The "input/buffer issues" section blew my mind. Knowing that the game lets you overshoot your command by one input/direction will be a huge boost to my play.
Fun tip. If you struggle doing DP motions, hold forward, and do quarter circle forward. (6, 236 P or K for people that use numpad notations.) It will also help to cancel into supers such as quarter circle forward half circle back motions with certain characters like Ryo, Iori and Vanessa.
@@TrulyAmiracleBro, need help, how can I get one button special moves in kof 2002um? some say you can record doing a special move and then assign them to one of buttons, R1,L1, etc BUT I DON'T KNOW HOW?
Lifelong fighting game player here of 30+ years (mostly Capcom & Arc Sys) and I didn't know about the hold trick. Not only that buit th ealternate inputs for the quarter circle into half circle are an absolute game changer. Inputs have felt so strict in this game so far and now I can drop these moves with ease. You just earned a new subscriber for this tip alone, Thank you!!
Great video! I put KoF down for a bit because I wasn’t progressing enough. I wanted to do more research and see what I could do to improve in the labs. I’ve played a lot of casual and didn’t see my combos come together. After watching this video I’m excited to lab again and learn some combos. Other videos explain well but the detail you added was great! Thank you!
I've been a Tekken player since. I've also been watching Aris ever since (Tekken 6 to be exact... I think). I played KOF but as a kid and never flourished. You Sir are that teacher. Thank you very very much ❤️❤️🙏👍
Thank you so much for this! I've been struggling with always getting a dp when I run in and want a fireball input! Ending it on an up forward has leveled up my game!!!
Very helpful! I had no idea about holding the button!!! I last played KoF 13 and missed KoF 14 so I definitely need help in understanding new features in KoF 15!! The tutorial mode in KoF 15 isn't as helpful as this for sure!
This is sooooo useful!! I am not sure if you are still making videos (from other posts it seems like you're travelling), but I just want to let you know of my appreciation! Your explanation is super clear, and easy to follow/understand as well. I'm saving this to my fav coz I need to come back to learn more about those special input tricks! Thank you thank you thank you! Best of luck on whatever you are doing right now :) cheers!
Hi thanks for the kinds words 🙏🏼 I’m on hiatus due to real life kicking my butt. But I do want to come back and do more vids asap for kof xv and mk1 as well, maybe a bit of sf6 as i finally found a character I enjoy (aki). I have a bunch of half done vids (combo structure, neutral, defense/dealing with zoning, o.yashiro/goenitz/K’/Duo lon guides etc but I havent had time to do the editing. Hopefully soon 😅
Hahaha, I see. Hopefully it's not too bad and please take good care of yourself! No rush. whatever/whenever you decide to push out more content, just know that you are being supported and appreciated! Aki from sf6 looks really cool btw. I really like her moves too but I'm more into kof ~ (Goenitz and Duo lon are my recent favs too!) They both have some really cool moves but hard to use in their own ways thou. Anyways, take your time and take care!@@TrulyAmiracle
I have problems with advanced training in the part of "super cancel", the problem was that i was not holding the button and this video just explained that.
The buffering was something that helped me so much when just linking SMs in Supers like for example Terry's burn knuckle into his Power Geyser. Since I already inputed the qcb for the Burn Knuckle all I need to do is the hfc which with some practice is not so hard. Same with Betty with her chop special in her lvl 3 same concept. As well as some cool things like power wave into Buster Wolf qcfp -> qcfk. The only thing I'm not really understanding or getting yet is the hold trick I've tried to practice it myself but in certain situation (Say like the Betty combo example with linking the two super) To me I feel like I have the timing down to do it manually. I started simple like jumping and doing a SM like in the example with Joe. Am I supposed to jump and then hold the button and do the input before I land? I'm just confused on the timing of using the hold trick and I don't feel too comfortable myself with it and kind of have a good sense of timing with my cancels but that just me.
Yes you do it early; where if you just did the Joe fireball without holding the button will just do a jumping A and then nothing will come out, but with the hold the game will save the input and keep doing it so you’ll get the jump A then he’ll land and do the fireball. In the combos you mentioned it might be an easier example to try as you’re used to them, do the power wave then qcf+D (hold the D). Btw for the burn knuckle into power geyser you dont need to do a half circle, qcb+A then do a qcf for the super.
@@TrulyAmiracle Oh that pretty handy for the BK into PG I'll practice that for sure. The hold trick I'll definitely have to practice more to grasp but I'll try and get more of that to get a better feel for it with using it with move or in combos. Thanks been having a blast playing KOF 15 and learning these small mechanics of the game to help get better as a player playing KOF.
Now this I know is something new in the franchise with the buffering and the advance lot. We didn't have this back in the arcades and those that played Real Bout or Wild ambition have very strict input windows for super attacks.
Super detailed explanation! This helped me a ton. Especially the part about overshooting the input so you get a fireball instead of an uppercut. I was struggling however with Ryo. He has a similar problem in his final combo trial where you have to cancel forward LP into his heavy fireball. I almost always get the super accidentally instead of the fireball. Another thing that applies to every character is when to actually cancel specials/supers into supers or climax supers. Do I have to learn the timing with every character? And how lenient is the window where I can do the hold trick? I think shortcuts might help but I don't know which to use. Great work and thanks again for the helpful advice.
For the Ryo one, make sure you dont hit db (downback) when you do the fireball (or uppercut) as you’ll get his super. (Yuri has the same problem). In this case the game lets you undershoot the input, accepting db d df f as hcf and giving you the super. For the cancels, yeah different specials have different timings; its mostly lenient but some cases have specific windows due to things like multiple hits or the character being in the air during the animation. The cancels from supers into bigger supers have big windows, theyre usually right after the last hit of the super outside of a few exceptions. These cancels have an even bigger window if you hold trick your input. Basically do the input a bit slower then hold the buttons with a rough timing before the last hit. For which shortcut to use, it depends on your character’s inputs and it can vary quite a bit, thats why I showed a few examples in the vid. If you do have a specific example we can see what works tho.
@@TrulyAmiracle thanks for the tips! I'll definitely keep this in mind next time. If you do more character specific guides I'd love to see some on Robert or Ryo. You definitely got a sub from me :)
@@alexb2863 yeah I’m working on character guides, Angel guide is already up and I have Ramon and Luong comin up within this next week. I’ll try to get to everyone.. eventually lol.
@@TrulyAmiracle been practicing for a bit. The main issue is the fireball, followed by the heavy DP, followed by the super. I'm not sure when to cancel the DP into the super. Just going from the fireball in the dp is working fine. Your method of canceling the dp into the super works too. But chaining the 3 in succession is causing me troubles. Not sure when I should be holding the button. It just seems that the input window for the super after the DP is very short. If you have any insight let me know Cheers
@@alexb2863 so you do the fireball, input DP and hold at the end of the fireball animation.. and then qcb for the super (dp is already the first part). So its qcf+P > delay to match animation then dp+P qcb+C. Basically for any move try to time the next move’s hold at the end of the animation, so for Ryo’s qcb+K for example its right after he does the second kick (right before he lands).
Love the vids!! Excited to be getting into KOF recently. Wondering if you have done videos about opening up your opponents. Example: in most games most players will block your normals and sometimes the only openings you'll get are small jabs or crouching kicks. How can I take those small attacks into bigger ones to lead to combos and specials? I find that incredibly hard. Thanks!
It's not a separate video but in this one I talk about how to build your offense, maybe this has what you're looking for: from 7:22 ruclips.net/video/NW7dILdy_sE/видео.html How to open people up and how to convert to damage is a future video that I'll do once I finish the ones I'm working on atm.
