The Beginners guide to The King of Fighters XV

Поделиться
HTML-код
  • Опубликовано: 27 апр 2024
  • The King of Fighters XV is here, and to begin your KoF journey how about a beginners guide!? This guide will teach you everything you need to know about kof 15, from the absolute basics, to how combat flow works, to the importance of meter and more! KoF is a fantastic franchise and for many people this will be their first entry so I hope this guide can help you out in enjoying this fantastic game!
    0:00 - Intro & Offense basics
    7:46 - Defense basics
    10:50 - Understanding how meter works
    18:56 - Movement (critical!!!)
    22:55 - Advanced Offense
    26:46 - Advanced Defense
    29:05 - MAX Mode
    37:08 - In Closing
    ---------------
    --On Twitter @ / rooflemonger
    --On Twitch @ / rooflemonger
    --Rooflemonger monkey merch! @ teespring.com/stores/rooflemo...
    --Help support the Channel on Patreon! / rooflemonger Anything helps! You can help me buy decent bread instead of the cheap flakey bread!
    --Check out the clips channel! / @rooflemongerclips
    #kingoffighters #kof15 #kofxv
  • ИгрыИгры

Комментарии • 569

  • @rooflemonger
    @rooflemonger  2 года назад +173

    KoF 15 is now here! If you are from the future this guide was made during the Open Beta, however everything should be the same(else ill remake the video!). This guide goes into detail on every core mechanic you need to know, there's a few side things that aren't really important I sorta skimmed over cause I don't wanna overburden you and this is already like 40 minutes long. That said I sincerely hope this guide helps you out as KoF is a beautiful franchise and everything about 15 is shaping up to be the best entry in a long time. If you could spare a like for the vid it would be sincerely appreciated since it took a long time to make, and more likes = more eyeballs on the vid = more people helped out!

    • @YukonJack
      @YukonJack 2 года назад +3

      I'm from the future, and boy does it look like the present. I mean past. Because I'm from the future.
      This is my first KoF game and all of the mechanics are new to me. I spent a bit of time trying to figure out how to effectively combo, including lights to heavys, standing to crouching, reverse beats, most anything I could think of. The only real combos I saw other than a couple inputs into a special were the auto combo or they needed the max bar. That was a bit surprising to me honestly. Maybe I've been to into the anime fighters too long and it's spoiled me. I saw what I think was your KoF 13 video a while ago and you were showing the just stupidly long combo trials that literally took a whole page of inputs on the hardest combo. I don't know that I'd ever be good enough to pull that off, but I was expecting to be able to knock out some decent combos without needing max mode. Given your history with the series and fighting games as a whole, do you think there's enough room for expression without having much meter? Playing solo on the 1v1 mode, it seems like the matches were over before I could even build a whole lot of meter. Even videos of KoF 14 looked a fair bit more difficult/complicated. I haven't been able to spend as much time as I would have liked playing so far, so my opinion needs more time in the oven I'm sure. What makes you think think this is the best entry in a while, if you don't mind me asking? I really want to love the game. Strive and Melty definitely have my attention right now as my current fighters and I'd love to include KoF 15. I'm just not sure yet though.

    • @thekid8224
      @thekid8224 2 года назад

      @@YukonJack kof is definitely not like other fighting games in that you actually need to learn how to play the game to be good at it. Kof has always been this way it forces you to actually learn and the reward is you become good player the reward is when you pull off a combo you actually done that it wasnt a mistake because kof is about timing and input accuracy.
      My advance is buy the game practice and stick at it because the one thing about kof 15 is very different to previous kof installments even old players like myself are having to relearn some stuff

    • @VongolaXanxus
      @VongolaXanxus 2 года назад

      Did you know Iori's climax is slightly different when used on Team Orochi...you probably knew anyway.

    • @rooflemonger
      @rooflemonger  2 года назад +3

      @@VongolaXanxus actually found out a bit ago. its super cool and basically confirmation Orochi is in the game some way some how

    • @YukonJack
      @YukonJack 2 года назад

      @@thekid8224 I appreciate it Mr. The Kid. Yeah man it's definitely different than I expected. I wish I was able to get more time with it but wasn't able to unfortunately. Maybe we'll get lucky and will have another beta. Here's to dreaming at least.
      I had taken a fighting game hiatus for about four years until Strive came out. Lots on I'm having to relearn a bunch. I remember being discouraged some when I initially picked Strive too. I think it can feel really easily daunting when you're entirely new to a specific franchise and have been away from the genre for years st a time. I'm still looking forward to KoF 15 substantially. I have a better idea now of what inputs I need to get down cold on 👍

  • @MrCactuar13
    @MrCactuar13 2 года назад +349

    Always love that you sacrifice your beta test time to help prop up the rest of the community. Absolute legend

    • @rooflemonger
      @rooflemonger  2 года назад +75

      I know im basically the one in the best position to do stuff like this, so even though I wanna keep playing the beta I gotta do my duty

    • @yura1384.
      @yura1384. 2 года назад +18

      @@rooflemonger real chad.

    • @ImpulseN39
      @ImpulseN39 2 года назад +14

      Facts. Literally every game

    • @ladjiel
      @ladjiel 2 года назад +14

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how HD/maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

  • @eqjase
    @eqjase Год назад +51

    Me and my son play about 10 matches a day after dinner. We are improving but these fundamentals have helped a lot! Such a great game.

    • @profoundmethods7330
      @profoundmethods7330 Год назад +15

      Fucking awesome son and father relationship. I know I'm late.

  • @domdude491
    @domdude491 2 года назад +344

    I think the Devs should get a round of applause for actually hearing the fans.

    • @rxdazn
      @rxdazn 2 года назад +12

      what changes did they implement as a result of fan feedback? I'm not familiar with the series

    • @srseki
      @srseki 2 года назад +76

      @@rxdazn fans hate kof 14 ex moves only available in max mode, 1 bar max mode too cheap , the delay base netcode, the poor graphics and character models, the mediocre roster, snk fixes it all in 15

    • @CDotPony
      @CDotPony 2 года назад +22

      This game is actually Fire. I think it just took over the scene just off the beta!!

    • @thekid8224
      @thekid8224 2 года назад +6

      @@CDotPony literally you are not wrong. Keep in mind this is just the beta and it's this good let alone the whole game with peoples actual main characters e.g mai and terry. And they're be seasonal packs which will include game updates yeah kof 15 is det to be the best FG of 2022

    • @blaze6477
      @blaze6477 2 года назад +7

      @@srseki mediocre roster? The XIV roster ain't mediocre. It's better than the roster in XIII.

  • @denisn8336
    @denisn8336 2 года назад +65

    I'm clueless as hell this is my first kof game.
    This video is going carry me thanks.

    • @ladjiel
      @ladjiel 2 года назад +12

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @zichithefox4781
      @zichithefox4781 2 года назад +1

      Same. I didn't know about KoF until Terry joined Smash Ultimate. I found him super fun and learning the inputs was new and challenging but super worth it. I now main Terry and Kazuya in Smash, and I'm super interested in the King of Fighters series, and really excited to play this game.

