already did the combo incorrectly to begin with since you didn't press A+B to brake the DP, and you purposefully had to do a hcf in order to get the super to come out. So if anything it shows a mistake stemming from an inability to do a clean qcf motion (which in my experience is actually surprisingly common for stick players) rather than the DP, which muddies up what you're trying to show. It's why I've seen beginners get Haoh Shokouken by accident a lot, because they walk back and forward and then do hcf+P instead of qcf without even realizing it.
A more common error during that Karate HD combo is actually cancelling dp+C into qcf+A by accident while trying to hit A+B for the brake, which doing hcb~f+C could help with by removing the chance of inputting qcf altogether. Even then all it takes to avoid that (aside from just having a clean DP input in the first place) is to delay the timing on pressing A+B so the qcf motion expires from the buffer.
6:35 That's not a glitch, and it also doesn't even actually apply to all moves of that type. Ralf and Joe can't cancel their mash specials into other special moves the same way Clark and Billy can because...they're just not designed to. I'm also pretty sure neither Iori's rekka cancel, nor Kula's s.A cancel are actually glitches. With Iori and Kula, they're references to glitches in other games that were then purposefully added in this one...for better or worse. Though, I can't find where exactly I heard that from (it's been a while) so take that with a grain of salt.
Kula's s.ACD cancel can hit 3 times for each jab, not twice. Also the input is A+C+D, not A+D, which is why you couldn't do it.
10:23 EX Phoenix Arrow would be too fast and wouldn't work since the last hit will just whiff. To end it normally you'd use D Phoenix Arrow, or in some cases B Phoenix Arrow, land and then dp+A.
There are other tips that would've been good to include, like TKing to make sure a DP input special doesn't come out. Like you can walk forward and do 2369+P to do a fireball, whereas if you walked forward and just hit 236+P you'd get a DP.
Another would be showing what characters have taco backdashes (Athena, Kyo, Iori, Robert).
Thanks Rome! Kickin ass
no you brotha! thanks for watching
Thanks! Nice upload
appreciate the view Luciano!
Ill power dunk the like button even tho that doesn't exist in this game
burn knuckle the like button doesn’t have the same ring sadly lol. thanks for watching
I love that you call 2369 a tiger knee. Either you're gen x or know gen x players. Nobody else knows what that is. Not even older millennials know it.
The Man himself! thanks for watching