Hit the jump for more.
TheLastKaede put together an in-depth tutorial for using Raiden in King of Fighters 13. A ton of ground is covered here including grab ranges, optimized combos and more.
Hit Boxes uploaded an excellent interactive combo video for Takuma that focuses on using the Hit Box controller. Divided up into sections such as Basics, 50% and 100%, the video shows a hands view complete with inputs for each combo. Even if you're not playing on a Hit Box, there are still some great combo ideas included here.
Artificial Star posted a combo video that features a few meter heavy Yuri combos and ends off with a 100% damage combo.
AS-SDR Hellpockets uploaded a brief video showing some high damaging punish combos when scoring a counter hit in the air.
Tips by RunningWild, KiraYagami, Rafael2487 and a few anonymous submitters.
@1 ROFL! It's obvious:You possess the power of Lighting,you're king...
@1 But unlike Zero in marvel, Beni's lightning loops are very difficult
Great Combo compilation. yes KOF neds more love.
If it's one thing I'm not a fan of all about KOF13, it's the juggle system. It's just... not right. KOF used to have such a strict juggle system, now you can just juggle forever almost.
@11 you say that like the combos are easy though
#9
If you think Lightning Loops are easy, you've obviously never played Zero.
@13 I hate marvel, played the game for an hour to humor my friend Eddie Mu(TooMuchDamage) and could consistently pull off Zero's lightning loops. Play KOF XIII and try to get down Beni's there a whole different ball park, oh and the rest of my friends who play both Marvel and KOF say Zero's loops are easy. Not my fault if you've got ass execution :P
@ 13
Lol it's all relative. I think lightning loops are easy; learned it in 3 hours.
@12 - Combo's in KOFXIII are easier than combo's in any other KOF game IMO. Most of it is just looping the same moves over and over in the corner (See Hwa Jai and Clark). It's kinda dumb and cheapens the game. Real KOF is not like that.
@16 I'll agree that there easier than past KOF's but lets be honest, if the combos were as hard as prior KOF's I'd still play but the community itself would be a lot smaller than it already is, its a good thing SNK made the combos a little easier.
@13 STFU your always defending CAPCOM fighting games even where there is no defending needed hes right combos in KOFXIII are harder to pull off then in Marvel. All i ever see you post is either trolling fighting games you dont like or defending the ones you do like (SFxT and MvC3.
You know there are some really good fighting games that arent made by CAPCOM.
@18
someone took things to heart lol
I've been meaning to get this game, KoF12 left such a bad impression I never got around to it.
@17 - I don't mind that combo's are easier, but KOFXIII's juggle system is really whack.
@13 yeah stfu moron marvel is so easy! Kof is old school execution so if you can't do simple marvel loops and tac infinites maybe you should rethink your hobby! You have a snow balls chance in hell of witnessing this games magic unless its someone else's play and that's sad.
I do agree that 13 is very different juggle wise but I like it. I didn't at first being a kof vet but I think it allows for some great creativity in combos. My main game is AE at the moment but when I wanna just go ape-sh!t I go to kof baby! Love Robert this time around, yuri joe and Kim. Actually I love em all!
The juggle system of KoFXIII is similar to that of 2001. It is not new to the series just more refined. The combos may seem easier and for many characters they are but let us also keep in mind the difference of scaling with these combos and most players would not be able to accomplish them anyway due to how strict KoF button inputs mechanics are.
Easier perhaps, but still difficult due to the high button control required.
Wow.....I say Lightning Loops aren't easy, I get called a fanboy. Amazing.
Anyway, no need for a debate. I'll just go back to playing the games that I like......
That have scenes both online and offline.
KOF13 is only easier than kof2k2 (say, when you "break" your char doesn't dash forward automatically i.e.), but that doesn't make it easy if you compare it with current fighting games...now, for those who says that the combos are repetitions of the same 2 or 3 moves, well let me ask you something....how many moves do you expect a character to have,if you gonna do a 15+ hits combo of course there gonna be repeated moves :s......all games are like that, CC in SFA2, A-ISM in SFA3, most of the combos in MVC3/UMVC3 (foot foot dive) (and the other ones too), A groove in CVS2, etc, so theres no point complaining about that, people cry often for SSFIV cause noobs can win matches sometimes just because of the characters tiers (say Sagat vs Gief), cry because they want a game where you can see your training results in battle and not get beating just because you like Dan but as in the tiers Seth is above this would be hard match for you (even if you play way off better than the seth's player), so now you have a game that depends entirely on you (or most of it), a game where you need to train hard enough to perfect you technique, a game where nobody who doesnt know how to play it even picking 3 mr karate wont beat somebody who knows how to play the game, a game hard enough that you need to train a lot but keeping the game easy enough so it won't be boring and still you complain???....
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