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'''2 Stock, 1+ Drive Gauge -'''
'''3 Stock, 2+ Drive Gauge -'''
 
- s.C, f.B, qcf~qcf+B+C (5), qcf~qcf+B+D = 706 dmg [http://dreamcancel.com/forum/index.php?topic=1657.msg40778#msg40778 ]
 
- s.C, df+D (2), qcf~qcf+B+C (5), qcf~qcf+B+D = 731 dmg [http://dreamcancel.com/forum/index.php?topic=1657.msg40778#msg40778 ]


===Corner Only===
===Corner Only===

Revision as of 02:20, 9 February 2012


File:NESTSKyoxiii.gif


Gameplay Overview

(coming soon)

Gameplay Notes

Pros

(coming soon)

Cons

(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 that can be chained into other quick normals. It has decent range and can be cancelled into his A version rekkas or his qcf+B kicks.

cr. B: 30 damage, cancellable, hits low. This quick crouching kick has great range and speed, and usually starts many of his bnb combos. On block you can use this kick to create a small amount of space between you and your opponent for you can follow up with whatever you feel is safe to continue your pressure. You can also use this kick to punish moves that have bad recovery on block, and confirm it into a bnb combo or a combo with greater damage. If you are quick enough, you can also link this low kick into his close C to confirm into a combo or to use as a blockstring.

cr. C: 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air. It is best to use this against jumps or high jumps and will beat out moves that whiff against crouching opponents. It would not be a good idea to use this move as a reversal dp because of its start up and it obviously had no invincibility.

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. It's cool that you can cancel this sweep into command moves (f+B, df+B) and his specials shorten its animation and to also cover certain distances that the sweep may be open to (hops), or to maintain offensive pressure in blockstrings.

Jumping

j. A: 40 (45) damage, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre. Most likely best for an air-to-air because the hitbox is pointed more horizontally at 3 o'clock.

j. B: 40 (45) damage, chainable, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up. It is best for short hop jumpins and can be easily confirmed into his s.B or s.C, etc. for a bnb.

j. C: 70 (72) damage, chainable, hits overhead. Jumping punch attack. A great jump-in move that does good damage. You can cross up with this punch, but its more difficult to do so unlike his j.2C. Defensively, you can jump away with this punch against those that may try to jump or super jump towards you at half screen distance.

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. It does whiff against crouching opponents, so you may be d.b'ed against someone if you try to use this for the wrong situation, or if you abuse it.


Blowback Attack

CD: 75 damage, whiff and hit cancellable. A very fast shoulder tackle that knocks the opponent down in a rollable knockdown. You can whiff cancel it turning rekkas into a slighly kara-rekkas or a kara rpd+B, or it can be seen as a fakeout in a way.

j. CD: 90 (80) damage, hits mid. Air shoulder tackle. It comes out pretty quick and delivers a chunk of hit-stun like many other CD attacks. If it hits a jumping opponent as a counter hit, follow it up with another j.CD or a quick special move or his orochinagi (qcf hcf+P).

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack.

Throws

Issetsu Seoi Nage = (b/f + C/D) (close) 65+36 damage. Can be broken, causes a hard knockdown. A slam to elbow drop, which ends with the opponent facing up. Okizeme wise you can run towards them, hyper hop into a j.2C or take a few quick steps and superjump into his j.2C for a crossup. Or you can mix them up with an empty jump into a low attack or run up, then wait and see if they throw out a reversal.

Command Moves

Goufu You = (f+B) - 75 damage, only cancellable from a canceled normal, hits overhead.

88 Shiki = (df+D) - 55+42 damage, not cancellable, hits low twice.

  • Can be punished by moves that have quick start-up

Special Moves

100 Shiki Oniyaki = (dp+P)

(EX) = (dp+AC)

- Super Cancellable

- Hit Detection: Mid

- Damage: 70/112/211


R.E.D Kick = (rdp+K)

(EX) = (rdp+BD)

- Hit Detection: Mid

- Damage: 70/80/120


212 Shiki: Kototsuki You = (hcb+K)

(EX) = (hcb+BD)

- Drive/Super Cancellable

- Hit Detection: Mid

- Damage: 165/201


75 Shiki: Kai = (qcf+BB/DD)

(EX) = (qcf+BD)