@@TrulyAmiracle thanks so much! Yes those are some excellent tips I didn't know about either. But I was also wondering how to link those smaller hits into say normals that can lead to the combos. I generally hit the enemy with crouching kicks but if I try to say land a heavy C after, I can never land the normal to continue the chain. I seem to whiff most times. I can do the combos against a standing opponent in trails, but during real games you don't generally have someone standing still. But perhaps this topic is more specific to characters since they all have different methods to chain? Not sure. But I'll watch the guide you linked and try to get more comfortable with those concepts of opening up your opponent and seeing if I can learn how to improve my offense that way as well.
@@erick103 yeah what moves can link into what is very character specific, some characters can chain lights into specials, others into a command normal into more stuff, others need to be close and land a close heavy. Your combo should generally be crouch or close normal into command normal into special (into super if you have it). Stray hits at first can be just that, extra damage on the side. Focus on the intentional hits that you know how to combo from and how you are landing them. Why did that work? Do i know how to combo from it? Did i do the combo? If not why did it drop? Try to learn from that kind of mentality and you will little by little get more used to the game and understand what others are doing as well. Its a learning process, just try to keep your mindset on improving and learn and it’ll click soon enough.
I'm still trying to find a shortcut for Iori's projectile super with the hit confirm rekka. If the rekka move is already qcb, wouldn't I just need to do the hcf? It's not working.
Hmm i dont have my console with me so i cant try it atm, maybe its because its a rekka and its expecting a followup qcb input. Are you trying to cancel the first or 2nd rekka? Did you try do the hcf and end it with uf (so qcb P hcf uf P)? If all fails for whatever reason try to do it as qcb P qcb f P (alternate super input). Let me know how it goes ✌🏼
F qcf (for the DP) then hcf P for the super. Or hcb f P (for the dp) then hcf for the super. I havent tried them with Ryo specifically but they work with Yuri, She doesnt have fbf which might clash with one of them (im not home to test it atm). Try them if you can and lmk.
Late watcher, but when you say "dial the whole thing early", do you mean any close attack into command normal can be cast early, as in you can just do both moves without holding and then do the input for what you want after and then hold that? And about holding, how do you deal with moves that come out fast and don't really give you time to hold another move and you don't wanna just bruteforce it? Thanks
Yes to the dial, so you can do cl.C into f.B quickly (before the cl.C animation is even fully done) and then input the special you’ll cancel into and hold it. You can’t hold normals or command normals, the hold trick is only for specials and higher (supers, climax). For fast moves, you only need to hold till the move starts up, once the first move is starting you can let go and input the next move you want to do. Idk how else to explain it coz i cant think of a move thats fast enough where you can’t input the next move without some leeway, but as soon as the fast move is starting up (for example Terry’s rising tackle as soon as terry is starting to be upside down) you can let go coz the hold has done its job, you got the special to come out, so you should be inputting the next move you want and hold that one.
@@TrulyAmiracle Ah that's very helpful. About the second part I was having trouble cancelling Rugal's light Vanishing Rush into his supers because the animation was really fast.
@@Eric-xh7ew well the input doesnt help here, but basically you’ll do qcb+P (hold) as soon as rugal goes into the stance you should be already inputting the super. I’d suggest cancelling from dark barrier or repuuken instead coz the qcf input helps with his supers as they both start with that, you’ll only need to one extra motion (eg: qcf+K into qcb+P to get the cancel into gigantic pressure, or qcf+K qcf+K for laser super).
@@TrulyAmiracle I was trying to replicate the combo that most Rugal players do which is ex Rush into cl. D and then repukken or barrier into god press or desperate ray, but I keep dropping the combo after the vanishing rush. Either the cl. D doesnt come out or the barrier comes out but the super doesnt. I'm not sure how early to start holding moves
@@Eric-xh7ew for the close D after the EX rush you’ll need to time that manually as its a normal (cant hold it), but once you get the timing down you basically do it as EX rush cl.D qcf+K (hold) qcf+K (hold) You time the close D manually but you should already be doing the special’s input, then hold. If I have time tomorrow I’ll try to record my hand doing the combo and upload it to show you.
Ending the input with 9 (upforward) instead of 6 can work, or making sure you dont skip any inputs in the 632146 because the game will give you a dp.. there’s also using an octogate on your stick which makes this input 100 times smoother.
@@TrulyAmiracle My problem currently is that I used to play on stick, and this wouldn't be a problem, but now I play on snackbox because of a wrist injury, so my execution is still shit. :
Okay so question. I have issues with landing Clarks super off the elbow drop. Because it's qcf+p can I then do b-hcb+p and get the super? It's the same as shermie whip into suplex super. I can't land it consistently either. You have to cancel before the opponent hits the ground the first time on the shermie whip and I can't for the life of me land it fast enough.
For Clark, you basically should be starting the double hcb around the time they drop on his shoulders. so they fall on his shoulder, you start the half circle back x2, finish the input just before he hits the elbow, while holding the button for punch (or both punches for lvl2). His super is double half circle back right? So the input you wrote won’t work, the qcf doesnt take any inputs from the super as its basically the opposite input. If the super was qcf hcb then in theory it will work, but Clark’s grab animation is too long so the qcf wont count by the time you do the rest of the super’s commands. Shermie’s kind of falls in the same issue, the grab animation is too long for the grab’s input to count for the super.. but I do know that for Shermie you can do her super in either direction after her grabs and they come out so maybe that can help. Never tested it with Clark though. I hope all of that makes sense lol.
@@TrulyAmiracle you can do the suplexes in either direction!?! That's really nice to know. And ig i need to hit elbow sooner. Idk about Clark's one of his is double hcf+k and the other is double hcb+p. Also thank you for the reply. Ive been loving this game and it's content and I want to be competitive but ik my team is far from usable if I can't even land my main super bnb.
@@sabastianpummill2446 does that super work from his grab followup? I usually go for the triple argentina super so I never tried the other one. I’ll give it a try once I can, but yeah try to do the input just a liiittle bit slower and hold the buttons just before he does the elbow, the super should come out.
i still have no idea how to do the hold trick. i dont freaking get it. like canceling DP into quarter circle back, half circle forward inputs. thats the only one i cant get consistently
Hold trick and what you’re describing are 2 different things. Hold trick is when you do a special move (quarter circle forwardPunch, DP) you hold the last button, so quarter circle forward then press and hold the punch button. This makes the duration of the game reading the input longer. Your examples are shortcuts or buffering combining different moves and their inputs together. DP into quarter circle back is something you do if your character has a DP and Ranbu super (quarter circle forward then half circle back). The first part of the Super’s input gets covered by the DP (quarter circle forward) so all you have to do is finish the last quarter circle back to get the super. DP into kyo’s super (quarter circle back half circle forward) is the hardest one, unless you do the input I put in the vid its hard to get this to come out. You need to do this as as half circle back into forward with punch then quarter circle forward Punch.
@@TrulyAmiracle yup its kyos I can't seem to hit. Like I can hit it every time I'm not trying or thinking about it 😅. But the moment I'm like "this will be the perfect opportunity" I fail and do the quarter circle forward x2 super instead
Im sorry, much speak about the buffer system, but I really not understand how suppose to work, I try many combos where inputs exact time are absurd, or to early or to late, and simply the command not execute or execute very late and the combo broke, I keep thee button pressed on an early input command supposedly to use the buffer, but nothing change, the command simply not execute, For example in the level 3 Shunei the last command time is absurd, the buffer system not do anything, I do an early input and keep pressed button but the command not execute, I dont know what I do wrong
If you do it early and nothing comes out it means you did it too early, delay the command (and holding the last button) a little bit. If the move is coming out very late, you are waiting too long, you should do the final input of the move you want just before the timing it needs. The Hold trick and the buffer gives you a bigger window but its still pretty small in general (around a third of a second) so you'll need to practice it a bit. Hopefully that helps, I'm working on a video now answering all the questions in comments with visual clips so if you're still struggling with this I'll include some examples for you as well.
