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KOFGuideTranscription-EN

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  1. Transcription --EN-- @DandyJ Guide video:
  2. LINK: youtu.be/xzKNIamzwlo
  3.  
  4. ↖↗↙↘ ←↓→↑
  5. normal jump, super jump, short hop, hyper hop
  6. Edit = My correction for better translation
  7.  
  8.  
  9. 1 What’s really good?! My name’s Kyo. You might recognize me from various games,
  10.  
  11. 2 such as The King of Fighters (KOF) and Capcom vs SNK (CVS) games, among others.
  12.  
  13. 3 But i’m not here to talk about myself. I’m here to help you! That’s right.
  14.  
  15. 4 You might ask yourself “what do i need help with?” Well, if you speak english
  16.  
  17. 5 and you play fighting games, chances are you don’t play much KOF, right?
  18.  
  19. 6 With the upcoming release of KOFXII (12), a lot people will be trying the game,
  20.  
  21. 7 and for many players it will be the 1st time they have ever played a KOF game.
  22.  
  23. 8 For others, it will be a return to a series that they have only dabbled in.
  24.  
  25. Edit: For others, it will be a return to a series in which they have already been involved.
  26.  
  27. 9 I have seen a lot of otherwise solid players struggle with KOF and give up!
  28.  
  29. 10 They undestand the game on a technical level, but they never get a good “feel”.
  30.  
  31. Edit: They understood the technical level of the game, but they never had a good “feel”.
  32.  
  33. 11 That’s where i come in! I’m going to show you the basic gameplay style of KOF,
  34.  
  35. 12 But more importantly, i’m going to show you “the fundamentals” of the game.
  36.  
  37. 13 This is not “how to do move”, or “how to do combo”, but “how to do KOF”!
  38.  
  39. 14 Do not be mistaken, i’m not going to teach you the basics of 2D fighting,
  40.  
  41. 15 But the basics of “KOF” that are “unique” from most games, such as “Street Fighter”.
  42.  
  43. Edit: I’m going to teach you the basics of what is “unique” in “KOF”, as in other games like “Street Fighter”.
  44.  
  45. 16 Hopefully i can help you form a “more complete view” of KOF gameplay.
  46.  
  47. 17 If you are “completely new” to 2D fighting games, i recommend “Street Fighter IV”!
  48.  
  49. 18 It’s a great game, lots of people are playing it, and you will “learn” a lot!
  50.  
  51. 19 From here on out, “i am going to assume you have played SFIV”, and go from there.
  52.  
  53. Edit: From here on out, “i am going to assume you have played SFIV” (Street Fighter IV)…
  54.  
  55. 20 Well, enough chit-chat… Let’s begin!
  56.  
  57. Edit: Well, enough talk … “Let’s start”!
  58.  
  59. ----
  60.  
  61. Chapter 1: Jumping
  62.  
  63.  
  64. 1 Let’s start with some basics. There are “Four different kinds of jumps” in KOF:
  65.  
  66. 2 normal jump, super jump, short hop and hyper hop. Let’s start with the first 2.
  67.  
  68. 3 A “normal jump” is done by pushing [↑ , ↗] or [↑ , ↖]; no different from Street Fighter.
  69.  
  70. 4 Just the same as other games, you can use this to “cross up” or “jump fireballs”.
  71.  
  72. 5 A “super jump” is done by moving ↓, ↙, or ↘, then quickly pushing ↖ or ↗.
  73.  
  74. 6 You can also perform a “super jump” by “running” [→, →], then “jumping”.
  75.  
  76. 7 You might already know this kind of jump from “C.Viper” in “SFIV”, or other games.
  77.  
  78. 8 As you can see, it travels much “further” and “faster” than a “normal jump”.
  79.  
  80. 9 It’s useful, but be careful, as it leaves you “more vulnerable” than a “normal jump”!
  81.  
  82. 10 Next i’ll show two “unique” and “important” jumps in KOF; the “short” and “hyper” hops.
  83.  
  84. Edit: Next i’ll show two “unique” and “important” jumps in KOF; the “short hop” and “hyper hop”.
  85.  