- Hit Detection: Mid

- Damage: 40+42/30+28/40+38



104 Shiki: Aragami = (qcf+A)

- Drive/Super Cancellable

- Hit Detection: Mid

- Damage: 40


128 Shiki: Konokizu = (qcf+P)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 42


127 Shiki: Yanosabi = (P)
- Drive/Super Cancellable
- Hit Detection: Overhead
- Damage: 60


125 Shiki: Nanase = (K)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 60


127 Shiki: Yanosabi = (hcb+P)
- Drive/Super Cancellable
- Hit Detection: Overhead
- Damage: 60


GeShiki: Migari Ugachi = (F+P)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 70


127 Shiki: Nanase = (K)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 60


115 Shiki: Dokugami = (qcf+C)

(EX) = qcf+AC

- Drive/Super Cancellable

- Hit Detection: Mid

- Damage: 50


401 Shiki: Tumiyomi = (hcb+P)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 35


402 Shiki: Batuyomi = (F+P)
- Drive/Super Cancellable
- Hit Detection: Mid
- Damage: 40


100 Shiki: Oniyaki = (dp+P)
- Hit Detection: Mid
- Damage: 61


Desperation Moves

Orochinagi = (qcb~hcf+P) -

(EX) = qcb~hcf+AC -

- Max Cancel-able

- Hit Detection: Mid

- Damage: 210/120x3


Saishuu Kessen Ougi "Mu-Shiki = (qcfx2+P) -

- Max Cancel-able

- Hit Detection: Mid

- Damage: 220

Neomax

Saishuu Kessen Hiougi "Totsuka" = (qcfx2+BD)

- Hit Detection: Mid

- Damage: 450


Combos

Mid-Screen

No Stock, No Drive Gauge -

- d.B x 2, s.B, df+D = 167 dmg

- d.B x 2, s.B, dp+C = 180 dmg

- d.B, s.B, qcf+B, rdp+B = 188 dmg, hard knockdown

- d.B x 2, s.B, [qcf+A, qcf+A, B] = 200 dmg

- d.B, s.B, [qcf+A, qcf+A, A] = 180 dmg, hard knockdown


A jump attack can be added before these following combos

- s.C, f+B, hcb+K = 250 dmg, hard knockdown

- s.C, f+B, rdp+B = 166 dmg, hard knockdown

- s.C, f+B, [qcf+C, hcb+P, f+P, dp+P] = 257 dmg, 6 hits

- s.C, df+D = 162 dmg, 3 hits

- s.C, [qcf+A, qcf+A, B] = 199 dmg, 4 hits

- s.C, [qcf+C, hcb+P, f+C, dp+C] = 260 dmg, 6 hits

- s.C, rdp+B = 136 dmg, hard knockdown

- s.C, hcb+D = 225 dmg, hard knockdown

- s.C, qcf+D~D, rdp+B = 184 dmg, hard knockdown

- s.C, qcf+D~D, hcb+K = 262 dmg, hard knockdown

- s.C, qcf+D~D, qcf+A, [qcf+A, hcb+P, P] = 288 dmg, hard knockdown


No Stock, 1+ Drive Gauge -

- d.B x 2, s.B, [qcf+A, qcf+A] [DC], rdp+B = 195 dmg, hard knockdown

- d.B x 2, s.B, [qcf+A, qcf+A] [DC], hcb+K = 269 dmg, hard knockdown

- d.B, d.B, s.B, qcf+A [DC] qcf+D~D, hcb+D = 276 dmg, hard knockdown

- d.B, d.B, s.B, qcf+A [DC] [qcf+C, hcb+P, f+P dp+P] = 255 dmg

- d.B, d.B, s.B, qcf+A [DC] qcf+D~D, rdp+B = 214 dmg, hard knockdown

- d.B, d.B, s.B, qcf+A [DC] QCF+D~D, hcb+K = 276 dmg, hard knockdown

- s.C, f+B, qcf+C [DC] qcf+D~D, rdp+B = 249 dmg, hard knockdown


1 Stock, No Drive Gauge -

- d.B, d.B, s.B, qcf+BD, hcb+D = 270 damage

- d.B, d.B, s.B, qcfx2+P = 272 dmg

- d.B, d.B, s.B, hcb+BD = 254 dmg

- d.B, d.B, s.B, qcf+BD, rdp+B = 203 dmg

A jump attack can be added before these following combos

- s.C, f.B, qcfx2+P = 301 dmg

- s.C, f.B, qcf+BD (1) rdp+K = 198 dmg

- s.C, f.B, qcf+BD (1) rdp+K = 276 dmg

- s.C, f.B, qcf+AC, [qcf+A, qcf+A, K] = 279 dmg

- s.C, f.B, qcf+AC, [hcb+P, f+P, dp+P] = 306 dmg


1 Stock, 1+ Drive Gauge -

- j.C, s.C, f+B, qcf+AC, hcb+A, f+A [DC] qcf+D,D, hcb+D = 421 damage, hard knockdown