@@TrulyAmiracle Thank you, really appreciate your explanation, I see now that I confuse the reach of the buffer system, yes, I need more practice for improve my timing, definitly the players of replays tops are pro, perfect almost every time.
Still can't do it its either I don't understand the idea or I am already doing it without realizing please help someone explain it to me in words that might help me
damn bro....this is so useful my man! the last 2 tips was like game changer!!!!great work!!!!!!!!!!!! much much thanks!!! sub and I like these tips!!!!
I do character guides with combos in the end, but the notations are not on screen.. its doable but adjusting it to not look cluttered is annoying and takes alot of time.
@@TrulyAmiracle Okay, if I really want to do on Leona qcbhcf B after charge 27C, do I need to hold down C then make a input for super special and press B?
@@mr.freeman5162holding down C is to make the buffer the special longer, holding B will make the buffer to the super longer. You can hold both if you want. Try messing with it and see, it is a bit tricky with charge moves.
When you do the special, like say for fireball you do qcf+C, you do the qcf and hold the C until it comes out. No letting go, its just that when you do the specials hold the button for the special to come out instead of just pressing it and it increases the window of the buffer.
@@wikygaming but yes logic wise thats how it works, if you hold the input instead of just pressing it, the game will keep trying to do the move until the spot where the next move or cancel is possible.
@@TrulyAmiracle THATS WHAT I NEED TO KNOW! DANKE DANKE! I just going to practice mode later on. I'll let you know if I can use the hold trick on twitter
Nice video. Don't know why the actual game doesn't explain these CRUCIAL tips. I feel like KOF would be way more popular and less people would drop it because "it's too hard" if this information was explained in game.
I agree, the fact that the game doesn't tell you this stuff is ridiculous. The aries guy in the video wasted an hour trying to do the trials, where if the game would have taught him this in the tutorial, he would have saved a lot of time.
How is it challenging? Can you give me a specific example of where you’re struggling? Its just doing the moves a little bit earlier and holding the button instead of pressing it. The game’s buffer is longer that way as it will save the input and keep trying to do it for 15-ish frames.
@@Habs24000 no for the specials, like with Ryo you do qcf+C, for the hold trick when you do it you hold the C at the end of the qcf. Same thing with supers, qcf qcf and C (hold the attack button at the end after you do the motion inputs).
@@Habs24000 uhm.. idk what that means? It has to do with how the game registers moves, if you do a move and only press the button it only accepts inputs for a small duration. When you do the same move but hold the button instead of just pressing it, that window is bigger making the timing specific things easier. What characters do you play? I’ll try to give you an example you can relate to easier.
@@Daniel-gl2ih I’ll need details because the hold trick works if you do it right, like for a special that is quarter circle forward and punch, you’ll do qcf then press and hold the punch button.
@@TrulyAmiracle For example Mai Shiranui: i perform the hard punch and hold it, then i do the double forward U to perform the special flames. It doesnt works
The input for the super is qcb or qcf at the beginning not half circle. From charge inputs (I’m assuming d~u here), you do it as: Down, slide into up back,so its a qcb but end the motion at ub instead of b, press K or P (for the special), then do a qcf+K (for the super). The whole input should be like this: Assuming you already have the charge for the special (as Kim) Qcb~ub+K, qcf+K Doing it like makes you do the d~u special without losing the charge and also buffer the first part of the super (the qcb). Try it out and let me know if you’re still having issues.
Ok I may be retarted here but the hold button doesnt work for me! It's driving me crazy or it's my pc setup, i don't know! I'm playing on pc and every time I try hold hold and register a motion with a button hold it's register as a button pressed at the same time!! An exemple if I try the Joe tornado jump, every time I hold the button down and input a direction, I got a button pressed with the directional input??? Or maybe it's me that do not understand the concept of it! Also I'm coming from NRS games so it's pretty hard for me as in those games the combos are prebuffered with early inputs!
You do the motion (eg: qcf) then instead of just pressing the attack button, hold it. So you'll do the move as QCF+A (and keeping holding it). This makes the window for the game to read your input longer, if you only did qcf+A and didnt hold A when you did the special it will only read the special for 3 or 4 frames, but if did the hold it will be around 25-30 frames. Its a lot like NRS combos where you can input the whole combo early, in KoF you input the specials early but you need the hold the attack button when you do the special/super.
@@TrulyAmiracle Thank you for the tip. I'm starting to get the hang of it! It's inputs then buttons! Ty you for the reply! It's starting to sink little by little
I'm such a bad fighting game player, that i could not done the button hold trick one single time. I love fighting games and the community, but i'm so tired to feel like trash in something that i like so much. It donesn't matter how much time i train, i can't get the timing of the moves to be consistent in landing them, and i believe i'll never get it.
I've been trying to get into 15, other games cancels and buffers I don't struggle. I've watched a ton of KoF videos and hours of trying and still not having any luck. I can't understand apparently, if I struggled with it elsewhere I would atleast have an idea what's wrong.
@@TrulyAmiracle in the combo trials, Yuri's second trial, pretty basic but I can't seem to get the third input for the past last move. I had a feeling I would hit a snag when the super cancel in the tutorial took me around an hour. I'm on PS4 and use a stick. Mostly play games arc sys had a hand in BBCF, GG, P4A, and MK11 (NRS I know) I've played the most. Mk just has a special place and has since the 90s for me.
@@TrulyAmiracle it's funny thinking of how much trouble the game gave me on basic things. Appreciate your help with cancels and getting me over that hurdle. The hold trick was hard at first but once I did it I felt like a moron. Lol
The hold trick is just you holding the button of the attack when you do specials, so like if you do a close C with Terry and you wanna cancel it into burn knuckle, you do the quarter circle back and hold the A button when you input it. It will make the window for the game reading your command bigger (a 3rd of a second instead of just a few frames). Thats all it is, instead of just tapping the button when you do specials/supers, hold the attack button.
What do you mean nothing happens? With a character that has a DP (Ryo/Kyo/Robert) what happens when you do hcb f+P? A Dp should come out. The hold trick is just doing the special’s input and holding the last input (the attack button) to increase the duration of the game reading the input. Give me the character you’re trying it with and I’ll try to give you a specific combo/example to try.
@@TrulyAmiraclety for answering, I am very new to fighting games in general, but I really want to learn. I have trouble with terry Bogard's last trial mission for instance, especially the last super timing
@@jakob.k.v.andersen hmm i dont know the trial’s combo but I’ll check it tomorrow. The idea is that if you do hcb f +P with Terry you’ll get a rising tackle, if the combo is rising tackle into power geyser super this will be useful coz after using the alternate input for rising tackle add a qcf+P and you’ll get the super. I’ll open the game tomorrow and let you know what can be done to make the last trial easier.
@@TrulyAmiracle I think I got it to work, had to just practice xd can do the dp into super combo with terry now with alternative inputs. Still a bit confused with the hold trick. Does it have a maximum cap for the frames, that it can buffer?
@@jakob.k.v.andersen yes around 25 frames. Without the hold trick its around 4 frames, it increases the time where the game will accept your input. Do a qcf move while landing from a jump with the hold to get a closer idea of how long it can store the input. Like jump with terry and do a qcf+P (hold the P) on the way down. If you do it properly you should land and get the power wave immediately.
Its alright it is a lot of info, it is meant to be replayed or watched in segments. Ideally you should have the game open and try to apply whats in each part so you’d make sure you have it down.
