KoF 15 is now here! If you are from the future this guide was made during the Open Beta, however everything should be the same(else ill remake the video!). This guide goes into detail on every core mechanic you need to know, there's a few side things that aren't really important I sorta skimmed over cause I don't wanna overburden you and this is already like 40 minutes long. That said I sincerely hope this guide helps you out as KoF is a beautiful franchise and everything about 15 is shaping up to be the best entry in a long time. If you could spare a like for the vid it would be sincerely appreciated since it took a long time to make, and more likes = more eyeballs on the vid = more people helped out!
@YukonJack2 жыл бұрын
I'm from the future, and boy does it look like the present. I mean past. Because I'm from the future. This is my first KoF game and all of the mechanics are new to me. I spent a bit of time trying to figure out how to effectively combo, including lights to heavys, standing to crouching, reverse beats, most anything I could think of. The only real combos I saw other than a couple inputs into a special were the auto combo or they needed the max bar. That was a bit surprising to me honestly. Maybe I've been to into the anime fighters too long and it's spoiled me. I saw what I think was your KoF 13 video a while ago and you were showing the just stupidly long combo trials that literally took a whole page of inputs on the hardest combo. I don't know that I'd ever be good enough to pull that off, but I was expecting to be able to knock out some decent combos without needing max mode. Given your history with the series and fighting games as a whole, do you think there's enough room for expression without having much meter? Playing solo on the 1v1 mode, it seems like the matches were over before I could even build a whole lot of meter. Even videos of KoF 14 looked a fair bit more difficult/complicated. I haven't been able to spend as much time as I would have liked playing so far, so my opinion needs more time in the oven I'm sure. What makes you think think this is the best entry in a while, if you don't mind me asking? I really want to love the game. Strive and Melty definitely have my attention right now as my current fighters and I'd love to include KoF 15. I'm just not sure yet though.
@thekid82242 жыл бұрын
@@YukonJack kof is definitely not like other fighting games in that you actually need to learn how to play the game to be good at it. Kof has always been this way it forces you to actually learn and the reward is you become good player the reward is when you pull off a combo you actually done that it wasnt a mistake because kof is about timing and input accuracy. My advance is buy the game practice and stick at it because the one thing about kof 15 is very different to previous kof installments even old players like myself are having to relearn some stuff
@VongolaXanxus2 жыл бұрын
Did you know Iori's climax is slightly different when used on Team Orochi...you probably knew anyway.
@rooflemonger2 жыл бұрын
@@VongolaXanxus actually found out a bit ago. its super cool and basically confirmation Orochi is in the game some way some how
@YukonJack2 жыл бұрын
@@thekid8224 I appreciate it Mr. The Kid. Yeah man it's definitely different than I expected. I wish I was able to get more time with it but wasn't able to unfortunately. Maybe we'll get lucky and will have another beta. Here's to dreaming at least. I had taken a fighting game hiatus for about four years until Strive came out. Lots on I'm having to relearn a bunch. I remember being discouraged some when I initially picked Strive too. I think it can feel really easily daunting when you're entirely new to a specific franchise and have been away from the genre for years st a time. I'm still looking forward to KoF 15 substantially. I have a better idea now of what inputs I need to get down cold on 👍
@MrCactuar132 жыл бұрын
Always love that you sacrifice your beta test time to help prop up the rest of the community. Absolute legend
@rooflemonger2 жыл бұрын
I know im basically the one in the best position to do stuff like this, so even though I wanna keep playing the beta I gotta do my duty
@yura1384.2 жыл бұрын
@@rooflemonger real chad.
@ImpulseN392 жыл бұрын
Facts. Literally every game
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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")
@eqjase2 жыл бұрын
Me and my son play about 10 matches a day after dinner. We are improving but these fundamentals have helped a lot! Such a great game.
@profoundmethods7330 Жыл бұрын
Fucking awesome son and father relationship. I know I'm late.
@domdude4912 жыл бұрын
I think the Devs should get a round of applause for actually hearing the fans.
@rxdazn2 жыл бұрын
what changes did they implement as a result of fan feedback? I'm not familiar with the series
@srseki2 жыл бұрын
@@rxdazn fans hate kof 14 ex moves only available in max mode, 1 bar max mode too cheap , the delay base netcode, the poor graphics and character models, the mediocre roster, snk fixes it all in 15
@CDotPony2 жыл бұрын
This game is actually Fire. I think it just took over the scene just off the beta!!
@thekid82242 жыл бұрын
@@CDotPony literally you are not wrong. Keep in mind this is just the beta and it's this good let alone the whole game with peoples actual main characters e.g mai and terry. And they're be seasonal packs which will include game updates yeah kof 15 is det to be the best FG of 2022
@blaze64772 жыл бұрын
@@srseki mediocre roster? The XIV roster ain't mediocre. It's better than the roster in XIII.
@rooflemonger2 жыл бұрын
So I streamed last night, will be streaming again for Today and Tomorrow. Trying to start around 6pm EST tonight, prob playing for 4-5 hours? Same for tomorrow. Game legitimately rules and I couldn't be happier about everything. Everything looks so sharp and clean, gameplay is what I expect(aka great), netcode which was my biggest fear totally holds up and is also great. I'm just happy KoF is back :)
@MeatOfJustice2 жыл бұрын
I hope you took a good rest after last night's stream.