  86. 11 Some also call them “short jump”, “small hop/jump”, or “super short jump/hop”,
  87.  
  88. 12 But i’m going to refer to them as “short hop” and “hyper hop”. Just so we’re clear!
  89.  
  90. 13 A “short hop” is performed by tapping ↑, ↖, or ↗ and “releasing it quickly”.
  91.  
  92. 14 This may be “difficult” to do “consistently” at first, but it will become “natural”.
  93.  
  94. 15 It can help you to perform a “short hop” as ↗~↓, like a “reverse” “super jump”.
  95.  
  96. 16 You can tap ↗ or ↖, then “quickly” move to “any downward direction” (↘, ↓, ↙).
  97.  
  98. 17 This should help you release the ↖ or ↗ input “quickly” and “reliably”.
  99.  
  100. 18 As you can see, a “short hop” is much “lower” and “faster” than a “normal jump”.
  101.  
  102. 19 It is “harder to react to”, so from this point of view, it is also “safer”.
  103.  
  104. 20 These properties make it a very strong option for going on the “offensive”!
  105.  
  106. 21 A “hyper hop” is done by tapping ↓, ↙, or ↘, then quickly moving to ↗ or ↖.
  107.  
  108. 22 You have to release ↗ or ↖ quickly, so try doing a “hyper hop” as ↓~↖~↓.
  109.  
  110. 23 Just do a “super jump”, then “quickly” return to “any downward direction”.
  111.  
  112. 24 You can also perform a “hyper hop” by “running” (→, →), then “short hopping”.
  113.  
  114. 25 As you see, “hyper hops” are “faster” and travel even “further” than “short hops”!
  115.  
  116. 26 It is “important” to be able to hop in KOF “when you want”. Try to do “many in a row”!
  117.  
  118. 27 This will help you do hops consistently. How many can “you” do without “missing”?
  119.  
  120. 28 By the way, “super jumps” and “hyper hops” can go “forward” or “back”, but not “up”.
  121.  
  122. 29 You can only “normal jump” or “short hop” straight up (vertical).
  123.  
  124. 30 As you may have guessed, these “shorter jumps” have a “huge” impact on gameplay.
  125.  
  126. Edit: As you may have guessed, the “super jump” and “hyper jump” have a “huge” impact on gameplay.
  127.  
  128. 31 They make the pace “faster” and the game more “offense-oriented” than most others.
  129.  
  130. 32 But like i always say: “The stronger the “offense”, the stronger the “defense””!
  131.  
  132. 33 That covers the basics of jumping. Next up, the “fundamentals” of KOF combat!
  133.  
  134. ----
  135.  
  136. Chapter II: Fundamentals
  137.  
  138.  
  139. 1 Time to pick things up a bit! Let’s talk about basic “offense” and “defense” in KOF.
  140.  
  141. 2 Since KOF has a lot of “jumping”, you need to be familiar with “jumping attacks”.
  142.  
  143. 3 I’m sure you are used to using “different jumping attacks” against “ground” or “air”,
  144.  
  145. 4 And KOF is the same way. The difference is “hops” make them great for "“poking”.
  146.  
  147. 5 Let’s start with attacks suited for “offense”. Here you see me use “hop” “B”.
  148.  
  149. 6 It aims “downward”, so it is effective for jumping in on a “grounded” opponent.
  150.  
  151. Edit: His trajectory is “descending”, so it is effective for jumping in on a “grounded” opponent.
  152.  
  153. 7 Another example is "Iori’s" “hop C”. Short range, but great to hit someone “below”.
  154.  
  155. 8 A lot jumping attacks go horizontal, and are more suited for “defense” and “poking”.
  156.  
  157. 9 A good example is my “hop D”. It has “long range”; great for “keeping opponents out”.
  158.  
  159. Edit: A good example is my “hop D”. It has “long range”, great for “keeping opponents away”.
  160.  
  161. 10 Another is "Iori’s" “hop B”. It’s very “fast”, and has a “long reach” as well.
  162.  