    • @primemetroid4427
      @primemetroid4427 2 года назад +1

      @@zichithefox4781 same lol. I was familiar with fireball/DP inputs from playing a little street fighter as a kid but that was super casual. kinda learned about canceling into specials from smash. Really loving the art style of KOF 15 … had heard of it but never really paid attention until the sakurai terry presents. Seems like a lot of new people trying this one and with good netcode and support I think it’ll be around for awhile so I’m in. It’ll be my 1st traditional fighter… gonna be fun.

    • @swanlord4292
      @swanlord4292 2 года назад +1

      @@zichithefox4781 I've known about KOF for a few years now, but I've never been able to play any of the major titles in the series. I can't wait to be to afford a new console and 15, and I've been binge watching all of Roof's videos so I can have an idea for what team I want/get a headstart before try it out for myself!

  • @rooflemonger
    @rooflemonger  2 года назад +52

    So I streamed last night, will be streaming again for Today and Tomorrow. Trying to start around 6pm EST tonight, prob playing for 4-5 hours? Same for tomorrow. Game legitimately rules and I couldn't be happier about everything. Everything looks so sharp and clean, gameplay is what I expect(aka great), netcode which was my biggest fear totally holds up and is also great. I'm just happy KoF is back :)

    • @MeatOfJustice
      @MeatOfJustice 2 года назад +4

      I hope you took a good rest after last night's stream.

    • @rooflemonger
      @rooflemonger  2 года назад +7

      @@MeatOfJustice lol nope I havent slept yet cause i had to get this out. Im gonna sleep for like 3 hours then stream again, then maybe tomorrow I can rest

    • @nanoua27
      @nanoua27 2 года назад

      HI man, do you know if there will be online crossplay between PS / Xbox / PC ? I really want to buy KOF on my Series X instead of my PS4 but I'm worried I will get stuck with limited online matches if it's system closed :(

    • @rooflemonger
      @rooflemonger  2 года назад +2

      @@nanoua27 honestly don't know. PS4/PS5 have crossplay with each other, but other than that its a mystery. All I can say is we will def know one way or the other before launch, so don't rush to a pre-order just yet

    • @thekid8224
      @thekid8224 2 года назад +1

      Rootflemonger just a quick thank you for this video its honestly appreciated. Theres a few people that are drawn to kof because of the hype and the way it looks but find it difficult to play. For us kof fans and long standing kof players we are use to this but the new players and new way of playing games is for it to be simple kof is not simple it never has been so this is a great break down to help newcomers and even old timers have an understanding of how kof 15 is and hows its changed and how to play it. This video I think will hopefully not scare players and keep them around to actually put the worl in to be good at a fighting game instead button bashing (yep I said it). In all good job dude 👍🏿

  • @smoltro1973
    @smoltro1973 2 года назад +58

    I'm completely new to this series so your guides are always much appreciated

    • @ladjiel
      @ladjiel 2 года назад +8

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @Kane317
    @Kane317 2 года назад +31

    Excellent guide here. Even as a veteran KOF player since '94 (has it really been 27-28 years?) I love watching guides mainly to help teach people how to play. When you've played this long you take for granted what comes to you naturally and you forget what you used to struggle with.
    Want to add 2 points: Super Canceling is "free" (only cost you the meter for the Super itself). Previous popular KOF installments like 2002 and XIII all had a cost to super cancelling on top of the meter itself.
    33:21 the quick max combo actually could have ended with a level 3 Climax instead of a level 2 for the exactly the same "cost" yielding another 100 damage (651 according to my notes).
    Bonus note: for Shermie, the best damage I could do with 3 meters was Quick Maxing and then doing Level 1 into Level 3 Climax for a cool 663 dmg.

    • @Stanlos
      @Stanlos 8 месяцев назад

      Were these games ever in those mall coves with all the table and video games?

  • @mxmeulogymxm
    @mxmeulogymxm 2 года назад +12

    THANK YOU for making your beginner guides casual friendly! Far too many "beginner" guides on YT that throw out advanced language and concepts to explain "beginner" moves at a fast pace. Any terms I didn't know were easily understood with context and the speed of the video

  • @Archedgar
    @Archedgar 2 года назад +41

    30:11 Ooh that's PERFECT. The combo extension damage of max-mode cancels always seemed like it was a bit much but it also made it nearly pointless to do it raw, especially since you could be punished during activation. Giving raw max-mode the old-school damage buff from 94-97 is a great incentive. Also the auto-run feature seems like a nice way to ease execution but with practice it was mostly a non-issue. Excellent informative video.

  • @NurseValentineSG
    @NurseValentineSG 2 года назад +76

    Unrelated, but I love Shermie's idle stance. Everyone's, really, they all speak so much about their personality. But Shermie is just absolutely stealing it with her slow dance. You just instantly know that she's here to have fun and not taking everything too seriously.

    • @anon7596
      @anon7596 2 года назад +5

      If she breathes......

    • @SoggyHotDoggy
      @SoggyHotDoggy 2 года назад +4

      Shermie makes SIMPS of us all

    • @anmoldembla4743
      @anmoldembla4743 2 года назад +3

      If she isn't in the mood to go for her Orochi form 😂😂

    • @ladjiel
      @ladjiel 2 года назад +2

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @Grenademan1
      @Grenademan1 Год назад +1

      ​@@ladjiel kinda curious, aren't meitenkun and leona considered primarily charge characters as well? Also what group does Ralph and xanadu (from fourteen) fit in?

  • @Archedgar
    @Archedgar 2 года назад +22

    Holy shit. The character movement is so fluid and smooth.
    I had seen some of the trailers but looking at it in an actual match now it looks even better than before. Sasuga SNK. As to the guide, nice job. Having played most KoFs but especially 2002, this confirms they have kept the mechanics as they should. Perfect.

  • @TrulyAmiracle
    @TrulyAmiracle 2 года назад +31

    Well damn, you got this done mad quick bro lol.
    small note on 28:40 (the guard cancel roll), it actually isnt punishable at all. Unlike regular rolls they dont have recovery in the end and you cant throw them out of it. If you mistime it you won't get a punish but you won't get punished either.
    The "risk" is that you spent a bar to go back to the same position you were in before the roll really, but you aren't punishable.
    The other thing I wouldve liked to see is mentioning that standing lights are the basic way to stop hop pressure, they are hard to anti air with traditional big anti airs like a crouching heavy or a DP but standing lights are the deterent from the opponent bulldogging you with hop pressure.
    And lastly if you mentioned the hold trick (holding the button instead of pressing it when doing a special/super to increase the buffer) I think it wouldve been useful to beginners trying out the beta, or the full game.
    Other than that good stuff! you covered a buttload of info and I'm sure people appreciate you getting this out while the beta is still available.