@rooflemonger2 жыл бұрын
@@MeatOfJustice lol nope I havent slept yet cause i had to get this out. Im gonna sleep for like 3 hours then stream again, then maybe tomorrow I can rest
@nanoua272 жыл бұрын
HI man, do you know if there will be online crossplay between PS / Xbox / PC ? I really want to buy KOF on my Series X instead of my PS4 but I'm worried I will get stuck with limited online matches if it's system closed :(
@rooflemonger2 жыл бұрын
@@nanoua27 honestly don't know. PS4/PS5 have crossplay with each other, but other than that its a mystery. All I can say is we will def know one way or the other before launch, so don't rush to a pre-order just yet
@thekid82242 жыл бұрын
Rootflemonger just a quick thank you for this video its honestly appreciated. Theres a few people that are drawn to kof because of the hype and the way it looks but find it difficult to play. For us kof fans and long standing kof players we are use to this but the new players and new way of playing games is for it to be simple kof is not simple it never has been so this is a great break down to help newcomers and even old timers have an understanding of how kof 15 is and hows its changed and how to play it. This video I think will hopefully not scare players and keep them around to actually put the worl in to be good at a fighting game instead button bashing (yep I said it). In all good job dude 👍🏿
@denisn83362 жыл бұрын
I'm clueless as hell this is my first kof game. This video is going carry me thanks.
@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 - 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), 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), shortcut 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)
@zichithefox47812 жыл бұрын
Same. I didn't know about KoF until Terry joined Smash Ultimate. I found him super fun and learning the inputs was new and challenging but super worth it. I now main Terry and Kazuya in Smash, and I'm super interested in the King of Fighters series, and really excited to play this game.
@primemetroid44272 жыл бұрын
@@zichithefox4781 same lol. I was familiar with fireball/DP inputs from playing a little street fighter as a kid but that was super casual. kinda learned about canceling into specials from smash. Really loving the art style of KOF 15 … had heard of it but never really paid attention until the sakurai terry presents. Seems like a lot of new people trying this one and with good netcode and support I think it’ll be around for awhile so I’m in. It’ll be my 1st traditional fighter… gonna be fun.
@swanlord42922 жыл бұрын
@@zichithefox4781 I've known about KOF for a few years now, but I've never been able to play any of the major titles in the series. I can't wait to be to afford a new console and 15, and I've been binge watching all of Roof's videos so I can have an idea for what team I want/get a headstart before try it out for myself!
@NurseValentineSG2 жыл бұрын
Unrelated, but I love Shermie's idle stance. Everyone's, really, they all speak so much about their personality. But Shermie is just absolutely stealing it with her slow dance. You just instantly know that she's here to have fun and not taking everything too seriously.
@anon75962 жыл бұрын
If she breathes......
@SoggyHotDoggy2 жыл бұрын
Shermie makes SIMPS of us all
@anmoldembla47432 жыл бұрын
If she isn't in the mood to go for her Orochi form 😂😂
@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 - 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), 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), shortcut 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)
@Grenademan1 Жыл бұрын
@@ladjiel kinda curious, aren't meitenkun and leona considered primarily charge characters as well? Also what group does Ralph and xanadu (from fourteen) fit in?
@LegateSprinkles2 жыл бұрын
jesus that shermie idle
@Kane3172 жыл бұрын
Excellent guide here. Even as a veteran KOF player since '94 (has it really been 27-28 years?) I love watching guides mainly to help teach people how to play. When you've played this long you take for granted what comes to you naturally and you forget what you used to struggle with. Want to add 2 points: Super Canceling is "free" (only cost you the meter for the Super itself). Previous popular KOF installments like 2002 and XIII all had a cost to super cancelling on top of the meter itself. 33:21 the quick max combo actually could have ended with a level 3 Climax instead of a level 2 for the exactly the same "cost" yielding another 100 damage (651 according to my notes). Bonus note: for Shermie, the best damage I could do with 3 meters was Quick Maxing and then doing Level 1 into Level 3 Climax for a cool 663 dmg.
@Stanlos Жыл бұрын
Were these games ever in those mall coves with all the table and video games?
@mxmeulogymxm2 жыл бұрын
THANK YOU for making your beginner guides casual friendly! Far too many "beginner" guides on YT that throw out advanced language and concepts to explain "beginner" moves at a fast pace. Any terms I didn't know were easily understood with context and the speed of the video
@smoltro19732 жыл бұрын
I'm completely new to this series so your guides are always much appreciated
@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 - 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), 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), shortcut 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)
@Archedgar2 жыл бұрын
30:11 Ooh that's PERFECT. The combo extension damage of max-mode cancels always seemed like it was a bit much but it also made it nearly pointless to do it raw, especially since you could be punished during activation. Giving raw max-mode the old-school damage buff from 94-97 is a great incentive. Also the auto-run feature seems like a nice way to ease execution but with practice it was mostly a non-issue. Excellent informative video.
@Archedgar2 жыл бұрын
Holy shit. The character movement is so fluid and smooth. I had seen some of the trailers but looking at it in an actual match now it looks even better than before. Sasuga SNK. As to the guide, nice job. Having played most KoFs but especially 2002, this confirms they have kept the mechanics as they should. Perfect.
