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The King of Fighters XIII/Ash Crimson: Difference between revisions

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===Jumping===
===Jumping===


'''j. A''' - Jumping light punch. Ggood for air-to-air hits and not much else.
'''j. A:''' 45 (40) damage, hits overhead. Jumping light punch. Good for air-to-air hits and not much else.


- Hit Detection: Mid
'''j. B:''' 45 (40) damage, hits overhead. Jump light kick which has surprisingly good horizontal range.


- Damage: 45(40)
'''j. C:''' 72 (70) damage, hits overhead. A pretty good attack in air-to-air but not as good as his j. B.
 
 
'''j. B''' - Jump light kick which has surprisingly good horizontal range.
 
- Hit Detection: Mid
 
- Damage: 45(40)
 
 
'''j. C''' - A pretty good attack in air-to-air but not as good as his j. B.
 
- Hit Detection: Mid
 
- Damage: 72(70)
 
 
'''j. D''' - The range is good mostly due to how Ash sticks his left leg out further than the rest of his body. Good for jump-ins.
 
- Hit Detection: Mid
 
- Damage: 70(68)


'''j. D:''' 70 (68) damage, hits overhead. The range is good mostly due to how Ash sticks his left leg out further than the rest of his body. Good for jump-ins.


===Blowback Attack===
===Blowback Attack===

Revision as of 05:42, 26 November 2011

File:Ash.png File:Ash 01.gif


Gameplay Overview

Gameplay Notes

Ash's play style is something of an enigma. He predominantly relies on charge moves but also has a nice set of moves to zone and combo with. His zoning options revolve around Ventose, Genee, and Thermidor. He can use Nivose and Pluivose for anti-airs. His San Culotte allows him to do a free style combo to his opponent because of temporary zero charge time, also allowing him to combo into command attacks and, if that isn't enough, he can follow-up with his Germinal DM to seal all his opponents gauges for a brief period. His HD combos can do upwards of 40 to 50 hits because of the amount of juggle opportunities. His play-style is good for people who like to zone and poke their opponents; however, good precision and timing is required for his juggle and Sans Culotte custom combos.

Pros

- Great zoning game

- Amazing juggle potential

- Good pokes

- Long HD combos

- Strong corner pressure

- Can lock the opponents meters for a brief time

Cons

- Limited combo potential outside of Drive/HD canceling and Sans Culotte

- Needs the corner for max potential

- A lot of his moves are easily punished if whiffed


Normals

Standing

s.A: 25 damage, chain-able and cancel-able, hits mid. A quick slap attack. Basic fast poke which stops AA like usual.

s.B: 30 damage, cancel-able, hits low. A simple standing kick attack that is aimed low.

s.C: 70 damage, cancel-able, hits mid. Thrust punch which has good range so it may start a lot of standard combos.

s.D: 80 damage, hits mid. Heavy kick, good range but it is slow.

cl. C: 70 damage, cancel-able, hits mid. Upward punch attack. Decent range but it's more vertical than horizontal.

cl. D: 80 damage, cancel-able, hits low. Heavy low kick. Mediocre range so it's not too useful.

Crouching

cr. A: 25 damage, chain-able & cancel-able, hits mid. It's the same as his st. A except he's crouching.

cr. B: 30 damage, chain-able & cancel-able, hits mid. A quick crouching kick. Good for running in and poking.

cr. C: 70 damage, cancel-able, hits mid. Crouch uppercut. Poor horizontal range but great vertical range.

cr. D: 80 damage, whiff and hit cancel-able, hits low. Crouching kick. Knocks standing opponents down when hit and it's whiff cancellable.

Jumping

j. A: 45 (40) damage, hits overhead. Jumping light punch. Good for air-to-air hits and not much else.

j. B: 45 (40) damage, hits overhead. Jump light kick which has surprisingly good horizontal range.

j. C: 72 (70) damage, hits overhead. A pretty good attack in air-to-air but not as good as his j. B.

j. D: 70 (68) damage, hits overhead. The range is good mostly due to how Ash sticks his left leg out further than the rest of his body. Good for jump-ins.

Blowback Attack

CD - A hard thrust punch attack with great reach.

