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The King of Fighters XIII/Hwa Jai: Difference between revisions

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=Gameplay Overview=
=Gameplay Overview=


Hwa Jai is an extremely offensively oriented character. If played properly he should cause opponents to be constantly alert and afraid, since he has a tool to punish every single option in the game. Essentially Hwa is the single scariest character in the game when it comes to cracking defenses and landing hits against turtles. He is actually one of the hardest characters to use well, but the rewards are very obvious to those willing to practice with him for a long time. His Drink Pink mode makes him able to combo for absurd damage from anywhere, but he has to power up several times per round.
Hwa Jai is an extremely offensively oriented character. If played properly he should cause opponents to be constantly alert and afraid, since he has a tool to punish every single option in the game. Essentially Hwa is one of the scariest characters in the game when it comes to cracking defenses and landing hits against turtles, if not the single scariest. He is also one of the harder characters to use well, but the rewards are very obvious to those willing to practice with him for a long time. Unfortunately, he has to power up several times per round. His true strength lies in his Drink Pink state, which gives him several new tools as well as forcing the enemy to be extremely cautious, as basically any hit that Hwa lands can be turned into an extremely powerful combo.  


===Gameplay Notes===
===Gameplay Notes===
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- Highest damage non-HD combos in the entire game.
- Highest damage non-HD combos in the entire game.


- Good meter-less combos.
- Likely the single highest abare (ability to combo after a random hit or trade) in the game.
 
- Strong meterless combos.


- Very quick meter building.
- Very quick meter building.
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- Can juggle/punish extremely well.
- Can juggle/punish extremely well.
- Very high cost-effectiveness with single drive combos that deal nearly full-life damage.


- Very strong poke game both ground-based and air-to-air.
- Very strong poke game both ground-based and air-to-air.

Revision as of 05:19, 22 March 2012

File:Hwa sprite.gif

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Anywhere
Anywhere
Anywhere
Anywhere
Corner

cr.B, cr.B, st.B, df.B, dp+D = 227 dmg
st.C, df.B, qcb+B = 166 dmg
j.D, st.C, df.B, dp+D = 285 dmg
j.D, (air) qcb+B, st.C, df.B, dp+D = 334 dmg
j.D, cr.B, cr.B, st.B, df.B, dp+D = 281 dmg
j.D, (air) dp+B, qcf+A, dp+B = 239 dmg

Gameplay Overview

Hwa Jai is an extremely offensively oriented character. If played properly he should cause opponents to be constantly alert and afraid, since he has a tool to punish every single option in the game. Essentially Hwa is one of the scariest characters in the game when it comes to cracking defenses and landing hits against turtles, if not the single scariest. He is also one of the harder characters to use well, but the rewards are very obvious to those willing to practice with him for a long time. Unfortunately, he has to power up several times per round. His true strength lies in his Drink Pink state, which gives him several new tools as well as forcing the enemy to be extremely cautious, as basically any hit that Hwa lands can be turned into an extremely powerful combo.

Gameplay Notes

Pros

- Highest damage non-HD combos in the entire game.

- Likely the single highest abare (ability to combo after a random hit or trade) in the game.

- Strong meterless combos.

- Very quick meter building.

- Can kill with just a 2 meter HD combo.

- Incredible offensive rush down game.

- Can juggle/punish extremely well.

- Very high cost-effectiveness with single drive combos that deal nearly full-life damage.

- Very strong poke game both ground-based and air-to-air.

- Invulnerable 3/4 screen clearing shoryu which can lead to over 800 damage from anywhere at the cost of only 1 drive.

- Has an extremely high damage 0 frame grab DM.

- Cannot be zoned when drunk or has 1 meter.

- Strong anywhere in the stage, but even stronger in the corner.

- Can start extremely high damage combos from jump-ins, lows, frametraps, crossups, mid-range pokes and even trades.


Cons

- Needs to drink every 15 seconds, often two or more times per round.

- Can be zoned effectively when he has 0 meter and is not drunk.

- Jump-in normals have extremely low hitstun, meaning that they have to be done very late to combo after them, meaning Hwa is very susceptible to anti-air normals.

- Without at least 1 Drive Cancel his damage becomes merely average.

- Requires meter to power up with Drink Pink.


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: 80 damage, cannot be canceled, hits mid.

cl. C: 70 damage, cancellable, hits mid.

cl. D: 70 damage, cancellable, hits mid.

Crouching

cr. A: 25 damage, cancellable/chain-able, hits mid.

cr. B: 30 damage, chain-able, hits low.

cr. C: 70 damage, cancellable, hits mid.

cr. D: 80 damage, cancellable, hits low.

