some of these are crazy to the point of “Why would i do this to another human being” I get like tournaments winner takes all but what if you just wanna have a nice game with you friend or siblings, and you just decide to throw out Terry combo #7. That bond is severed for life.
Ive heard that really only like the first 4 trials are worth ever trying to incorporate. The rest are just there to be execution challenges. Which is what the trial mode as a whole is meant to be. A challenge.
No lie, KOF 13 made me realize that no matter how much I absolutely love fighting games, I am nowhere near equipped to play them at the highest level lmao.
That is a dumb comment. There are many pros who dont play this. Just cuz you rs harder combos and shit doesnt mean you cant play fighting games on a pro level. Maybe this game juat isnt for u
@@Vorcriza No it isn't. There are plenty of fighting games with easier combos. However doing combos isn't the only thing required to be a top tier player in the first place.
@@saafa7221 No it isn't. You can poke someone to death. Or Zone them out depending on the game. Is it optimal? Depends on the game. But it isn't required at all.
@@liquidglitch1244 what makes terry notable in difficulty is his rising tackle into geyser cancel, its hard even with the shortcut, but it's only useful in this game and maybe in 02Um but you can live without it, everything else is just standard stuff
To anyone that would be interested in 13 but worried because they think it'll be "too hard." The game really is generous with how it handles inputs. The trials are mostly made to be impractical (they are actually trials), and ask a lot more of you than is actually typically required for practical combos. For example, many trials involve tight links that are rarely if ever used in real matches, or have sequences of moves that require odd timing or difficult execution to connect. These sort of things aren't typically necessary for most characters' BnBs or HD combos. For a specific example, take Terry's trial that requires you to cancel Rising Tackle directly into Power Geyser. This cancel is NEVER used in actual play. For the same or fewer resources, you can do similar or better damage from a rising tackle with a much easier route, e.g. Rising Tackle DC qcb+D j.C or EX Rising Tackle.
EX Rising Tackle is a terrible move to use in combos because of how the meter economy and combo scaling of the game work. You'd be much better off with, say, a reset into EX Power Wave if you're just dying to spend the bar.
@@kageyame I believe even Vesper ranked these trials as super hard. He wrote in the descriptions of his kof 13 trial videos (or at least one of them) that if he had to rank fighting game trials from 1-10 he gave kof 13 a 10 and almost every other game was like below 5. I think Blazblue was the only game in between.
@@zanpakutoman4225 BlazBlue was 9 IIRC, every other is below 5. And Leona is the second hardest trial, (Only Ash is worse, thanks to stricter times on his cancels).
I feel like more fighting games should explain buffering inputs and shortcuts the way you do. I could not figure out trials like this year's cuz I didn't know the hidden tech. Thank you is what I'm saying.
It should be really intuitive though. The design of the supers motions even shows buffered quarter circles in them lol. Maybe I'm spoiled because the old JRPG legend of Legaia was based entirely around combo buffer logic to stuff in special attacks.
I think I actually enjoyed other characters just by playing their trials. Benimaru was a character that I knew FOR SURE that I would never play, but 30-45 minutes into his trials, and I realized how fun that character actually is. But yeah....these trials will take it out of ya. ALL OF IT
Pff Terry has many games from the 90's Neo Geo. "Fatal Fury", "Garao: Mark of the Wolf" and this one. The King of Fighters franchise is like Marvel's UCM, bcs the game has all the characters of SNK's games like Terry's Team (Fatal Fury), Athena's Team (Psycho Soldiers), Ikari Warriors (Metal Slug), Sakazaki's family (Art of Fighting), etc.
Please realize you don't have to do these combos to actually play KOF 13, they're just fun trials to test yourself and to show how far you can go if you want. There's no way anyone was hitting these combos online against human opponents.
That's like saying you don't need to do any combos or even know move list to play a fighting game just slam your face against buttons. If you can't do hd combos with your team you're not playing kof13.
@@M1ndzor There is a huge difference between doing a damage optimized HD combo and doing a trial that is geared towars dificulty. And if you're priorizing learning dificulty combos then your doing it completelly wrong and it would led to needless frustration down the road.
