Probablemente es el video que mejor explica el neutro de KOF y en especial el del XV. El problema mas grande no es conocer estas cosas (personalmente, hace un tiempo que conozco la mayoría). Para los principiantes en KOF (y que además no somos unos prodigios aprendiendo) esta franquicia tiene una característica especial, que es que gameplay es tan frenético, que aunque conozcas estas cuestiones, te sientas tentado a recostarte inconscientemente en el autopilot. Por eso es que para los jugadores nuevos se nos hace tan cuesta arriba asumir el neutro de KOF, y mas aún nos resulte tan frustrante tratar de desactivar el flow rival. Es algo que puede pasar en muchos fgs, pero en KOF creo que pasa mas, al combinar la velocidad con exigencia mecánica... al menos estos dos factores son algo distintivo respecto de los fgs actuales (Gran Blue, SF6, GGStrive, etc). Muchas gracias Luigi por el esfuerzo. Ahora tengo todo lo que necesito para irme 0-2 en el torneo de mañana, pero sabiendo por qué pasó.... (porque el rival era un random, obviamente).
Kof, muy parecido a juegos como tekken, tienen sus propios fundamentos, lo cual hace que sea dificil para jugadores de otros fg. Muchos dicen que no se divierten con el juego pero muchos sino todos creo que dicen eso porque no lo entendieron y creo que eso es mas que entendible. Y claro bro, tu solo pierdes porque la gente es random 🤣
I hate that jumping isn’t that viable by comparison in SF. Like imagine having actual counter play to anti-airs. It’s so damn silly. Also, imagine if SF players had to deal with real grapplers.
@@bqing87well sf is a different kind of a game with a different flow, and there actually exists counterplay to antiairs, it's just very character and situation dependent, unless you're playing sf3 jumping itself in sf alot of the time works more like, um, an evade in virtua fighter would, it isn't really a movement option, more like a counter to grounded options, and it makes sense for anti airs to be strong bc jumps are strong and rewarding against certain important grounded moves
@@bqing87 There are counters to anti airs. Deep crossups or ambiguous crossups, so long as opponent doesn't know how to autocorrect anti air/crosscut. Also empty jump just outside of AA distance to bait.
Jumping is the NEUTRAL in KOF tho, it's just that KOF is different from SF like it relies a lot on pre-emptive play/reads. Defense is also dependent on reads moreso than reactions.
You can play reactionary tho, if you look at how laggia played at the SWC, thats whats separates high level players from average: capitalization from their decisions. Understanding the KOF Zone is important as well, since outside if it reactions are possible
Nah it's also reaction.. It's just faster with more options. Everything is not premptive reads, just like in a real boxing match.. Some are some aren't. 🤷♀🤷♀
Kof is so much a part of my muscle memory at this point that even when I play a non snk fighting game my first instinct is to hop around all over the place
Finally someone who can explain KOF has the neutral gameplay from the classics like Street Fighter but with faster reactions, LOTS of movement options, and even with an extremely rushdown gameplay, there are still great defensive tools. There are characters who are pretty solid for neutral and poking (Kane pre-XV version, Vice, Mature, Mr. Big, Daimon, Elizabeth, Yashiro/O.Yashiro, etc.) and others who rely in air pressure by mixing hops and jumps. Pretty nice analysis, parcero, hope more people can understand more basics from KOF. I know for us who started playing these games since their release time, we rarely (if ever) went into full analysing the game this deeply but just finding out what was safe and what wasn't, just like the old times. But now that everyone is using frames/footsies/neutral, etc.I think this can illustrate the basics.
A quick note: '94 and '95 are *significantly* different - this really began in '96 and mostly just got better with time, give one or two oddballs like '03.
nah cuz that's just kof's flavor of neutral. it's jumpy. in tekken it's 3d movement. in 2d games it's shimmies, airdash, etc. the problem is all these new kids only play a few games but back in the day while you waited your turn you played games off to the side. for me it was arcsys, namco and snk games.
No, and nearly all fighting games have no randomness involved. A player's lack of telepathy is not randomness. In sports, two sides make moves/plays at the same time from a possible set of moves, but they make their decisions based on assessing on a number of factors leading to a point. That is not randomness. In war, each side have a lack of intel on enemy position and number/type of troops, but they don't just toss dice to make their next move. Someone saying a fighting game is "random" means they don't understand what is happening on the screen, but their pathetic ego will not allow their lack of understanding be seen as a problem so they have to diminish the fighting game. See it's the game's fault, not the player's. These type of comments on "randomness" are ridiculous and pathetic.
Yeah but the core of the issue is as you said, people dont understand how a game is played, so they end up going to that conclusion. Hence thats why i think making the argument of consistency wasnt enough, so i needed to also explain it and it seems it helped!
since when is KOF random? characters have move sets and unique animations for a reason, the only time ive ever encounter randomness would be Shingo's "Critical Hit" gamble lmfao
Thanks for going into detail in beginner tips. My first KoF was 14. Coming from four years of DBFighterz, I was very confused how to approach opponents here. What angered me was how frustratingly difficult it is to open up people, and the "green parries" were the worst offender. Now, the fundamentals are still hard for me, but I enjoy learning as I fight (mostly losing). Also, I enjoyed watching you in tourney!!