- d.B, d.B, s.B, qcf+BD, hcb+K [DC] dp+C = 251 dmg

- d.B, d.B, s.B, qcf+BD, hcb+K [DC] rdp+B = 222 dmg, hard knockdown

- d.B, d.B, s.B, qcf+A, qcf+A [SC] qcfx2+P = 320 dmg

- d.B, d.B, s.B, qcf+A [DC] qcf+AC, [qcf+A, qcf+A, K] = 273 dmg

- d.B, d.B, s.B, qcf+A [DC] [qcf+AC, hcb+P, f+P, dp+P] = 295 dmg

- d.B, d.B, s.B, qcf+A [DC] qcf+D~D, qcb~hcf+P = 312 dmg

A jump attack can be added before these following combos

- s.C, f.B, qcf+C, hcb+P [SC] qcfx2+P = 353 dmg

- s.C, f.B, qcf+C, hcb+P [DC] qcf+AC, qcf+A, qcf+A, K = 331 dmg

- s.C f.B, qcf+C, hcb+P [DC] qcf+AC, hcb+P, f+P, dp+P = 353 dmg

2 Stock, No Drive Gauge -

- d.B d.B s.B, qcf+BD, rdp+BD = 241 dmg

- s.C, f.B, qcb~hcf+AC = 427 dmg

- s.C, qcf+D~D, qcf~hcf+AC = 431 dmg


3 Stock, No Drive Gauge -

- d.B, d.B, s.B, qcf+BD, qcb~hcf+AC = 421 dmg


3 Stock, 2+ Drive Gauge -

- s.C, f.B, qcf~qcf+B+C (5), qcf~qcf+B+D = 706 dmg [1]

- s.C, df+D (2), qcf~qcf+B+C (5), qcf~qcf+B+D = 731 dmg [2]

Corner Only

No Stock, No Drive Gauge -

- (j.x) s.C, qcf+D~D, qcf+A, [qcf+A, hcb+P, P] = 288 damage


No Stock, 1+ Drive Gauge -

- d.B d.B s.B, qcf+A [DC] qcf+D~D, qcf+A, [qcf+A, hcb+P, P] = 296 damage, hard knockdown


A jump attack can be added before these following combos

- s.C, f.B, qcf+C [DC] qcf+D~D, qcf+A, [qcf+A, hcb+P, P] = 339 damage, hard knockdown

- j.C, s.C, f+B, qcf+C, hcb+C [DC] qcf+D~D, qcf+C (wait) qcf+A, hcb+A, A = 361 damage, hard knockdown


1 Stock, No Drive Gauge -

d.B, d.B, s.B, qcf+BD, qcf+A, [qcf+A, hcb+P, P] = 293 damage


A jump attack can be added before these following combos

s.C, qcf+D~D, dp+AC = 300 damage

s.C, qcf+D~D, qcb~hcf+P = 358 damage

s.C, f.B, qcf+AC, [qcf+A, hcb+P, P, dp+P] = 359 damage


1 Stock, 1+ Drive Gauge -

d.B, d.B, s.B, qcf+A [DC] qcf+D~D, qcf+A, dp+AC/hcb+BD = 320 damage

d.B, d.B, s.B, qcf+A [DC] qcf+D~D, qcb~hcf+P = 312 damage


A jump attack can be added before these following combos

s.C, f.B, qcf+AC, [qcf+A, hcb+P, P] [DC] qcf+D~D, qcf+A, [qcf+A, hcb+P, P] = 402 damage


2 Stock, No Drive Gauge -

- d.B, d.B, s.B, qcf+BD, qcf+A, hcb+BD = 319 damage

- d.B, d.B, s.B, qcf+B~B qcb~hcf+AC = 335 damage


2 Stock, 1+ Drive Gauge -

Hyper Drive Combos

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