Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- 1) Start with a combo that you have already practiced and can land consistently. Once you can get these combos 30 times in a row, start practicing hit-confirming into them.
- 2) Set up your dummy. They should be set to crouching random block. Start your combo against the dummy. They may or may not get hit. Your goal is to finish the combo when your first two or three attacks connect, or to -STOP- when your attacks are blocked.
- 3) Give yourself 1 point if you finish a combo, and give yourself 1 point if the dummy blocked and you successfully stopped and did not go any further than your first two or three attacks. If -ANYTHING ELSE HAPPENS-, you lose all of your points.
- 4) Aim for a score of 10, then 20, then 30, and so on. 30 in a row is very good and is a good indicator that you could probably use the confirm in a match. If you want, you can now practice a shorter string to increase the difficulty.
- For step 1, "a combo that you have already practiced and can land consistently" is one that you can land 20-30 times in a row against a dummy set to 1hit-guard (auto guard in some games).
- *In general with KOF13, confirming off of three hits is standard, but confirming off of two hits is necessary to reach top levels and is incredibly useful. Start with three (or four, if your character can do that), then increment down. Hit-confirming from a single hit is usually not necessary and terribly risky, but there are some single hits with enough hit/blockstun that they are feasible to use if your reactions are excellent (such as Ryo's F+A).
- *Note: The dummy in KOF13 will not block low if they are set to standing, and they will not block high when they are set to crouching, unless they are set to "all guard". If you want practice hit-confirming from a jumping attack or any overhead, set the dummy to stand instead of crouch and make sure that your hit-confirm string has no lows in it.
Advertisement
Add Comment
Please, Sign In to add comment