@bradjeffords44512 жыл бұрын
I actually LOVE the graphics!
@blaze64772 жыл бұрын
Same. It looked fantastic when I finally played it.
@Benavidesz1017 ай бұрын
used to see your dbfz tutorials, now i found you have this, amazing video for begginers!!
@TrulyAmiracle2 жыл бұрын
Well damn, you got this done mad quick bro lol. small note on 28:40 (the guard cancel roll), it actually isnt punishable at all. Unlike regular rolls they dont have recovery in the end and you cant throw them out of it. If you mistime it you won't get a punish but you won't get punished either. The "risk" is that you spent a bar to go back to the same position you were in before the roll really, but you aren't punishable. The other thing I wouldve liked to see is mentioning that standing lights are the basic way to stop hop pressure, they are hard to anti air with traditional big anti airs like a crouching heavy or a DP but standing lights are the deterent from the opponent bulldogging you with hop pressure. And lastly if you mentioned the hold trick (holding the button instead of pressing it when doing a special/super to increase the buffer) I think it wouldve been useful to beginners trying out the beta, or the full game. Other than that good stuff! you covered a buttload of info and I'm sure people appreciate you getting this out while the beta is still available.
@BloodSportA22 жыл бұрын
Downloaded the beta last night, and it was definitely a welcoming return after skipping out on XIV. How meter/MAX works feels like a good middle ground in giving you things to play with without getting intimidated by Ash HD combo type stuff. Still looking forward to Sans-Culottes combos, though.
@rooflemonger2 жыл бұрын
Well ash is hanging around waiting, you will get your silly combos im sure
@arsonne2 жыл бұрын
This game is so good. Thanks for making a guide for the new people! People need to stop being intimidated by KOF. Its very different but it's not hard. Stick with it!
@jahoiboi48702 жыл бұрын
I literally cant do anything of these inputs with the controller i have
@arsonne2 жыл бұрын
@@jahoiboi4870 If you have a DS4 you should be able to do anything in the game with practice. Many of the best players in the world across multiple games like Punk and Sonicfox play on pad. Hopefully you can get a good pad if you don't have one. Then it's just down to practice!
@wintersummer16332 жыл бұрын
@@arsonne nah man. mortal kombat games for example is way easier in terms of execution of combos. im still tryner learn kof but i realised after a day that you basically NEED an arcade stick to get any kinda consistency with most of these inputs. thats already a barrier to entry for new players cause most people use pad... however tho i have a controller with extra buttons at the back and top which makes this stuff easier. but i cant imagine how anyone can do any of the high execution kof stuff with a normal control pad.
@arsonne2 жыл бұрын
@@wintersummer1633 I don't wanna make you quit pad nor discourage you from picking up an arcade stick but it's basically a myth that arcade stick gives one a serious advantage in most fighters. I've played and competed in basically every fighter that's come out in the last 15 years and I can tell you that pad players are just as strong, even in high execution situations. Tekken has hundreds of absolute monsters who play on pad. Sonicfox is most successful fighting game player alive and plays every game on pad, including games with higher execution than KOF like Marvel and Tekken. Punk also plays on pad and is crazy good in every game he touches. I personally play on an arcade stick because I think it is more fun for me, but the only controller that offers an actual advantage in fighters is Hitbox.
@frankiep57512 жыл бұрын
@@arsonne Fight stick master race
@prawnk1ng2 жыл бұрын
This game looks amazing. I haven’t played a KoF in 15 years.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@KryselITG2 жыл бұрын
@@ladjiel Picked up the game Recently cause i love watching competitive matches of it online. I played a bit of KOFXIII but that was a while ago. current team is Chris, Athena and Kula. I still need to practice execution but this video and your comment will help, thanks!
@crimsonECH1DNA2 жыл бұрын
"Now to speak on the movement" Yep, time to see Shermie strut.
@GMoney-yj7yg2 жыл бұрын
Man shout out to SNK. The game is beautiful, fluid and fun. Some connections are bad here and there but it's just the beta. Overall, tho I am very pleased. Can't wait to play my boy Ralf and a few other regulars
@dragons_hook2 жыл бұрын
Holy shit! Another Ralf fan! You already know he's about to bring some hell!
@Golfie4922 жыл бұрын
Facts!!!
@GreatKingEd2 жыл бұрын
Exactly what I needed just in time. Much appreciated!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@semiserioussam2 жыл бұрын
This was literally the guide i was looking for, thank you SO MUCH
@rooflemonger2 жыл бұрын
Happy to help!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@OmnipotentO2 жыл бұрын
I'm going to need a reminder to rewatch this when the game is fully out
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@NamelessViking012 жыл бұрын
So glad I'm seeing people open on playing kof 15. The series has been ery underrated for too long.
@wildercerrate72952 жыл бұрын
Grew up on kof (2002 is goated) and garou, this might be the first kof I try to get into competitively
@sarvag132 жыл бұрын
Thank you so much for doing this in your busy time sacrificing sleep, you don't know how much we appreciate you roofle, you can count on me watching this again and again until i understand everything and sharing it at all places possible, thanks soo much for this amazing piece of content, ❤️
@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 - 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), 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), shortcut 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)
@D3Vlicious2 жыл бұрын
"3rd Strike 20 years ago." That made me feel old.