"No way" is a gross overstatement. The chances of someone who is unfit for sports to hit a homerun in baseball is 1 in 1000, there are 100 one thousands in a 100,000 and 10,000 One hundred thousands in a billion... Now there are 5billion people on this floating Rock and I refuse to believe that there isn't someone who Snorts Gfuel and commits these atrocities on anyone that cross their path
After watching so many people in the FGC attempt these trials, one thing stands out clearly regarding what separates the noobs to KOF from the veterans: whether or not they know the abbreviated and alternate inputs.
@@Guitar-Dog Arcana Heart has that. Yoriko the witch girl, has a command which requires her to enter a chanting stance and draw a pentagram to unleash an ultra powerful super. If I remember correctly Each simbol she draws gives her a certain buff but the Pentagram was a requirement for her strongest super. ruclips.net/video/iTVfwL_Ou4w/видео.html
What makes these trails very difficult for me is the timing between the jumping attacks and the first hour afterwards. That and also, there's no tolerance for the qcf inputs - They need to be inputted perfectly, including the diagonal inputs, which can be difficult on pad
It's crazy to me that the FGC is just now learning about KOFXIII. I'm loving watching all these pros struggle though. lol. This is why they say "if you can play KOF, you can play anything".
I think, Máxima, Vice and Clark are the easiest. Def Ash and Leona are the hardest and up there maybe K', Chin and Mature bc her trials are really long but not difficult.
@@reee339 yeah. Those combos were pretty helpful teaching how the characters work. I just found Geese's trials particularly tricky and Leona. Mainly because the timing for some combos
I remember I struggled with the Daimon's AAB (BC) AAB too, took me a long time until I figured out I had to change the input timing (input between B and BC needs to speed up a little bit) to make it work.
"These combo trials in KoF13 are legendarily some of the most difficult in the genre." Oh, good. So it's not just me. I have fun with this, but I'm not good enough to play online against people who actually know what they're doing.
@@Thalanox oh, you are the one! Nice I added u! But now I remember that might be a problem, since I live in Brazil and u in Canada, we might have a bad connection... at least playing kof XIII, But we'll see. ✌
@@flamah10n Oof. That kind of distance _does_ sound like a problem with most fighting games' netcode. Still, since we're added on Steam now, we can check to see if we both have a fighting game that has good netcode in it.
2:35 And here we have our first example of something that looks way harder than it actually is to someone not familiar with SNK's (relatively modern) input buffer. It's actually even simpler than the notation in Furix's message, as long as your Rising Tackle input includes 4 on the way to 8 you can just input 6+A/C after the Tackle and that alone will give you the super. The tl;dr of why it works that way is because SNK supers (and even most specials) actually don't care at all about diagonals, the game only requires you to hit the straight ones with appropriate timing. For this reason you can actually shortcut Terry's Power Geyser as 2146 and it'll work. 3:46 Actually the majority of the attempts shown here involve the drive cancels being performed too early, not the other way around. This is kind of a Terry-specific thing, he's not the only character who makes use of staggered inputs but he suffers the most without them and gains less for learning the timing than other characters (Such as Claw Iori, who has a considerably less difficult but also more damaging corner loop)
10:29 Hmm, seems you managed to get this one easily enough. The real cheese method for doing this combo (granted the game doesn't suggest it) would be to include Daimon's special roll as a buffer, I.E cancel 3C into 214B/D but input it as 63214+B/D, then do 63214+A/C for the super. This is basically why he even has the move in the first place, it's primary purpose (usually, XIII happened to give him an HD loop because of it but that was more incidental than anything else) is to make it easier for him to buffer into his various command grabs off successful hits while occasionally serving in neutral as a means to perform KoF's equivalent of a kara throw.
