Can’t wait for the character specific guides, there are very little KoF guides that aren’t just combo guides and actually teach you how to play the character, teaching how to act offensively, defensively, and on neutral, and teaching the use of their different tools, Ex: “Kula’s jumping B is a great tool both offensively and defensively, abuse it, it’s a great air to air tool, but it’s hard to hit crouching opponents, if they start adapting to it, you can switch to jumping D instead, which has a more downwards hitbox”
@TrulyAmiracle2 жыл бұрын
Yeah thats basically the concept I'm going with, but I will only go in depth for the character's key normals or ones that are worth noting in some way. I already have 7 characters done but I'm hoping I can get the game early-ish (we usually get games 2 weeks earlier than release date here). It will help greatly as I'd really prefer to not use mix footage of 14 and 15.
@jayxx_slayer94562 жыл бұрын
I didn’t know the hold trick until watching your last video I actually had trouble doing Ioris lvl3 super cancel from lvl1 it was pretty hard so when the game comes I’m eager to keep practicing
@TrulyAmiracle2 жыл бұрын
Yeah pinpointing the spot to cancel is tough, just hold the lvl3 super input just before he does the final hit of the lvl1 super and it should come out consistently. You can hold trick most combos in general (especially if the combo is something like a special into special into super). its a useful trick to get down and understand. Best of luck!
@ladjiel2 жыл бұрын
just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle: - classic grappler = daimon, clark, KoD, maxima - hyper/rushdown grappler = angel, ramon, mary, shermie - zoner/long range grappler = dolores, vice - rushdown + zoner + grappler = iori, athena - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, elisabeth - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai - corner combo guy = yashiro, ash, k' - mixup heavy character = whip, angel, iori *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping, super jumping, backdashing), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball) Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend) Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool) Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually) Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy) you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord (there's also official SNK discord where you could talk and learn about kof) which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad) Also always remember to try implementing the "legacy trick" to ease your execution (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward), legacy trick like = 1. Inputting early (the cancel window is very forgiving for any "early input", so never do it late or trying to do a godly frame perfect cancel) 2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete) 3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF) 4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern) If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how HD/maxmode work in 13 and 15, but the game fundamentally play the same) = kzbin.info/www/bejne/hqq8aqGencZ8prs (about the game flow, neutral, offense, defense) kzbin.info/www/bejne/r4SsgH6kmtN_gZo (about legacy trick) kzbin.info/www/bejne/e6S5p6Gkn7t0gJY (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")
@Habs240002 жыл бұрын
EX special is a callback from KOF XIII but the shatter strike is new to KOF XV which is a nice change of pace.
@TrulyAmiracle2 жыл бұрын
Both 13 and 14 have EX moves, but 14 limited them because you cant use them outside max mode. Now that you can use any time and theyre only half a bar the game is gonna change a lot, characters will have a lot more options in neutral and there will be a lot more variety in combos. Shatter strike is still a mystery to how much it will effect the game but it looks promising.
@Habs240002 жыл бұрын
@@TrulyAmiracle That's true but SNK needs to fix the damage output on rush combos cause noobs n spammers will abuse it instead of learning how to play. Also do u have a PSN NAME.
@TrulyAmiracle2 жыл бұрын
@@Habs24000 autocombos are whatever, if you losing to someone using them then you need to work your defense and gameplan a bit more. They won’t be effective after the first few days. Yeah PSN is the same as my channel name, TrulyAmiracle.
@picantegamingrd83612 жыл бұрын
Man , thank you so much for making these videos , you have earned a new subscriber , please keep up the wonderful job that you are doing !
@GBCharles2 жыл бұрын
Gonna share this series with the friends I've gotten excited for KOFXV. Excited for the character overviews, and I hope you continue making videos!
@TrulyAmiracle2 жыл бұрын
I will dont worry, just waiting on the game so i’ll use footage of 15 instead of using older games.
@jimbo52662 жыл бұрын
Real nice vid. Counter hit AA combs were a cool feature in older games but didn't seem as practical. Cool that they're back and I hope they're more developed. Maybe there will be OS's that make them more practical, or at least I hope so. Bigger damage is also great news. Really looking forward to playing it.
@Setteri_2 жыл бұрын
Thanks for the video.
