![]() Use "reversal trick" to make combos easier:. ![]() In many times this is not a real problem, but its normally a issue when you want to use a hard attack > command attack (like cl.C > f + A) when the opponent is in a throwable state (like when it's recovering from an attack), in this case if you input forward too fast after C / D you will end up doing a normal throw instead of a close hard attack. So a A~B may result in an AB, a C~f may result in a f + C, and even a d + C~"neutral position" may result in a C (a stand C attack). When you want to do two inputs in sequence (like A, B or C, f) don't do it super fast:īecause of the way the game process inputs, if you do two input in sequence very fast (1 frame or less), the game will consider that you do the two input simultaneously.The same trick can be used to avoid doing a hcf / qcf move when you try to do a (b) f move (ie, do (b) uf instead). Like the previous tip, it is somehow easy to be done in reversal situations or combos, but it's very tricky to be done on a neutral situation where you may end up doing a jump attack if you done wrong. Another way is to use uf instead of forward as the last direction, ie doing hcb uf / f b uf instead of hcb f / f b f. One easy way to avoid this is leaving the joystick in neutral position, instead of doing a single and continuous b f moviment (this is specially easy with a joypad). The problem is that when you go from back to forward in a single and continuous moviment you may end up - by mistake - pressing down in the middle. This sometimes happens especially with Iori and Takuma. Avoiding doing hcb hcf move when you try a hcb f (or doing f hcf move when you try a f b f move):.the only way is to leave joystick in neutral position for some frames. There is a similar situation with Ryo, where you may end up doing his (S)DM f hcf + P instead of his hcf + P move after a run / f + button, however there is no trick to avoid this specific situation. Logically, the same trick can be done with hcb / qcb move just after input back to avoid doing a rdp move. Keep in mind however that while doing this trick in reversal situations or combos is somehow easy, it's very tricky to do this on a neutral situation where you may end up doing a jump attack if you done wrong. The problem is that f hcf / f qcf are valid inputs for a dp move too, and when a input is valid for more than one move, the game applys a precendece rule, and in KOF dp has precedence over hcf / qcf.īut there is a trick to avoid this (without leaving the joystick in neutral position for some frames): the point is that qcf / hcf moves may be done with qcf uf / hcf uf and those inputs are not valid for a dp move, so if you press the button with uf instead of forward you avoid doing a unintended dp move. This situation probably had happen with everybody: you try to do a qcf / hcf move just after a run or a f + button attack and get your dp move instead of your qcf / hcf move. Avoiding doing a dp move when you try to do a hcf / qcf move just after input forward:.Miscellaneous Any tips to give to a beginner of KOF? Tips & Tricks OBS : A big shorcut (F, D, F for example) means that this is the most used shorcut by players in matches situation. Hcf = half circle forward (b, db, down, df, f) / 41236 ![]() Hcb = half circle back (f, df, d, db, b) / 63214 Rdp = reverse dragon punch (b, d, db) / 421 Qcb = quarter circle back (d, db, b) / 214 Qcf = quarter circle forward (d, df, f) / 236 move mapped on the given button pressed in question, otherwise the game just reads the input as a special move. Note: Below shortcuts/input buffers only work if the character does not have a qcf/hcb/etc.
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