Good stuff!! I LOVE the visuals of the game! I remember watching Reynolds plus the other competitors play this at EVO. It looked so fun! I played it for awhile and tried the trials. It was tough! I'll have to revisit it. Love your channel! 💯
Kof 13 is one of my favourite fighting games of all time just love playing this game its trials are hard especially Ash Leona Takuma and Duolon were really hard and it was a fun game to play on Xbox 360 & Steam and watching this game's tournaments was a total blast
everyone complaining about the amount of inputs in these combos but these combo trails were the tip of the iceberg. The toughest trails in kof13 are leona and ash crimson by a long shot because they are charge characters and you have to input downback into upback to forward up which can input 2 charge inputs. Also before using your stored charge, you can micro move and use up the charge at the same time, ash uses that alot in his trails. There are trails that require lots muscle memory and tight links. I can't give alot of examples but there is takuma's trail 7 which I am stuck in. I don't think I can give more examples but you get the idea.
1. The game does not check the combo very strictly so you can add extra moves into the combo to make it easier as long as the combo connects. So for the earlier ones you can activate in between and special cancel some in between moves and the trials become very trivial. 2. The trials are not sorted by difficulty level but the meters required to complete. 3. One of the hardest trial, for no reason at all, is Elizabeth's 2nd trial. Everything looks simple and easy, except it just doesn't link up...
@ 2:54 can someone explain me the Numbers, that the Guy Put in the Chat? Just started my journey with the Arcade Stick, and i am struggling with the Trials :E
This may just be my age showing, but this is still one of the most beautiful video games of all time. I wish they ported this to current gen systems, cuz there's no way I would ever try to play a fighting game on PS Now.
@@themonoloco8245 I have hope for Kim's pants in XV, but Meitenkun's own and Chizuru's skirt don't give me a ton of confidence. But! I'm bringing them back myself if I damn have to. streamable.com/6be3t1 Very early proof-of-concept test there, but I'm still learning a bunch of this stuff and the overall method/pipeline seems promising. [edit] wrong link, lol
Funfact: when trying to figure out what DLC character they should add in smash sakarai asked his employees how could they make one of the least fun DLC characters to play. One of them suggested Terry.
@@mattyryon right , underrated and the netcode was not the best at the time but the game was fun , i honestly would like more kof 14 if it was made in sprites like kof 13 , yes its more harder but honestly games in general have been so lazy and that includes fighting games to as much as i love them its clear as day that it doesnt have the same sauce as before
They correspond to input directions. If you look at the number pad on your keyboard, 5 is the neutral position and the surrounding numbers are the 8 different directions.
Most characters seem to have a sequence like LP LP LP HD LK LK LK somewhere in their combo trials. I've seen ones that do stuff like 2LK 2LK 5LK HD HP, too. To me they're by far the hardest aspect of these trials, other than maybe the elaborate cancels that you have to look up shortcuts for on the internet to get. They went a long way into scaring me out of not just KOF, but other games with no normal buffer like Skullgirls, though I did eventually end up trying out Skullgirls and KOF 2002UM later on.
Going to hd from lights is an important thing on this game especialy with anchor character ans yeah its one of the hardest thing to pull on a real match!
Is there a specific motion you use for Terry's df hp to power geyser? Everytime I try to do it on stick I cant do it. I already did it via pad but I wanna do it on stick.
some of these are crazy to the point of “Why would i do this to another human being” I get like tournaments winner takes all but what if you just wanna have a nice game with you friend or siblings, and you just decide to throw out Terry combo #7. That bond is severed for life.
lmfao
Ive heard that really only like the first 4 trials are worth ever trying to incorporate. The rest are just there to be execution challenges. Which is what the trial mode as a whole is meant to be. A challenge.
Do them dirty, in front of their whole squad
@@rudorot65 watch a Asian kof 13 tournament. They do some of the hardest combos in tourny
Someone blatantly got battered by their friend or sibling. If my brother pulled off a hype combo mid match I'd pop off
No lie, KOF 13 made me realize that no matter how much I absolutely love fighting games, I am nowhere near equipped to play them at the highest level lmao.
That is a dumb comment. There are many pros who dont play this. Just cuz you rs harder combos and shit doesnt mean you cant play fighting games on a pro level. Maybe this game juat isnt for u
@@Vorcriza No it isn't. There are plenty of fighting games with easier combos. However doing combos isn't the only thing required to be a top tier player in the first place.