@@theafrocain9203 lol walk me through it, what parts or words are you not getting? If you’re completely new I think you’re better off starting with the Starter Guide videos on my channel before this.
@@TrulyAmiracle I’ll check it out. I’m a slow learner, and you speak too fast, especially when explaining ‘holding the button.’ My eyes and ears weren’t coordinated. I learn visually, and there was a lot going on the screen, so I couldn’t keep up. I’ll check your starter guide.
@@TrulyAmiracle Just connecting one move to another feels impossible. Like pressing pressing one hard hit into a special move is difficult. And even if I know how to do the singular move by itself it doesn't help when I start trying to put it together with a combo. I don't even feel comfortable being online really.
@@mackeym10 You’ll need to learn the cancel timings, doing a heavy attack into a special shouldnt be as difficult as you think it is. As long as you finished the special’s input while the heavy attack is still happening it should work. I’m assuming this your first fg, or at least the first 2d style one. Try going to training mode and set the dummy to 1 hit guard (meaning they’ll block after the 1st hit) and try to do your close heavy into special with different timings. It should be relatively quick, press C or D then immediately start the special’s motion. Dont wait for the attack on screen. If you’re using Terry for example, do close (which is 2 hits) and as soon as you press it start the quarter circle forward motion, then after the 2nd hit of the close 2 you hit the C button again to get the special. You are cancelling the moves into each other, interrupting them halfway through. Honestly idk if any of that makes sense to you, but hopefully it did
@@TrulyAmiracle Yeah I don't understand that from other finding games but in this fighting game specifically it seems like you need to be Perfect with your commands or you're not getting it. Like Even with the stuff you suggested that's cool until you have to do a combo Or I'm in mid game and trying to just play the actual game and I can't pull anything off. Plus with all of the commands I'm not comfortable a comfortable with like the quarter circle and the stuff that you even kind of showed a shortcut to many of those shortcuts really help me perform the combo while I'm playing the game. Trying to Gained the muscle memory in my fingers to be able to even do that stuff seems like it's a hassle. if anything's a hassle when you're inputting a command in the middle We'll get you to kill.
@@TrulyAmiracle Like even the The holding strategy doesn't really make any sense to me. It seems as hard as playing as charge playing character. And I can barely do that and that is a part of everything else that's going on.
@@TrulyAmiracle just didn't get 2 things from your guide one is hold trick which button to hold and second one is dp i can't get dp out of fqcbf. It will be great help if you explain these things how to do it will be great help thanks.
@@MuhammadAli-ci7qp Hold trick: When you input a special or super (eg: qcf+ C), hold the last input (the C in this example) to make the window for the game to read the move longer. This can make combos, reversals, wakeup moves easier as it will give you more time and precision to get your moves out. Dp input: for the alternate input you need to be more precise than other inputs, fqcbf wont give you the dp, it’ll have to be half circle back into f. Its because it isnt the intended input and in a lot of cases there are other moves similar in input (qcb qcf) so the game requires the proper input in this case.
The "input/buffer issues" section blew my mind. Knowing that the game lets you overshoot your command by one input/direction will be a huge boost to my play.
Fun tip. If you struggle doing DP motions, hold forward, and do quarter circle forward. (6, 236 P or K for people that use numpad notations.) It will also help to cancel into supers such as quarter circle forward half circle back motions with certain characters like Ryo, Iori and Vanessa.
Yeah I showed that around 7:17 as well. Didnt go into details though.
@@TrulyAmiracleBro, need help, how can I get one button special moves in kof 2002um? some say you can record doing a special move and then assign them to one of buttons, R1,L1, etc BUT I DON'T KNOW HOW?
I learned that dp truck from the original K.I.
Lifelong fighting game player here of 30+ years (mostly Capcom & Arc Sys) and I didn't know about the hold trick. Not only that buit th ealternate inputs for the quarter circle into half circle are an absolute game changer. Inputs have felt so strict in this game so far and now I can drop these moves with ease.
You just earned a new subscriber for this tip alone, Thank you!!
Great video! I put KoF down for a bit because I wasn’t progressing enough. I wanted to do more research and see what I could do to improve in the labs. I’ve played a lot of casual and didn’t see my combos come together. After watching this video I’m excited to lab again and learn some combos. Other videos explain well but the detail you added was great! Thank you!
This is exactly what I was looking for, this game is great fun. I appreciate the excellent breakdown
I was struggling with Heidern's Lvl 2 mission trial before coming across this video. Thank you so much for the help!!!
Bro thank you man I struggled to understand what everyone meant by shortcut but you really showed me what I was messing up on.
I've been a Tekken player since. I've also been watching Aris ever since (Tekken 6 to be exact... I think). I played KOF but as a kid and never flourished.
You Sir are that teacher. Thank you very very much ❤️❤️🙏👍
2 years of waiting for my goat to come back.
Loved the video man, you've been such a help getting into the series 🙏
✌🏼glad the vids are helpful, if you still have any issues/struggles do let me know.
This has to be the best KOF video, needs half a million views easy
I was about to give up on this game after a week of being stuck on terrys 2nd trail. This is making me excited. This is alot to remember.
You can go back to it as a reference, or if you have a specific question I can hopefully help ✌🏼
Holy cow, why is this not explained anywhere within the game itself, though??
The hold trick and the shortcuts make things so straightforward.
The hold trick helped me immensely with canceling O.Yashiro's slams into supers.
Thank you so much for this! I've been struggling with always getting a dp when I run in and want a fireball input! Ending it on an up forward has leveled up my game!!!
This video saved my sanity in KOF and other Fighting Games 😍💜
OMG, this video helped me so much with Vanessa trial Lv.04.
Very helpful! I had no idea about holding the button!!! I last played KoF 13 and missed KoF 14 so I definitely need help in understanding new features in KoF 15!! The tutorial mode in KoF 15 isn't as helpful as this for sure!
This is sooooo useful!! I am not sure if you are still making videos (from other posts it seems like you're travelling), but I just want to let you know of my appreciation! Your explanation is super clear, and easy to follow/understand as well. I'm saving this to my fav coz I need to come back to learn more about those special input tricks! Thank you thank you thank you! Best of luck on whatever you are doing right now :) cheers!
Hi thanks for the kinds words 🙏🏼 I’m on hiatus due to real life kicking my butt. But I do want to come back and do more vids asap for kof xv and mk1 as well, maybe a bit of sf6 as i finally found a character I enjoy (aki).
I have a bunch of half done vids (combo structure, neutral, defense/dealing with zoning, o.yashiro/goenitz/K’/Duo lon guides etc but I havent had time to do the editing. Hopefully soon 😅
Hahaha, I see. Hopefully it's not too bad and please take good care of yourself! No rush. whatever/whenever you decide to push out more content, just know that you are being supported and appreciated! Aki from sf6 looks really cool btw. I really like her moves too but I'm more into kof ~ (Goenitz and Duo lon are my recent favs too!) They both have some really cool moves but hard to use in their own ways thou.
Anyways, take your time and take care!@@TrulyAmiracle
I did all the trials and now you tell me about the hold trick? Still that will make the following trainings better, thanks!
This was a great watch! Things just clicked for me after watching with the explanations. Much appreciated!
bro????? the hold button, i didnt know that, damn...i have suffered A LOT because of not knowing this. thanks hahahaha
Thanks. This solved most problems i have been experiencing.
I got to say that once again. Its made the game playable 😄 🤣 😂
This is the most helpful video I’ve found! Instant subscribe 👍🏾
This video is a god-send thank you so much
Yo, this is what I need. Certain Super Cancels are super hard to execute! Thanks man!
I have problems with advanced training in the part of "super cancel", the problem was that i was not holding the button and this video just explained that.
