Your moves will not come out, and you need to really train and drill them down if you want to succeed. If you have bad habits when inputting specials or sloppy inputs in general, the game will let you know. You need to realize and accept that the commands for your supers and special moves are generally more difficult than other fighting games. But if you truly want to get good at KOF, you need clean, consistent inputs for chaining supers together. I won some matches using basic fighting game skills like anti-airing consistently and confirming into short combos. This requires impeccable timing and speed or the combo will drop. Super cancel combos can require you to do things like Forward, Half-circle Forward into Quarter-Circle Forward, Quarter-Circle Back ( 641236 xx 2363214), shown in one of Yuri's Trials. Even if you know number pad notation, that is not an input I've come across in any fighting game I've played. Daimon's command throw is half-circle back, forward. Inputs for special moves are inputs that are simply not used in the majority of recent fighting games.
![kof 13 beginner characters kof 13 beginner characters](https://pbs.twimg.com/media/EIIBuVuVAAQiCnd.jpg)
#Kof 13 beginner characters trial
If you don't want every match to Time Over, you'll likely need to implement some of those basic combos given to you in Trial Mode. The most damaging combos in this game require you to cancel normals into MAX mode into multiple chained supers. Super inputs are hard, and chaining multiple supers together is even harder. I noticed in the basic tutorial a hurdle that can trip up players attempting to learn the game. Its got nothing on games like Mortal Kombat X in terms of sheer number, but this is far from a barebones game. The single-player content like Story, Time Trials, Missions and Survival are important for getting new or casual players into a game. There's a story mode that lets you fight AI on a challenging but fair difficulty, and Trial mode that teaches five basic combos for every character in the game. The basic tutorial is lengthy, giving text tips and making you try everything yourself. The King of Fighters XIV does provide ample tutorial material for new players. I also had the aid of a great tutorial video on YouTube. But I still spend time in the training room jumping around, making sure I can consistently get the jump I want. Once I realized the “trick” to hopping is to just tap a direction and let the stick return to neutral, it became much easier. Regular jumps are slower and easier to punish, but they can go over fireballs and those large hitbox moves.
![kof 13 beginner characters kof 13 beginner characters](https://cdn-www.bluestacks.com/bs-images/KoF-Allstar_Best-Characters_EN_1.jpg)
Hops are faster and harder to react to, but don't clear moves with large hitboxes or fireballs. If you can't remember all of those and implement them correctly in matches, you can't play King of Fighters.Įach jump has different uses, and you need to change them up in order to approach properly. In KOF, you've got small jumps (hops), medium jumps (dashing or neutral start), and large jumps (dashing or neutral start). There usually aren't more “ways to jump” that aren't immediately obvious. Maybe an occasional superjump, but that's it. In other 2D fighters you can jump up, backwards, and forwards. I am completely new to the King of Fighters franchise, and the tutorial quickly taught me one thing: everything you know about jumping is wrong. This is the document of my attempt to learn The King of Fighters XIV and see if new players can do the same.
![kof 13 beginner characters kof 13 beginner characters](https://www.fightersgeneration.com/np5/gm/kof13/kof13-18.jpg)
There are 50 characters, multiple types of jumps, weird commands for supers and specials, and strict input leniency.Īlso, you have to learn three characters instead of just one. For a new player, The King of Fighters XIV is immediately overwhelming.