@@ronniekitchens6502 this reply wasn't needed.
@@ReaveIdono it isn't the Only thing but it's a big part and at pro level you need every bit of advantage
@@saafa7221 No it isn't. You can poke someone to death. Or Zone them out depending on the game. Is it optimal? Depends on the game. But it isn't required at all.
13:29 THIS. This is what people need to hear.
Yea but still, other poeple will be doing those things.
@@tkonethousand lol true
"He's a grappler so it's gotta be easier"
And it is , honestly, but still hard.
Easier but still hard
@@huevonesunltd Funny, terry dropped in smash and everyone thought his inputs were so difficult, if only they knew about the game he was from
@@liquidglitch1244 nah, he wasn’t that hard in Fatal Fury: The King of Fighters
@@liquidglitch1244 what makes terry notable in difficulty is his rising tackle into geyser cancel, its hard even with the shortcut, but it's only useful in this game and maybe in 02Um but you can live without it, everything else is just standard stuff
@@Wolfie1262 he was harder. Inputs sucked back in FF1
To anyone that would be interested in 13 but worried because they think it'll be "too hard."
The game really is generous with how it handles inputs. The trials are mostly made to be impractical (they are actually trials), and ask a lot more of you than is actually typically required for practical combos. For example, many trials involve tight links that are rarely if ever used in real matches, or have sequences of moves that require odd timing or difficult execution to connect. These sort of things aren't typically necessary for most characters' BnBs or HD combos.
For a specific example, take Terry's trial that requires you to cancel Rising Tackle directly into Power Geyser. This cancel is NEVER used in actual play. For the same or fewer resources, you can do similar or better damage from a rising tackle with a much easier route, e.g. Rising Tackle DC qcb+D j.C or EX Rising Tackle.
EX Rising Tackle is a terrible move to use in combos because of how the meter economy and combo scaling of the game work. You'd be much better off with, say, a reset into EX Power Wave if you're just dying to spend the bar.
7:10 perfect ok timing
Everyone: kof 13 trials are so hard!
Maximillian Dood: always has been.
vesper: hard? why?
desk: Yeah, i don't get the fuss about it...
@@kageyame I believe even Vesper ranked these trials as super hard. He wrote in the descriptions of his kof 13 trial videos (or at least one of them) that if he had to rank fighting game trials from 1-10 he gave kof 13 a 10 and almost every other game was like below 5. I think Blazblue was the only game in between.
@@zanpakutoman4225 BlazBlue was 9 IIRC, every other is below 5.
And Leona is the second hardest trial, (Only Ash is worse, thanks to stricter times on his cancels).
They’re all challenging for me I don’t have the patience especially the real lengthy ones
Max had to find out too. He's relatively new to kof as well lmao.
I feel like more fighting games should explain buffering inputs and shortcuts the way you do. I could not figure out trials like this year's cuz I didn't know the hidden tech. Thank you is what I'm saying.
Maybe I’m just too enamored with the video but where does he explain buffering and shortcuts? Or am I just stupid
@@sbh_tx at 2:50 furix basically bails him out by teaching the trick on how to buffer the input.
It should be really intuitive though. The design of the supers motions even shows buffered quarter circles in them lol. Maybe I'm spoiled because the old JRPG legend of Legaia was based entirely around combo buffer logic to stuff in special attacks.
I think I actually enjoyed other characters just by playing their trials.
Benimaru was a character that I knew FOR SURE that I would never play, but 30-45 minutes into his trials, and I realized how fun that character actually is.
But yeah....these trials will take it out of ya. ALL OF IT
Hey I didn't know Terry from smash bros got his own game!!
Pff Terry has many games from the 90's Neo Geo. "Fatal Fury", "Garao: Mark of the Wolf" and this one. The King of Fighters franchise is like Marvel's UCM, bcs the game has all the characters of SNK's games like Terry's Team (Fatal Fury), Athena's Team (Psycho Soldiers), Ikari Warriors (Metal Slug), Sakazaki's family (Art of Fighting), etc.