Pretty cool video man! Very useful tips
Amazing video! Going to try Angel’s super sp with the up comand now!
The buffering was something that helped me so much when just linking SMs in Supers like for example Terry's burn knuckle into his Power Geyser. Since I already inputed the qcb for the Burn Knuckle all I need to do is the hfc which with some practice is not so hard. Same with Betty with her chop special in her lvl 3 same concept. As well as some cool things like power wave into Buster Wolf qcfp -> qcfk. The only thing I'm not really understanding or getting yet is the hold trick I've tried to practice it myself but in certain situation (Say like the Betty combo example with linking the two super) To me I feel like I have the timing down to do it manually. I started simple like jumping and doing a SM like in the example with Joe. Am I supposed to jump and then hold the button and do the input before I land? I'm just confused on the timing of using the hold trick and I don't feel too comfortable myself with it and kind of have a good sense of timing with my cancels but that just me.
Yes you do it early; where if you just did the Joe fireball without holding the button will just do a jumping A and then nothing will come out, but with the hold the game will save the input and keep doing it so you’ll get the jump A then he’ll land and do the fireball.
In the combos you mentioned it might be an easier example to try as you’re used to them, do the power wave then qcf+D (hold the D).
Btw for the burn knuckle into power geyser you dont need to do a half circle, qcb+A then do a qcf for the super.
@@TrulyAmiracle Oh that pretty handy for the BK into PG I'll practice that for sure. The hold trick I'll definitely have to practice more to grasp but I'll try and get more of that to get a better feel for it with using it with move or in combos. Thanks been having a blast playing KOF 15 and learning these small mechanics of the game to help get better as a player playing KOF.
Truly amazing video. This explains a LOT! Thank you!
been struggling with inputs for a while, hopefully this helps
THANK YOU FOR THIS lol this is exactly what I was looking for
Muchísimas gracias no sabía usar DP + OROCHINAGI y este video me ayudó
Great video, I'm looking forward to your character guides (Especially Yuri because I'm having a hard time doing the demon flip mid combo)
Great info, thanks for the video!
Great video this is my first kof and these are helping me a ton keep up the good work!
This is all great and has helped me with Input confidence but I still can’t get Ryo’s final trial lol
Idk what Ryo’s trial is but I’ll try it when I can and see what might help there.
Thnx I'm just tryna do rock Howard's lvl 1 trial and just can't seem to do it fast enough for it to register as a combo
This video was really good. Great content. Looking forward to more. Keep it up 👌
Cool buddy!!!
If only I had known this in the early 2000's hahahahahah better late than never.
Excellent, thanks allot for this. 🙂👍
This is a godlike tutorial video. thx.
Now this I know is something new in the franchise with the buffering and the advance lot. We didn't have this back in the arcades and those that played Real Bout or Wild ambition have very strict input windows for super attacks.
These have been in KoF games for a long time, but yes the older SNK titles didnt have them.
Plz tell me how yo cancel Leona blade uppercut into the Rambu + Kick super
how do you show the combo practice like in 7:36?
Those are from trial mode/mission mode where they give you specific combos to do for each character.
Super detailed explanation! This helped me a ton. Especially the part about overshooting the input so you get a fireball instead of an uppercut.
I was struggling however with Ryo. He has a similar problem in his final combo trial where you have to cancel forward LP into his heavy fireball. I almost always get the super accidentally instead of the fireball.
Another thing that applies to every character is when to actually cancel specials/supers into supers or climax supers. Do I have to learn the timing with every character? And how lenient is the window where I can do the hold trick? I think shortcuts might help but I don't know which to use.
Great work and thanks again for the helpful advice.
For the Ryo one, make sure you dont hit db (downback) when you do the fireball (or uppercut) as you’ll get his super. (Yuri has the same problem).
In this case the game lets you undershoot the input, accepting db d df f as hcf and giving you the super.
For the cancels, yeah different specials have different timings; its mostly lenient but some cases have specific windows due to things like multiple hits or the character being in the air during the animation.
The cancels from supers into bigger supers have big windows, theyre usually right after the last hit of the super outside of a few exceptions.
These cancels have an even bigger window if you hold trick your input.
Basically do the input a bit slower then hold the buttons with a rough timing before the last hit.
For which shortcut to use, it depends on your character’s inputs and it can vary quite a bit, thats why I showed a few examples in the vid. If you do have a specific example we can see what works tho.
@@TrulyAmiracle thanks for the tips! I'll definitely keep this in mind next time.
If you do more character specific guides I'd love to see some on Robert or Ryo.
You definitely got a sub from me :)
@@alexb2863 yeah I’m working on character guides, Angel guide is already up and I have Ramon and Luong comin up within this next week.
I’ll try to get to everyone.. eventually lol.
@@TrulyAmiracle been practicing for a bit. The main issue is the fireball, followed by the heavy DP, followed by the super. I'm not sure when to cancel the DP into the super.
Just going from the fireball in the dp is working fine. Your method of canceling the dp into the super works too. But chaining the 3 in succession is causing me troubles.
Not sure when I should be holding the button. It just seems that the input window for the super after the DP is very short.
If you have any insight let me know
Cheers
@@alexb2863 so you do the fireball, input DP and hold at the end of the fireball animation.. and then qcb for the super (dp is already the first part).
So its qcf+P > delay to match animation then dp+P qcb+C.
Basically for any move try to time the next move’s hold at the end of the animation, so for Ryo’s qcb+K for example its right after he does the second kick (right before he lands).
Unfortunately, the hold button trick doesn't work on regular moves. I've still having a hard time linking Leona's EX heart earring, then 2C.
Dude thank you so much. I'm a tekken tournament play..I play lee so I know my execution is amazing. But this game was like wtf is going on...
Love the vids!! Excited to be getting into KOF recently. Wondering if you have done videos about opening up your opponents. Example: in most games most players will block your normals and sometimes the only openings you'll get are small jabs or crouching kicks. How can I take those small attacks into bigger ones to lead to combos and specials? I find that incredibly hard. Thanks!
It's not a separate video but in this one I talk about how to build your offense, maybe this has what you're looking for: from 7:22
ruclips.net/video/NW7dILdy_sE/видео.html
How to open people up and how to convert to damage is a future video that I'll do once I finish the ones I'm working on atm.
@@TrulyAmiracle thanks so much! Yes those are some excellent tips I didn't know about either. But I was also wondering how to link those smaller hits into say normals that can lead to the combos. I generally hit the enemy with crouching kicks but if I try to say land a heavy C after, I can never land the normal to continue the chain. I seem to whiff most times. I can do the combos against a standing opponent in trails, but during real games you don't generally have someone standing still. But perhaps this topic is more specific to characters since they all have different methods to chain? Not sure.
But I'll watch the guide you linked and try to get more comfortable with those concepts of opening up your opponent and seeing if I can learn how to improve my offense that way as well.
@@erick103 yeah what moves can link into what is very character specific, some characters can chain lights into specials, others into a command normal into more stuff, others need to be close and land a close heavy.
Your combo should generally be crouch or close normal into command normal into special (into super if you have it).
Stray hits at first can be just that, extra damage on the side. Focus on the intentional hits that you know how to combo from and how you are landing them.
Why did that work? Do i know how to combo from it? Did i do the combo? If not why did it drop?
Try to learn from that kind of mentality and you will little by little get more used to the game and understand what others are doing as well.
Its a learning process, just try to keep your mindset on improving and learn and it’ll click soon enough.
Best guide on this tyvm
I'm still trying to find a shortcut for Iori's projectile super with the hit confirm rekka. If the rekka move is already qcb, wouldn't I just need to do the hcf? It's not working.