  • @D3Vlicious
    @D3Vlicious 2 года назад +3

    "3rd Strike 20 years ago."
    That made me feel old.

  • @crimsonECH1DNA
    @crimsonECH1DNA 2 года назад +5

    "Now to speak on the movement"
    Yep, time to see Shermie strut.

  • @BloodSportA2
    @BloodSportA2 2 года назад +37

    Downloaded the beta last night, and it was definitely a welcoming return after skipping out on XIV. How meter/MAX works feels like a good middle ground in giving you things to play with without getting intimidated by Ash HD combo type stuff. Still looking forward to Sans-Culottes combos, though.

    • @rooflemonger
      @rooflemonger  2 года назад +7

      Well ash is hanging around waiting, you will get your silly combos im sure

  • @bradjeffords4451
    @bradjeffords4451 2 года назад +12

    I actually LOVE the graphics!

    • @blaze6477
      @blaze6477 2 года назад +3

      Same. It looked fantastic when I finally played it.

  • @arsonne
    @arsonne 2 года назад +38

    This game is so good. Thanks for making a guide for the new people! People need to stop being intimidated by KOF. Its very different but it's not hard. Stick with it!

    • @jahoiboi4870
      @jahoiboi4870 2 года назад +4

      I literally cant do anything of these inputs with the controller i have

    • @arsonne
      @arsonne 2 года назад +6

      @@jahoiboi4870 If you have a DS4 you should be able to do anything in the game with practice. Many of the best players in the world across multiple games like Punk and Sonicfox play on pad. Hopefully you can get a good pad if you don't have one. Then it's just down to practice!

    • @wintersummer1633
      @wintersummer1633 2 года назад +1

      @@arsonne nah man. mortal kombat games for example is way easier in terms of execution of combos. im still tryner learn kof but i realised after a day that you basically NEED an arcade stick to get any kinda consistency with most of these inputs. thats already a barrier to entry for new players cause most people use pad... however tho i have a controller with extra buttons at the back and top which makes this stuff easier. but i cant imagine how anyone can do any of the high execution kof stuff with a normal control pad.

    • @arsonne
      @arsonne 2 года назад +1

      @@wintersummer1633 I don't wanna make you quit pad nor discourage you from picking up an arcade stick but it's basically a myth that arcade stick gives one a serious advantage in most fighters. I've played and competed in basically every fighter that's come out in the last 15 years and I can tell you that pad players are just as strong, even in high execution situations.
      Tekken has hundreds of absolute monsters who play on pad. Sonicfox is most successful fighting game player alive and plays every game on pad, including games with higher execution than KOF like Marvel and Tekken. Punk also plays on pad and is crazy good in every game he touches.
      I personally play on an arcade stick because I think it is more fun for me, but the only controller that offers an actual advantage in fighters is Hitbox.

    • @frankiep5751
      @frankiep5751 2 года назад +1

      @@arsonne Fight stick master race

  • @prawnk1ng
    @prawnk1ng 2 года назад +19

    This game looks amazing. I haven’t played a KoF in 15 years.

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @KryselITG
      @KryselITG 2 года назад

      @@ladjiel Picked up the game Recently cause i love watching competitive matches of it online. I played a bit of KOFXIII but that was a while ago. current team is Chris, Athena and Kula. I still need to practice execution but this video and your comment will help, thanks!

  • @hrchanz
    @hrchanz 2 года назад +2

    This is very very helpful, I am so happy to find this and also very grateful to you for making this! KOF XV will be my first in the series and I wanted to learn at least what I can do and not be that bad when I play it. I also watched all the trailers before coming to this and it made me so hyped for the game that I have it preordered already and with this video I can't wait to play it! Thank you again for making this video!

  • @reddeadpoolhood
    @reddeadpoolhood 2 года назад +6

    10:57 oh yes because I was looking only the bars of meter

  • @semiserioussam
    @semiserioussam 2 года назад +8

    This was literally the guide i was looking for, thank you SO MUCH

    • @rooflemonger
      @rooflemonger  2 года назад +1

      Happy to help!

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @davose8756
    @davose8756 2 года назад +3

    Always positive and polite Canadian, love the knowledgeable helpful content man, you definitely deserve to be one of the fgc RUclips pillars 👍🏻

  • @GreatKingEd
    @GreatKingEd 2 года назад +16

    Exactly what I needed just in time. Much appreciated!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @vagabondatlas6887
    @vagabondatlas6887 Год назад +1

    Coworker introduced me to this series. Haven’t played traditional fighting since your DBZ videos ( won my first tournament with your help). After years of playing mostly smash ULT. It’s time to watch all the G.O.A.T guides. Love your hard work over the years!

  • @CasualGamerPlays
    @CasualGamerPlays 2 года назад

    Jesus! This has got to be one of the best video guide channels out there. The way you explain how the mechanics of the games work, is 100% better than in-game tutorial. Thanks for the video and keep up the good work!

  • @Kernog
    @Kernog 2 года назад

    I've started playing yesterday. There's a *lot* to cover, and your guides help tremendously. Thank you.

  • @ericsimonson8002
    @ericsimonson8002 Год назад

    I have nothing but fighting games on my playstation and whenever I want to improve my game I look for your videos first. I have been playing fighting games consistently for 30+ years and I like to think I can figure everything out by myself but your videos always have some knowledge I failed to discover on my own. Thank you for your hard work.

  • @NamelessViking01
    @NamelessViking01 2 года назад +3

    So glad I'm seeing people open on playing kof 15. The series has been ery underrated for too long.

  • @tlsmetdt
    @tlsmetdt 2 года назад +1

    This vid is soooo helpful! Thank you so much from a KoF noob! So excited to learn this series. 🙏🙏🙏

  • @goodsport168m
    @goodsport168m 2 года назад +2

    Amazing information, thank you so much. Been helpin me through learning 4 different games now. Much appreciated

  • @sarvag13
    @sarvag13 2 года назад +21

    Thank you so much for doing this in your busy time sacrificing sleep, you don't know how much we appreciate you roofle, you can count on me watching this again and again until i understand everything and sharing it at all places possible, thanks soo much for this amazing piece of content, ❤️

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @Barracuda5055
    @Barracuda5055 2 года назад +1

    Thank you very much for this, my friend. It's helping me a lot as a beginner in the series. I also learned how to play GG Strive because of you back in 2021. Love your content.

  • @GMoney-yj7yg
    @GMoney-yj7yg 2 года назад +26

    Man shout out to SNK. The game is beautiful, fluid and fun. Some connections are bad here and there but it's just the beta. Overall, tho I am very pleased. Can't wait to play my boy Ralf and a few other regulars

    • @dragons_hook
      @dragons_hook 2 года назад +7

      Holy shit! Another Ralf fan! You already know he's about to bring some hell!

    • @Golfie492
      @Golfie492 2 года назад +2

      Facts!!!

