The King of Fighters XIII/Game Elements/Button Interpreter: Difference between revisions
No edit summary |
m (→Button Buffer) |
||
Line 8: | Line 8: | ||
*''Drive Cancels'' are much easier to perform by simply holding down an input around the correct window of cancelability. | *''Drive Cancels'' are much easier to perform by simply holding down an input around the correct window of cancelability. | ||
*Timing an instant move (such as a command grab) so that it comes out immediately is made much easier with this technique. The window to do empty hop command grab mixups or link command grabs increases greatly. | |||
*It's possible to begin holding down a button before completing a move's special input. As soon as the motion finishes, the attack will automatically register. | *It's possible to begin holding down a button before completing a move's special input. As soon as the motion finishes, the attack will automatically register. | ||
*Buffering button inputs this way can be disadvantageous in certain instances. If a K' player wants to perform ''cr.B xx qcf+P'' but continues to hold down [[File:snkb.gif]], his unsafe qcf+K slide will come out instead. In this scenario, it's always in the K' player's favor to quickly let go of the [[File:snkb.gif]] button to avoid getting unwanted specials. | |||
*The ''reversal window'' becomes much larger when storing a button. | *The ''reversal window'' becomes much larger when storing a button. |
Revision as of 14:28, 14 November 2011


Button Buffer
Each fighting game has different button input techniques that can be utilized to maximize one's execution. The commonly-known Street Fighter technique of Negative Edge allows for special moves and supers to be input when releasing a button. KOF lacks any sort of Negative Edge and so doing a piano input isn't very effective for increasing the chances of getting a special move to come out. Instead, KOF uses a button leniency system similar to the one used in BlazBlue. When holding down a button in KOF, the game will automatically input its command for the next few frames, but only for specials and supers.
Just perform the motion for a special or DM, press and continue to hold a button down to increase the chances of the move registering. This technique has many uses that easily increase a player's execution:
- Drive Cancels are much easier to perform by simply holding down an input around the correct window of cancelability.
- Timing an instant move (such as a command grab) so that it comes out immediately is made much easier with this technique. The window to do empty hop command grab mixups or link command grabs increases greatly.
- It's possible to begin holding down a button before completing a move's special input. As soon as the motion finishes, the attack will automatically register.
- Buffering button inputs this way can be disadvantageous in certain instances. If a K' player wants to perform cr.B xx qcf+P but continues to hold down
, his unsafe qcf+K slide will come out instead. In this scenario, it's always in the K' player's favor to quickly let go of the
button to avoid getting unwanted specials.
- The reversal window becomes much larger when storing a button.