- Whiff/Cancellable

- Hit Detection: High

- Damage: 75


j. CD A hard thrust punch attack in the air.

- Hit Detection: High

- Damage: 90(80)


GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10


Throws

Recompenses = b/f + C/D - Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.

- Can be broken

- Hit Detection: Close

- Damage: 100


Command Moves

Floreal = b+B - Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent. It is fairly safe and fast so it's prone to catch people off guard. Use it sparingly.

- Cancellable

- Hit Detection: High

- Damage: 50

Floreal (backward) = (b+D) - Same as Floreal except he's moving backwards now. It is useful after a jump-in/cross-up.

- Cancellable

- Hit Detection: High

- Damage: 50


Special Attacks

Ventose = (b~f+P) - Ash makes flaming green crescent then throws it at the opponent. The weak version shoots one crescent. The strong version still has slower start-up but travels faster with more damage potential and bigger hitbox, does two hits and counter acts other projectiles. Neither version can be spammed much because of their fixed recovery but you should feel obligated to use them regardless. It's a zoning tool for far or mid-screen pressure.

(EX) = b~f+AC - Shoots two separate crescent blades very fast

- Super Cancellable

- Hit Detection: High

- Damage: 60/22+45+70/40+80+40+80


Nivose = d~u+K - Ash somersaults up into the air with green flames coming out near his feet. It's an excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well. The B version is really quick and the recovery on it allows it to be somewhat spammable; the strong version lasts longer but, because of the bigger hitbox, it's harder to punish. Use it in BnB's just to be safe.

(EX) = d~u+BD - Does more hits and has an invincible start-up

- Drive/Super Cancellable

- Hit Detection: High

- Damage: 50+30/65+30x2/80+40x3


Germinal Caprice = b~f+K - Ash dashes forward and tackles the opponent while covered in flames. The weak version comes out faster and knocks the opponent down. the strong version goes farther and juggles the opponent.

(EX) = b~f+BD - Does more hits and juggles the opponent into the air for a follow-up.

- Drive/Super Cancellable

- Hit Detection: High

- Damage: 60/75/20x3+80


Genee = qcb+A/B/C/D - Ash blows a kiss that makes a green flame appear in an area depending on which button you press. It works a lot like Orochi Shermie's Moonless Thundercloud. Genee is an excellent zoning and pressure tool for opponents getting up or in the corner. A version comes out at arm length. B version comes out at about half screen. C version comes out at 3/4 screen. D version comes out at the other side of the screen.

(EX) = qcb + 2 buttons - Comes out quicker and makes the flame explode instantly.

- Super Cancellable

- Hit Detection: High

- Damage: 30/40x2+50


Desperation Moves

Thermidor = qcfx2+P - Ash makes a giant green energy ball then propels it towards his opponent. The start-up is mediocre so you have to be very careful when you use either version of this DM.

- Hit Detection: High

- Damage: 20x7+40


Pluviose = qcfx2+K - Ash does three Nivose's in a row. Start up is fairly fast making it pretty easy to combo into. It's still an okay AA since the hitbox on Nivose is a bit bigger. There isn't much of difference between the B or D version except the D version is faster and goes a bit higher.

(EX) = qcf x 2+BD - Has an invincible start-up and executes another Nivose rep.

- Max Cancellable

- Hit Detection: High

- Damage: 20x6+30x3/20x9+40x3


Sans Culotte = A,B,C,D - Green flames shoot from the ground around Ash causing him to glow a green aura. This move allows all of his charge moves to have zero charge time (Ventose, Nivose, and Germinal Caprice) for a little more than five seconds, allowing Ash to freely combo with any of his charge moves. It's incredibly good against opponents in the corner and has immense juggle potential. The start-up frames aren't invincible so be sure to combo into it just to be safe. Sans Culotte works very well as a reversal and uses 2 stocks.

- Hit Detection: High

- Damage: 100


Germinal = qcb hcf+AC - Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him. It's an interesting move because the damage potential is good and it seals your opponents special attacks, drive meter, and special meter for about 10 seconds. It doesn't work as an AA unless they're right near the ground as soon as you activate it. If both characters are in the corner when this is used, they'll both be returned to the middle of the stage. Germinal has okay cross-up potential. It's only usable while Sans-Culotte is active and if this move is activated it will cancel out San-Culotte.

