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The King of Fighters XIII/K': Difference between revisions
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Line 18: | Line 18: | ||
'''st. A''' - | '''st. A''' - | ||
- Chain/ | - Chain/Cancel-able | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 26: | Line 26: | ||
'''st. B''' - | '''st. B''' - | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 35: | Line 33: | ||
'''st. C''' - | '''st. C''' - | ||
- Cancel-able | |||
- Hit Detection: High | - Hit Detection: High | ||
Line 45: | Line 45: | ||
- Hit Detection: High | - Hit Detection: High | ||
- Damage: | - Damage: 80 | ||
Line 52: | Line 52: | ||
'''cl. C''' - | '''cl. C''' - | ||
- | - Cancel-able | ||
- Hit Detection: High | - Hit Detection: High | ||
- Damage: | - Damage: 40+30 | ||
'''cl. D''' - | '''cl. D''' - | ||
- | - Cancel-able | ||
- Hit Detection: | - Hit Detection: Low | ||
- Damage: 70 | - Damage: 70 |
Revision as of 03:32, 4 November 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B -
- Hit Detection: High
- Damage: 30
st. C -
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 80
cl. C -
- Cancel-able
- Hit Detection: High
- Damage: 40+30
cl. D -
- Cancel-able
- Hit Detection: Low
- Damage: 70
Crouching
cr. A -
- Cancellable
- Hit Detection: High
- Damage: 25
cr. B -
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D -
- Whiff/Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75
j. CD -
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Spot Pile = (b/f+C/D) -
Command Moves
f + A = One Inch Punch
Special Moves
qcf + A/C = Eins Trigger (EX)
∟ f + B = Second Shoot
∟ f + D = Second Shell
∟ d\b + B/D = Blackout
qcf + B/D = Blackout (EX)
qcb + B/D (ground or air) = Minute Spike (EX)
∟ qcb + B/D (Narrow Spike, ground variant only)
dp + A/C = Crow Bites (EX)
∟ f + D (Crow Bites Plus, from C version only)
Desperation Moves
qcf x2 + A/C = Heat Drive
qcf, hcb + A/C = Chain Drive (EX)
Neomax
hcb x2 + AC = Hyper Chain Drive
Combos
Miscellaneous
Character Sprite
Colors
Alternate Colors
Other
Taunt
First Row: Standing/Crouching/Evasive Roll
Second Row: Walking (forward/Walking (Backward)/Safe Roll
Third Row: Running/Back Step/Throw Break
Fourth Row: Standing Guard/Crouching Guard/Guard Crush
Fifth Row: Dizzy/Downed/Hyper Drive Activation
Last Row: Win Pose/Knock Out/Time Up Pose