  • @mxcristian11
    @mxcristian11 2 года назад +3

    This is my first kof game and it is very intriguing but man learning a new fighter is always tough for me, I'll definitely need a lot of time in the lab but the video helps!

  • @ObiJuanKenob
    @ObiJuanKenob 2 года назад +1

    Really appreciate the guide, it's refreshing when a guide is designed around keeping it simple and straightforward.
    Coming from someone who's been playing NRS games for the past decade I can sincerely say that anything that has to do with timing, sequence and window buffer for inputting motions and combos are almost a 1:1 ratio with NRS games. I specially enjoy the variability that comes with having the option to do the same combo at different frame sequences and it doesn't try to force a 1 size fits all model.
    The fact that it has an option that let's you know how many frames passed sinced you held a button was the biggest feature in combination with everything I mentioned.

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @ObiJuanKenob
      @ObiJuanKenob 2 года назад

      First, TY for the input; really appreciated and it seems that you're passionate about this game which is great. I used to compete in MKX since day one and was casually up to speed in the fgc since 2009 era.
      I just really enjoyed kof15 beta and a lot of the things I labbed in mk had a 1:1 translation and that just made me appreciate it more on the casual side. I like training mode more than versus and that's basically my guilty pleasure.
      Ever since rlf got in the way I lost the reason to compete in general, really feel like the current formar for tournaments are limiting and should grow from ft2/3s double eliminations.

    • @ladjiel
      @ladjiel 2 года назад

      @@ObiJuanKenob before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense)
      "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is =
      1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button)
      2. Shortcut input (instead of doing 3Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super)
      3. Longcut input (using unique pattern motion that arent tell within the movelist, usually overlapping your special and super so both of them could came out at same time, this trick is very useful for charge based character like leona, heidern, & meitenkun)
      4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early)
      So this legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to kof by playing older title, i may suggest playing the popular title and get to the discord which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, the netcode also bad)
      Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those advantages (high, low, crossup, command grab, throw)
      So basically the game is offense oriented and the goal is to keep your opponent get pressured and overwhelm with lot of variative way to play and counterplay provided by the universal tool (invincible roll, backdash that invincible to throw and low, running, hopping, super jumping, neutral jumping) and character specific tool like the iconic iori taco
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/xhp7Vstz998/видео.html (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute)
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)

  • @Tsukishima0520
    @Tsukishima0520 2 года назад +2

    I've been following the channel since DBFZ, and I haven't played a KOF since 2003, but damn these videos are always a master class.
    Congrats on the amazing work you do mate.

    • @rooflemonger
      @rooflemonger  2 года назад +1

      Thanks friend, happy to be of help!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

  • @Benavidesz101
    @Benavidesz101 3 месяца назад +2

    used to see your dbfz tutorials, now i found you have this, amazing video for begginers!!

  • @OmnipotentO
    @OmnipotentO 2 года назад +5

    I'm going to need a reminder to rewatch this when the game is fully out

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @weforgot7151
    @weforgot7151 2 года назад +1

    Each time he tells me about "Light punch, light kick, heavy punch, heavy kick" I swear he is trying to teach me a motherf'n infinite with the way he says it. Also nice video, even for people that are used to fighting games this helps out a lot

  • @Kristenten2025
    @Kristenten2025 2 года назад +3

    Thank you SO much for this, all the tips are super appreciated!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @nelomalkevain4129
    @nelomalkevain4129 2 года назад +5

    Rooflemonger demostating the basics of KOF by playing Gigachad Iori Yagami

  • @DaPhenomAce
    @DaPhenomAce Год назад

    Just bought this game on sale and appreciate this guide. Been a tekken and MK guy so this is a whole new world

  • @sum1new349
    @sum1new349 2 года назад +4

    11:00 you ain't slick, you know what you did 😏

  • @SirPrimsley
    @SirPrimsley 2 года назад

    It’s always good to come back to your vids once I buy a new Fighting game. Break it down so we’ll. Thanks for that. Just bout this game and I’m for sure new to the franchise for the most part. I know a few ppl though. Good stuff Rooflemonger !

  • @wildercerrate7295
    @wildercerrate7295 2 года назад +3

    Grew up on kof (2002 is goated) and garou, this might be the first kof I try to get into competitively

  • @rxdazn
    @rxdazn 2 года назад +4

    aye this looks very exciting!

  • @Giru
    @Giru 2 года назад +3

    I love how I started watching the video and it had 1,500 views. I finish and refresh page and it's at 2,600! I hope this spreads and catches on, more people should play KOF and rooflemonger deserves all the views for his grade-A Fighting Game content!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

  • @smjnayeem1122
    @smjnayeem1122 2 года назад +18

    thanks a lot man for your hard work. you always make life easy for us.

    • @rooflemonger
      @rooflemonger  2 года назад +4

      I try! 💪🐵

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @j_king_santana7493
    @j_king_santana7493 2 года назад +4

    Hey roofle this Will be my first KOF i so excited thanks for the info 🔥🤜

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @jerryrafailano4482
    @jerryrafailano4482 2 года назад +11

    This is the first KOF Imma really jump into and this’ll really help. Imma be using this vid far after the game is officially released too 😂. Thank you so much!

    • @ladjiel
      @ladjiel 2 года назад +3

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @MrN_22
      @MrN_22 2 года назад +2

      @@ladjiel thanks for this explanation. Really helpfull.

    • @ladjiel
      @ladjiel 2 года назад +1

      @@MrN_22 before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense)
      "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is =
      1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button)
      2. Shortcut input (instead of doing 3 Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super)
      3. Longcut input (using unique pattern motion to chain special & super that arent obvious when reading the movelist, usually overlapping your special and super so both of them could came out at the same time, this trick is very useful for charge based character like leona, heidern, & meitenkun)
      4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early)
      So this legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to kof by playing older title, i may suggest playing the popular title and get to the discord which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, the netcode also bad)
      Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those advantages (high, low, crossup, command grab, throw)
      So basically the game is offense oriented and the goal is to keep your opponent get pressured and overwhelm with lot of variative way to play and counterplay provided by the universal tool (invincible roll, backdash that invincible to throw and low, running, hopping, super jumping, neutral jumping) and character specific tool like the iconic iori taco
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

    • @MrN_22
      @MrN_22 2 года назад +1

      @@ladjiel excellent explanation. I'm greatful. Thanks for taking the time. As a SF player (bronze) im trying out Kof14 now. I really have to get used to the 4 buttons instead of 6. Really looking forward to start kof15

    • @MrN_22
      @MrN_22 2 года назад +1

      @@ladjiel do you play KOF on a fightstick or pad?

  • @MrJersey84
    @MrJersey84 2 года назад +1

    Respect for this man. And I'm going to need guidance like this because it's been a along time since I played a fighting game. Like 10 years if I'm not mistaken. I'm going to need all the help to get back into this. And excited for this game I have already bought it and I can't wait until Thursday.