- Hit Detection: High

- Damage: 0+15x12


Neomax

Fructidor = hcbx2+BD - Ash grabs the opponent and laughs while he engulfs them in purple flames and then it ends with the flames exploding launching the opponent far into the air. When max canceled into it pulls the opponent to the ground to execute it.

- Hit Detection: Close/High

- Damage: 480


Combos

No Stock or Drive Gauge -

d.Bx2 > b+B, d~u+B

d.B > b+B, d.B > b+B, d~u+B

s.C > b~f+K


No Stock, 1+ Drive Gauge -

d.Bx2 > b+B, d~u+B > (DC) b~f+K

(corner)d.Bx2 > b+B, d~u+B > (DC) b~f+A, d~u+D


1 Stock, No Drive Gauge -

d.Bx2 > b+B, d~u+BD

(corner) s.C > b~f+BD, b~f+C, b+D, dash b+D, CD

s.C > b~f+BD, b~f+C, b+D, *b~f+C, d~u+D

Note: * Must use walking b~f trick


1 Stock, 1+ Drive Gauge -

d.Bx2 > b+B, d~u+B > (DC) qcb+BD, b~f+A, b~f+A, d~u+D


2 Stock, No Drive Gauge -

d.Bx2 > b+B, qcfx2+BD

d.B > b+B, ABCD


2 Stock, 1+ Drive Gauge -

d.Bx2 > b+B, d~u+B > (DC) qcb+BD, b+D, b~f+A, qcfx2+K

d.Bx2 > b+B, d~u+B > (DC) b~f+C, ABCD


3 Stock, No Drive Gauge -

s.C > b~f+BD, b~f+C, b+D, *b~f+C, ABCD

Must use walking b~f trick


3 Stock, 1+ Drive Gauge -

d.Bx2 > b+B, d~u+B > (DC) b~f+A, ABCD, qcf+BD

d.Bx2 > b+B, d~u+B > (DC) b~f+AC, b~f+A, ABCD


4 Stock, No Drive Gauge -

s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, b+D, qcfx2+K


5 Stock, No Drive Gauge -

s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, ABCD, b~f+A, b~f+C, d~u+D


Sans Culotte Combos

(1) [b~f+B, b+D, b~f+K]xn


(2) d~u+B, d~u+B (1) > b+D > b~f+D > b+B, b~f+C, [d,u+B > b+D, d~u+B]x2 > b+D > qcb,hcf+AC


(3) b~f+C, b+D, b~f+D, b+D (whiff, continued below


(4) [b~f+D, b+D, b~f+D, b+D (whiff)]x3, b~f+D, b+D, b~f+D, b+D (whiff), b~f+C, b+D, b~f+A, finish combo


(5) b~f+A, [b~f+B, b+D, b~f+D, b+D (whiff) b~f+A]x2, b~f+B, b+D, b~f+D, b+B (whiff), b~f+C, b+D, b~f+A, finish combo


(6) b~f+A, b~f+C, [b~f+C, b+D, b~f+D, b+D (whiff), b~f+A, b~f+C]x2, finish combo


Hyper Drive

(1) d.Bx2 > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, d~u+D


(2) s.C > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, d~u+D


(3) d.Bx2 > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, qcfx2+BD


(4) s.C > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, qcfx2+BD


(5) s.C > b~f+BD, b~f+C, b+D > [HD] b~f+C, b+D > b~f+A, [d~u+D (1) > b~f+Ax2]x2, d~u+D > (HDC) b~f+D, ABCD


Stun Combo

j.D > cl.C > b~f+BD > b~f+C > b+D > b~f+C* > [d~u+B (1) > (DC) b~f+A]x2 > b~f+C > b+D > run ABCD > [d~u+B > b+D > f+D > b+B/D immediate f+C]x4 > b+D > b~f+C > d~u+D stun

Tips

Notes about Sans Culotte

His San's Combo's really aren't that bad. When you get used to it, it feels like single inputs for most moves, since you're canceling into other specials without having to charge.


A,B,C,D

d,u+D

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

d,u+B

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

d,u+B

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

whatever finisher


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Links & References

Technical Reference


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