Heey glad to hear you watch me in tournaments! If you need any help regarding the game just let me knoe, offence is something that I left out honestly but i felt like focusing on defence was more important
i have a **LOT** of trouble inputting hops, my thumb can't press up on the dpad for a short enough time. and yes I Already Know About The "Press Up And Then Immediatelly Press Down" Technique, i still have lots of trouble doin it. 😢
Damn, made those hops look easy. I haven’t played KOF in a while. But I remember practicing hops for months lol. Easier with stick. But on dpad, it was hard to consistently do hops fast
My recommendation is hitting the "down" input as soon as u jump, that way u "force" ur thumb to release the up button and that way you'll get easier hops. I play on pad and thats what I do!
You're welcome! If you have any questions feel free to ask or you can also join my Discord for replay reviews, advice, coaching, or whatever you need! I inteed to help people for completely free
Thank you so much i also watched the video of the complete roster that you make is godsend probably the best current video explain kfo character to newbies in youtube.I can vote for that^^ keep up the great work. @@luigifgc7485
KOF in EU is def growing! We have a biweekly tournament, new people are trying the game and 2 eu majors will have kof and both are SWC Qualifiers! Im attending both 😁
Damn bro this is perfect in introducing KOFs neutral game and the mind games that go on. The high level analysis was icing on the cake. Let us see all the things you were talking about being used to a high degree.
And even yet I felt like I left so much out 😅 I understand this game has a lot of depth and a lot of people said that they felt like they had to re watch it a few times to truly understand it. My goal was to not only give an argument about how they game is not random but to also explain since I think thats the core reason why people say stuff like that
Thank you, this game specially need these kind of videos focused on neutal. I really appreciate it. Please if ther's more you can do on neutral for kof, whenever you can, I'll be waiting for it.
Next video will probably be an updated version of my character overview with duo lon and hinako added, subtitles and a postion recommendation for each team. After that theres 2 ideas im working on 😁
@@luigifgc7485 Need a vid like this to help me understand the game a bit better I myself like many others easily get opened up because of lack of proper neutral play, and getting use to the games complex mechanics and pacing is certainly a challenge but I've been playing the game getting use to trying to make quicker decisions. Any other tips would help :)
How is this random at all? Like I think that using that word undermines the fact that they are choosing to move in a way that expresses their ability as a player and what the game is about the game. Just because you don't know that it's coming for certain doesn't make it random. Random means that it's done without a conscious decision, and it seems like the aerial moves are just fantastic party starters, like I do that in kof and I'm a scrub because its how you get combos man lol, but to some degree if you showed footage of me jumping in neutral as someone who mainly plays GG and tekken it might even be confused for anyone else until you see the damage. Random would be like you press a button and the game generates a number without regard for anything going on and does something like if I had a button that moved me indescriminately in a direction or gave me an attack.
Honestly kof is so much a part of my muscle memory at this point that even when I play a non snk fighting game my first instinct is to hop around all over the place
I feel like KOF XV is the only 2D fighter I'd actually enjoy but I'm afraid to pick up something that may not be as active anymore, especially considering the fact that I play alone. Is it worth learning this late, or is it dead?
Of course it is worth learning it now! The only thing I would tell you is that I recommend using Discord to get matches depending on your region. Those are not only super active but also have channels for novice-level players! You can join my Discord if you feel like it, there's a few amount players there that are learning the game and willing to play & improve! And of course I am here if you want matches, advice, replay reviews, etc.
I have only won two online matches in this game so far but man it's so fun. Hops are such a cool movement option, the neutral game just feels so varied. Outside of neutral, MAXMODE is also genius. I mean canceling super into super??? Idk, I feel like you don't see something like that in any other fighting game.
Yeah its certainly faster paced than some games like street fighter, but with time you'll get used to it! I know it cause i come from strive and mk11 and u could see my reaction when I started playing this game 😅
Any PvP game has a random element, no matter the genre. Thats how humans are, we sometimes act on logic and sometimes we are just random or at least we make decisions that are random to others. But I do agree that some games are more "random" than others
Lo que yo realmente odio es el OS de Agarre por proximidad, hay situaciones en las que es absurdo, casi todos los juegos de pelea tienen un botón dedicado al agarre que NO ES UN OS, y usarlo implica un riesgo de punish inmenso, no que simplemente agarras o sale golpe
@@luigifgc7485 Yo notaba muchas veces que por ejemplo con Iori en el rincón luego de tirarlo al piso usaban HP suelto a la nada y pensé que era para calular un timing, pero luego me explicaron que eso es un ANTI OS en el Rincón al OS del agarre, por algún motivo si uno tira un golpe fuerte antes que se levante el enemigo en el rincón y luego intenta presionar no le saldrá agarre al otro aunque intente, pero sigue pareciéndome bastante ridículo lo de mantener Atrás+HP/HK y simplemente counterear con un OS tan fuerte infinidad de cosas.
