The King of Fighters XIII/Game Elements/Button Interpreter

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Button Buffers

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 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 Snkb.gif button to avoid getting unwanted specials.
  • The reversal window becomes much larger when storing a button. Invulnerable specials and DMs have a lengthy input window, and the window for reversal backdashes and rolls gains a slight increase. However, the timing for a reversal throw or normal is always one frame.