Hmm i dont have my console with me so i cant try it atm, maybe its because its a rekka and its expecting a followup qcb input.
Are you trying to cancel the first or 2nd rekka? Did you try do the hcf and end it with uf (so qcb P hcf uf P)?
If all fails for whatever reason try to do it as qcb P qcb f P (alternate super input).
Let me know how it goes ✌🏼
@TrulyAmiracle I was using the wrong move. His hcb 4 looked like a rekka startup to me lol.
Any tips for consistent Ryo DP into fireball super input?
F qcf (for the DP) then hcf P for the super.
Or hcb f P (for the dp) then hcf for the super.
I havent tried them with Ryo specifically but they work with Yuri,
She doesnt have fbf which might clash with one of them (im not home to test it atm).
Try them if you can and lmk.
Thanks for the tips!
Esto es oro. Por fin pude jugar bien gracias 🥺
Can someone tell me how to quickly charge power in this game in the other games there was a button for charging but what about this time?
Thanks for the hand visual on controller it helps alot 👌
Glad someone appreciates it, I dont even play on pad but wanted to show it for the newcomers that do use it lol.
Hi how can we end up with up forward after running and throw a fire ball?? I always have the dp. It's not possible to do.
Finish the fireball input with up forward, so instead of stopping at forward (down, downforward, forward) add the up forward in the end of the input.
@@TrulyAmiracle ok i can do it with the ps5 controller using the cross but when i use the ps5 controller joystick it is not working .
Great video
Late watcher, but when you say "dial the whole thing early", do you mean any close attack into command normal can be cast early, as in you can just do both moves without holding and then do the input for what you want after and then hold that?
And about holding, how do you deal with moves that come out fast and don't really give you time to hold another move and you don't wanna just bruteforce it?
Thanks
Yes to the dial, so you can do cl.C into f.B quickly (before the cl.C animation is even fully done) and then input the special you’ll cancel into and hold it.
You can’t hold normals or command normals, the hold trick is only for specials and higher (supers, climax).
For fast moves, you only need to hold till the move starts up, once the first move is starting you can let go and input the next move you want to do.
Idk how else to explain it coz i cant think of a move thats fast enough where you can’t input the next move without some leeway, but as soon as the fast move is starting up (for example Terry’s rising tackle as soon as terry is starting to be upside down) you can let go coz the hold has done its job, you got the special to come out, so you should be inputting the next move you want and hold that one.
@@TrulyAmiracle Ah that's very helpful. About the second part I was having trouble cancelling Rugal's light Vanishing Rush into his supers because the animation was really fast.
@@Eric-xh7ew well the input doesnt help here, but basically you’ll do qcb+P (hold) as soon as rugal goes into the stance you should be already inputting the super.
I’d suggest cancelling from dark barrier or repuuken instead coz the qcf input helps with his supers as they both start with that, you’ll only need to one extra motion (eg: qcf+K into qcb+P to get the cancel into gigantic pressure, or qcf+K qcf+K for laser super).
@@TrulyAmiracle I was trying to replicate the combo that most Rugal players do which is ex Rush into cl. D and then repukken or barrier into god press or desperate ray, but I keep dropping the combo after the vanishing rush. Either the cl. D doesnt come out or the barrier comes out but the super doesnt. I'm not sure how early to start holding moves
@@Eric-xh7ew for the close D after the EX rush you’ll need to time that manually as its a normal (cant hold it), but once you get the timing down you basically do it as EX rush cl.D qcf+K (hold) qcf+K (hold)
You time the close D manually but you should already be doing the special’s input, then hold.
If I have time tomorrow I’ll try to record my hand doing the combo and upload it to show you.
Are there any tips to not get accidental DP when doing 632146 for command grab
Ending the input with 9 (upforward) instead of 6 can work, or making sure you dont skip any inputs in the 632146 because the game will give you a dp..
there’s also using an octogate on your stick which makes this input 100 times smoother.
@@TrulyAmiracle My problem currently is that I used to play on stick, and this wouldn't be a problem, but now I play on snackbox because of a wrist injury, so my execution is still shit. :
Okay so question. I have issues with landing Clarks super off the elbow drop. Because it's qcf+p can I then do b-hcb+p and get the super? It's the same as shermie whip into suplex super. I can't land it consistently either. You have to cancel before the opponent hits the ground the first time on the shermie whip and I can't for the life of me land it fast enough.
For Clark, you basically should be starting the double hcb around the time they drop on his shoulders.
so they fall on his shoulder, you start the half circle back x2, finish the input just before he hits the elbow, while holding the button for punch (or both punches for lvl2).
His super is double half circle back right? So the input you wrote won’t work, the qcf doesnt take any inputs from the super as its basically the opposite input.
If the super was qcf hcb then in theory it will work, but Clark’s grab animation is too long so the qcf wont count by the time you do the rest of the super’s commands.
Shermie’s kind of falls in the same issue, the grab animation is too long for the grab’s input to count for the super..
but I do know that for Shermie you can do her super in either direction after her grabs and they come out so maybe that can help. Never tested it with Clark though.
I hope all of that makes sense lol.
@@TrulyAmiracle you can do the suplexes in either direction!?! That's really nice to know. And ig i need to hit elbow sooner. Idk about Clark's one of his is double hcf+k and the other is double hcb+p. Also thank you for the reply. Ive been loving this game and it's content and I want to be competitive but ik my team is far from usable if I can't even land my main super bnb.
@@sabastianpummill2446 does that super work from his grab followup? I usually go for the triple argentina super so I never tried the other one.
I’ll give it a try once I can, but yeah try to do the input just a liiittle bit slower and hold the buttons just before he does the elbow, the super should come out.
@@TrulyAmiracle I'm unsure of the running 3 but ik the back breaker can.
@@TrulyAmiracle I have an issue believing the elbow is gonna come out tbh. So Im trying to confirm it to late I think.
Thanks for sharing.
Ik this is old but does input saving and buffering apply to charge characters?
Yes it does, you can do things like b~f+P that was held and by the time it comes out you have the next charge move ready.
@@TrulyAmiracle thank you so muxh
Thanks
How do I cancel from a qcb into a qcf qcf super
No shortcut for that one, you have to do qcb qcf qcf, but depending on what the qcb move is you can have a lot of time to input the qcf qcf.
Can someone tell me shortcut of genocide cutter
i still have no idea how to do the hold trick. i dont freaking get it. like canceling DP into quarter circle back, half circle forward inputs. thats the only one i cant get consistently
Hold trick and what you’re describing are 2 different things.
Hold trick is when you do a special move (quarter circle forwardPunch, DP) you hold the last button, so quarter circle forward then press and hold the punch button.
This makes the duration of the game reading the input longer.
Your examples are shortcuts or buffering combining different moves and their inputs together. DP into quarter circle back is something you do if your character has a DP and Ranbu super (quarter circle forward then half circle back).
The first part of the Super’s input gets covered by the DP (quarter circle forward) so all you have to do is finish the last quarter circle back to get the super.
DP into kyo’s super (quarter circle back half circle forward) is the hardest one, unless you do the input I put in the vid its hard to get this to come out.
You need to do this as as half circle back into forward with punch then quarter circle forward Punch.
@@TrulyAmiracle yup its kyos I can't seem to hit. Like I can hit it every time I'm not trying or thinking about it 😅. But the moment I'm like "this will be the perfect opportunity"
I fail and do the quarter circle forward x2 super instead
Im sorry, much speak about the buffer system, but I really not understand how suppose to work, I try many combos where inputs exact time are absurd, or to early or to late, and simply the command not execute or execute very late and the combo broke, I keep thee button pressed on an early input command supposedly to use the buffer, but nothing change, the command simply not execute, For example in the level 3 Shunei the last command time is absurd, the buffer system not do anything, I do an early input and keep pressed button but the command not execute, I dont know what I do wrong
If you do it early and nothing comes out it means you did it too early, delay the command (and holding the last button) a little bit.