  • @PapaElf11
    @PapaElf11 2 года назад +12

    As KoF noob, I am very thankful for you! Thank you!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @ZYR47
    @ZYR47 2 года назад +3

    I hope I can manage the execution, because in theory this is surprisingly easy for me to comprehend what/how/why to do. Thanks for the video.

    • @ladjiel
      @ladjiel 2 года назад +2

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @Bushmaster_Neku
    @Bushmaster_Neku Год назад +1

    Hey, you are very well explained the basics . Thank you for KOF video

  • @curilin
    @curilin 2 года назад

    Loved the video, this one and the one about choosing a main, but as a fighting game beginner, i still got pretty confused, for all the detail combo technicality. I am going to practice a little and come back to see the video a few more times until I understand. Thank you so much for your help, instant subscribe

  • @flipparty8533
    @flipparty8533 Год назад +1

    This was amazing, thank you so much

  • @MetalGoatSolid
    @MetalGoatSolid 2 года назад +2

    Thank you for your time and effort, it is appreciated.

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @PeterZeeke
    @PeterZeeke 2 года назад +1

    this was actually amazing

  • @futuregootecks
    @futuregootecks 2 года назад

    thanks so much, this was super helpful!!! keep up the great work! 💪

  • @Koranenmerg
    @Koranenmerg 2 года назад +5

    Imma watch this… and then watch it again in February!

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @OrangeDrinkMusic
    @OrangeDrinkMusic 2 года назад +1

    thank you for this!

  • @YukonJack
    @YukonJack 2 года назад +2

    It's pretty solid of you to make a video of this magnitude especially given how limited time there is to play the game. You really are a gem Roof 👍

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

    • @YukonJack
      @YukonJack 2 года назад +1

      @@ladjiel bud, I truly appreciate you taking the time to post all that. Really, thank you. I'm going to come back to the post plenty. I saw a month or two ago that KoF 14 was maybe $10-15 on PS4. If it still is, it probably would be worth getting familiar with some mechanics. Strive is my main fighter and I haven't played consistently for weeks. If you're on ps4 I'd happily run some matches with you.

    • @ladjiel
      @ladjiel 2 года назад

      @@YukonJack sadly iam playing on pc xD
      Also you could try 98, 2002, and 11 in fightcade for free, especially for testing the water on how neutral work in kof and experiment with the movement option (forward/backroll, run, backdash, jump, super jump, hop, hyper hop), cuz kof always fundamentally play the same and you could learn a lot from those old game, and the community discord is always welcome to any newcomer :))

    • @YukonJack
      @YukonJack 2 года назад +1

      @@ladjiel cheers friend. I don't even know what my laptop is capable of running, no harm I'm finding out though. I did the first open beta for KoF 15 and wasn't having the easiest time with it. I only a partial day to play it and totally missed the second beta. I loved playing with Chris though. I need to get my chops up because I've been looking forward to this game for months. I got back into fighting games from a hiatus with Strive. I learned about KoF 15 when the the dino grappler trailer launched. People have been waiting for it far longer than I have, but I am beyond stoked to get my hands on it 👌

  • @thedocmmd1366
    @thedocmmd1366 2 года назад +6

    Thank you. I literally have no clue what I’m doing

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @yu_uhglee
    @yu_uhglee 2 года назад +3

    thx so much for the content 🙏, I'm a KOF newcomer and this game is looking very hype

    • @ladjiel
      @ladjiel 2 года назад +2

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @yu_uhglee
      @yu_uhglee 2 года назад

      @@ladjiel holy shit dude thx a ton! Appreciate all the knowledge 💪

    • @ladjiel
      @ladjiel 2 года назад +1

      @@yu_uhglee before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense)
      "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is =
      1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button)
      2. Shortcut input (instead of doing 3Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super)
      3. Longcut input (using unique pattern motion to chain special & super that arent obvious when reading the movelist, usually overlapping your special and super so both of them could came out at the same time, this trick is very useful for charge based character like leona, heidern, & meitenkun)
      4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or trying to do a godly frame perfect input, cuz every pro and casual kof veteran use this trick, so dont be shame to inputting very/little early)
      So this legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to kof by playing older title, i may suggest playing the popular title and get to the discord which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, the netcode also bad)
      Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup after you got those advantages (high, low, crossup, command grab, throw)
      So basically the game is offense oriented and the goal is to keep your opponent get pressured and overwhelm with lot of variative way to play and counterplay provided by the universal tool (invincible roll, backdash that invincible to throw and low, running, hopping, super jumping, neutral jumping) and character specific tool like the iconic iori taco
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/xhp7Vstz998/видео.html (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute)
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)

  • @pyrotaurus5670
    @pyrotaurus5670 Год назад +1

    the best tutorial i need ! thankyou

    • @pyrotaurus5670
      @pyrotaurus5670 Год назад

      Could you make yamazaki tutorial too? I love that character

  • @davidgriffiths7717
    @davidgriffiths7717 2 года назад +1

    Great video, thanks!

  • @malaki7123
    @malaki7123 2 года назад

    Subbed and liked! I was wondering why this voice sounded familiar, then I remembered I watched your beginner vids for Guilty Gear Strive (probably need to revisit that one too). Thanks for giving the breakdown of the stuff that might not be immediately obvious or available in the tutorial modes!

  • @duden2217
    @duden2217 2 года назад +2

    You da real MVP, roof. Perfect timing to catch this on my lunch so I'll be prepped for when I get home.
    Was hoping to play that blonde guy from Smash Bros, but it'll actually be good to try some other characters and experiment.

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @GeeMTeaa
    @GeeMTeaa Год назад +2

    Great guide. Thanks bud.

  • @joelhardaway1143
    @joelhardaway1143 2 года назад +5

    I’m familiar with KOF but playing the beta last night was my first time ever playing so I’m very excited for this game and this guide really helps

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @joelhardaway1143
      @joelhardaway1143 2 года назад

      @@ladjiel I appreciate the advice, you didn’t have to do that

    • @ladjiel
      @ladjiel 2 года назад

      @@joelhardaway1143 its called "passion", and yeah kof community is very welcome to any newcomer :))
      before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense)
      "Legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is =
      1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button)
      2. Shortcut input (instead of doing 3Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super)
      3. Longcut input (using unique pattern motion that arent tell within the movelist, usually overlapping your special and super so both of them could came out at same time, this trick is very useful for charge based character like leona, heidern, & meitenkun)
      4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early)
      So this legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to kof by playing older title, i may suggest playing the popular title and get to the discord which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, the netcode also bad)
      Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup (high, low, crossup, command grab, throw), so basically the game is offense oriented and the goal is to keep your opponent get pressured and overwhelm with lot of variative way to play and counterplay provided by the universal tool (invincible roll, backdash that invincible to throw and low, running, hopping, super jumping, neutral jumping) and character specific tool like the iconic iori taco
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/xhp7Vstz998/видео.html (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute)
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)

    • @joelhardaway1143
      @joelhardaway1143 2 года назад

      @@ladjiel I gotcha, yeah that’s a lot to learn, but I’ll get it down, thanks again!

