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The King of Fighters XIII/King: Difference between revisions
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==Normals== | ==Normals== | ||
===Standing=== | |||
[[Image:King Far Normals.png]] | |||
'''st. A''' - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy | |||
- Chainable | |||
- Hit Detection: High | |||
- Damage: 30 | |||
'''st. B''' - A kick aimed at the mid section, good reach | |||
- Chainable | |||
- Hit Detection: High | |||
- Damage: 30 | |||
'''st. C''' - Scratching attack, goes a good distance | |||
- Cancellable | |||
- Hit Detection: High | |||
- Damage: 80 | |||
'''st. D''' - High kick, good range, can be used to punish whiffed moves | |||
- Hit Detection: High | |||
- Damage: 80 | |||
[[Image:King Close Normals.png]] | |||
'''cl. A''' - Same as the far version except he's using his other hand now, | |||
- Chain/Cancellable | |||
- Hit Detection: High | |||
- Damage: 25 | |||
'''cl. B''' - Low kick, goes kinda far so use it to poke and possibly start combos | |||
- Cancellable | |||
- Hit Detection: Low | |||
- Damage: 30 | |||
'''cl. C''' - Upward claw attack, this will be your main combo starter | |||
- Cancellable | |||
- Hit Detection: High | |||
- Damage: 70 | |||
'''cl. D''' - High kick, go vertical reach so it can be used to stuff jump-ins | |||
- Hit Detection: High | |||
- Damage: 70 | |||
===Crouching=== | |||
[[Image:King Crouch Normals.png]] | |||
'''cr. A''' - It's the same as his st. A except during a crouch | |||
- Chain/Cancellable | |||
- Hit Detection: High | |||
- Damage: 25 | |||
'''cr. B''' - A quick crouching kick, nice reach, use it to chain lights into combos | |||
- Chainable | |||
- Hit Detection: Low | |||
- Damage: 30 | |||
'''cr. C''' - Another upward claw attack, good vertical reach | |||
- Cancellable | |||
- Hit Detection: High | |||
- Damage: 70 | |||
'''cr. D''' - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery | |||
- Hit Detection: Low | |||
- Damage: 80 | |||
===Jumping=== | |||
[[Image:King_Jump_Normals.png]] | |||
'''j. A''' - jump light punch, just a quick hit in the air nothing much else | |||
- Hit Detection: Mid | |||
- Damage: 45(40) | |||
'''j. B''' - jump light kick, has good horizontal reach | |||
- Hit Detection: Mid | |||
- Damage: 45(40) | |||
'''j. C''' - Heavy punch in the air, short reach but good hitstun | |||
- Hit Detection: Mid | |||
- Damage: 72(70) | |||
'''j. D''' - Good range, good for jump-ins | |||
- Hit Detection: Mid | |||
- Damage: 70(68) | |||
===Blowback Attack=== | |||
[[Image:King_CD.png]] | |||
'''CD''' - A quick shoulder tackle, okay reach | |||
- Whiff/Cancellable | |||
- Hit Detection: High | |||
- Damage: 75 | |||
[[Image:King_JCD.png]] | |||
'''j. CD''' - Jump to two handed attack, knocks back opponents when done air to air | |||
- Hit Detection: High | |||
- Damage: 90(80) | |||
[[Image:King GCCD.png]] | |||
'''GCCD:''' Guard Cancel Blowback Attack | |||
- Hit Detection: High | |||
- Damage: 10 | |||
==Throw== | ==Throw== |
Revision as of 18:08, 17 November 2010
Normals
Standing
st. A - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy
- Chainable
- Hit Detection: High
- Damage: 30
st. B - A kick aimed at the mid section, good reach
- Chainable
- Hit Detection: High
- Damage: 30
st. C - Scratching attack, goes a good distance
- Cancellable
- Hit Detection: High
- Damage: 80
st. D - High kick, good range, can be used to punish whiffed moves
- Hit Detection: High
- Damage: 80
cl. A - Same as the far version except he's using his other hand now,
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cl. B - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancellable
