SNK even posted videos with stop frames WHEN you need to cancel. XIII's combo bones are cancels from one special to another, you need to know the specific timing, which especially for beginners was quite a task. To be fair though, people make XIII sound like it’s more difficult than it is, and while it’s not a brain-dead game, it’s not some kind of astrophysics either. TL DR, it’s not the execution that’s more difficult imo, but the judgment calls you have to make throughout the match that makes the game harder than XIV. It also puts the player that’s comboing on the spot to decide if KOing the opponent with meter or drive is the right move at particular points in the match (unless it’s the opponents last character, which in that case you obviously go for the kill combo) since you may need either meter or HD later in the match. Judging that is a little trickier in XIII since you can optimize your combos in various ways via Drive Cancels and EX moves (and supers too of course). Plus, EX moves in XIII are always live as long as a meter is available, unlike XIV when they’re only available when MAX Mode is on, making you pay more attention to the neutral game.Īnd the biggest thing about the combo system between XIII and XIV is that in XIV, you can roughly tell when you’re dead off of a hit depending on the character and the number of meter left. My take is: XIII gives you 2 separate meters to take note of, which means that’s 1 more thing you have to pay attention to throughout the match compared to XIV. Coliflower's KoF XIV Quick Combo Guides.Constant trolling about how terrible KoF games are.Follow reddit rules and let's keep things civil around here.