@TrulyAmiracle2 жыл бұрын
😁👍🏼
@ladjiel2 жыл бұрын
Just asking, wouldnt you wanted to do any guide about "legacy trick" in kof? Also changing any newcomer mindset/expectation so they wouldnt "playing SF in KOF" (turtling, slow, methodical, not jumping alot, always waiting for the enemy action, more focus on reaction rather than anticipation) which make them an easy target for anyone who at least understand how kof neutral works "Legacy trick" is a feature that available in kof to make executing combo (special & super) more easier with how fast paced the game already is, legacy trick like = 1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button) 2. Shortcut input (instead of doing 3Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super) 3. Longcut input (using unique pattern motion to chain special & super that arent obvious when reading the movelist, usually overlapping your special and super so both of them could came out at the same time, this trick is very useful for charge based character like leona, heidern, & meitenkun) 4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or trying to do a godly frame perfect cancel, every pro and casual kof veteran use it, so dont be shame to inputting very/little early) This legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to play kof by playing older title, i may suggest playing the popular title and get to the discord (there's also official SNK discord where you could talk about kof) which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode is bad tho xD), 14 (more closer like how 15 play, the netcode also bad) Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like any "old fast paced anime fighter" rather than SF style of gameplay (which is more slow and methodical), so its just better to keep moving (hop, jump, run, backdash, etc) and do lot of random thing (neutral jump CD or any jumping C/D, your character best annoying/poking special, faking a jump/hop in, etc) In this game lot of special move usually get unpunished (especially the light version of it) cuz it require a very specific counter move and very good reaction (sometimes even a relfex/anticipation/habit), even the pro player usually miss it due to the chaos that happening at the screen, when you feel difficult to punish lot of thing throwed by your opponent after blocking their special or even light special then just do a "sweep" (2D, some char like krohnen use 2C) and then maximize your frame advantages after you successfully knock them down by going for oki/setplay Or you could prevent them approach and overwhelm you by spamming your jump normal (C, D, CD) before they got right in your face and make them block your jumping heavy attack so you got a frame advantages (heavy attack are plus thousand), then follow it up by doing some pressure/mixup after you got those frame advantages (high, low, crossup, command grab, throw) So basically the game is offense oriented and the goal is to keep your opponent get pressured and overwhelm with lot of variative way to play and counterplay provided by the universal tool (invincible roll, backdash that invincible to throw and low, running, hopping, super jumping, neutral jumping) and character specific tool like the iconic iori taco or anything your character do best with If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same), maybe if you could recap it or even better "translated it to kofxv gameplay" i would like to share it to any newcomer, anyway thank you
@TrulyAmiracle2 жыл бұрын
Hi, I already talked about Hold trick and different shortcuts/longcuts in Part 1, I also mention combining special inputs with the supers as well. I also mention the hold trick at the end of this video. Seems you havent watched Part 1 so you can watch that first. Second, you already posted this comment like 3 times. If people want to know about something they will ask so please stop.
@ladjiel2 жыл бұрын
@@TrulyAmiracle sorry about that, but hey, i already watch your 1st and 2nd guide (the one where you use kof14 as your basis, as its played very close to 15) Maybe i forget about it since it was long befofe the beta came out, my bad then, anyways ty for your guide, hope it help lot of any newcomer
@TrulyAmiracle2 жыл бұрын
@@ladjiel Yeah that is why I waited before uploading part 3. The first 2 parts were way before anyone got to try kof 15 so people forget things. No worries, its just a big post. People will read the first one if they want to learn so no need to repost it many times.
@mauricedouglas9042 жыл бұрын
Do you plan to make comprehensive guides on individual characters? Requesting Venessa first lol!
@TrulyAmiracle2 жыл бұрын
Yeah I’m already working on the first bunch (Angel, Ramon, Whip, Luong, Meitenkun) Vanessa isn’t in them but I’ll get to her soon lol.
@mauricedouglas9042 жыл бұрын
@@TrulyAmiracle Luong is someone else I play so looking forward to that. Another great idea I think fans would like to see (in between your guides) are play through. Show some ranked matches, tell us why you did what you did (video breakdowns). Stuff like that to keep your content up.
@TrulyAmiracle2 жыл бұрын
@@mauricedouglas904 Yeah thats a solid idea, I’ll try to do that if I finish what I have atm. honestly my main issue atm is that editing takes too long. I have like 9 videos that are mid editing, and that I wanna remake part 1 and 2 with 15 instead of 14 and fix/add some things.
@mauricedouglas9042 жыл бұрын
@@TrulyAmiracle fair enough, just know we as viewers are sharing these videos. The more you put out the more clientele you get imo. But quality over quantity . There is so much information you already put out that it’s enough to hold us over so no rush
@TrulyAmiracle2 жыл бұрын
@@mauricedouglas904 appreciate the love man, I’ll try to be more consistent lol.
@jpcrimsonrage40232 жыл бұрын
Awesome!!!
@JarlSwagDog2 жыл бұрын
Can't wait
@mariothewizard37102 жыл бұрын
Gonna be lit! Can't wait to watch it after work today
@SpawnFun2 жыл бұрын
The hold trick seems to help a lot with tight links for motion inputs but what about mash inputs? I'm trying to learn 02 UM Joe and his Bnb combo is super inconsistent for me. Any tips or shortcuts besides mash faster? That's the only feedback I've found
@TrulyAmiracle2 жыл бұрын
Mash inputs are also specials, you can hold the last mash input (you need 4 presses for the special, so hold the 4th mash). How I do it is I do a rhythm, 2 presses then 2 presses. Its hard to explain in text but 2 quick presses with a slight delay then do another 2 quick presses. Another way is the piano method, but i think this only works on stick/hitbox. Basically you’ll alternate between the punches quickly like piano keys, so you go A C A C quickly and the special should come out. Overall there is a bigger window to do the mash than you think, you can kinda separate them during the animation of the attack you’re trying to cancel and as long as you did the last mash input in the right time it should come out.
@Disvoidal2 жыл бұрын
@@TrulyAmiracle do most mash specials have differences between light and heavy versions, in kof 15 or the other games?
@TrulyAmiracle2 жыл бұрын
@@Disvoidal depends on the character, usually the heavy version would either last longer or move the character forward. You can alternate between the light and heavy buttons for the mash, the version you’ll get depends on the last input in the mash (so doing A C A C will get the C version). You usually want the heavy version (or EX in the games that have them). Very few characters have mash inputs in 15. If I’m remembering right its only Joe, Ralf, Clark and later Billy. The mash moves are also not that vital in the recent games to play the character.
@Christian-wr4ge Жыл бұрын
And people said KoF XV was not that complicated 😅.
@TrulyAmiracle Жыл бұрын
Idk who says that, its not the most complicated but it has a couple of things to learn and practice if you want to get better.
@jorbu14232 жыл бұрын
KOF14 had the counter air juggles so that is not new
@TrulyAmiracle2 жыл бұрын
It is a much bigger window in 15, where you can actually capitalize on it in a real match.