Simply input the command normal after the close attack hits, and then input a special move or DM of choice. Landing a deep hopping attack will generally put a player within close activation range, so getting in close isn't hard. Sometimes the opponent may be close from using an unsafe move, but in other times a player can run forward and cancel their running animation with a Close attack when in range. The first requirement for these basic combos is to be close to the opponent. Here's an example of how this would appear in shorthand combo notation, with Vice's meterless bnb as the example: Thus, a universal standard combo in KOF follows with a Close Heavy normal quickly canceled into a Command Normal which is then Special Canceled. Most characters also have command normals like in other fighting games, but in KOF it's possible to chain cancel into these command normals and then cancel them into specials or supers. Close normals are also the fastest normal attacks in the game-even faster than a crouching light attack-and they're fully cancelable.
#STEAM KOF 13 SERIES#
Throughout the KOF series every character has been able to start a simple, yet damaging combo from a Close Heavy attack. Each game system contains a different solution.
![steam kof 13 steam kof 13](https://c4.wallpaperflare.com/wallpaper/629/669/224/the-king-of-fighters-xiii-steam-edition-wallpaper-preview.jpg)
In Street Fighter IV a player may start with a Focus Attack, though Ryu might start a damaging combo with his +, but Makoto will get more damage by using her + command grab. Take of any fighting game of choice and think: "How would I begin a large punish?" The answer will vary by game and even by character.
![steam kof 13 steam kof 13](https://i.ytimg.com/vi/t7qU7uu_dGI/maxresdefault.jpg)
However, the basic combo archetypes and "bread and butter" flow are about the same as in previous KOF games. KOF XIII provides a very combo-lenient system compared to previous iterations of the series and even other fighting games.