    • @ladjiel
      @ladjiel 2 года назад

      @@joelhardaway1143 ruclips.net/video/EsVvnnjVAJ4/видео.html
      I forgot to add this video as one of the basic guide that very helpful to newcomer, its talking about the possibility of doing a running flash kick, auto correction in the game (regarding doing DP when the enemy crossed you up), zoner gameplan (if you want to play one, or when facing against them)
      And other "unobvious" system regarding kof (universal health bar, throw invincibility when blocking and waking up, how to combo into command throw, and 60 second "in game timer" actually last as 90 second "in real life"), the only different is about the meter which kof15 doesnt have HD mode/bar but they had maxmode/bar that arent seperated like 13

  • @DerekOumu
    @DerekOumu Год назад +1

    I'm going to have to watch this like 3 times, good information!

  • @DMNDSbyDaylight
    @DMNDSbyDaylight 2 года назад +1

    I am so excited man D:

  • @frameadvantagecy5793
    @frameadvantagecy5793 Год назад

    Just bought the game to play it with the new patch. Amazing video to learn the game mechanics 💪🙂thank you bro .keep up the good work .

  • @CodyDavidHolmes
    @CodyDavidHolmes 2 года назад +3

    Fantastic ending! ;)

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

  • @maradri03gaming9
    @maradri03gaming9 2 года назад +3

    I feel like a degenerate. Couldn’t look away once Shermie was on screen

  • @kevinvalencia5204
    @kevinvalencia5204 2 года назад

    Hi I've been checking out your videos for the last few weeks. Just got kof first time playing this series and I'm hype. I would love to see your video of the last saga of the kof franchise.

  • @fightinggames5745
    @fightinggames5745 2 года назад +1

    Thank you for this video. Learned a lot of it.

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @cherryboywriter6299
    @cherryboywriter6299 2 года назад +3

    Gonna miss the demo because work but watching, and liking for the work you put in.

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, whip, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), inputting the motion early trick (the game cancel window is very forgiving for "early input", dont do it late), shortcut/longcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)
      you could also learn how to play kof by playing older title, cuz kof is a legacy game (like tekken or smash bros) where any basic/fundamental skill from older title could easily transfer when playing the newer title, i may suggest playing the popular title and get to the discord which the community always welcome to teach any newcomer, kof popular title like 98 (fightcade or umfe steam), 2002 (fightcade or um steam), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, but the netcode also bad)
      Also always remember to try implementing the "legacy trick" to ease your execution, like (note: this trick are more strict/limited in the older title, so it may have inconsistent result, but the dev make it easier and consistent since 13 onward)=
      1. Inputting early (the cancel window is very accepting for any early input, dont do it late or trying to do a godly frame perfect cancel)
      2. Holding button (the game will buffer/repeat your input if you hold it, helpful if you accidentally click your button while your Q/HCF motion still incomplete)
      3. Shortcut input (you could do 2 Q/HCF for the whole special into super, instead of doing 3 Q/HCF)
      4. Longcut input (using unique pattern to chaining special or executing special into super easier, extremely helpful for charge character like leona, meiten, heidern)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)
      ruclips.net/video/EsVvnnjVAJ4/видео.html (any unbvious mechanic that are featured in kof, like 60 second "in game time" actually last 90 second "in real life")

  • @melvinshine9841
    @melvinshine9841 2 года назад +9

    10:58 - 11:03 Yes, I love the look of the..."meter" in this game. It just looks great.
    If I get this game, which I hope I can do, it'll be my first "traditional" 2D fighter in more than a decade. I don't know if that might actually end up being helpful, but I do know I'll, likely, have to turn my Tekken brain off.

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @ladjiel
      @ladjiel 2 года назад +1

      Also some comparison to other FGs to make the game more understandable (especially with how the game flow or basically the basic gameplan of it) =
      Contrary to popular belief, kof actually lean more on "cancelling/chaining" rather than "linking" combo
      But they got some rule in the way the chain works (just like some old anime fighter/game that have their unique combo system like reverse beat and gatling where connecting ABCD is doable), where in kof connecting the move require you to level up your move power to be able to make them chain together, for example chaining a normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      Sidenote = hit confirming from "normal" into "command normal" into "special" make the game combo a lot lot more easier to do, rather than doing a "normal" straight into "special" like SF or any other traditional fighter
      Which make the game "rewarding" for those who understand and excel at the system unique combo routing, thus you wouldnt get steam rolled by someone who doesnt know anything and mashing random button/special, also the damage is rather low when doing some stray hit and not convert it into full combo
      Maybe if you never play anime fighter then think it like tekken (where they also have their own rule on what can cancel into what), also stray hit in tekken also do low damage when not converted into full combo, and they also have advance movement but in 3d fighter setting
      Or maybe just think of it like smash bros (if you also unfamilliar with tekken) where movement, spacing, and converting a hit into combo is one of the main skill of the game, but in kof it works in typical 2d fighter "setting/environment" not a platform fighter setting with uneven landscape (but the advance movement, spacing, and punish game still in there tho), maybe this kinda explain on why sakurai love kof xD

  • @justazack6775
    @justazack6775 2 года назад +2

    Very informative! Thank you so much!

    • @ladjiel
      @ladjiel 2 года назад +2

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @justazack6775
      @justazack6775 2 года назад

      this actually helped me understand more about the game! this is my second ever KOF since KOF14 and ever since i started im playing the open beta for 15, i was insanely confused since im new to fighting games and such. Thank you so much!

    • @ladjiel
      @ladjiel 2 года назад +1

      @@justazack6775 before you read this wall text again, i want to apologize if this bother you, this will be my last advice on kof "legacy trick" & how the game flow works (neutral/offense/defense), "legacy trick" is feature that available in kof to make executing combo (special & super) more easier with how fast paced the game is =
      1. Button hold (kof will save your input and buffer/repeat it for about 20-30frame if you hold the button, this will help a lot especially if you accidentally click the button early while your Q/HCF motion still not fully done yet, and the game will accept it if you hold the button)
      2. Shortcut input (instead of doing 3Q/HCF motion to do special into super, you could just do 2 Q/HCF to do the whole special into super)
      3. Longcut input (using unique pattern motion that arent tell within the movelist, usually overlapping your special and super so both of them could came out at same time, this trick is very useful for charge based character like leona, heidern, & meitenkun)
      4. Inputting little/very early (kof cancel window is very very forgiving "for early input", so never do it late or any godly frame perfect, every pro and casual kof veteran use it, so dont be shame to inputting very/little early)
      So this legacy trick are also available in early kof installment (but more limited/strict, while in kof13 onward the dev actually make the use of legacy trick more easier and consistent to do), beside legacy trick you could also learn how to kof by playing older title, i may suggest playing the popular title and get to the discord which the community always welcome to teach newcomer, kof popular title like 98 (fightcade or umfe), 2002 (fightcade or um), 11 (fightcade), 13 (steam, the netcode bad tho xD), 14 (more closer like how 15 play, the netcode also bad)
      Kof is a legacy game (like tekken or smash bros) where the previous title skill could easily transfer to the newer title, especially the "basic/principle fundamental" like how to do neutral/offense/defense, the game basically play more like old fast paced anime fighter so just keep moving and do random thing, then maximize your advantage when successfully knockdown or make the enemy block your attack by doing some pressure/mixup (high, low, crossup, command grab, throw)
      If you have free time, there's some good video covering both of this legacy trick and how the flow of the game works, its created by moqlnkn and based on kof13 (so the only different is how maxmode work in 13 and 15, but the game fundamentally play the same) =
      ruclips.net/video/xhp7Vstz998/видео.html (optional, it just basic thing like what are universal tool that available in kof, already covered by roofle basic guide to kof, but this only take 10 minute)
      ruclips.net/video/PyY9nhhaIpY/видео.html (about the game flow, neutral, offense, defense)
      ruclips.net/video/ySIOKnenLK8/видео.html (about legacy trick)