@@willposibol1992 r/wooosh
@@calebmarshall5739 Hahaha I get it, I just put some details about Terry Bogart and his storyline. Peace✌️
Ken with a hat......anyone who gets this reference, I applaud you.
@@RAAADAA_BOI cultured gentlemen you are
Please realize you don't have to do these combos to actually play KOF 13, they're just fun trials to test yourself and to show how far you can go if you want.
There's no way anyone was hitting these combos online against human opponents.
That's like saying you don't need to do any combos or even know move list to play a fighting game just slam your face against buttons. If you can't do hd combos with your team you're not playing kof13.
@@M1ndzor There is a huge difference between doing a damage optimized HD combo and doing a trial that is geared towars dificulty.
And if you're priorizing learning dificulty combos then your doing it completelly wrong and it would led to needless frustration down the road.
@@M1ndzor That's not even remotely close to what I said, thanks.
There's no way because of the crappy netcode. Kapp
"No way" is a gross overstatement. The chances of someone who is unfit for sports to hit a homerun in baseball is 1 in 1000, there are 100 one thousands in a 100,000 and 10,000 One hundred thousands in a billion... Now there are 5billion people on this floating Rock and I refuse to believe that there isn't someone who Snorts Gfuel and commits these atrocities on anyone that cross their path
"Guys, this is gonna be fine."
And just like JWong, famous last words.
After watching so many people in the FGC attempt these trials, one thing stands out clearly regarding what separates the noobs to KOF from the veterans: whether or not they know the abbreviated and alternate inputs.
That can be said for many fighting games!
Was snk on DRUGS when they did the motions??? Pretzel input like 📉📈
Pretzel input is not even the hardest motions I've seen, there are worse commands in the Fatal Fury series.
@@bloody4558 seriously?
@@Peepohold Just play fatal fury special 2 and special and you’ll see
I don't know the game, but there's a game where you have to hit a pentagram motion, might be fatal fury as mentioned previously
@@Guitar-Dog Arcana Heart has that. Yoriko the witch girl, has a command which requires her to enter a chanting stance and draw a pentagram to unleash an ultra powerful super. If I remember correctly Each simbol she draws gives her a certain buff but the Pentagram was a requirement for her strongest super.
ruclips.net/video/iTVfwL_Ou4w/видео.html
Youre really built different
Not gonna be built different when Ash Crimson breaks his fingers
@@ssj9devil no one is built for that bruh
@@mrlouis2244 didn't bala at one point used ash in tournament play and did his BS combo from his ex ult?
@@ssj9devil frfr ash on there is a pain
Terry is probably top 5 in terms of easiest trials.
Developer: What should the combo trials be like?
Director: *Abuses controller to the point of torture*
Love how this game is getting love recently just because of the trails lol. It has that styling type of combos.
This is nothing when compared some older games
When Terry and JM said okay at the same time 7:10 😳
What makes these trails very difficult for me is the timing between the jumping attacks and the first hour afterwards. That and also, there's no tolerance for the qcf inputs - They need to be inputted perfectly, including the diagonal inputs, which can be difficult on pad
It's crazy to me that the FGC is just now learning about KOFXIII. I'm loving watching all these pros struggle though. lol. This is why they say "if you can play KOF, you can play anything".
anyone who plays kof13: How hard can they be?
*Famous last words*
When he gets to the hard ones:😅😲😳😫
Well, Leona is the second hardest in the whole trials, only Ash trumps it.
Leona's, Ashe's and Elisabeth's are the hardests trials. Mai's is the easiest.
K's and Athena's are kinda hard too.
I think, Máxima, Vice and Clark are the easiest. Def Ash and Leona are the hardest and up there maybe K', Chin and Mature bc her trials are really long but not difficult.
I was able to complete all KOF XIII trials when KOF XIII was really played. But I was never able to do all Umvc3 and Usf4 trials. You def are a goat.
