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- Transcription --EN-- @DandyJ Guide video:
- LINK: youtu.be/xzKNIamzwlo
- ↖↗↙↘ ←↓→↑
- normal jump, super jump, short hop, hyper hop
- Edit = My correction for better translation
- 1 What’s really good?! My name’s Kyo. You might recognize me from various games,
- 2 such as The King of Fighters (KOF) and Capcom vs SNK (CVS) games, among others.
- 3 But i’m not here to talk about myself. I’m here to help you! That’s right.
- 4 You might ask yourself “what do i need help with?” Well, if you speak english
- 5 and you play fighting games, chances are you don’t play much KOF, right?
- 6 With the upcoming release of KOFXII (12), a lot people will be trying the game,
- 7 and for many players it will be the 1st time they have ever played a KOF game.
- 8 For others, it will be a return to a series that they have only dabbled in.
- Edit: For others, it will be a return to a series in which they have already been involved.
- 9 I have seen a lot of otherwise solid players struggle with KOF and give up!
- 10 They undestand the game on a technical level, but they never get a good “feel”.
- Edit: They understood the technical level of the game, but they never had a good “feel”.
- 11 That’s where i come in! I’m going to show you the basic gameplay style of KOF,
- 12 But more importantly, i’m going to show you “the fundamentals” of the game.
- 13 This is not “how to do move”, or “how to do combo”, but “how to do KOF”!
- 14 Do not be mistaken, i’m not going to teach you the basics of 2D fighting,
- 15 But the basics of “KOF” that are “unique” from most games, such as “Street Fighter”.
- Edit: I’m going to teach you the basics of what is “unique” in “KOF”, as in other games like “Street Fighter”.
- 16 Hopefully i can help you form a “more complete view” of KOF gameplay.
- 17 If you are “completely new” to 2D fighting games, i recommend “Street Fighter IV”!
- 18 It’s a great game, lots of people are playing it, and you will “learn” a lot!
- 19 From here on out, “i am going to assume you have played SFIV”, and go from there.
- Edit: From here on out, “i am going to assume you have played SFIV” (Street Fighter IV)…
- 20 Well, enough chit-chat… Let’s begin!
- Edit: Well, enough talk … “Let’s start”!
- ----
- Chapter 1: Jumping
- 1 Let’s start with some basics. There are “Four different kinds of jumps” in KOF:
- 2 normal jump, super jump, short hop and hyper hop. Let’s start with the first 2.
- 3 A “normal jump” is done by pushing [↑ , ↗] or [↑ , ↖]; no different from Street Fighter.
- 4 Just the same as other games, you can use this to “cross up” or “jump fireballs”.
- 5 A “super jump” is done by moving ↓, ↙, or ↘, then quickly pushing ↖ or ↗.
- 6 You can also perform a “super jump” by “running” [→, →], then “jumping”.
- 7 You might already know this kind of jump from “C.Viper” in “SFIV”, or other games.
- 8 As you can see, it travels much “further” and “faster” than a “normal jump”.
- 9 It’s useful, but be careful, as it leaves you “more vulnerable” than a “normal jump”!
- 10 Next i’ll show two “unique” and “important” jumps in KOF; the “short” and “hyper” hops.
- Edit: Next i’ll show two “unique” and “important” jumps in KOF; the “short hop” and “hyper hop”.
- 11 Some also call them “short jump”, “small hop/jump”, or “super short jump/hop”,
- 12 But i’m going to refer to them as “short hop” and “hyper hop”. Just so we’re clear!
- 13 A “short hop” is performed by tapping ↑, ↖, or ↗ and “releasing it quickly”.
- 14 This may be “difficult” to do “consistently” at first, but it will become “natural”.
- 15 It can help you to perform a “short hop” as ↗~↓, like a “reverse” “super jump”.
- 16 You can tap ↗ or ↖, then “quickly” move to “any downward direction” (↘, ↓, ↙).