  • @raphaelakins3941
    @raphaelakins3941 Год назад

    Wow, thank you for the lesson and also ppl that song at the ending was also used in Capcom vs snk 2 😉

  • @DonQuixe
    @DonQuixe 2 года назад +3

    This guide taught me a lot about KoF mechanics.. its a godsend! 👍🏾👍🏾

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

    • @DonQuixe
      @DonQuixe 2 года назад

      @@ladjiel Thanks for the in depth reply 👍🏾..there's KoF games on fightcade i'm thinking of trying out to become familiar with the series in the meantime.

    • @ladjiel
      @ladjiel 2 года назад

      @@DonQuixe yeah you absolutely could, and the good news is that kof is a "system/mechanic based game" where if you master the basic/principle of the game then it could transfer to all kof game, or some people like to call it a "legacy game"
      Just like how tekken and super smash bros work, if you know how to play tekken then you could play any tekken game with any character, or any smash installment with its unique character, cuz the game "thematically" play the same even though its installment have its own unique merit
      So you could learn how the game flow works, especially the neutral game of kof and then you could understand how to offense and defense in kof with its own unique movement, meter, and combo structure
      Basically my tip is to take kof like an anime fighter and dont play SF in kof cuz the game is too quick to be played with grounded footsies style like sf does (just like how people not recommend you to play sf style grounded footsies when playing strive or other anime fighter like bbcf, melty, +r, xrd where there is airdash, double jump, and air blocking)
      Also, maybe pick the most popular one like 98, 2002, and 11 then find all the command and special move on internet or wiki cuz some input is kinda unthinkable and hard to figure out xD, and dont forget to have fun

    • @DonQuixe
      @DonQuixe 2 года назад

      @@ladjiel Alright thanks a bunch

    • @ladjiel
      @ladjiel 2 года назад +1

      @@DonQuixe edit = the inputting early trick actually available in kof 98 and 2002 (but they are more smaller compared to 13, where in 13 the dev actually intented to prolong the window), so definitely could do it but not "very very early"
      before you read this wall text, i want to sorry if this bother you, i think this is my last advice regarding "legacy trick" in kof which make hit-confirming and doing combo lot lot more easier with how fast paced the game is, also i recommend to watch some dedicated video about kof neutral game so you wouldnt be overwhelm by people on the fightcade (or if you want to learn it on the fly then you could join the kof 2002 fightcade discord, i think its available on "dream cancel wiki" or some of kof wiki guide about 2002 in fightcade)
      maybe this is also another sidenote, the execution in the older title is kinda "tighter", the game made to be easier since 13 (while everyone think 13 is hard cuz youtuber do some combo trial)
      But the"legacy trick" actually getting buff/rewarded a lot that make the game very easy and somewhat responsive, so learning to do some button holding trick, shortcut input, even a "longcut" input (basically overlapping your special and super so they could cancel easily, think of it like doing 2 HCF and getting your special and super at the same time, so you doesnt need to do 3 HCF like what the movelist say, this unique overlapping pattern will make your combo easier, even making charge based character like leona and meiten seem like doing an instant special move and you doesnt even feel the charge timing has passed when doing special into special move due to those unique "pattern" when doing special, also charge in kof only take 30frame or half second), also always try to input it little early cuz the game cancel window is actually more forgiving in accepting the previous input (so late input is still not accepted, but very early input is a yes for the game in the newer title, so thats why people say 15 combo are easier compared to older title, while people who dont know the legacy trick might actually struggle and think the combo is impossible to do cuz nobody introduce them to this legacy trick xD)
      *revised* But the "input early" only featured since 13 onward (its also available in 98 and 2k2 but very limited compared to newer title), so iam not really sure if the older title have it too (but they definitely have those other legacy trick), and just play the neutral like how you play smash bros and anime fighter (keep moving around and do random thing), but if you want to learn it quickly then there's a good video by "moqlnkn" about neutral game in kof13 (this explain a lot how the game flow is and what to achieve/expect on neutral) and "how hard" kof combo actually are (where he show all the trick i just mention like button hold, shortcut, longcut, inputting little/very early), cuz its based on kof13 then maybe the combo only "operable" to 2002 onward, cuz 98 still play the "classic way" (which only do normal > cmd normal > special > special, or straight away into super after cmd normal, the game still not introducing super cancel after special cuz the damage is already absurd with those little health xD), but the neutral game guide definitely still aplicable to other kof game
      ruclips.net/video/xhp7Vstz998/видео.html (optional)
      ruclips.net/video/PyY9nhhaIpY/видео.html
      ruclips.net/video/ySIOKnenLK8/видео.html
      He also got another good video talking about the principle (but my advice is there maybe some different in some aspect like how juggling work and how the maxmode work so dont watch expect the guide to fully aplicable to 15, but any general idea of neutral, offense, and defense is very worth it to learn from him cuz its very principle and apply to all kof game)
      Or maybe you could watch other youtube video by "FGTreehouse" about kof neutral, basically the same, but its based on kof 2k2 UM so it might seem more closer to those 2002 fightcade, and he also have a good article on the internet about why people think kof hard (where he basically explain it like me, which usually cuz people play SF in kof, and not moving a lot actively), betwen the 2 video maybe i more lean to moqlnkn video cuz its more detail and helpful even tho its based on kof13
      Also there's a video that people take it as bible to kof, which is created by dandy j, but it doesnt have any voice over and so you must read the text on the video, so i kinda recommend the newer guide by the community who got a nice voice over while they give some idea by showing the gameplay

  • @EccentricArc
    @EccentricArc 2 года назад +1

    thanks for the video

  • @fgc_roofer_07
    @fgc_roofer_07 2 года назад

    This will be my first kof game I really wanna get in to so thanks for the help

  • @zart8478
    @zart8478 9 месяцев назад +1

    Thanks for this, I watched this for the purpose of knowing the mechanics of kof when I watch matches but not really gonna play, I just like watching kof sometimes

  • @willis3rik
    @willis3rik 2 года назад +3

    I downloaded the beta and messed around with it. I’m a big fighting game fan and KOF is one I’ve just barley played.You getting me into it

    • @rooflemonger
      @rooflemonger  2 года назад +2

      happy to get you into such a fun game :)

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @abbyrytel
    @abbyrytel 2 года назад +3

    Roof, you're selling me on Shermie as my third (alongside KoD and Antonov)

  • @micksmith1812
    @micksmith1812 2 года назад +4

    After day 1 with the beta I've really enjoyed it so far. Struggled with the combo structure until I found out its Normal -> Command Normal -> Special. Can't help but see now all the inspirations and mechanics Sakurai took from KoF and put in Smash.