If the move is coming out very late, you are waiting too long, you should do the final input of the move you want just before the timing it needs.
The Hold trick and the buffer gives you a bigger window but its still pretty small in general (around a third of a second) so you'll need to practice it a bit.
Hopefully that helps, I'm working on a video now answering all the questions in comments with visual clips so if you're still struggling with this I'll include some examples for you as well.
@@TrulyAmiracle Thank you, really appreciate your explanation, I see now that I confuse the reach of the buffer system, yes, I need more practice for improve my timing, definitly the players of replays tops are pro, perfect almost every time.
Still can't do it its either I don't understand the idea or I am already doing it without realizing please help someone explain it to me in words that might help me
The hold trick you mean or which part?
damn bro....this is so useful my man! the last 2 tips was like game changer!!!!great work!!!!!!!!!!!!
much much thanks!!! sub and I like these tips!!!!
thank you amazing video, can you pls make videos of combos with deferent characters with input on the screen ?
I do character guides with combos in the end, but the notations are not on screen.. its doable but adjusting it to not look cluttered is annoying and takes alot of time.
@@TrulyAmiracle Thank you for the clarification
@@ahmed230000 yeah sorry, Maybe once I finish the videos I have in mind I can do more combo focused ones.
@@TrulyAmiracle thank you i'll be waiting
Can someone tell me how to perform genocide cutter
Do these apply to kof14?
@@redkingly yes they apply to kof13, 14 and 15
trying Yuri's second combo in trials and can't get it to work.
I dont know which one that is but I’ll check later and see if I can give you some input on how to make it easier
Basically it's a QCF, QCB after a DF. It's supposed to cancel out the fireball motion. Seems impossible. Holding hasn't worked.
This hold button trick is only for Kof xv?
@@viniciusmatias7446 it also works in kof 14 and 13 and the new samurai shodown
@@TrulyAmiracle Thank you, i appreciate you took the time to answer.
I really don't understand how holding buttons should work. I've tried, it doesn't work.
When you do the special (eg: qcf+C) you dont tap the C, hold the button instead. So you do it as qcf+C (hold).
@@TrulyAmiracle Okay, if I really want to do on Leona qcbhcf B after charge 27C, do I need to hold down C then make a input for super special and press B?
@@mr.freeman5162 it will be like 2147 C (hold if you want to make sure the flashkick comes out) then 426 B (hold)
@@mr.freeman5162holding down C is to make the buffer the special longer, holding B will make the buffer to the super longer. You can hold both if you want.
Try messing with it and see, it is a bit tricky with charge moves.
@@TrulyAmiracle ok thanks
Do you actually just release the hold or you have to pressed it again for an input to come out?
When you do the special, like say for fireball you do qcf+C, you do the qcf and hold the C until it comes out.
No letting go, its just that when you do the specials hold the button for the special to come out instead of just pressing it and it increases the window of the buffer.
@@TrulyAmiracle so if my logic is correct, when the game decided for special to special cancel possible, it will come out?
@@wikygaming well, not many characters can do special to special.. give me your character or combo and I’ll give you an exact spot you can try it
@@wikygaming but yes logic wise thats how it works, if you hold the input instead of just pressing it, the game will keep trying to do the move until the spot where the next move or cancel is possible.
@@TrulyAmiracle THATS WHAT I NEED TO KNOW! DANKE DANKE! I just going to practice mode later on. I'll let you know if I can use the hold trick on twitter
Nice video. Don't know why the actual game doesn't explain these CRUCIAL tips. I feel like KOF would be way more popular and less people would drop it because "it's too hard" if this information was explained in game.
I agree, the fact that the game doesn't tell you this stuff is ridiculous. The aries guy in the video wasted an hour trying to do the trials, where if the game would have taught him this in the tutorial, he would have saved a lot of time.
I swear the command input buffer from run is impossible. I tried doing it and it's so inconsistent
@@peterramos5128 it was less strict in kof 14 and 13, but it depends on what move you want to do. What’s the input you’re trying?
@@TrulyAmiracle command grab
@@TrulyAmiracle Command grab that you showed in the video
Thanks for this, really apreciate it. The hold trick is still challenging but the shortcut works a little better
How is it challenging? Can you give me a specific example of where you’re struggling?
Its just doing the moves a little bit earlier and holding the button instead of pressing it. The game’s buffer is longer that way as it will save the input and keep trying to do it for 15-ish frames.
@@TrulyAmiracle Is it that u hold the punch or kick button then put in the motion on the dpad
@@Habs24000 no for the specials, like with Ryo you do qcf+C, for the hold trick when you do it you hold the C at the end of the qcf.
Same thing with supers, qcf qcf and C (hold the attack button at the end after you do the motion inputs).
@@TrulyAmiracle does it have anything to do with the frames of movement
@@Habs24000 uhm.. idk what that means?
It has to do with how the game registers moves, if you do a move and only press the button it only accepts inputs for a small duration.
When you do the same move but hold the button instead of just pressing it, that window is bigger making the timing specific things easier.
What characters do you play? I’ll try to give you an example you can relate to easier.
The hold button trick doesnt works for me
What are you trying it for? Its only for specials or supers.
@@TrulyAmiracle i was trying it for normal special moves
@@Daniel-gl2ih I’ll need details because the hold trick works if you do it right, like for a special that is quarter circle forward and punch, you’ll do qcf then press and hold the punch button.
@@TrulyAmiracle For example Mai Shiranui: i perform the hard punch and hold it, then i do the double forward U to perform the special flames. It doesnt works
@@Daniel-gl2ih its the opposite, you hold the attack after you do the inputs, cant do it the other way.
Hi are this tricks work for kof 2002 um
Hold trick is a much smaller window and basically not there in games before kof 13, but the rest should work.
@@TrulyAmiracle thx for your answer, i mean are the alternative input for the dp should work for kof um 02 for example for kyo
@@yassirmguired9597 yes it should work, these are legacy alternate inputs so they’ve been in kof games for a long time.
@@TrulyAmiracleok friend thx, good tutoriel have a great day
Cancels from charge motion to hcf+hcb are a no go for me at this point. Too bad, i enjoy Leona and Kim alot :/
The input for the super is qcb or qcf at the beginning not half circle.
From charge inputs (I’m assuming d~u here), you do it as:
Down, slide into up back,so its a qcb but end the motion at ub instead of b, press K or P (for the special), then do a qcf+K (for the super).
The whole input should be like this:
Assuming you already have the charge for the special (as Kim)
Qcb~ub+K, qcf+K
Doing it like makes you do the d~u special without losing the charge and also buffer the first part of the super (the qcb).
Try it out and let me know if you’re still having issues.
@@TrulyAmiracle I'll try that next session. Thanks alot! Great content! Love from Morocco ✌️
Ok I may be retarted here but the hold button doesnt work for me! It's driving me crazy or it's my pc setup, i don't know! I'm playing on pc and every time I try hold hold and register a motion with a button hold it's register as a button pressed at the same time!! An exemple if I try the Joe tornado jump, every time I hold the button down and input a direction, I got a button pressed with the directional input??? Or maybe it's me that do not understand the concept of it! Also I'm coming from NRS games so it's pretty hard for me as in those games the combos are prebuffered with early inputs!
You do the motion (eg: qcf) then instead of just pressing the attack button, hold it.
So you'll do the move as QCF+A (and keeping holding it).
