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The King of Fighters XIII/Kula Diamond: Difference between revisions
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qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C | qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C | ||
j.C, s.C, f+A, qcf+A, qcb+B, f+B *delay* dp+C, (DC) qcb+BD, f+B, dp+C (DMG=466) | |||
j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C | j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C |
Revision as of 05:23, 16 January 2012
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A: 25 damage, cancellable/chain-able, hits mid.
st. B: 30 damage, cancellable, hits mid.
st. C: 80 damage, cancellable, hits mid.
st. D: 25x2 damage, hits mid.
cl. C: 55 + 25 damage, cancellable, hits mid.
cl. D: 55 + 25 damage, cancellable, hits mid.
Crouching
cr. A: 25 damage, cancellable, hits mid.
cr. B: 30 damage, cancellable/chain-able, hits low.
cr. C: 70 damage, hits mid.
cr. D: 80 damage, cancellable, hits low.
Jumping
j. A: 45 (40) damage, hits overhead.
j. B: 45 (40) damage, hits overhead.
j. C: 72 (70) damage, hits overhead.
j. D: 70 (68) damage, hits overhead.
Blowback Attack
CD: 75 damage, whiff/cancellable, hits mid.
j. CD: 90 (80) damage, hits mid.
GCCD: 10 damage, hits mid.
Throw
b/f + C/D = Ice Coffin
- Can be broken
- Hit Detection: Close
- Damage: 13x7+40
Command Moves
f + A = One Inch Punch
- Cancel-able
- Hit Detection: High
- Damage: 70(50)
df + B = Slider Shoot
- Hit Detection: Low
- Damage: 80
Special Moves
dp + A/C = Crow Bites
(EX) = dp + AC
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 70(40)/70(60)+60/100+60(40)+40
qcf + A/C = Diamond Breath
(EX) = qcf + AC
- Super Cancel-able
- Hit Detection: High
- Damage: 60/70/120
qcb + A/C = Counter Shell
(EX) = qcb + AC
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 45/80 80/50x3
qcb + B/D = Ray Spin
(EX) = qcb + BD
- Hit Detection: High
- Damage: 30/30x2/60x2
(After Ray Spin)∟ f + B (Standing)
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 20+30/45+80
(After Ray Spin)∟ f + D (Sitting)
- Drive/Super Cancel-able
- Hit Detection: Low
- Damage: 30/90
Desperation Moves
qcf x2 + A/C = Diamond Edge
(EX) = qcf x2 + AC
- Max Cancel-able
- Hit Detection: High
- Damage: 210/80x4
hcb x2 + A/C = Freeze Execution
- Hit Detection: High
- Damage: 100+15x12
Neomax
hcb x2 + BD = Neo Freeze Execution
- Hit Detection: High
- Damage: 100+70x2+15x2
Combos
No Stock, No Drive Gauge -
st.C, qcb+B~f+D, dp+C (DMG=231)
cr.B×3, dp+C (DMG=192)
st.C, f+A, qcf+A, qcb+B~f+B, dp+C (DMG=299/348)
1 Stock, No Drive Gauge -
cr.B×3, qcb+BD, dp+C (DMG=271)
cr.B×3, qcb+BD, qcb+B~f+B, dp+C (DMG=308)
st.C, f+A, qcf+AC, qcb+B~f+B, dp+C (DMG=299/348)
st.C, f+A, qcf+A, qcb+B~f+B, dp+AC (DMG=299/348)
st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)
1 Stock, 1+ Drive Gauge -
j.D, st.C, qcb+B~f+D, dp+A, (SC) qcfx2+P (DMG=392)
qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C
j.C, s.C, f+A, qcf+A, qcb+B, f+B *delay* dp+C, (DC) qcb+BD, f+B, dp+C (DMG=466)
j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C
2 Stock, No Drive Gauge -
j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C (DMG=454/492)
st.C, f+A, qcf+AC, qcb+B~f+B, dp+AC (DMG=299/348)
2 Stock, 1+ Drive Gauge -
j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+C, (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B]x2, dp+C
3 Stock, No Drive Gauge -
j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+AC (DMG=454/492)
Hyper Drive Combos
Links & References
Technical Reference
http://www.youtube.com/watch?v=9sBJCsCsBIY
Discussion Threads
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