Jumping

j. A: 45 (40) damage, cancellable, hits overhead.

j. B: 45 (40) damage, hits overhead.

j. C: 72 (70) damage, cancellable, hits overhead.

j. D: 70 (68) damage, cannot be canceled, hits overhead.

Blowback Attack

CD: 75 damage, cancellable, hits mid.

j. CD: 90 (80) damage, cancellable, hits mid.

GCCD: 10 damage, cannot be canceled, hits mid.

Throw

Sou Hiza Jigoku = (b/f+C/D)

  • Can be broken
  • Hit Detection: Throw
  • Damage: 30 x 2, 48


Command Moves

Sliding = (df+B)

  • Cancellable
  • Hit Detection: Low
  • Damage: 40


Special Moves

TNT Punch = (qcf+P)

(EX) = qcf+AC

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • A Damage: 20 x 3; C Damage: 20 x 6; EX Damage: 20 x 3, 30, 50 (Finishing Blow is automatic)


∟Finish (qcf+P)

  • Drive- / Super-Cancellable
  • Hit Detection: High
  • Damage: 20, 40


Dragon Tail = (qcb+K) ground/air. Drink Pink state adds 1 hit to aerial opponents, allowing it to be looped 3 or 4 times anywhere.

(EX) = qcb+BD ground/air. Ground version invulnerable to projectiles and gives hard knockdown.

  • Drive-Cancellable
  • Hit Detection: High
  • (Ground) B Damage: 50; D Damage: 50 x 4 (50 x 3); EX Damage: 50 x 4
  • (Air) B Damage: 50; D Damage: 70; EX Damage: 90 x 2


Dragon Kick = (dp+K) - B goes up, D goes straight. B version has invulnerability during startup always. D version has invulnerability during startup during Drink Pink state.

(EX) = dp+BD - Can be cancelled into itself 2 extra times at no additional cost by pressing any direction with B or D. Has ultimate juggle. Has no invulnerability, even during Drink Pink state.

  • Drive-Cancellable
  • Hit Detection: High
  • B damage: 70; D Damage: 70 x 2; EX Damage: 90, 35 x 2


Air Dragon Kick = (dp+K) in air - B goes down, D goes straight. Never has any invulnerability.

(EX) = dp+BD in air

  • Drive-Cancellable
  • Hit Detection: High
  • Damage: 70; EX Damage: 35 x 3

Desperation Moves

Drink Pink = (qcbx2+P) - 10% Damage increase, and extra hit during Dragon Backbreaker DM. Adds an extra hit to both B and D Dragon Tail against aerial opponents. 15 second duration. Invulnerability at startup of drink animation.

  • No Damage


Dragon Dance = (qcfx2+K)

(EX) = qcfx2+BD

  • Hit Detection: High
  • Damage: 0, 10 x 9, 20 x 4, 40; EX Damage: 0, 10 x 9, 20 x 6, 120


Dragon Backbreaker = (qcf hcb+P)

  • MAX Cancellable
  • Hit Detection: Throw
  • Damage: 50, 200 (50, 230, 63 during Drink Pink status)

Neomax

Final Dragon Kick = (qcf hcb+BD)

  • Hit Detection: High
  • Damage: 450 (40, 40 x 8)

Combos

No Stock, No Drive Gauge -

cr. B, st. B, df+B, dp+D

st. C, df+B, dp+D

st. D, df+B, dp+D

st. C, qcf+P qcf+P


No Stock, 1+ Drive Gauge -

cr. B, st. B, df+B, dp+D, (DC) qcb+K

st. C, df+B, dp+D, (DC) qcb+K

st. D, df+B, dp+D, (DC) qcb+K

j.C, j.qcb+B, st.C, df+B, dp+D (DC) j.qcb+B, dp+D - 468 damage


1 Stock, No Drive Gauge -

cr. B, st. B, df+B, qcf hcb+P

st. C, df+B, qcf hcb+P

st. D, df+B, qcf hcb+P

j.D, st.C, df.B, qcf hcb+A

j.D, (air) qcb+B, st.C, df.B, qcf,hcb+A - 428 damage

corner only: j.C, j.qcb+B, st.C, df.B, qcf+AC, qcb+B, qcf+A, dp+B - 410 damage


1 Stock, 1+ Drive Gauge -

cr. B, st. B, df+B, dp+D, (DC) qcb+B, qcfx2+K

st. C, df+B, dp+D, (DC) qcb+B, qcfx2+K

st. D, df+B, dp+D, (DC) qcb+B, qcfx2+K

j. D, (air)dp+B, dp+B (DC) qcb+D, *delay* dp+D, qcfx2+K = 537 damage [1]

  • corner only, damage with EX super = 603

j. D, (air)qcb+B, st. C, dp+B (DC) qcb+d, *delay* dp+D, qcfx2+K = 570 damage [2]