This makes the window for the game to read your input longer, if you only did qcf+A and didnt hold A when you did the special it will only read the special for 3 or 4 frames, but if did the hold it will be around 25-30 frames.
Its a lot like NRS combos where you can input the whole combo early, in KoF you input the specials early but you need the hold the attack button when you do the special/super.
@@TrulyAmiracle Thank you for the tip. I'm starting to get the hang of it! It's inputs then buttons! Ty you for the reply! It's starting to sink little by little
@@Calyston np, i’ll make a followup small video soon coz its not just you that still dont quite get how it works.
8:00 😂😂😂
I'm such a bad fighting game player, that i could not done the button hold trick one single time.
I love fighting games and the community, but i'm so tired to feel like trash in something that i like so much.
It donesn't matter how much time i train, i can't get the timing of the moves to be consistent in landing them, and i believe i'll never get it.
I've been trying to get into 15, other games cancels and buffers I don't struggle. I've watched a ton of KoF videos and hours of trying and still not having any luck. I can't understand apparently, if I struggled with it elsewhere I would atleast have an idea what's wrong.
Do you have any examples? Coz cancels and buffers are basically the same as other games..
@@TrulyAmiracle in the combo trials, Yuri's second trial, pretty basic but I can't seem to get the third input for the past last move. I had a feeling I would hit a snag when the super cancel in the tutorial took me around an hour. I'm on PS4 and use a stick.
Mostly play games arc sys had a hand in BBCF, GG, P4A, and MK11 (NRS I know) I've played the most. Mk just has a special place and has since the 90s for me.
@@TrulyAmiracle it's funny thinking of how much trouble the game gave me on basic things. Appreciate your help with cancels and getting me over that hurdle. The hold trick was hard at first but once I did it I felt like a moron. Lol
I need help with angels first combo trial plz help. If you need help I need a job I'll help you edit
The hold the button its killing me I am getting really frustrated I really love this game and want to get better please advise
The hold trick is just you holding the button of the attack when you do specials, so like if you do a close C with Terry and you wanna cancel it into burn knuckle, you do the quarter circle back and hold the A button when you input it.
It will make the window for the game reading your command bigger (a 3rd of a second instead of just a few frames).
Thats all it is, instead of just tapping the button when you do specials/supers, hold the attack button.
I really appreciate the qol improvements snk have put into an honestly outdated input system for how complex combos and inputs are now
Nothing happens when I do the alternative inputs or the hold trick, at all. And it definately looks like I am doing the inputs right
What do you mean nothing happens? With a character that has a DP (Ryo/Kyo/Robert) what happens when you do hcb f+P? A Dp should come out.
The hold trick is just doing the special’s input and holding the last input (the attack button) to increase the duration of the game reading the input.
Give me the character you’re trying it with and I’ll try to give you a specific combo/example to try.
@@TrulyAmiraclety for answering, I am very new to fighting games in general, but I really want to learn. I have trouble with terry Bogard's last trial mission for instance, especially the last super timing
@@jakob.k.v.andersen hmm i dont know the trial’s combo but I’ll check it tomorrow.
The idea is that if you do hcb f +P with Terry you’ll get a rising tackle, if the combo is rising tackle into power geyser super this will be useful coz after using the alternate input for rising tackle add a qcf+P and you’ll get the super.
I’ll open the game tomorrow and let you know what can be done to make the last trial easier.
@@TrulyAmiracle I think I got it to work, had to just practice xd can do the dp into super combo with terry now with alternative inputs. Still a bit confused with the hold trick. Does it have a maximum cap for the frames, that it can buffer?
@@jakob.k.v.andersen yes around 25 frames. Without the hold trick its around 4 frames, it increases the time where the game will accept your input. Do a qcf move while landing from a jump with the hold to get a closer idea of how long it can store the input. Like jump with terry and do a qcf+P (hold the P) on the way down. If you do it properly you should land and get the power wave immediately.
I'm a passers-by. Are these legacy skills?
Yes most of these things apply for all the KoF games, some games had different ones and some things are only in the recent few games.
7:02
I've been playing without any shortcut and buffer tricks since kof 96... 😔
That works too, this is to make things easier but in many cases they arent required.
I hope they make an easy mode like kof 13 in mobile version
Some stuff makes sense then my brain starts to melt at the end. Fighting games…
Its alright it is a lot of info, it is meant to be replayed or watched in segments.
Ideally you should have the game open and try to apply whats in each part so you’d make sure you have it down.
I ain’t gon lie it sounds like Chinese to me lol. I just got the game and all of this is confusing!
@@theafrocain9203 lol walk me through it, what parts or words are you not getting?
If you’re completely new I think you’re better off starting with the Starter Guide videos on my channel before this.
@@TrulyAmiracle I’ll check it out. I’m a slow learner, and you speak too fast, especially when explaining ‘holding the button.’ My eyes and ears weren’t coordinated. I learn visually, and there was a lot going on the screen, so I couldn’t keep up. I’ll check your starter guide.
none of this is really helping me.
Tell me what is it you're struggling with then.. try to be specific if you can.
@@TrulyAmiracle Just connecting one move to another feels impossible. Like pressing pressing one hard hit into a special move is difficult. And even if I know how to do the singular move by itself it doesn't help when I start trying to put it together with a combo. I don't even feel comfortable being online really.
@@mackeym10 You’ll need to learn the cancel timings, doing a heavy attack into a special shouldnt be as difficult as you think it is.
As long as you finished the special’s input while the heavy attack is still happening it should work.
I’m assuming this your first fg, or at least the first 2d style one.
Try going to training mode and set the dummy to 1 hit guard (meaning they’ll block after the 1st hit) and try to do your close heavy into special with different timings.
It should be relatively quick, press C or D then immediately start the special’s motion. Dont wait for the attack on screen.
If you’re using Terry for example, do close (which is 2 hits) and as soon as you press it start the quarter circle forward motion, then after the 2nd hit of the close 2 you hit the C button again to get the special.
You are cancelling the moves into each other, interrupting them halfway through.
Honestly idk if any of that makes sense to you, but hopefully it did
@@TrulyAmiracle Yeah I don't understand that from other finding games but in this fighting game specifically it seems like you need to be Perfect with your commands or you're not getting it. Like Even with the stuff you suggested that's cool until you have to do a combo Or I'm in mid game and trying to just play the actual game and I can't pull anything off. Plus with all of the commands I'm not comfortable a comfortable with like the quarter circle and the stuff that you even kind of showed a shortcut to many of those shortcuts really help me perform the combo while I'm playing the game. Trying to Gained the muscle memory in my fingers to be able to even do that stuff seems like it's a hassle. if anything's a hassle when you're inputting a command in the middle We'll get you to kill.
@@TrulyAmiracle Like even the The holding strategy doesn't really make any sense to me. It seems as hard as playing as charge playing character. And I can barely do that and that is a part of everything else that's going on.
i am new to kof i have been playing tekken sorry if it is harsh but kof community really sucks at explaining things
I’m assuming this guide is included in that, what exactly are you not understanding?
@@TrulyAmiracle just didn't get 2 things from your guide one is hold trick which button to hold and second one is dp i can't get dp out of fqcbf. It will be great help if you explain these things how to do it will be great help thanks.
@@MuhammadAli-ci7qp Hold trick:
When you input a special or super (eg: qcf+ C), hold the last input (the C in this example) to make the window for the game to read the move longer. This can make combos, reversals, wakeup moves easier as it will give you more time and precision to get your moves out.
Dp input: for the alternate input you need to be more precise than other inputs, fqcbf wont give you the dp, it’ll have to be half circle back into f. Its because it isnt the intended input and in a lot of cases there are other moves similar in input (qcb qcf) so the game requires the proper input in this case.