@TarnishedGoon202 жыл бұрын
This is the first KOF Imma really jump into and this’ll really help. Imma be using this vid far after the game is officially released too 😂. Thank you so much!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@MrN_222 жыл бұрын
@@ladjiel thanks for this explanation. Really helpfull.
@ladjiel2 жыл бұрын
@@MrN_22 before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense) "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is = 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 3 Q/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 any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early) So 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 kof by playing older title, i may suggest playing the popular title and get to the discord 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 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 old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those 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 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) = 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")
@MrN_222 жыл бұрын
@@ladjiel excellent explanation. I'm greatful. Thanks for taking the time. As a SF player (bronze) im trying out Kof14 now. I really have to get used to the 4 buttons instead of 6. Really looking forward to start kof15
@MrN_222 жыл бұрын
@@ladjiel do you play KOF on a fightstick or pad?
@Koranenmerg2 жыл бұрын
Imma watch this… and then watch it again in February!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@ObiJuanKenob2 жыл бұрын
Really appreciate the guide, it's refreshing when a guide is designed around keeping it simple and straightforward. Coming from someone who's been playing NRS games for the past decade I can sincerely say that anything that has to do with timing, sequence and window buffer for inputting motions and combos are almost a 1:1 ratio with NRS games. I specially enjoy the variability that comes with having the option to do the same combo at different frame sequences and it doesn't try to force a 1 size fits all model. The fact that it has an option that let's you know how many frames passed sinced you held a button was the biggest feature in combination with everything I mentioned.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@ObiJuanKenob2 жыл бұрын
First, TY for the input; really appreciated and it seems that you're passionate about this game which is great. I used to compete in MKX since day one and was casually up to speed in the fgc since 2009 era. I just really enjoyed kof15 beta and a lot of the things I labbed in mk had a 1:1 translation and that just made me appreciate it more on the casual side. I like training mode more than versus and that's basically my guilty pleasure. Ever since rlf got in the way I lost the reason to compete in general, really feel like the current formar for tournaments are limiting and should grow from ft2/3s double eliminations.
@ladjiel2 жыл бұрын
@@ObiJuanKenob before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense) "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is = 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 that arent tell within the movelist, usually overlapping your special and super so both of them could came out at 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 any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early) So 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 kof by playing older title, i may suggest playing the popular title and get to the discord 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 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 old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those 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 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) = kzbin.info/www/bejne/rpnTaImpqd9sb5o (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute) kzbin.info/www/bejne/hqq8aqGencZ8prs (about the game flow, neutral, offense, defense) kzbin.info/www/bejne/r4SsgH6kmtN_gZo (about legacy trick)
@j_king_santana74932 жыл бұрын
Hey roofle this Will be my first KOF i so excited thanks for the info 🔥🤜
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@smjnayeem11222 жыл бұрын
thanks a lot man for your hard work. you always make life easy for us.
@rooflemonger2 жыл бұрын
I try! 💪🐵
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@nelomalkevain41292 жыл бұрын
Rooflemonger demostating the basics of KOF by playing Gigachad Iori Yagami
@DarthTayder2 жыл бұрын
As KoF noob, I am very thankful for you! Thank you!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@joelhardaway11432 жыл бұрын
I’m familiar with KOF but playing the beta last night was my first time ever playing so I’m very excited for this game and this guide really helps
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@joelhardaway11432 жыл бұрын
@@ladjiel I appreciate the advice, you didn’t have to do that
@ladjiel2 жыл бұрын
@@joelhardaway1143 its called "passion", and yeah kof community is very welcome to any newcomer :)) before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense) "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is = 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 that arent tell within the movelist, usually overlapping your special and super so both of them could came out at 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 any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early) So 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 kof by playing older title, i may suggest playing the popular title and get to the discord 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 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 old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup (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 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) = kzbin.info/www/bejne/rpnTaImpqd9sb5o (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute) kzbin.info/www/bejne/hqq8aqGencZ8prs (about the game flow, neutral, offense, defense) kzbin.info/www/bejne/r4SsgH6kmtN_gZo (about legacy trick)
@joelhardaway11432 жыл бұрын
@@ladjiel I gotcha, yeah that’s a lot to learn, but I’ll get it down, thanks again!
@ladjiel2 жыл бұрын
@@joelhardaway1143 kzbin.info/www/bejne/e6S5p6Gkn7t0gJY I forgot to add this video as one of the basic guide that very helpful to newcomer, its talking about the possibility of doing a running flash kick, auto correction in the game (regarding doing DP when the enemy crossed you up), zoner gameplan (if you want to play one, or when facing against them) And other "unobvious" system regarding kof (universal health bar, throw invincibility when blocking and waking up, how to combo into command throw, and 60 second "in game timer" actually last as 90 second "in real life"), the only different is about the meter which kof15 doesnt have HD mode/bar but they had maxmode/bar that arent seperated like 13
@thedocmmd13662 жыл бұрын
Thank you. I literally have no clue what I’m doing
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@mxcristian112 жыл бұрын
This is my first kof game and it is very intriguing but man learning a new fighter is always tough for me, I'll definitely need a lot of time in the lab but the video helps!