  163. 11 These moves are great against “advancing opponents” in the “air” or on the “ground”.
  164.  
  165. 12 Some attacks are good for “both” uses, such as “Benimaru”'s “hop D”.
  166.  
  167. 13 It hits both “below” him and far in “front” of him. It can even “cross-up”!
  168.  
  169. 14 Attacks like these can make it much “easier” to play, so take note of them.
  170.  
  171. 15 Lastly, there are moves used for “high air-to-air”, usually from a “super jump”.
  172.  
  173. Edit: Lastly, there are moves used for “air-to-air”, usually from a “super jump”.
  174.  
  175. 16 “Speed” is usually the key factor here. My “super jump A” is great to use for this.
  176.  
  177. 17 This type attack isn’t as important as the first 3, but it’s good to know about.
  178.  
  179. 18 As i showed earlier, “short hops” are a great way to start your “offense”,
  180.  
  181. 19 And they are “difficult to react to”. So how can you deal with tactic?
  182.  
  183. 20 The most basic and fundamental counter to a “hop” is a “standing light attack”,
  184.  
  185. Edit: The most basic and fundamental counter to a “hyper-jump” and “jump” is a “standing light attack”,
  186.  
  187. 21 Usually with “decent range” at the “head” of “shoulder level”. See my “standing A”?
  188.  
  189. Edit: It usually has a “decent range” between the “head” and “shoulders” level. See my “standing A”?
  190.  
  191. 22 It is very “fast” and has “great range”; “this move is perfect for stopping hops”!
  192.  
  193. 23 Note 2 things: 1, you “don’t risk as much” by doing this move. 2, It is “simple” to do.
  194.  
  195. 24 Compare these attributes to a “dragon punch” (DP)-Type move, and you can see
  196.  
  197. Edit: Compare these attributes to a “dragon punch” (SRK/DP)-Type move, so you can see
  198.  
  199. 25 That a “standing light attack” is much more “practical” for stopping “hops”.
  200.  
  201. 26 Unlike a “dp”, you can do this move at vitually any time you want, without
  202.  
  203. 27 “risking anything” if the opponent decides to “wait” for you to do something “stupid”.
  204.  
  205. 28 You might get the impression that doing a “standing light attack” carries no risk.
  206.  
  207. 29 Well, that’s not true of course, since “everything” has some “risk”, right?
  208.  
  209. 30 So “what can hit you” if you do a “standing light attack” in expectation of a “hop”?
  210.  
  211. 31 That’s right, a “low attack”! I’m sure you know about these if you’ve played “SF”.
  212.  
  213. 32 A “standing light attack” leaves you “vulnerable” to a “long range low move”.
  214.  
  215. Edit: A “standing light attack” leaves you “vulnerable” to a “long range low attack”.
  216.  
  217. 33 “Long range lows” in KOF are used often, so you must “use your judgement” here!
  218.  
  219. Edit: “Long range low attack” in KOF are used often, so you must “use your judgement” here!*
  220.  
  221. 34 A “long range low attack” can be hit, too. By what? In some other games, it could
  222.  
  223. 35 Be different for each character. But in “KOF” the answer is… “short hop”, of course!
  224.  
  225. 36 We have come full circle. “Remember these basic rules for combat in KOF”:
  226.  
  227. 37 “Short hop” < “standing light attack” < “long range low attack” < “short hop” < etc.
  228.  
  229. 38 This illustrates the “flow” and “feel” of KOF’s gameplay, and what makes it “unique”!
  230.  
  231. 39 That’s the “Big Picture” so to speak. Now, onto the basics of “short hop” “offense”!
  232.  
  233. Edit That’s the “broad view” so to speak. Now, onto the basics of “short hop” “offense”!
  234.  
  235. ----
  236.  
  237. Chapter III: Short Hop Offense
  238.  
  239.  
  240. 1 Of course, unless someone is very predictable, many hops go unpunished.
  241.  
  242. 2 Let’s expand on your “option” when you "sucessfuly hop in" without getting hit.
  243.  
  244. 3 The simplest option is to “attack”, of course, and then “combo” into something.