The dedication is real I loved watching how you did this. Keep up the good work
The carpal tunnel in my hands looking at the inputs: *agony intensifies*
Y’all be
Easy tho
Whoever designed KOF 13’s trial mode, did it while doing Jack Nicholson’s evil grin and nod from Anger Management.
thank you for telling us how long u struggle on something, thats a big confident boost for beginners
Remembers doing KOF14 trials. "Darn Geese and his wierd rekkas. And Leona and Kim. Ugh."
What? KOF 14 trials are a complete joke.
The xiv trials have actually functional and practical combos,so they're not very hard
@@reee339 lol
@@reee339 yeah. Those combos were pretty helpful teaching how the characters work. I just found Geese's trials particularly tricky and Leona. Mainly because the timing for some combos
I remember I struggled with the Daimon's AAB (BC) AAB too, took me a long time until I figured out I had to change the input timing (input between B and BC needs to speed up a little bit) to make it work.
LOVE watching kofXIII, keep at it with these trials!
Ok, you have my attention now. Finally subbed after ghosting you for years. Good work, guy!
Good job, Sam!
Finally the trials series is back! This was always my favorite
"These combo trials in KoF13 are legendarily some of the most difficult in the genre."
Oh, good. So it's not just me. I have fun with this, but I'm not good enough to play online against people who actually know what they're doing.
So add me on steam and let's play it, I'm a noobie on 13, I would say that I am a medium tier there.
》 Zackziefild "Br"
Even the people who actually know what they're doing won't pull that shit in actual match, most of these combos are not optimal.
@@flamah10n Invite sent. I'm using the [DFC] clan tag.
@@Thalanox oh, you are the one! Nice I added u! But now I remember that might be a problem, since I live in Brazil and u in Canada, we might have a bad connection... at least playing kof XIII, But we'll see. ✌
@@flamah10n Oof. That kind of distance _does_ sound like a problem with most fighting games' netcode. Still, since we're added on Steam now, we can check to see if we both have a fighting game that has good netcode in it.
KoF really buggin with these inputs, that’s why I never gave it a fair shot 😂
Right!
Yeah but there is a lot of shortcuts to cancel special to special/super
@Leo B the inputs were never hard. The timing is.
KOF 14 was much easier and KOF 15 is building off of that so.
KoF is a fundamentally different game than any other, it's offensive and air control are really strong
Mannnnnn these trials will never get old. You will learn a lot about the game and yourself attempting them lol
2:35 And here we have our first example of something that looks way harder than it actually is to someone not familiar with SNK's (relatively modern) input buffer. It's actually even simpler than the notation in Furix's message, as long as your Rising Tackle input includes 4 on the way to 8 you can just input 6+A/C after the Tackle and that alone will give you the super. The tl;dr of why it works that way is because SNK supers (and even most specials) actually don't care at all about diagonals, the game only requires you to hit the straight ones with appropriate timing. For this reason you can actually shortcut Terry's Power Geyser as 2146 and it'll work.
3:46 Actually the majority of the attempts shown here involve the drive cancels being performed too early, not the other way around. This is kind of a Terry-specific thing, he's not the only character who makes use of staggered inputs but he suffers the most without them and gains less for learning the timing than other characters (Such as Claw Iori, who has a considerably less difficult but also more damaging corner loop)
10:29 Hmm, seems you managed to get this one easily enough. The real cheese method for doing this combo (granted the game doesn't suggest it) would be to include Daimon's special roll as a buffer, I.E cancel 3C into 214B/D but input it as 63214+B/D, then do 63214+A/C for the super. This is basically why he even has the move in the first place, it's primary purpose (usually, XIII happened to give him an HD loop because of it but that was more incidental than anything else) is to make it easier for him to buffer into his various command grabs off successful hits while occasionally serving in neutral as a means to perform KoF's equivalent of a kara throw.
2:51
Can somebody explain this to me?
I'm stuck in this part too.