- 17 This should help you release the ↖ or ↗ input “quickly” and “reliably”.
- 18 As you can see, a “short hop” is much “lower” and “faster” than a “normal jump”.
- 19 It is “harder to react to”, so from this point of view, it is also “safer”.
- 20 These properties make it a very strong option for going on the “offensive”!
- 21 A “hyper hop” is done by tapping ↓, ↙, or ↘, then quickly moving to ↗ or ↖.
- 22 You have to release ↗ or ↖ quickly, so try doing a “hyper hop” as ↓~↖~↓.
- 23 Just do a “super jump”, then “quickly” return to “any downward direction”.
- 24 You can also perform a “hyper hop” by “running” (→, →), then “short hopping”.
- 25 As you see, “hyper hops” are “faster” and travel even “further” than “short hops”!
- 26 It is “important” to be able to hop in KOF “when you want”. Try to do “many in a row”!
- 27 This will help you do hops consistently. How many can “you” do without “missing”?
- 28 By the way, “super jumps” and “hyper hops” can go “forward” or “back”, but not “up”.
- 29 You can only “normal jump” or “short hop” straight up (vertical).
- 30 As you may have guessed, these “shorter jumps” have a “huge” impact on gameplay.
- Edit: As you may have guessed, the “super jump” and “hyper jump” have a “huge” impact on gameplay.
- 31 They make the pace “faster” and the game more “offense-oriented” than most others.
- 32 But like i always say: “The stronger the “offense”, the stronger the “defense””!
- 33 That covers the basics of jumping. Next up, the “fundamentals” of KOF combat!
- ----
- Chapter II: Fundamentals
- 1 Time to pick things up a bit! Let’s talk about basic “offense” and “defense” in KOF.
- 2 Since KOF has a lot of “jumping”, you need to be familiar with “jumping attacks”.
- 3 I’m sure you are used to using “different jumping attacks” against “ground” or “air”,
- 4 And KOF is the same way. The difference is “hops” make them great for "“poking”.
- 5 Let’s start with attacks suited for “offense”. Here you see me use “hop” “B”.
- 6 It aims “downward”, so it is effective for jumping in on a “grounded” opponent.
- Edit: His trajectory is “descending”, so it is effective for jumping in on a “grounded” opponent.
- 7 Another example is "Iori’s" “hop C”. Short range, but great to hit someone “below”.
- 8 A lot jumping attacks go horizontal, and are more suited for “defense” and “poking”.
- 9 A good example is my “hop D”. It has “long range”; great for “keeping opponents out”.
- Edit: A good example is my “hop D”. It has “long range”, great for “keeping opponents away”.
- 10 Another is "Iori’s" “hop B”. It’s very “fast”, and has a “long reach” as well.
- 11 These moves are great against “advancing opponents” in the “air” or on the “ground”.
- 12 Some attacks are good for “both” uses, such as “Benimaru”'s “hop D”.
- 13 It hits both “below” him and far in “front” of him. It can even “cross-up”!
- 14 Attacks like these can make it much “easier” to play, so take note of them.
- 15 Lastly, there are moves used for “high air-to-air”, usually from a “super jump”.
- Edit: Lastly, there are moves used for “air-to-air”, usually from a “super jump”.
- 16 “Speed” is usually the key factor here. My “super jump A” is great to use for this.
- 17 This type attack isn’t as important as the first 3, but it’s good to know about.
- 18 As i showed earlier, “short hops” are a great way to start your “offense”,
- 19 And they are “difficult to react to”. So how can you deal with tactic?
- 20 The most basic and fundamental counter to a “hop” is a “standing light attack”,
- Edit: The most basic and fundamental counter to a “hyper-jump” and “jump” is a “standing light attack”,
- 21 Usually with “decent range” at the “head” of “shoulder level”. See my “standing A”?
- Edit: It usually has a “decent range” between the “head” and “shoulders” level. See my “standing A”?
