@Armonte If they walk forward and you walk backwards. Most longer range normals will not reach because the startup doesnt stop them from escaping being in range.
Against jumping attacks. It makes it easy to walk out of crossups or spaced out jumpins.
Basically more running away.
Trying out cotw after a year. Picked up blue mary a few days ago. It was fun. Just wanted to see if i remember. Going to keep the grind going with kof xiii now.
@Aki_FGC The more a fighting game is designed for that feeling, the less you have for inexperienced players to practice that allows them to beat experienced players.
@Tectone Stalled? Calculate the maintenance calories of your goal weight, not your current one. Then use movement to push below that baseline. Craving carbs? Add a few. Energy crashing? Cut back. Front-load your protein. Stay hydrated. The body adapts, so outsmart it.
CoTW already feels great on PC, but we can go even further. This should remove 1F of input lag
Add these lines to Engine.ini located in:
%localappdata%\CotW\Saved\Config\Windows
[SystemSettings]
r.OneFrameThreadLag=0
r.FinishCurrentFrame=1
(SNK should change this on PS5 🥲)
@Romulus_Himself - replay takeover, both p1 and p2, rewind
- replay database and in game streaming of high level play
- roulette for random characters working with instant rematch
- make timer seconds faster
- ability to play older fatal fury games in rooms with rollback as a slot type
@madkatmk11@broskiFGC Buffering is inputting a move during a normal so it only happens if it connects. With Drive Rush, buffer a dash; it activates on hit/block for pressure but not on whiff. In most games, low forwards aren’t this strong—like making an early queen move in chess optimal.
[KOF XIII GM]
THE KING OF FIGHTERS XIII GLOBAL MATCHis set to bring 2D fighting action to Steam on February 20, 2025!
Wishlist now!
> KOF XIII GM Steam Store Page
https://t.co/sYtUJ3iIZY
#KOF13#KOFXIII#KOFXIIIGM