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The King of Fighters XIII/EX Kyo: Difference between revisions

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===Standing===
===Standing===


'''s.A:''' 25 damage, chain/cancellable, hits mid. Standard punch attack. Fast and stops a lot of short hops.
'''s.A:''' 25 damage, chain/cancellable, hits mid. A quick elbow quick lacks horizontal range to stop short hops sometimes. He can hit crouching opponents now with this jab, which should be good for quick high/low mixups and confirming into bnb's.


'''s.B:''' 30 damage, chain/cancellable, hits low. A quick standing, low kick.
'''s.B:''' 30 damage, chain/cancellable, hits low. A quick standing, low kick. Compared to his s.B of his normal version, this one you can chain and cancel into other other normals, such as crouching or standing A, and his df+D for example.  


'''s. C:''' 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height.
'''s. C:''' 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height. Because of its quick start up, it can be used to employ offensive pressure to catch mashers in your blockstrings. It also can be used a quick punish option for moves that have bad recovery but they must not be pushed back very far on block.


'''far C:''' 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos.  
'''far C:''' 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos. On block, it isn't safe but Kyo does get pushed back quite a bit from the opponent, so you can use that to catch those trying to jump, roll, reversal, etc. after they block it, and counter it with a quick move of your own.


'''s.D:''' 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow.
'''s.D:''' 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach, its invulnerable against low attacks, and its safe to use as a mid-ranged height poke that aims at the opponents mid-section.  It is safe on block and does push him not too far away from his opponent, so you can try to use it to bait reversals after they block against it. One fault against this move is that it isn't chain, or cancellable into anything, so if you whiff it, you may be punished with something that has quick start-up.


===Crouching===
===Crouching===

Revision as of 23:58, 11 January 2012

Coming soon...

Normals

Standing

s.A: 25 damage, chain/cancellable, hits mid. A quick elbow quick lacks horizontal range to stop short hops sometimes. He can hit crouching opponents now with this jab, which should be good for quick high/low mixups and confirming into bnb's.

s.B: 30 damage, chain/cancellable, hits low. A quick standing, low kick. Compared to his s.B of his normal version, this one you can chain and cancel into other other normals, such as crouching or standing A, and his df+D for example.

s. C: 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height. Because of its quick start up, it can be used to employ offensive pressure to catch mashers in your blockstrings. It also can be used a quick punish option for moves that have bad recovery but they must not be pushed back very far on block.

far C: 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos. On block, it isn't safe but Kyo does get pushed back quite a bit from the opponent, so you can use that to catch those trying to jump, roll, reversal, etc. after they block it, and counter it with a quick move of your own.

s.D: 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach, its invulnerable against low attacks, and its safe to use as a mid-ranged height poke that aims at the opponents mid-section. It is safe on block and does push him not too far away from his opponent, so you can try to use it to bait reversals after they block against it. One fault against this move is that it isn't chain, or cancellable into anything, so if you whiff it, you may be punished with something that has quick start-up.

Crouching

cr. A: 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke.

cr. B: 30 damage, cancellable, hits low. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.

cr. C: 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.

cr. D: 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow.

Jumping

j. A: 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.

j. B: 40 (45) damage, chainable, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.

j. C: 70 (72) damage, chainable, hits overhead. Jumping punch attack. A great jump-in move that does good damage.

j. D: 70 (68) damage, hits overhead. Good priority, useful in air-to-air and should be used earlier than later because of it's range. A great move to be used defensively too to keep advancing opponents out.

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