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The King of Fighters XIII/Takuma Sakazaki: Difference between revisions
Krazykone123 (talk | contribs) |
Krazykone123 (talk | contribs) |
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- Damage: 70 | - Damage: 70 | ||
[[Image:Close_Normals_6.png]] | [[Image:Close_Normals_6.png]] | ||
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- Damage: 70 | - Damage: 70 | ||
===Crouching=== | ===Crouching=== | ||
'''cr. A''' - | [[Image:Crouch_Normals_3.png]] | ||
'''cr. A''' - Crouching light punch, quick and simple, can be used to chain lights or to start combos while crouching | |||
- Chain/Cancel-able | - Chain/Cancel-able | ||
Line 71: | Line 75: | ||
- Hit Detection: High | - Hit Detection: High | ||
- Damage: | - Damage: 30 | ||
'''cr. B''' - | '''cr. B''' - Crouching low kick, one of his better pokes because it's fast, hits low, definitely the preferred move to use when starting combos from low attacks | ||
- Chain/Cancel-able | |||
- Hit Detection: Low | - Hit Detection: Low | ||
Line 81: | Line 87: | ||
'''cr. C''' - | '''cr. C''' - Crouching uppercut, good vertical attack range so it can be used as an AA if timed just right | ||
- Cancel-able | |||
- Hit Detection: High | - Hit Detection: High | ||
Line 88: | Line 96: | ||
'''cr. D''' - | '''cr. D''' - Sweep kick, knocks the opponent down if it hits them, whiff cancel-able as usual | ||
- Cancel-able | |||
- Hit Detection: Low | - Hit Detection: Low | ||
- Damage: 80 | - Damage: 80 | ||
===Jumping=== | ===Jumping=== |
Revision as of 13:59, 27 October 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A quick punch attack, a basic move, can work as an anti-air if timed right
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B - A simple kick attack, hits low
- Chain-able
- Hit Detection: Low
- Damage: 35
st. C - Strong punch attack, comes out a couple frames slower than his light punch but does more damage
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D - A standard high kick, goes high but range is rather mediocre
- Hit Detection: High
- Damage: 70
cl. C - A punch aimed towards the stomach, this will be your combo starter of choice preferably after jump-ins
- Cancel-able
- Hit Detection: High
- Damage: 70
Crouching
cr. A - Crouching light punch, quick and simple, can be used to chain lights or to start combos while crouching
- Chain/Cancel-able
- Hit Detection: High
- Damage: 30
cr. B - Crouching low kick, one of his better pokes because it's fast, hits low, definitely the preferred move to use when starting combos from low attacks
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C - Crouching uppercut, good vertical attack range so it can be used as an AA if timed just right
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Sweep kick, knocks the opponent down if it hits them, whiff cancel-able as usual
- Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Oosotogari = b/f + C/D close -
Command Moves
Ashitou Kyaku = f+B -
Special Attacks
Ko Ou Ken = qcf+P -
(EX) = qcf+AC -
Kyoukugen Ko Ou = qcf+K -
(EX) = qcf+BD -
Zanretsuken = f,b,f+P -
(EX) = f,b,f+AC -
Hienshippukyaku = db~f+K -
(EX) = db~f+BD -
Kyokugen Houken = hcb+K -
(EX) = hcb+BD -
Desperation Moves
Haohshikoken = f hcf -
(EX) = f hcf+AC -
Ryukko Ranbu = qcf hcb+P
Neomax
Built Upper = qcfx2+AC -
Combos
HD Combos
Tips
Miscellaneous
Character Sprite
Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose
Links & References
Technical Reference
Training Mode Videos