It's written in numpad notation fighting-game-collectors.fandom.com/wiki/Numpad_notation
@@jmcrofts LOL I still can't do it. DAMN I suck
Good stuff!! I LOVE the visuals of the game! I remember watching Reynolds plus the other competitors play this at EVO. It looked so fun! I played it for awhile and tried the trials. It was tough! I'll have to revisit it. Love your channel! 💯
Kof 13 is one of my favourite fighting games of all time just love playing this game its trials are hard especially Ash Leona Takuma and Duolon were really hard and it was a fun game to play on Xbox 360 & Steam and watching this game's tournaments was a total blast
everyone complaining about the amount of inputs in these combos but these combo trails were the tip of the iceberg. The toughest trails in kof13 are leona and ash crimson by a long shot because they are charge characters and you have to input downback into upback to forward up which can input 2 charge inputs. Also before using your stored charge, you can micro move and use up the charge at the same time, ash uses that alot in his trails.
There are trails that require lots muscle memory and tight links. I can't give alot of examples but there is takuma's trail 7 which I am stuck in. I don't think I can give more examples but you get the idea.
Takuma is all about that hp f.lk to downback charge. He has really satisfaying combos
Im scared, I'm never leaving tekken.
Same i play but tekken geese combos are easyaf for me but when i played this iwas like wth i love tekken 😂
1. The game does not check the combo very strictly so you can add extra moves into the combo to make it easier as long as the combo connects. So for the earlier ones you can activate in between and special cancel some in between moves and the trials become very trivial.
2. The trials are not sorted by difficulty level but the meters required to complete.
3. One of the hardest trial, for no reason at all, is Elizabeth's 2nd trial. Everything looks simple and easy, except it just doesn't link up...
What did the numbers at 2:52 mean?
@ 2:54 can someone explain me the Numbers, that the Guy Put in the Chat?
Just started my journey with the Arcade Stick, and i am struggling with the Trials :E
www.dustloop.com/wiki/index.php/Notation#Numpad_Notation
@@jmcrofts thx man!
I've never seen a thumbnail so accurate to what fighting game combos felt like XD. best clickbait
This may just be my age showing, but this is still one of the most beautiful video games of all time. I wish they ported this to current gen systems, cuz there's no way I would ever try to play a fighting game on PS Now.
it's on steam
It's back compat on Xbox one, they have it away for free a few months back
That's not your age showing, just one of the unchanging truths of the universe.
Bro have you seen kim's pants in this game their built diff.
@@themonoloco8245
I have hope for Kim's pants in XV, but Meitenkun's own and Chizuru's skirt don't give me a ton of confidence.
But!
I'm bringing them back myself if I damn have to.
streamable.com/6be3t1
Very early proof-of-concept test there, but I'm still learning a bunch of this stuff and the overall method/pipeline seems promising.
[edit] wrong link, lol
What’s meaning of the numbers in “21478 LP 741235 P”? At 2:51
I can't even comprehend how your supposed to quarter circle back and still have to hold down for rising tackle cancel loops
I never get tired of looking at KoF13.
Loved that Spongebob picture as that was me for Ash Crimson, Terry and also Leona for 8 Hours!!!
Funfact: when trying to figure out what DLC character they should add in smash sakarai asked his employees how could they make one of the least fun DLC characters to play. One of them suggested Terry.
no shot
Absolutely loved that last Terry combo
Bring in some milk and Let the pain begin.
YESS love this video, would love to see Kula or Leona next!!!
It gets hard asf until you realize the repetition and timing is what makes the combo difficult. I learned that from Kenzou after I did his 10 trials
The backgrounds and sprites are so beautiful in this game
Any man that attempts KOF combos has my respect
Idk virtual fighter 4 has some real complicated inputs too especially when it came to the Akira Yuki character 👀.
I tried them as my first combo trial ever. I'm glad i wasn't the only one struggling.
06:20 Vegeta's comedic timing was perfect here!
Let’s do UniClr next 👀
... I can’t see the LIGHT, Londrekia!”
XD
Can someone please explain the 21478 from Furix211.