- 22 It is very “fast” and has “great range”; “this move is perfect for stopping hops”!
- 23 Note 2 things: 1, you “don’t risk as much” by doing this move. 2, It is “simple” to do.
- 24 Compare these attributes to a “dragon punch” (DP)-Type move, and you can see
- Edit: Compare these attributes to a “dragon punch” (SRK/DP)-Type move, so you can see
- 25 That a “standing light attack” is much more “practical” for stopping “hops”.
- 26 Unlike a “dp”, you can do this move at vitually any time you want, without
- 27 “risking anything” if the opponent decides to “wait” for you to do something “stupid”.
- 28 You might get the impression that doing a “standing light attack” carries no risk.
- 29 Well, that’s not true of course, since “everything” has some “risk”, right?
- 30 So “what can hit you” if you do a “standing light attack” in expectation of a “hop”?
- 31 That’s right, a “low attack”! I’m sure you know about these if you’ve played “SF”.
- 32 A “standing light attack” leaves you “vulnerable” to a “long range low move”.
- Edit: A “standing light attack” leaves you “vulnerable” to a “long range low attack”.
- 33 “Long range lows” in KOF are used often, so you must “use your judgement” here!
- Edit: “Long range low attack” in KOF are used often, so you must “use your judgement” here!*
- 34 A “long range low attack” can be hit, too. By what? In some other games, it could
- 35 Be different for each character. But in “KOF” the answer is… “short hop”, of course!
- 36 We have come full circle. “Remember these basic rules for combat in KOF”:
- 37 “Short hop” < “standing light attack” < “long range low attack” < “short hop” < etc.
- 38 This illustrates the “flow” and “feel” of KOF’s gameplay, and what makes it “unique”!
- 39 That’s the “Big Picture” so to speak. Now, onto the basics of “short hop” “offense”!
- Edit That’s the “broad view” so to speak. Now, onto the basics of “short hop” “offense”!
- ----
- Chapter III: Short Hop Offense
- 1 Of course, unless someone is very predictable, many hops go unpunished.
- 2 Let’s expand on your “option” when you "sucessfuly hop in" without getting hit.
- 3 The simplest option is to “attack”, of course, and then “combo” into something.
- 4 It’ll get “blocked” often, so cancel into something “safe” and push them back.
- Esit: You’ll get “blocked” often, so making a “safe” attack and push them back.
- 5 You can also “stop early” and go for a “mixup”, which i’ll cover in a moment.
- 6 Like i mentioned, opponents will be “blocking” vs. Your “sort hops” a lot.
- Edit: Like i mentioned, opponents will be “blocking” against your “sort hops” a lot.
- 7 “Throwing” is the simplest solution to this. “Hop”–whithout attacking–then “throw”!
- Edit: “Throwing” is the simplest solution for this. “Hop” --whithout attacking-- then “throw”!
- 8 Throws may be relatively easy to break in KOF, but they are still “crucial”.
- 9 It’s even better if your character has a “command throw”, since you “can’t break it”.
- 10 Another option after an empty “short hop” is an “immediate low attack”, like “↓ + B”.
- 11 It’s “easier” to defend against than “throw”, but for most it leads to “higher damage”.
- Edit: It’s “easier” to defend this than “throw”, but for most of characters it leads to “higher damage”.
- 12 In “KOFXII”, all “normal throws” have a “miss animation”, so a “↓ + B” can be safer, too.
- 13 “[hop > throw]” vs. “[hop > low]” depends largely on the “character” you are using.
- Edit: “[hop > throw]” vs. “[hop > low]” will depend largely on the “character” you are using.
- 14 For example, i have no command throw, but i can “combo” from my ↓ + B easily.
- 15 So for me, “hop” > “↓ + B” is my “preferred” option, but “hop” > “throw” is “good” as well.