@@Lanzetsu sii efectivamente esa es otra manera de vencer a los agarres. Una cosa que si confieso que tampoco me gusta es los puños fuertes que encima de que ya son OS que pegan a gente en el aire, entonces evitan el salto para baitear el agarre (ej iori, kyo, ash, etc)
@@luigifgc7485 Exactamente, juego contra un amigo que usa a Iori y con lo bueno que es HP de cerca es ridículo, hasta otro amigo que siempre agarra también se queja de él jajaja, pero bueno, es que también hasta los cross-under nos agarra así sin siquiera verlos, por eso odio esa mecánica.
Yeah in this game you gotta know shich attacks are soft knockdowns and which are hard ones. Knowing when to do quick recovery also plays a huge part in understand offence. There are a lot of characters that have tons of hard knockdowns that are quite simple to do tho! Like Iori or Sylvie (which are also great characters for beginners!)
@@luigifgc7485 with lab time I realized certain things but all the rolling around in both directions and one frame grabs just gave made it feel like it was always in neutral. I'm not hating on the game tho i can see why it's fun and I had a blast with luong but ultimately it wasn't really for me.
@@ZenseiSmoke The best option against rolls is the safejump OS as I mentioned it in my video and yeah one frame grabs has been a controversial topic for the game but there are a lot of counters to it tho. If you ever feel like going back im here to help!
Es muy poco el contenido que hay de kof xv en español y por eso a la mayoría de los que jugamos en paises de habla hispana nos toca aprender a las malas, que bueno que este video tiene subtítulos en español
Good video. Do you plan on doing something for the intermediate players sometime?I loved the High Level Analysis, but instead of just explaining the interactions, I was hoping for something more focused on what is a reaction and what is preemptive.
Thank you so much! My explanation was more focused on the interactions cause I think people not understanding whats happening on screen and the decision making of these players are the core issue of not understanding neutral. Preemptive decisions are those that seem to be made early, like tamagos elizabeth jumping and pressing buttons too early that got him to get grabbed on landing, likely cause he wants to interrupt a Bala jump or poke, and also Bala pressing heavy punch in the corner in a effort to read a grab. Other decisions like tamago using elizabeths anti air are mostly reactionary cause you see him doing it ONLY when bala jumps and stuff like that. On The intermediate video idea subject, there is something actually on my list that talks more about what separates a low level player to an intermediate player to a high level player!
I remember watching this game on a random stream at a local and thinking “what the fuck is going on here” but honestly I’m inspired to try it. My big breakthrough with fighting games was from strive and I’ve been loving sf6 but I’m kind of looking for something different. Biggest thing I like about streets is how important meter economy is on top of a bigger emphasis on neutral rather than just pressure. KOF seems to have that but instead of being a slow footsies game just an air based neutral (at least for the most part dont assassinate me on overgenralizing). Plus I haven’t played a team game yet. Good video man.
I definitely felt like it was random af i even talked to friends about it but i really like the lore and characters (yamazaki is my favorite fighting game character) But man i just cant get kof lol
Hope my video helps you understand and let me know if you have any questions or if you struggle with something! And yeah i also love the lore and the charismatic characters (i love kukri lol), im hoping one day ill buy the mangas
@@HatTrickzTV he was clearly important enough to be the subboss of fatal fury 3 even before he was established as orochi so its not impossible for him to have some role in cotw
@@boltycakehole5752 ya pongo subtitulos en español para ello, pero de igual forma la grandisima parte de mi audiencia vive en estados unidos y de hecho la segunda mayoría de mi audiencia no hablan español sino que son de Brasil.
@@SalahKoF-AFL my recommendation is doing to training mode and setting the dummy to block randomly, and learn how to confirm from there. Dont mash light punch or light kick to confirm, but rather learn the correct rithym for the character of your choice
Kof neutral is not random, it's hard and frustrating, veterans can jump precisely and land big combos, while newcomers takes tens (even 100) hours to learn the movement. It's much easier to land combo in Street Fighter and Tekken.
I know it can be hard, i was there and I come from Strive and Mk11 so you can imagine how hard it was for me. Tekken especially is one of the easiest games to do combos since is based of string rather than cancels and Sf6 gives a u a huge window to confirm into a combo. Just made this video so it can help newcomers understand the game as I previously was one of the people that said that the game was hard and random!
If your talking about advanced strike, I dont think its comparable at all, is so slow that you can react with roll and punish. Is actually not that often that people use it in high level at least compared to drive rush
All the corny jumping and the trash online made me quit kof15 after 70 hours, street fighter is just better and less jank imo, I tried to get a refund because the online wasn’t actually working properly but steam wouldn’t have it
Yeah online was the reason most of the playerbase ended up quitting. Discords are super active and is what I use to get games to this day. If you ever feel like getting back to it im here to help!
This is what i always say to newcomers or other fg players, its gonna seem like its random but its not lol. Truly imo the weirdest and most unique neutral game in 2d fg.