@hrchanz2 жыл бұрын
This is very very helpful, I am so happy to find this and also very grateful to you for making this! KOF XV will be my first in the series and I wanted to learn at least what I can do and not be that bad when I play it. I also watched all the trailers before coming to this and it made me so hyped for the game that I have it preordered already and with this video I can't wait to play it! Thank you again for making this video!
@mrk451028 күн бұрын
Thank you so much for these Guides. I used to just be a MK Game player. Starting to branch out now so all these Games are new to me. Been spending allot of time in your playlists on your channel. 🙂👍
@ZYR472 жыл бұрын
I hope I can manage the execution, because in theory this is surprisingly easy for me to comprehend what/how/why to do. Thanks for the video.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@ericsimonson8002 Жыл бұрын
I have nothing but fighting games on my playstation and whenever I want to improve my game I look for your videos first. I have been playing fighting games consistently for 30+ years and I like to think I can figure everything out by myself but your videos always have some knowledge I failed to discover on my own. Thank you for your hard work.
@melvinshine98412 жыл бұрын
10:58 - 11:03 Yes, I love the look of the..."meter" in this game. It just looks great. If I get this game, which I hope I can do, it'll be my first "traditional" 2D fighter in more than a decade. I don't know if that might actually end up being helpful, but I do know I'll, likely, have to turn my Tekken brain off.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@ladjiel2 жыл бұрын
Also some comparison to other FGs to make the game more understandable (especially with how the game flow or basically the basic gameplan of it) = Contrary to popular belief, kof actually lean more on "cancelling/chaining" rather than "linking" combo But they got some rule in the way the chain works (just like some old anime fighter/game that have their unique combo system like reverse beat and gatling where connecting ABCD is doable), where in kof connecting the move require you to level up your move power to be able to make them chain together, for example chaining a normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super Sidenote = hit confirming from "normal" into "command normal" into "special" make the game combo a lot lot more easier to do, rather than doing a "normal" straight into "special" like SF or any other traditional fighter Which make the game "rewarding" for those who understand and excel at the system unique combo routing, thus you wouldnt get steam rolled by someone who doesnt know anything and mashing random button/special, also the damage is rather low when doing some stray hit and not convert it into full combo Maybe if you never play anime fighter then think it like tekken (where they also have their own rule on what can cancel into what), also stray hit in tekken also do low damage when not converted into full combo, and they also have advance movement but in 3d fighter setting Or maybe just think of it like smash bros (if you also unfamilliar with tekken) where movement, spacing, and converting a hit into combo is one of the main skill of the game, but in kof it works in typical 2d fighter "setting/environment" not a platform fighter setting with uneven landscape (but the advance movement, spacing, and punish game still in there tho), maybe this kinda explain on why sakurai love kof xD
@sum1new3492 жыл бұрын
11:00 you ain't slick, you know what you did 😏
@davose87562 жыл бұрын
Always positive and polite Canadian, love the knowledgeable helpful content man, you definitely deserve to be one of the fgc KZbin pillars 👍🏻
@Giru2 жыл бұрын
I love how I started watching the video and it had 1,500 views. I finish and refresh page and it's at 2,600! I hope this spreads and catches on, more people should play KOF and rooflemonger deserves all the views for his grade-A Fighting Game content!
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@abbyrytel2 жыл бұрын
Roof, you're selling me on Shermie as my third (alongside KoD and Antonov)
@CodyDavidHolmes2 жыл бұрын
Fantastic ending! ;)
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@CasualGamerPlays2 жыл бұрын
Jesus! This has got to be one of the best video guide channels out there. The way you explain how the mechanics of the games work, is 100% better than in-game tutorial. Thanks for the video and keep up the good work!
@micksmith18122 жыл бұрын
After day 1 with the beta I've really enjoyed it so far. Struggled with the combo structure until I found out its Normal -> Command Normal -> Special. Can't help but see now all the inspirations and mechanics Sakurai took from KoF and put in Smash.
@rooflemonger2 жыл бұрын
Yep, he's admitted it himself that Smash is heavily inspired by/based off of KoF.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@ArbiterChrono2 жыл бұрын
I am hype for February when it drops proper!
@srseki2 жыл бұрын
Seems like the max mode is a lot less important in xv, since the ex moves are so strong that only cost half bar. Probably only activate for the last character (lv1 + lv3 super only cost 3 bar is pretty sick but doesn't out damage lv1 cancel into lv2), unlike 14 almost every combo is max mode.
@rooflemonger2 жыл бұрын
Its exactly what they wanted to change compared to 14 where everything is max mode. Now max mode is gonna be rarer, but it still has its use. raw max giving a significant damage buff means you still gotta watch out now though when the anchor is comin for ya.
@goodsport168m2 жыл бұрын
Amazing information, thank you so much. Been helpin me through learning 4 different games now. Much appreciated
@vagabondatlas6887 Жыл бұрын
Coworker introduced me to this series. Haven’t played traditional fighting since your DBZ videos ( won my first tournament with your help). After years of playing mostly smash ULT. It’s time to watch all the G.O.A.T guides. Love your hard work over the years!