  245.  
  246. 4 It’ll get “blocked” often, so cancel into something “safe” and push them back.
  247.  
  248. Esit: You’ll get “blocked” often, so making a “safe” attack and push them back.
  249.  
  250. 5 You can also “stop early” and go for a “mixup”, which i’ll cover in a moment.
  251.  
  252. 6 Like i mentioned, opponents will be “blocking” vs. Your “sort hops” a lot.
  253.  
  254. Edit: Like i mentioned, opponents will be “blocking” against your “sort hops” a lot.
  255.  
  256. 7 “Throwing” is the simplest solution to this. “Hop”–whithout attacking–then “throw”!
  257.  
  258. Edit: “Throwing” is the simplest solution for this. “Hop” --whithout attacking-- then “throw”!
  259.  
  260. 8 Throws may be relatively easy to break in KOF, but they are still “crucial”.
  261.  
  262. 9 It’s even better if your character has a “command throw”, since you “can’t break it”.
  263.  
  264. 10 Another option after an empty “short hop” is an “immediate low attack”, like “↓ + B”.
  265.  
  266. 11 It’s “easier” to defend against than “throw”, but for most it leads to “higher damage”.
  267.  
  268. Edit: It’s “easier” to defend this than “throw”, but for most of characters it leads to “higher damage”.
  269.  
  270. 12 In “KOFXII”, all “normal throws” have a “miss animation”, so a “↓ + B” can be safer, too.
  271.  
  272. 13 “[hop > throw]” vs. “[hop > low]” depends largely on the “character” you are using.
  273.  
  274. Edit: “[hop > throw]” vs. “[hop > low]” will depend largely on the “character” you are using.
  275.  
  276. 14 For example, i have no command throw, but i can “combo” from my ↓ + B easily.
  277.  
  278. 15 So for me, “hop” > “↓ + B” is my “preferred” option, but “hop” > “throw” is “good” as well.
  279.  
  280. 16 On the other hand, “Daimon” has a “very damaging command throw”, and his “↓ + B”
  281.  
  282. 17 is “slow” and doesn’t combo into anything except his special command throw, anyway.
  283.  
  284. 18 So for “Daimon”, “short hop” > “throw” is definitely the “preferred” option.
  285.  
  286. 19 Earlier, i mentioned going for “another mixup” when your “hop attack” is “blocked”.
  287.  
  288. 20 A common way of doing this is to “hop” “again right away”, into another “mixup”.
  289.  
  290. 21 It’s good to start here with a “hop C+D”, because of its “long block stun”.
  291.  
  292. 22 As long as you time the “hop C+D” “late”, and your next “hop” “attack” a bit “early”,
  293.  
  294. 23 The opponent “won’t be able to interrupt” the 2nd “hop” “attack” with “anything”.
  295.  
  296. Edit: The opponent “won’t be able to interrupt” the 2nd “hop attack” even if he tries to “attack”
  297.  
  298. 24 Once you keep them “honest”, you can try to go for “empty” “hop” “mixups” for “damage”!
  299.  
  300. Edit Once you keep them “on the defensive”, you can try to go for “empty” “hop” “mixups” for “damage”
  301.  
  302. 25 “Hops” can also be used for “cross-ups”. Usually this requires the opponent to
  303.  
  304. 26 “crouch”, but they only have to crouch long enough for you to “pass over them”.
  305.  
  306. 27 My “hop B” is great for this with the right “setup”; here are a few examples.
  307.  
  308. 28 Some “short hops” will still “pass over” a “standing” opponent, like “Benimaru’s” “hop”.
  309.  
  310. 29 With his “hop D”, it lets him do the “same setups without needing them to crouch”.
  311.  
  312. 30 These setups vary by “spacing”, “character”, “short” vs “hyper hop”, so “experiment”!
  313.  
  314. 31 Next up, I'll go more in-depth about "defending" against "short hops".
  315.  
  316. ----
  317.  
  318. Chapter IV: Defense vs Short Hop
  319.  
  320.  
  321.  
  322. 1 Let's cover some more counters against short hops, including some scary ones!