    • @rooflemonger
      @rooflemonger  2 года назад +2

      Yep, he's admitted it himself that Smash is heavily inspired by/based off of KoF.

    • @ladjiel
      @ladjiel 2 года назад

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @WikiHL
    @WikiHL 2 года назад +2

    Waiting for february
    I'm so goddamn ready for this

  • @ArbiterChrono
    @ArbiterChrono 2 года назад +2

    I am hype for February when it drops proper!

  • @arphaxadbasilona1871
    @arphaxadbasilona1871 2 года назад

    This is gonna be the first KoF game I'm gonna play ever sunce I first saw an arcade machine of kof 95' decades ago as a kid...tried playing the 98', 2003 and XIII but gave up due to the harder inputs...half circles and all that crap lol...that's why I sticked mainly to 3d fighters like tekken and soul calibur and until this day, I only watched with yearning eyes from afar to play a KoF game...
    This beginner guide has somewhat eased my semi-phobia to the KoF series...it's very understandable and concise and doesn't inundate the newbies like me with lots of technical terms and all that...I also don't get that ''git-gud'' gatekeeping vibes as seen from other ''tutorial'' videos...thanks for this... now all I need to get is a noob friendly controller to play this game with lol...

  • @mrlyles2002able
    @mrlyles2002able 2 года назад

    Absolutely excellent guide, you explain the way better than the game does. Great job 👍👌

  • @Prowl76
    @Prowl76 2 года назад +3

    I found an easy way to get the hop input is to do a reverse super jump. Tap up in the direction you want to jump and then immediately tap the opposite direction. For super hop just go down, up, down.

    • @rooflemonger
      @rooflemonger  2 года назад

      Yep its how ive always done it. Hop then hit down immediately, so you are on the up input for as little time as possible

  • @draj8590
    @draj8590 4 месяца назад +1

    Great guide

  • @danielbriceno214
    @danielbriceno214 2 года назад +1

    Great video for day 1 beginners like myself 🔥🙏

  • @zzzer0230
    @zzzer0230 2 года назад

    I'm trying to get into the game since I got 13 for free, so loving to see something that's easy to follow

  • @raionbomber75
    @raionbomber75 2 года назад +1

    Yo thanks for the guide Roofie! You a real one

    • @rooflemonger
      @rooflemonger  2 года назад

      Roof L e, roofie is the bad thing

    • @ladjiel
      @ladjiel 2 года назад +1

      just FYI, this might help you to get into the game casually or competitively cuz the game is very intuitive to learn, kof will give you lot of character choice with varying flavour of playstyle:
      - classic grappler = daimon, clark, KoD, maxima
      - hyper/rushdown grappler = angel, ramon, mary, shermie
      - zoner/long range grappler = dolores, vice
      - rushdown + zoner + grappler = iori, athena
      - rushdown zoner setplay mixup = duo lon, isla, luong, mai, chizuru
      - classic rushdown mixup = iori, angel, vanessa, chris, kukri, whip, mature
      - well rounded = robert, andy, joe, terry, k', kula
      - mid range/footsies char = kyo, yashiro, antonov, shunei, billy, benimaru, elisabeth, krohnen, whip
      - classic zoner = athena, chizuru, ash, king, meiten, heidern, mai
      - corner combo guy = yashiro, ash, k'
      - mixup heavy character = whip, angel, iori
      *only a reminder, in kof, a classic grappler may seen as hyper grappler in other game due to the fast paced nature of the game and their universal movement tool (running, rolling, hopping), also usually zoner in kof doesnt play turtling or slow and methodical like guile in sf (but you still could do it if you want, it has risk of being cornered, also youre not taking any oki advantage to force your enemy a 50/50 mixup into full combo after succesfully knock them with your fireball)
      Sidenote = the game will be easier when you learn to do some button holding trick (to buffer your input), shortcut input (to make hit confirmimg into special/super more easier), the idea of kof gameplan/flow (what to achieve in neutral, how the neutral game work, how to pressure, how to defend)
      Usually the gameflow/gameplan part is less important, cuz you will learn it on the fly, and remember "the worst thing to do in kof is doing nothing", so just keep moving and dont wait for your opponent to act first (so you wouldnt be playing defensive from the start), also might as well do a lot of random stuff with you char most powerful tool (so your opponent wouldnt steam roll you with their char powerful tool)
      Especially with how fast paced the game is, it will make lot of minus move (usually the light version of the special move) will be unpunishable cuz it require very quick and precise reaction from your opponent which usually only happen in high level match or tournament only (but even the highest level usually also miss some punish due to the chaotic thing happening at the screen), so feel free to go random and think that kof is just like any old anime fighter game = xrd, +r, bbcf (so you really could learn it on the go, just like any anime fighter that have intuitive mechanic to learn, especially if you play it very casually, which mean your enemy wouldnt do any advance tech cuz they also play the game casually)
      Also the basic idea of kof combo is to cancelling it by levelling up your attack, starting with normal > command normal > special > lvl 1 super > lvl 2 super > lvl 3 super
      And if you do an ex special move, then you could chain the special move into other special move (there are some advance combo tho where you could create different/unique route out from those idea, but those basic combo structure should help a lot on what make kof combo more sensible/easier to do with how fast paced the game was, especially hit confirming after command normal into special/super is usually very very easy)

  • @jaysenedwinward
    @jaysenedwinward 2 года назад +1

    “I love how it looks!”
    *Zooms in on Shermie’s woohah*

  • @srseki
    @srseki 2 года назад +20

    Seems like the max mode is a lot less important in xv, since the ex moves are so strong that only cost half bar. Probably only activate for the last character (lv1 + lv3 super only cost 3 bar is pretty sick but doesn't out damage lv1 cancel into lv2), unlike 14 almost every combo is max mode.

    • @rooflemonger
      @rooflemonger  2 года назад +18

      Its exactly what they wanted to change compared to 14 where everything is max mode. Now max mode is gonna be rarer, but it still has its use. raw max giving a significant damage buff means you still gotta watch out now though when the anchor is comin for ya.