- 16 On the other hand, “Daimon” has a “very damaging command throw”, and his “↓ + B”
- 17 is “slow” and doesn’t combo into anything except his special command throw, anyway.
- 18 So for “Daimon”, “short hop” > “throw” is definitely the “preferred” option.
- 19 Earlier, i mentioned going for “another mixup” when your “hop attack” is “blocked”.
- 20 A common way of doing this is to “hop” “again right away”, into another “mixup”.
- 21 It’s good to start here with a “hop C+D”, because of its “long block stun”.
- 22 As long as you time the “hop C+D” “late”, and your next “hop” “attack” a bit “early”,
- 23 The opponent “won’t be able to interrupt” the 2nd “hop” “attack” with “anything”.
- Edit: The opponent “won’t be able to interrupt” the 2nd “hop attack” even if he tries to “attack”
- 24 Once you keep them “honest”, you can try to go for “empty” “hop” “mixups” for “damage”!
- Edit Once you keep them “on the defensive”, you can try to go for “empty” “hop” “mixups” for “damage”
- 25 “Hops” can also be used for “cross-ups”. Usually this requires the opponent to
- 26 “crouch”, but they only have to crouch long enough for you to “pass over them”.
- 27 My “hop B” is great for this with the right “setup”; here are a few examples.
- 28 Some “short hops” will still “pass over” a “standing” opponent, like “Benimaru’s” “hop”.
- 29 With his “hop D”, it lets him do the “same setups without needing them to crouch”.
- 30 These setups vary by “spacing”, “character”, “short” vs “hyper hop”, so “experiment”!
- 31 Next up, I'll go more in-depth about "defending" against "short hops".
- ----
- Chapter IV: Defense vs Short Hop
- 1 Let's cover some more counters against short hops, including some scary ones!
- 2 I mentioned using [↑]/[↖] hop attacks for defense before, but let's expand a bit.
- 3 A hop attack for defense has some trade-offs vs other anti-air moves.
- 4 [+] It doesn't have a weakness to low attacks, or much risk in general.
- 5 [-] slower to come out, so if you are in a bad position you may not have time.
- 6 there's a lot of good grounded anti-air normals other than standing [A]/[B],
- 7 Especially [C]/[D] strength attacks that will get you a lot more damage.
- 8 My [↓]+[C] is a perfect example. It's fast enough to counter a hop on reaction!
- 9 The key word here is reaction. This move doesn't have good range or recovery,
- 10 So you have to be sure that it will hit, or else you're going to pay for it!
- 11 Another really popular anti-air move is Daimon's standing [D]. Look it that bad boy!
- 12 It has great range, but loses to lows; basically it's a high-damage stand [A]/[B].
- 13 DP-ing a jump-in on reaction can be hard in most games with normal jumps,
- 14 So it can be especially hard in KOF because of how fast short hops are.
- 15 You must be starting the motion for the DP ([→][↓][↘]) when you expect a hop,
- 16 But that is risky in the open, because you have to stop guarding to do so. (Kyo starts his DP motion)
- 17 The damage from a DP compared to a [C]/[D] vs. hop usually isn't worth it,
- 18 So stick to using DP vs. higher jumps or on wakeup where you can react naturally.
- 19 You can use a super to anti-air, but only some characters have good ones.
- 20 A desesperation move (super), while more difficult to do, is usually worth it.
- 21 Mostly because of the damage, but also because the motions commonly cover [←].
- 22 So even though it takes longer to do, the motion lets you block at points.
- 23 An example is Athena's Crystal Bit DM (→↘↓↙←x2+P). That's a long motion,
- 24 But it hits [←]/[↙] a couple times, so you have opportunities to stop and block. (Athena starts the DM motion)
- 25 Starts the motion for Crystal Bit, then react and complete it if you see a hop!
- 26 This is an important skill. Even though a standing A]/[B] is easy and reliable,
- 27 Being hit by ten of those isn't as scary as eating one DM for making one mistake!