What a coincidence i been doing kof 13 trials too
Honestly 13 is my favorite kof from the graphics to the gameplay it never got old or aged bad
Super underrated game
@@mattyryon right , underrated and the netcode was not the best at the time but the game was fun , i honestly would like more kof 14 if it was made in sprites like kof 13 , yes its more harder but honestly games in general have been so lazy and that includes fighting games to as much as i love them its clear as day that it doesnt have the same sauce as before
This makes me want to download the game again on crack and do the trials with my keyboard.
6:33 He’s definitely dying inside
I'm confused, can someone explain what furix211 is talking about at 2:52
glossary.infil.net/?t=Numpad%20Notation
Never touched a kof game before but this seems so so so satisfying
Nice, your combo trial content is my favorite of yours
What does that 21478 LP mean around 2:55?
Quarter circle back, then up-back, then up.
Hello new sub here. Back in the good old days, I play KoF 10th anniversary and still didn't understand number combos. Great vid btw
I used to day dream of quitting my job to be a pro at fighting games. Then I played a KOF. That dream was buried
I remember that video w/ bala and that commentator "the corner combo" with joe higashi
Aw man I was so excited about this series, any plans on revisiting? I obviously understand if not, these combos are pretty bonkers
Game was a huge flex for me in high school
I subbed Bc of this, can’t wait to see something like this again
@jmcrofts they have ratio rules in place for KOF 13... Might we see some ratio tourney action sooon?
what happened at 2:51?
I didn't get it
2:54 whats the number for?
Can anyone explain the numbers at 2:52 ?
They correspond to input directions. If you look at the number pad on your keyboard, 5 is the neutral position and the surrounding numbers are the 8 different directions.
I cannot get the special out on first trial
how does that number explain in the command input?
So happy to help my brother with this one! lol
Most characters seem to have a sequence like LP LP LP HD LK LK LK somewhere in their combo trials. I've seen ones that do stuff like 2LK 2LK 5LK HD HP, too. To me they're by far the hardest aspect of these trials, other than maybe the elaborate cancels that you have to look up shortcuts for on the internet to get. They went a long way into scaring me out of not just KOF, but other games with no normal buffer like Skullgirls, though I did eventually end up trying out Skullgirls and KOF 2002UM later on.
Going to hd from lights is an important thing on this game especialy with anchor character ans yeah its one of the hardest thing to pull on a real match!
That ash trial looks like the equation for making a time machine.
KOF 13 is still one of the most beautiful looking fighting game ever
I couldn't even beat the KoF tutorial, to play the actual game.
13:30
I just love kof cancel combos.
It's one of the funniest mechanics I experience in fighting games.
I really hope these mechanic come back for 15 I wasn't a big fan of 14's bar system
They really stole nearly all of Terry's moves from smash bros🤯
Terry's been around before smash bros existed. Not ruining the joke, just saying
@@misterjersey5460 are you stupid he's from smash bros
@@misterjersey5460 nope, you just ruin it.
@@naboo12312 I see, a true man of culture😎
cant believe they gave him his own series
Me, a KOF noob: 3 hit combo
KOF pros: *30-50 hit combos*
Me who’s happy with my 3 hit combo 😶
Many kudos for persistence, mate!
2:52 what are those numbers???
www.dustloop.com/wiki/index.php/Notation
Nice job JM. This was a fun watch
I wonder if @jmcrofts has tried all of the Fighting Game Layer combo trials yet? Terry is DLC in that game & his trials are monster
2:51 what does that means? I don't understand 😅
www.dustloop.com/wiki/index.php/Notation
@@jmcrofts thnx man, now I understand it.
“Flip the controller in the air two times”
RCD world..I got u man..
After seeing Jwong quit in the middle of one, I was like uggghhhhh
Is there a specific motion you use for Terry's df hp to power geyser? Everytime I try to do it on stick I cant do it. I already did it via pad but I wanna do it on stick.
Try this input:
2,1,4,1,2,3+HP,6+P
@@dragonic22 ok thx
man i love the graphics from KOF13
man I grew up playing arcades of kof2002 THERE ARE NOT TRIALS! and everyone of my neighbors knew the combos, god!
ruclips.net/video/Ga2sJe91dxY/видео.html
This and MvC2 have the most difficult combos but in very different ways