The King of Fighters XIII/Punishing: Difference between revisions

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===Close Heavy Normals===
===Close Heavy Normals===
The fastest normal attacks in KOF are not crouching light attacks as in Street Fighter, but the close heavy attacks. These close [[File:snkc.gif]]/[[File:snkd.gif]] attacks can be canceled into [[The King of FIgthers XIII/Systems/Attacking: Command Normals | command normals]] and deal enough hitstun to combo into most special and desperation moves. These are the most damaging of punishes as they can lead into just about any knockdown or into HD Mode for a heavy combo.
The fastest normal attacks in KOF are not crouching light attacks as in Street Fighter, but the close heavy attacks. These close [[File:snkc.gif]]/[[File:snkd.gif]] attacks can be canceled into [[The King of FIgthers XIII/Systems/Attacking: Command Normals | command normals]] and deal enough hitstun to combo into most special and desperation moves. These are the most damaging of punishes as they can lead into just about any knockdown or into HD Mode for a heavy combo.
*One important requirement for these punishes is to be inside the 'close' activation range. Most 'DP' or reversal attacks move the opponent close in to the opponent on block which allows for a simple and heavy countercombo. Some attacks can be spaced so that both players are pushed outside of the close activation range, in which case a different punish option is needed.
*One important requirement for these punishes is to be inside the 'close' activation range. Most 'DP' or reversal attacks leave both players close on block which allows for a simple and heavy countercombo. Some attacks can be spaced so that both players are pushed outside of the close activation range, in which case a different punish option is needed.
**One way to quickly get in range to use a close normal is to run forward after blocking the opponent's attack. Once a player begins to block, the game will automatically block until blockstun ends. During this time the player can buffer a forward run ([[File:f.gif]][[File:f.gif]]) while simultaneously blocking. Once the run initiates, simply press [[File:snkc.gif]] or [[File:snkd.gif]] when in range to hit the opponent.
**One way to quickly get in range to use a close normal is to run forward after blocking the opponent's attack. Once a player begins to block, the game will automatically block until blockstun ends. During this time the player can buffer a forward run ([[File:f.gif]][[File:f.gif]]) while simultaneously blocking. Once the run initiates, simply press [[File:snkc.gif]] or [[File:snkd.gif]] when in range to hit the opponent.



Revision as of 20:57, 4 October 2011

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Guaranteed Punishes

The basis of a guaranteed punishes is that certain attacks, specials, and DMs leave the attacking player at a frame disadvantage if blocked that allows for a guaranteed counterattack to combo. The degree of how punishable a move is varies by spacing and by character although a few major methods of punishing exist.

Close Heavy Normals

The fastest normal attacks in KOF are not crouching light attacks as in Street Fighter, but the close heavy attacks. These close Snkc.gif/Snkd.gif attacks can be canceled into command normals and deal enough hitstun to combo into most special and desperation moves. These are the most damaging of punishes as they can lead into just about any knockdown or into HD Mode for a heavy combo.

  • One important requirement for these punishes is to be inside the 'close' activation range. Most 'DP' or reversal attacks leave both players close on block which allows for a simple and heavy countercombo. Some attacks can be spaced so that both players are pushed outside of the close activation range, in which case a different punish option is needed.
    • One way to quickly get in range to use a close normal is to run forward after blocking the opponent's attack. Once a player begins to block, the game will automatically block until blockstun ends. During this time the player can buffer a forward run (F.gifF.gif) while simultaneously blocking. Once the run initiates, simply press Snkc.gif or Snkd.gif when in range to hit the opponent.

Instant Command Grabs

Whenever a close normal is too slow, a 1-frame grab will punish the opponent as long as the guarded attack leaves the opponent at a negative frame advantage. The only concern to be aware of is the spacing, as the opponent could distance the move so that both players are pushed back outside of command grab range.

  • If the standard grab length falls short, the extended range on the EX grab should connect.
  • Normal throws are generally poor punishes due to lacking range. They do, however, counter rolls.

EX Specials and DMs

Some EX specials and DMs start up very fast while traveling horizontally. These tools are good in instances where the opponent is pushed outside of 'close' normal range. Duo Lon's (Qcf.gif + Snka.gif + Snkc.gif x3) is a prime example of this type of punishing tool.