-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.
The King of Fighters XIII/K': Difference between revisions
Krazykone123 (talk | contribs) |
Krazykone123 (talk | contribs) |
||
Line 193: | Line 193: | ||
[[Image:Iron_Trigger.png]] | [[Image:Iron_Trigger.png]] | ||
''' | '''Eins Trigger = (qcf+P)''' - | ||
(EX) = qcf+AC - | |||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 50/60 | |||
[[Image:Seconnd_Shoot.png]] | [[Image:Seconnd_Shoot.png]] | ||
'''∟ f + B | '''∟ Second Shoot = f+B''' - | ||
- Hit Detection: High | |||
- Damage: 40/80 | |||
[[Image:Second_Shell.png]] | [[Image:Second_Shell.png]] | ||
'''∟ f + D | '''∟ Second Shell = f+D''' - | ||
- Hit Detection: High | |||
- Damage: 40/25x2 | |||
[[Image:Iron_Trigger,_Blackout.png]] | [[Image:Iron_Trigger,_Blackout.png]] | ||
'''∟ | '''∟ Blackout = b+K''' - | ||
[[Image:Blackout.png]] | [[Image:Blackout.png]] | ||
'''qcf + | '''Blackout = (qcf+K)''' - | ||
(EX) = qcf+BD - | |||
[[Image:Minutes_Spike.png]] | [[Image:Minutes_Spike.png]] | ||
''' | '''Minute Spike = (qcb+K)''' also in air - | ||
(EX) = qcb+BD also in air - | |||
- Drive Cancel-able | |||
- Hit Detection: High | |||
- Damage: 70/150 | |||
[[Image:Narrow_Spike.png]] | [[Image:Narrow_Spike.png]] | ||
'''∟ qcb + | '''∟ Narrow Spike = (qcb+K)''' ground only - | ||
- Drive/Super Cancel-able | |||
- Hit Detection: High | |||
- Damage: 60/130 | |||
[[Image:Crow_Bites.png]] | [[Image:Crow_Bites.png]] | ||
'''dp + | '''Crow Bites = dp+P''' - | ||
(EX) = dp+AC - | |||
- Drive/Super Cancel-able | |||
- Hit Detection: High | |||
- Damage: 60+40/50+40+30/20x8+40x2+80 | |||
[[Image:Crow_Bites_Plus.png]] | [[Image:Crow_Bites_Plus.png]] | ||
'''∟ f + | '''∟ Crow Bites Plus = (f+K)''' (C version only) - | ||
- Hit Detection: High | |||
- Damage: 40 | |||
==Desperation Moves== | ==Desperation Moves== |
Revision as of 03:48, 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 -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B -
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Whiff/Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Cancel-able
- Hit Detection: Mid
- Damage: 72(70)
j. D -
- Cancel-able
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Cancel-able
- 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
One Inch Punch (f+A) -
- Cancel-able
- Hit Detection: High
- Damage: 75(60)
Special Moves
Eins Trigger = (qcf+P) -
(EX) = qcf+AC -
- Cancel-able
- Hit Detection: High
- Damage: 50/60
∟ Second Shoot = f+B -
- Hit Detection: High
- Damage: 40/80
∟ Second Shell = f+D -
- Hit Detection: High
- Damage: 40/25x2
∟ Blackout = b+K -
Blackout = (qcf+K) -
(EX) = qcf+BD -
Minute Spike = (qcb+K) also in air -
(EX) = qcb+BD also in air -
- Drive Cancel-able
- Hit Detection: High
- Damage: 70/150
∟ Narrow Spike = (qcb+K) ground only -
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/130
Crow Bites = dp+P -
(EX) = dp+AC -
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60+40/50+40+30/20x8+40x2+80
∟ Crow Bites Plus = (f+K) (C version only) -
- Hit Detection: High
- Damage: 40
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