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The King of Fighters XIII: Difference between revisions
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*[[Kula Diamond (XIII)|Kula Diamond]] | *[[Kula Diamond (XIII)|Kula Diamond]] | ||
{{Navbox XIII}} | {{Navbox XIII}} | ||
[[Category:The King of Fighters XIII| ]] | [[Category:The King of Fighters XIII| ]] |
Revision as of 02:12, 22 November 2011
Introduction
King of Fighters XIII is the latest entry in the KOF series. While it resembles XII graphically, all of XII's new systems (clash, critical counter, guard attack) have been removed. The developers stated that their concept for the game was "KOF-ism," so many classic KOF systems return, such as guard cancel rolls and guard cancel attacks. HyperDrive mode is modeled on 2002's BC mode, while Max Cancels resemble XI's Dream Cancels. Finally, new to the series are EX moves (more powerful special moves costing one bar) and Drive Cancels (canceling from one special to another).
Atlus is publishing King of Fighters XIII in NA during the holiday season of 2011. Amazon and Gamestop both list the release date as Nov. 22nd.
Game Systems
Attack Notations
A = Light Punch
B = Light Kick
C = Strong Punch
D = Strong Kick
CD = Blowback Attack
P = With either Light Punch or Strong Punch
K = With either Light Kick or Strong Kick
AB = Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward
GCAB = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter
GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter. Often referred as CD Counter.
Movements
up (u) | (ub) up left - 7 8 9 - up right (uf) (b) left - 4 5 6 - right (f) (db) down left - 1 2 3 - down right (df) | down (d)
Movement Abbreviations
qcf - 236 - d/df/f - Quarter circle forward
qcb - 214 - d/db/b - Quarter circle backward
hcf - 41236 - b/db/d/df/f - Half circle forward
hcb - 63214 - f/df/d/db/d - Half circle backward
dp - 623 - f/d/df - Dragon Punch motion
rdp - 421 - b/d/db - Reverse Dragon Punch motion
charge - [4]6 or [2]8 - b~f or d~u - Hold in one direction then shift to the designated direction
tk - 2369 - d/df/f/uf - Tiger Knee Motion
hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion
b~f - [4]6 - Hold back then press forward
d~u - [2]8 - Hold down then press up
db/f - 1,6 - press down back then forward
d/u - 2,8 - press down then up
d,d - 2,2 - press down twice
f/b/f - 6,4,6 - press forward back forward
qcb hcf - 2141236 - Quarter circle back half circle forward
Notation and Terminology
j. - Jump/jumping - Press and hold up-back/up/up-forward.
Hyperjump - Press down-back/down/down-forward, then quickly press and hold up-back/up/up-forward.
Hop - Tap up-back/up/up-forward.
Hyperhop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.
s.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as s.C are always the close version.
Far D - Standing far D.
d.B - Crouching or down B
[DC] - Drive cancel
[HD] - Hyperdrive activation
[HDC] - Hyperdrive cancel
bb. - Backdash
Miscellaneous
Characters
Single Entry
Team Japan
Team Elisabeth
Fatal Fury Team
Kim Team
Women Fighters Team
Art of Fighting Team
Yagami Team
Ikari Warriors Team
Psycho Soldier Team
K' Team