  323.  
  324. 2 I mentioned using [↑]/[↖] hop attacks for defense before, but let's expand a bit.
  325.  
  326. 3 A hop attack for defense has some trade-offs vs other anti-air moves.
  327.  
  328. 4 [+] It doesn't have a weakness to low attacks, or much risk in general.
  329.  
  330. 5 [-] slower to come out, so if you are in a bad position you may not have time.
  331.  
  332. 6 there's a lot of good grounded anti-air normals other than standing [A]/[B],
  333.  
  334. 7 Especially [C]/[D] strength attacks that will get you a lot more damage.
  335.  
  336. 8 My [↓]+[C] is a perfect example. It's fast enough to counter a hop on reaction!
  337.  
  338. 9 The key word here is reaction. This move doesn't have good range or recovery,
  339.  
  340. 10 So you have to be sure that it will hit, or else you're going to pay for it!
  341.  
  342. 11 Another really popular anti-air move is Daimon's standing [D]. Look it that bad boy!
  343.  
  344. 12 It has great range, but loses to lows; basically it's a high-damage stand [A]/[B].
  345.  
  346. 13 DP-ing a jump-in on reaction can be hard in most games with normal jumps,
  347.  
  348. 14 So it can be especially hard in KOF because of how fast short hops are.
  349.  
  350. 15 You must be starting the motion for the DP ([→][↓][↘]) when you expect a hop,
  351.  
  352. 16 But that is risky in the open, because you have to stop guarding to do so. (Kyo starts his DP motion)
  353.  
  354. 17 The damage from a DP compared to a [C]/[D] vs. hop usually isn't worth it,
  355.  
  356. 18 So stick to using DP vs. higher jumps or on wakeup where you can react naturally.
  357.  
  358. 19 You can use a super to anti-air, but only some characters have good ones.
  359.  
  360. 20 A desesperation move (super), while more difficult to do, is usually worth it.
  361.  
  362. 21 Mostly because of the damage, but also because the motions commonly cover [←].
  363.  
  364. 22 So even though it takes longer to do, the motion lets you block at points.
  365.  
  366. 23 An example is Athena's Crystal Bit DM (→↘↓↙←x2+P). That's a long motion,
  367.  
  368. 24 But it hits [←]/[↙] a couple times, so you have opportunities to stop and block. (Athena starts the DM motion)
  369.  
  370. 25 Starts the motion for Crystal Bit, then react and complete it if you see a hop!
  371.  
  372. 26 This is an important skill. Even though a standing A]/[B] is easy and reliable,
  373.  
  374. 27 Being hit by ten of those isn't as scary as eating one DM for making one mistake!
  375.  
  376. 28 But remember: You need to be ready to react when you expect a hop; not guess!
  377.  
  378. 29 It's easy to do nothing; your opponent only has to wait a moment to own you!
  379.  
  380. 30 The last "counter" to short hop i'm going to cover is an option select (OS).
  381.  
  382. 31 OS means to do one thing to deal with multiple things in a specific situation.
  383.  
  384. 32 Sounds complicated, but it's simple: When your opponent short hops close up,
  385.  
  386. 33 wait until they are coming down, then press [C] while holding back to block.
  387.  
  388. 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.)
  389.  
  390. 35 Or 2. You hit them as they land, because they went for an empty hop mixup.
  391.  
  392. 36 It works because close [C] (close [D] for some characters) is extremely fast!
  393.  
  394. 37 But this special technique of "pressing the [C] button" does have it's weknesses.
  395.  
  396. 38 Most importantly, this wont't work against instant or invincible command throws,
  397.  
  398. 39 Like Clark's or Daimon's. As fast as close [C] is, It is nowhere near "instant"!
  399.  
  400. 40 When! That's enough defense for now... Let's focus on some more on offense!
  401.  
  402. ----
  403.  
  404. Chapter V: Offense expanded
  405.  
  406. 1 Let's cover some somple. effective tactics before we get to heavier stuff.
  407.  
  408. 2 Some characters have instant overheads, which is no surprise with short hops.
  409.  