@CrystalMang02 жыл бұрын
Never played a kof game but this game looks really good and definitely gonna buy. Really wish it had the characters native language voice acting though and crossplay.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@Tsukishima05202 жыл бұрын
I've been following the channel since DBFZ, and I haven't played a KOF since 2003, but damn these videos are always a master class. Congrats on the amazing work you do mate.
@rooflemonger2 жыл бұрын
Thanks friend, happy to be of help!
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@weforgot71512 жыл бұрын
Each time he tells me about "Light punch, light kick, heavy punch, heavy kick" I swear he is trying to teach me a motherf'n infinite with the way he says it. Also nice video, even for people that are used to fighting games this helps out a lot
@yu_uhglee2 жыл бұрын
thx so much for the content 🙏, I'm a KOF newcomer and this game is looking very hype
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@yu_uhglee2 жыл бұрын
@@ladjiel holy shit dude thx a ton! Appreciate all the knowledge 💪
@ladjiel2 жыл бұрын
@@yu_uhglee before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense) "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is = 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 input, cuz every pro and casual kof veteran use this trick, so dont be shame to inputting very/little early) So 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 kof by playing older title, i may suggest playing the popular title and get to the discord 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 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 old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those 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 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) = kzbin.info/www/bejne/rpnTaImpqd9sb5o (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute) kzbin.info/www/bejne/hqq8aqGencZ8prs (about the game flow, neutral, offense, defense) kzbin.info/www/bejne/r4SsgH6kmtN_gZo (about legacy trick)
@zart8478 Жыл бұрын
Thanks for this, I watched this for the purpose of knowing the mechanics of kof when I watch matches but not really gonna play, I just like watching kof sometimes
@snake72572 жыл бұрын
People playing beta just for fun and then you breakdown all of it. Thank you man, really appreciate that.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@snake72572 жыл бұрын
@@ladjiel thank you very much man, really appreciate that.
@ladjiel2 жыл бұрын
@@snake7257 before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense) "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is = 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 that arent tell within the movelist, usually overlapping your special and super so both of them could came out at 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 any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early) So 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 kof by playing older title, i may suggest playing the popular title and get to the discord 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 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 old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those 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 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) = kzbin.info/www/bejne/rpnTaImpqd9sb5o (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute) kzbin.info/www/bejne/hqq8aqGencZ8prs (about the game flow, neutral, offense, defense) kzbin.info/www/bejne/r4SsgH6kmtN_gZo (about legacy trick)
@Prowl762 жыл бұрын
I found an easy way to get the hop input is to do a reverse super jump. Tap up in the direction you want to jump and then immediately tap the opposite direction. For super hop just go down, up, down.
@rooflemonger2 жыл бұрын
Yep its how ive always done it. Hop then hit down immediately, so you are on the up input for as little time as possible
@DaPhenomAce Жыл бұрын
Just bought this game on sale and appreciate this guide. Been a tekken and MK guy so this is a whole new world
@rxdazn2 жыл бұрын
aye this looks very exciting!
@papasfritas38532 жыл бұрын
I never noticed the max mode damage difference until i saw this video. Lol
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@arphaxadbasilona18712 жыл бұрын
This is gonna be the first KoF game I'm gonna play ever sunce I first saw an arcade machine of kof 95' decades ago as a kid...tried playing the 98', 2003 and XIII but gave up due to the harder inputs...half circles and all that crap lol...that's why I sticked mainly to 3d fighters like tekken and soul calibur and until this day, I only watched with yearning eyes from afar to play a KoF game... This beginner guide has somewhat eased my semi-phobia to the KoF series...it's very understandable and concise and doesn't inundate the newbies like me with lots of technical terms and all that...I also don't get that ''git-gud'' gatekeeping vibes as seen from other ''tutorial'' videos...thanks for this... now all I need to get is a noob friendly controller to play this game with lol...
@tlsmetdt2 жыл бұрын
This vid is soooo helpful! Thank you so much from a KoF noob! So excited to learn this series. 🙏🙏🙏
@duden22172 жыл бұрын
You da real MVP, roof. Perfect timing to catch this on my lunch so I'll be prepped for when I get home. Was hoping to play that blonde guy from Smash Bros, but it'll actually be good to try some other characters and experiment.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@Kristenten20252 жыл бұрын
Thank you SO much for this, all the tips are super appreciated!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@YukonJack2 жыл бұрын
It's pretty solid of you to make a video of this magnitude especially given how limited time there is to play the game. You really are a gem Roof 👍
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@YukonJack2 жыл бұрын
@@ladjiel bud, I truly appreciate you taking the time to post all that. Really, thank you. I'm going to come back to the post plenty. I saw a month or two ago that KoF 14 was maybe $10-15 on PS4. If it still is, it probably would be worth getting familiar with some mechanics. Strive is my main fighter and I haven't played consistently for weeks. If you're on ps4 I'd happily run some matches with you.