- Hit Detection: Low
- Damage: 30
cl. C - Upward claw attack, this will be your main combo starter
- Cancellable
- Hit Detection: High
- Damage: 70
cl. D - High kick, go vertical reach so it can be used to stuff jump-ins
- Hit Detection: High
- Damage: 70
Crouching
cr. A - It's the same as his st. A except during a crouch
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, nice reach, use it to chain lights into combos
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C - Another upward claw attack, good vertical reach
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery
- Hit Detection: Low
- Damage: 80
Jumping
j. A - jump light punch, just a quick hit in the air nothing much else
- Hit Detection: Mid
- Damage: 45(40)
j. B - jump light kick, has good horizontal reach
- Hit Detection: Mid
- Damage: 45(40)
j. C - Heavy punch in the air, short reach but good hitstun
- Hit Detection: Mid
- Damage: 72(70)
j. D - Good range, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A quick shoulder tackle, okay reach
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75
j. CD - Jump to two handed attack, knocks back opponents when done air to air
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Hook Buster = (b/f+C/D)
Command Moves
Slide Kick = (df+D)
- King's slide kick moves her forward on the ground for a low hitting kick. If you land close high kick, you can combo into slide kick and initiate a cancel into Trap Shot (other cancels still to be tested). However, landing her slide kick by itself will not let you cancel into Trap Shot.
Special Moves
Trap Shot = (dp+K)
- King will do a backflip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times. If it whiffs, no further animation will occur. Trap Shot can be canceled into a lot of different moves (Venom Strike, Surprise Rose, others??) and seems to be safe on block, making it extremely useful.
(EX) = dp+BD
Venom Strike = (qcf+K)
- King's projectile. A standard fireball on the ground. She can also perform this move anytime during her jump-arc whether it be neutral, backward, or forward, which is very useful for zoning.
(EX) = qcf+BD
Air Venom Strike = (qcf+K) in air
Tornado Kick '95 = (hcb+K)
- King does a whirlwind kick forward. The start up on this move feels pretty slow, so don't throw it out when your opponent is close enough to react. It's called Tornado Kick '95 because her Tornado Kicks in recent games have been much more vertical, and this Tornado Kick resembles the OG horizontal version in KoF 95
(EX) = hcb+BD
Desperation Moves
Double Strike = (qcfx2+K)
- King throw's out two very large and fast Venom Stikes.
Surprise Rose = (qcfx2+P)
- King does an upwards kick during the first part of the animation, then lands forward for more kicks. The upwards kick in the beginning makes this super viable as an anti air, but it does not have great priority and can get beaten out by certain normals. Depending on whether you press ;a or ;c, she will travel shorter or farther respectively with the second part.
(EX) = qcfx2+AC
Neomax
Venom Shot = (qcbx2+BD) -
- Hit Detection: High
- Damage: 30x(1~17)
Combos
- cr. B, cr. A, df+D, hcb+B, st. C
- cr. B, cr. A, df+D, dp+B, [DC] hcb+B, dp+D
- cr. B, cr. A, df+D [HD], st. D (2), df+D, (dp+B, [DC] hcb+B)*4, qcfx2+AC
- cr. C, df+D, hcb+B, dp+D, [DC] hcb+B, hcb+D, [SC] qcfx2+AC
- cr. B, cr. A, df+D [HD], st. D (2), dp+D, [DC] hcb+B, dp+D, [SC] qcfx2+AC, [MC] qcbx2+BD
Special Attack combos
- hcb+B, dp+K
- hcb+B, dp+K, (DC) hcb+B, dp+K
- hcb+B, dp+K, (DC) qcf+B
- qcf+BD, qcf+B, hcb+D
- hcb+B, dp+K, [DC] qcf+BD, qcf+Bx2, st. C