- 28 But remember: You need to be ready to react when you expect a hop; not guess!
- 29 It's easy to do nothing; your opponent only has to wait a moment to own you!
- 30 The last "counter" to short hop i'm going to cover is an option select (OS).
- 31 OS means to do one thing to deal with multiple things in a specific situation.
- 32 Sounds complicated, but it's simple: When your opponent short hops close up,
- 33 wait until they are coming down, then press [C] while holding back to block.
- 34 The result? 1. You block their hop-in, because you hit [C] after it connected, (Iori is pressing [C] here. You'll just have to believe me.)
- 35 Or 2. You hit them as they land, because they went for an empty hop mixup.
- 36 It works because close [C] (close [D] for some characters) is extremely fast!
- 37 But this special technique of "pressing the [C] button" does have it's weknesses.
- 38 Most importantly, this wont't work against instant or invincible command throws,
- 39 Like Clark's or Daimon's. As fast as close [C] is, It is nowhere near "instant"!
- 40 When! That's enough defense for now... Let's focus on some more on offense!
- ----
- Chapter V: Offense expanded
- 1 Let's cover some somple. effective tactics before we get to heavier stuff.
- 2 Some characters have instant overheads, which is no surprise with short hops.
- 3 If you don't know, these are air attacks done on the way up to hit a croucher.
- 4 They are usually impossible to block on reaction, son of course they are useful!
- 5 I can do it with hop [B]. Daimon can do it with hop [D], though his is a bit slower.
- 6 They hit easily, but end your offensive momentum. Great for finishing a round,
- 7 Or when you think/know the next hit will stun the opponent! (stun isn't in KOFXII!)
- 8 Some instant overheads can only be some straight up, like Kim's vertical jump [C].
- 9 These vertical-only ones should be used only to KO/stun, since they are unsafe.
- 10 Which attacks work for this will vary in KOFXII, so be sure test and experiment!
- 11 Another simple and effective offensive option is an ambiguous roll cross-over.
- 12 If you've played a good bit od CVS2, you probably know all about this one!
- 13 Right before the opponent gets up, roll so that you end up right on top of them.
- 14 Dome correctly, it will be hard for the opponent to tell which side you're on.
- 15 Timing is important; roll too early, and it's easy to tell which side you're on.
- 16 Roll too late, and you might eat a throw, or worse, get interrupted! Gross!
- 17 This mixup serves more purpose than to make the opponent guess which side;
- 18 Even if they can block it, chances are they are only thinking about blocking,
- 19 And not about using a drangon punch or some other invincible move on wake up.
- 20 You can use this opportunity to get wild with your offense and really burn it up!
- 21 Learn which throws and attacks can't be rolled nad allow enough time to do this.
- 22 Even if someone lacks a setup, you can still react to an un-rolled knockdown!
- 23 An early hop-in attack can ve effective against over-agressive players.
- 24 Use horizontal attacks here, preferably [C]/[D]-strength ones for more blockstun.
- 25 Iori's hop [D] is a great example; it hits above him at first, then slightlly lower.
- 26 Looks sloppy, but has some benefits, like there's less time to anti-air it standing.
- 27 It stops hops and lets you do a mixup--even a cross-under with the right angle!
- 28 If the opponent is standing, they will just block the attack, keeping you safe.
- 29 You might have advantage depending on the timing and angle of the attack,
- 30 But a trade is most likely if you both go for close [C]. Use your judgement!
- 31 An instant/invincible throw will win here, but you can always jump again to bait it.
- 32 This tactic can also be anti-aired by a crouching [B] (more in that later),
- 33 So don't use it vs. a defensive opponent or someone who uses the ground mostly.
- 34 Let's cover close [C]/[D]. It's important to note how powerful this attack is.
- 35 For almost everyone, their fastest normal will always be close [C] or [D].
- 36 The importance od this move is amplified by KOFXII's new "critical counter" system.