@ladjiel2 жыл бұрын
@@YukonJack sadly iam playing on pc xD Also you could try 98, 2002, and 11 in fightcade for free, especially for testing the water on how neutral work in kof and experiment with the movement option (forward/backroll, run, backdash, jump, super jump, hop, hyper hop), cuz kof always fundamentally play the same and you could learn a lot from those old game, and the community discord is always welcome to any newcomer :))
@YukonJack2 жыл бұрын
@@ladjiel cheers friend. I don't even know what my laptop is capable of running, no harm I'm finding out though. I did the first open beta for KoF 15 and wasn't having the easiest time with it. I only a partial day to play it and totally missed the second beta. I loved playing with Chris though. I need to get my chops up because I've been looking forward to this game for months. I got back into fighting games from a hiatus with Strive. I learned about KoF 15 when the the dino grappler trailer launched. People have been waiting for it far longer than I have, but I am beyond stoked to get my hands on it 👌
@Jyxero2 жыл бұрын
As a KoF vet (who haven't touched any 3d) I find this vid really smooth for newcomers, hell, I remember a video of 30 mins explaining overall movement (Really solid but forgot the name of it, including dash roll) and you made it digestible for everyone Take care, and thanks for showing me that pseudo S4 strike (shatter strike)
@trza49erАй бұрын
I've always loved the team format in this series, more just a "next guy up" thing than a chaotic tag battle. Gives you a reason to play more characters though, and if there's one thing KoF does really well in my opinion, it's character design.
@cherryboywriter62992 жыл бұрын
Gonna miss the demo because work but watching, and liking for the work you put in.
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@willis3rik2 жыл бұрын
I downloaded the beta and messed around with it. I’m a big fighting game fan and KOF is one I’ve just barley played.You getting me into it
@rooflemonger2 жыл бұрын
happy to get you into such a fun game :)
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@Barracuda50552 жыл бұрын
Thank you very much for this, my friend. It's helping me a lot as a beginner in the series. I also learned how to play GG Strive because of you back in 2021. Love your content.
@maradri03gaming92 жыл бұрын
I feel like a degenerate. Couldn’t look away once Shermie was on screen
@MetalGoatSolid2 жыл бұрын
Thank you for your time and effort, it is appreciated.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@jaysenedwinward2 жыл бұрын
“I love how it looks!” *Zooms in on Shermie’s woohah*
@HoseB9322 жыл бұрын
Ty for the vid, helped a bit. was too distracted during the meter section but... oh well :P ...Still mad Shermie carnival is a double HCF motion tho. Great Video.
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@Kernog2 жыл бұрын
I've started playing yesterday. There's a *lot* to cover, and your guides help tremendously. Thank you.
@DonQuixe2 жыл бұрын
This guide taught me a lot about KoF mechanics.. its a godsend! 👍🏾👍🏾
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@DonQuixe2 жыл бұрын
@@ladjiel Thanks for the in depth reply 👍🏾..there's KoF games on fightcade i'm thinking of trying out to become familiar with the series in the meantime.
@ladjiel2 жыл бұрын
@@DonQuixe yeah you absolutely could, and the good news is that kof is a "system/mechanic based game" where if you master the basic/principle of the game then it could transfer to all kof game, or some people like to call it a "legacy game" Just like how tekken and super smash bros work, if you know how to play tekken then you could play any tekken game with any character, or any smash installment with its unique character, cuz the game "thematically" play the same even though its installment have its own unique merit So you could learn how the game flow works, especially the neutral game of kof and then you could understand how to offense and defense in kof with its own unique movement, meter, and combo structure Basically my tip is to take kof like an anime fighter and dont play SF in kof cuz the game is too quick to be played with grounded footsies style like sf does (just like how people not recommend you to play sf style grounded footsies when playing strive or other anime fighter like bbcf, melty, +r, xrd where there is airdash, double jump, and air blocking) Also, maybe pick the most popular one like 98, 2002, and 11 then find all the command and special move on internet or wiki cuz some input is kinda unthinkable and hard to figure out xD, and dont forget to have fun
@DonQuixe2 жыл бұрын
@@ladjiel Alright thanks a bunch
@ladjiel2 жыл бұрын
@@DonQuixe edit = the inputting early trick actually available in kof 98 and 2002 (but they are more smaller compared to 13, where in 13 the dev actually intented to prolong the window), so definitely could do it but not "very very early" before you read this wall text, i want to sorry if this bother you, i think this is my last advice regarding "legacy trick" in kof which make hit-confirming and doing combo lot lot more easier with how fast paced the game is, also i recommend to watch some dedicated video about kof neutral game so you wouldnt be overwhelm by people on the fightcade (or if you want to learn it on the fly then you could join the kof 2002 fightcade discord, i think its available on "dream cancel wiki" or some of kof wiki guide about 2002 in fightcade) maybe this is also another sidenote, the execution in the older title is kinda "tighter", the game made to be easier since 13 (while everyone think 13 is hard cuz youtuber do some combo trial) But the"legacy trick" actually getting buff/rewarded a lot that make the game very easy and somewhat responsive, so learning to do some button holding trick, shortcut input, even a "longcut" input (basically overlapping your special and super so they could cancel easily, think of it like doing 2 HCF and getting your special and super at the same time, so you doesnt need to do 3 HCF like what the movelist say, this unique overlapping pattern will make your combo easier, even making charge based character like leona and meiten seem like doing an instant special move and you doesnt even feel the charge timing has passed when doing special into special move due to those unique "pattern" when doing special, also charge in kof only take 30frame or half second), also always try to input it little early cuz the game cancel window is actually more forgiving in accepting the previous input (so late input is still not accepted, but very early input is a yes for the game in the newer title, so thats why people say 15 combo are easier compared to older title, while people who dont know the legacy trick might actually struggle and think the combo is impossible to do cuz nobody introduce them to this legacy trick xD) *revised* But the "input early" only featured since 13 onward (its also available in 98 and 2k2 but very limited compared to newer title), so iam not really sure if the older title have it too (but they definitely have those other legacy trick), and just play the neutral like how you play smash bros and anime fighter (keep moving around and do random thing), but if you want to learn it quickly then there's a good video by "moqlnkn" about neutral game in kof13 (this explain a lot how the game flow is and what to achieve/expect on neutral) and "how hard" kof combo actually are (where he show all the trick i just mention like button hold, shortcut, longcut, inputting little/very early), cuz its based on kof13 then maybe the combo only "operable" to 2002 onward, cuz 98 still play the "classic way" (which only do normal > cmd normal > special > special, or straight away into super after cmd normal, the game still not introducing super cancel after special cuz the damage is already absurd with those little health xD), but the neutral game guide definitely still aplicable to other kof game kzbin.info/www/bejne/rpnTaImpqd9sb5o (optional) kzbin.info/www/bejne/hqq8aqGencZ8prs kzbin.info/www/bejne/r4SsgH6kmtN_gZo He also got another good video talking about the principle (but my advice is there maybe some different in some aspect like how juggling work and how the maxmode work so dont watch expect the guide to fully aplicable to 15, but any general idea of neutral, offense, and defense is very worth it to learn from him cuz its very principle and apply to all kof game) Or maybe you could watch other youtube video by "FGTreehouse" about kof neutral, basically the same, but its based on kof 2k2 UM so it might seem more closer to those 2002 fightcade, and he also have a good article on the internet about why people think kof hard (where he basically explain it like me, which usually cuz people play SF in kof, and not moving a lot actively), betwen the 2 video maybe i more lean to moqlnkn video cuz its more detail and helpful even tho its based on kof13 Also there's a video that people take it as bible to kof, which is created by dandy j, but it doesnt have any voice over and so you must read the text on the video, so i kinda recommend the newer guide by the community who got a nice voice over while they give some idea by showing the gameplay
@PeterZeeke2 жыл бұрын
this was actually amazing
@shakeemwrld76212 жыл бұрын
Planning on getting KOF xv as my first KOF & This got me even more intrigued, Thank You.
@malaki71232 жыл бұрын
Subbed and liked! I was wondering why this voice sounded familiar, then I remembered I watched your beginner vids for Guilty Gear Strive (probably need to revisit that one too). Thanks for giving the breakdown of the stuff that might not be immediately obvious or available in the tutorial modes!
@ZenGaijin2 жыл бұрын
I FINALLY understand this game now!
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@Bushmaster_Neku Жыл бұрын
Hey, you are very well explained the basics . Thank you for KOF video
@Gamedino2 жыл бұрын
I'm a slow learning dummy, but I appreciate this
@MrJersey842 жыл бұрын
Respect for this man. And I'm going to need guidance like this because it's been a along time since I played a fighting game. Like 10 years if I'm not mistaken. I'm going to need all the help to get back into this. And excited for this game I have already bought it and I can't wait until Thursday.
@DMNDSbyDaylight2 жыл бұрын
I am so excited man D:
@DerekOumu2 жыл бұрын
I'm going to have to watch this like 3 times, good information!
@OrangeDrinkMusic2 жыл бұрын
thank you for this!
@TheKingoftheriff2 жыл бұрын
The new shatter strike gives everyone a "parry". It also looks faster when done out of a block.
@codyjames7962 жыл бұрын
This was a nice tip vid
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@No1FGC2 жыл бұрын
great video
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@WikiHL2 жыл бұрын
Waiting for february I'm so goddamn ready for this
@semja2 жыл бұрын
I may have to get this one
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")
@taskmaster37712 жыл бұрын
Kof 13 was my favorite and I just may get back into this one 🤔. I didn't like Kof 14 after the patch I heard it became a better game but I was still in love with the visuals of KoF 13 😍😍😍😍
@rooflemonger2 жыл бұрын
14 was a much better game after patches yeah, and this game is gonna be better than 14 out of the gate
@CNRhKXtreme2 жыл бұрын
Moonwalking is critical in this game.
@SirPrimsley2 жыл бұрын
It’s always good to come back to your vids once I buy a new Fighting game. Break it down so we’ll. Thanks for that. Just bout this game and I’m for sure new to the franchise for the most part. I know a few ppl though. Good stuff Rooflemonger !
@devinewynder54432 жыл бұрын
In movement this game looks slick. Can’t wait to play it on my 75” tv.
@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, chizuru - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature - well rounded = robert, andy, joe, terry, k', kula - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip - 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), 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), shortcut 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)
@pootnannies2 жыл бұрын
you make good tutorials
@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 - 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), 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 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, like (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)= 1. Inputting early (the cancel window is very accepting for any early input, dont 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 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")