  • corner only, damage with EX super = 632

j. D, st. C, dp+D, (DC) qcb+B, qcfx2+K = 483 damage [3]

  • Good Cross-Up Combo, works anywhere, pushes to the corner (or very close depending on where done), damage with Ex Super = 553 damage

j. D, st. C, df+B, dp+D (DC) qcb+B, qcfx2+K = 506 dmg [4]

  • Good Cross-Up Combo, works anywhere, pushes to the corner (or very close depending on where done), damage with Ex Super = 572 damage

Combos when DRUNK

1 Stock (to drink), 1+ Drive Gauge -


j. C, j.qcb+B, cl. C, df+B, dp+D, (DC) j.qcb+D, qcb+D, qcb+B, qcb+B, qcb+B, qcfx2+B/D - 792 damage

  • corner only and Hwa builds over 1 meter back during the combo. Can swap qcfx2+B/D at the end for EXDM if desired [5]


j. C, j.qcb+B, cl. C, df+B, dp+D, (DC) j.qcb+B, qcb+B, qcb+B, qcb+B, qcfx2+B/D - 726 damage

  • works anywhere and Hwa builds over 1 meter back during the combo. Can swap qcfx2+B/D at the end for EXDM if desired. [6]


j. C, j.qcb+B, cl .C, df+B, dp+D (DC) qcb+B, qcfx2+B/D - 541 damage

  • works anywhere and while sober. Can swap qcfx2+B/D at the end for EXDM if desired. [7]


j. C, j.qcb+B, cl. C, d/f+B, dp+D (DC) j.qcb+D, qcb+D, qcb+B, qcb+B, qcb+B, dp+B (DC) j.qcb+D, (wait) qcb+D, qcb+B, qcb+B, qcb+B, dp+B (stun), qcbx2+A/C, j. C, j.qcb+B, cl. C, df+B, qcf+AC, qcb+D, qcb+B, qcfx2+BD - 1030 damage

  • note: meter and drive gets built up in the combo [8]

2 Stock, No Drive Gauge -

j.C, j.qcb+B, c.C, d/f+B, qcf+AC, qcb+B, qcb+B, qcb+B, qcfx2+B/D - 629 damage

  • works anywhere, Hwa builds over 1 meter back during combo. Can swap qcfx2+B/D at the end for EXDM if desired. [9]


2 Stock, 1+ Drive Gauge -

cr.B, cr.B, s.B, df+B, dp+D, (DC) qcb+B, qcb+B, qcb+B, qcb+B, qcfx2+BD - 664 damage

  • starts low, easy to confirm, works anywhere

[10]


j. C, j.qcb+B, cl. C, df+B, dp+D, (DC) qcb+B, dp+D, link qcfx2+BD - 669 damage

  • works anywhere and while sober. [11]


cr.B, cr.B, s.B, d/f+B, dp+D, [DC] qcb+D, qcb+D, qcb+B, qcb+B, qcb+B, qcf+A, qcfx2+BD - 706 damage

  • starts low, also super easy to confirm, corner only [12]


HD Combos

(1) st. C, df+B, [HD] st. C, df+B, dp+D (2), [HDC in air] dp+D, (corner) [HDC] qcb+D, [dp+D (1), (HDC in air) dp+K, (HDC) qcb+D]×2, qcfx2+BD

(2) st. D, df+B, [HD] st. C, df+B, dp+D (2), [HDC in air] dp+D, (corner) [HDC] qcb+D, [dp+D (1), (HDC in air) dp+K, (HDC) qcb+D]×2, qcfx2+BD

(3) cr. B, st. B, df+B, [HD] st. C, df+B, dp+D (2), [HDC in air] dp+D, (corner) [HDC] qcb+D, [dp+D (1), (HDC in air) dp+K, (HDC) qcb+D]×2, qcfx2+BD

(4) st. C, df+B, [HD] st. C, df+B, qcf hcb+P, (MC) qcf hcb+BD

(5) st. D, df+B, [HD] st. C, df+B, qcf hcb+P, (MC) qcf hcb+BD

(6) cr. B, st. B, df+B, [HD] st. C, df+B, qcf hcb+P, (MC) qcf hcb+BD

(7) (drunk) j.C, j.qcb+B, st.C, df+B, [HD] st.C, df+B, dp+D [HDC] j.qcb+D, qcb+D, dp+B [HDC] j.qcb+D, qcb+D, dp+B [HDC] j.qcb+D, qcb+D, qcf,hcb+BD - 1015 damage

Links & References

Videos

Hwa Jai Master Class

Contributors

shiningnegro [13]

Matt Alder

Discussion Threads

Discuss at Dream Cancel

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