  410. 3 If you don't know, these are air attacks done on the way up to hit a croucher.
  411.  
  412. 4 They are usually impossible to block on reaction, son of course they are useful!
  413.  
  414. 5 I can do it with hop [B]. Daimon can do it with hop [D], though his is a bit slower.
  415.  
  416. 6 They hit easily, but end your offensive momentum. Great for finishing a round,
  417.  
  418. 7 Or when you think/know the next hit will stun the opponent! (stun isn't in KOFXII!)
  419.  
  420. 8 Some instant overheads can only be some straight up, like Kim's vertical jump [C].
  421.  
  422. 9 These vertical-only ones should be used only to KO/stun, since they are unsafe.
  423.  
  424. 10 Which attacks work for this will vary in KOFXII, so be sure test and experiment!
  425.  
  426. 11 Another simple and effective offensive option is an ambiguous roll cross-over.
  427.  
  428. 12 If you've played a good bit od CVS2, you probably know all about this one!
  429.  
  430. 13 Right before the opponent gets up, roll so that you end up right on top of them.
  431.  
  432. 14 Dome correctly, it will be hard for the opponent to tell which side you're on.
  433.  
  434. 15 Timing is important; roll too early, and it's easy to tell which side you're on.
  435.  
  436. 16 Roll too late, and you might eat a throw, or worse, get interrupted! Gross!
  437.  
  438. 17 This mixup serves more purpose than to make the opponent guess which side;
  439.  
  440. 18 Even if they can block it, chances are they are only thinking about blocking,
  441.  
  442. 19 And not about using a drangon punch or some other invincible move on wake up.
  443.  
  444. 20 You can use this opportunity to get wild with your offense and really burn it up!
  445.  
  446. 21 Learn which throws and attacks can't be rolled nad allow enough time to do this.
  447.  
  448. 22 Even if someone lacks a setup, you can still react to an un-rolled knockdown!
  449.  
  450. 23 An early hop-in attack can ve effective against over-agressive players.
  451.  
  452. 24 Use horizontal attacks here, preferably [C]/[D]-strength ones for more blockstun.
  453.  
  454. 25 Iori's hop [D] is a great example; it hits above him at first, then slightlly lower.
  455.  
  456. 26 Looks sloppy, but has some benefits, like there's less time to anti-air it standing.
  457.  
  458. 27 It stops hops and lets you do a mixup--even a cross-under with the right angle!
  459.  
  460. 28 If the opponent is standing, they will just block the attack, keeping you safe.
  461.  
  462. 29 You might have advantage depending on the timing and angle of the attack,
  463.  
  464. 30 But a trade is most likely if you both go for close [C]. Use your judgement!
  465.  
  466. 31 An instant/invincible throw will win here, but you can always jump again to bait it.
  467.  
  468. 32 This tactic can also be anti-aired by a crouching [B] (more in that later),
  469.  
  470. 33 So don't use it vs. a defensive opponent or someone who uses the ground mostly.
  471.  
  472. 34 Let's cover close [C]/[D]. It's important to note how powerful this attack is.
  473.  
  474. 35 For almost everyone, their fastest normal will always be close [C] or [D].
  475.  
  476. 36 The importance od this move is amplified by KOFXII's new "critical counter" system.
  477.  
  478. 37 It lets you do a ton of damage of you interrupt something with close [C]/[D],
  479.  
  480. 38 So even though the following is great in any KOF, it will really pay off in XII.
  481.  
  482. 39 Here's a few ways to get an opponent to eat a counter-hit close [C]/[D]:
  483.  
  484. 40 [↓]+A/B, close [C]/[D] is a common string that looks interruptible, but isn't.
  485.  
  486. 41 If they try to hit a button after blocking the [↓]+A/B, they will get hit.
  487.  
  488. 42 Do a hop-in attack early to leave just enough time for the opponent to act,
  489.  
  490. 43 And of they try to hit a button after blocking, they will eat you close [C]/[D].
  491.  
  492. 44 Just remember from before that a good commanf throw can beat this clean!
  493.  
