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One of the things you have to master is the four types of jumps. Those are a must, before you try to learn the combos & DM's(desperation moves).
To me personally the game series are more simple than the GG series, but yeah it has some extra deep mechanics that SF does not have.
- Hold down the attack buttons until the move comes out to hit the input window more consistently.
- Take the tutorial lesson about combining inputs to heart. For example, to combo a quarter-circle-forward special into a quarter-circle-forward-half-circle-back super, just do one quarter-circle-forward + input and then half-circle-back + input. You don't need to do the quarter-circle-forward twice. This is especially important when trying to combo a super off the first hit of an uppercut special.
I personally don't play 2D fighters on gamepad, but I can do all the KoF14 combo trials on keyboard, and I'm a pretty garbage player. It just takes patience and practice.
KoF's role in the fighting game universe isn't to be casual friendly. That's Smash's job. KoF's job is to be the strictest remaining mainstream fighter out there, but also to give you the freedom to do some creative things with input combinations that you simply cannot do in other fighters. This game wouldn't work if it was easy, the same way Samurai Shodown's enormously high damage wouldn't work if you could easily rush people down and extend combos. Even KoF tournament champions miss inputs all over the place, it's part of the drama of the game.
this game is ultra dead
https://steamdb.info/app/571260/graphs/
98 have a very strict input timing
99~2001 have a striker system with too much variety, and very hard to pull off
02 and 02um, u have to manually dash after BC power max. that is extremely hard
03 ...same as 99~2001,instead of striker system is a tag team system
XI~XII i dint play it, so no comment
XIII speed is extremely fast and the combo system is long and very timing strict! its impossible for
me
XIV got autodash after bc, extremely easy to charge power, the input timing is very lenient,the
training mode for xiv is extremely helpful,the dummy can be set to test out variety of
setup,mixup,frame trap, or option select, and u can save up to 6 different dummy recording.
since long time, i can play most kof version on keyboard and stick, but man, really, i dont recommend playing any kof with pad, ive never seen one person in real life that play good with pad, please consider the health of your poor old thumb, i can already feel the pain even when i m only imagining it.
u need a stick to play kof, or if u r from the old days, playing kof on emulator on win xp time, a keyboard will be fine.
Doing Choi's Tornado Move in the older games is way too strict.
And i totally agree that this game is the most forgiving of all KOF games. Totally agree on 98 and XIII having very strict, stiff even combo system. This game is one of easy to learn, hard to master kind of games.