- 37 It lets you do a ton of damage of you interrupt something with close [C]/[D],
- 38 So even though the following is great in any KOF, it will really pay off in XII.
- 39 Here's a few ways to get an opponent to eat a counter-hit close [C]/[D]:
- 40 [↓]+A/B, close [C]/[D] is a common string that looks interruptible, but isn't.
- 41 If they try to hit a button after blocking the [↓]+A/B, they will get hit.
- 42 Do a hop-in attack early to leave just enough time for the opponent to act,
- 43 And of they try to hit a button after blocking, they will eat you close [C]/[D].
- 44 Just remember from before that a good commanf throw can beat this clean!
- 45 You can do an ambiguous tool mixup, but time it just a hair late,
- 46 So your opponent thinks they have time to interrupt you even though they don't.
- 47 We'ew almost done! Next: rolls in general and ways to keep your offense tight!
- ----
- Chapter VI: Rolling
- 1 Wondering when i'm going to talk about rolling? Well, that's right now!
- 2 let's cover the basic properties, then i'll get into how they fit into the game.
- 3 I'm guessing you know that rolls are done eith A+B (now you definitely do).
- 4 You can roll forward with A+B or →+A+B, and backwards with ←+A+B.
- 5 Rolling while running ([→],[→]), but it keep it's lenght (time).
- 6 Rolls are invincible to attacks from the very start and vulnerable at the end,
- 7 But always vulnerable to throws. You can use them as a "reversal" on wakeup.
- 8 Common uses of rolls are to pass through fireballs or to avoid a mixup.
- 9 It's hard to show when and when not to roll without using many, many examples,
- 10 So you'll have to settle for a few. But the best way to learn is to play,
- 11 Because you will only truly get used to using and punishing them by experience!
- 12 Here you see me throw an A-strength fireball ([↓][↘][→]+[A]) from full screen.
- 13 Bad place to roll. You opponent wants you to roll here; don't give it to them!
- 14 Hop the fireball? Much better. Remember using hops to stop advancing opponents?
- 15 This one is a lot faster ([↓][↘][→]+[C]). Won't be able to get there in time,
- 16 So the situation after is neutral. Not a bad start for working your way in.
- 17 Here's that ambiguous roll setup from before. Reversal roll can be good here.
- 18 But be wary of rolling away on wakeup, because there is usually time to punish!
- 19 Reversal roll is always an option, but just the same, it's usually a risky one.
- 20 It's important to judge when it's safe to roll, as well as being ready for them.
- 21 If you are a beginner, a lot of rolls are going to get by you unpunished!
- 22 But the more you play, the more reacting to rolls will become natural to you.
- 23 We're almost finished! I'll leave you with a few ways to keep offensive control.
- ----
- Chapter VII: Offensive Defense
- 1 There's a couple more ways to anti-air someone that are very essential to KOF.
- 2 One is with crouching [B], which i talked about before vs. early hop attacks.
- 3 Some are better than others, like Iori's [↓]+B. It actually shrinks his height,
- 4 So it can beat a lot of horizontal air attacks, even when they are done late,
- 5 But any proper jump-in with a low angle like my hop B will beat it every time.
- 6 You can also run under and [↓]+B from behind as they land with almost anyone.
- 7 Even if they don't perform a move in the air, the opponent won't be able to block!
- 8 Another way to run-under anti-air is with close [C]. (Wow, this move again!)
- 9 This one is more suited dor hitting an opponent earlier or higher in the air,
- 10 Especially if they reach upward. Iori's close [C] is practically made for this!
- 11 This is an important tactic top know because it helps on multiple fronts;
- 12 Close C is especially good, because it can stop hops from the front as the front as well!
- 13 Well folks, this is it. Perhaps we can get more in-depth when KOFXII drops!
- 14 If you are playing KOF98 or KOF2002 in the meantime, check out the SRK WIKI!
- 15 Later!
- ↖↗↙↘ ←↓→↑
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