  494. 45 You can do an ambiguous tool mixup, but time it just a hair late,
  495.  
  496. 46 So your opponent thinks they have time to interrupt you even though they don't.
  497.  
  498. 47 We'ew almost done! Next: rolls in general and ways to keep your offense tight!
  499.  
  500. ----
  501.  
  502. Chapter VI: Rolling
  503.  
  504. 1 Wondering when i'm going to talk about rolling? Well, that's right now!
  505.  
  506. 2 let's cover the basic properties, then i'll get into how they fit into the game.
  507.  
  508. 3 I'm guessing you know that rolls are done eith A+B (now you definitely do).
  509.  
  510. 4 You can roll forward with A+B or →+A+B, and backwards with ←+A+B.
  511.  
  512. 5 Rolling while running ([→],[→]), but it keep it's lenght (time).
  513.  
  514. 6 Rolls are invincible to attacks from the very start and vulnerable at the end,
  515.  
  516. 7 But always vulnerable to throws. You can use them as a "reversal" on wakeup.
  517.  
  518. 8 Common uses of rolls are to pass through fireballs or to avoid a mixup.
  519.  
  520. 9 It's hard to show when and when not to roll without using many, many examples,
  521.  
  522. 10 So you'll have to settle for a few. But the best way to learn is to play,
  523.  
  524. 11 Because you will only truly get used to using and punishing them by experience!
  525.  
  526. 12 Here you see me throw an A-strength fireball ([↓][↘][→]+[A]) from full screen.
  527.  
  528. 13 Bad place to roll. You opponent wants you to roll here; don't give it to them!
  529.  
  530. 14 Hop the fireball? Much better. Remember using hops to stop advancing opponents?
  531.  
  532. 15 This one is a lot faster ([↓][↘][→]+[C]). Won't be able to get there in time,
  533.  
  534. 16 So the situation after is neutral. Not a bad start for working your way in.
  535.  
  536. 17 Here's that ambiguous roll setup from before. Reversal roll can be good here.
  537.  
  538. 18 But be wary of rolling away on wakeup, because there is usually time to punish!
  539.  
  540. 19 Reversal roll is always an option, but just the same, it's usually a risky one.
  541.  
  542. 20 It's important to judge when it's safe to roll, as well as being ready for them.
  543.  
  544. 21 If you are a beginner, a lot of rolls are going to get by you unpunished!
  545.  
  546. 22 But the more you play, the more reacting to rolls will become natural to you.
  547.  
  548. 23 We're almost finished! I'll leave you with a few ways to keep offensive control.
  549.  
  550. ----
  551.  
  552. Chapter VII: Offensive Defense
  553.  
  554. 1 There's a couple more ways to anti-air someone that are very essential to KOF.
  555.  
  556. 2 One is with crouching [B], which i talked about before vs. early hop attacks.
  557.  
  558. 3 Some are better than others, like Iori's [↓]+B. It actually shrinks his height,
  559.  
  560. 4 So it can beat a lot of horizontal air attacks, even when they are done late,
  561.  
  562. 5 But any proper jump-in with a low angle like my hop B will beat it every time.
  563.  
  564. 6 You can also run under and [↓]+B from behind as they land with almost anyone.
  565.  
  566. 7 Even if they don't perform a move in the air, the opponent won't be able to block!
  567.  
  568. 8 Another way to run-under anti-air is with close [C]. (Wow, this move again!)
  569.  
  570. 9 This one is more suited dor hitting an opponent earlier or higher in the air,
  571.  
  572. 10 Especially if they reach upward. Iori's close [C] is practically made for this!
  573.  
  574. 11 This is an important tactic top know because it helps on multiple fronts;
  575.  
  576. 12 Close C is especially good, because it can stop hops from the front as the front as well!
  577.  
  578. 13 Well folks, this is it. Perhaps we can get more in-depth when KOFXII drops!
  579.  
  580. 14 If you are playing KOF98 or KOF2002 in the meantime, check out the SRK WIKI!
  581.  
  582. 15 Later!
  583.  
  584.  
  585. ↖↗↙↘ ←↓→↑
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