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The King of Fighters XIII/Ash Crimson: Difference between revisions
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[[Image:Ash.png]] | |||
==Gameplay Overview== | |||
===Gameplay Notes=== | |||
===Pros=== | |||
===Cons=== | |||
==Normals== | ==Normals== | ||
===Standing=== | |||
[[Image:Far_Normals_2.png]] | |||
'''st. A''' - A quick slap attack, basic poke and fast, stops AA like usual | |||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 25 | |||
'''st. B''' - A simple kick attack that's aimed low | |||
- Cancel-able | |||
- Hit Detection: Low | |||
- Damage: 30 | |||
'''st. C''' - Thrust punch, has good range so it may start a lot of standard combos | |||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 70 | |||
'''st. D''' - Heavy kick, good range but it's kinda slow | |||
- Hit Detection: High | |||
- Damage: 80 | |||
[[Image:Close_Normals_2.png]] | |||
'''cl. C''' - Upward punch attack, okay range but it's more vertical than horizontal | |||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 70 | |||
'''cl. D''' - Heavy low kick, mediocre range range so it's not too useful | |||
- Cancel-able | |||
- Hit Detection: Low | |||
- Damage: 80 | |||
===Crouching=== | |||
[[Image:Crouch_Normals_2.png]] | |||
'''cr. A''' - It's the same as his st. A except she's crouching now | |||
- Chain/Cancel-able | |||
- Hit Detection: High | |||
- Damage: 25 | |||
'''cr. B''' - A quick crouching kick, good for running in and poking | |||
- Chain/Cancel-able | |||
- Hit Detection: Low | |||
- Damage: 30 | |||
'''cr. C''' - Crouch uppercut, poor horizontal range but great vertical range | |||
- Cancel-able | |||
- Hit Detection: High | |||
- Damage: 70 | |||
'''cr. D''' - Crouch kick, knocks standing opponents down when hit, whiff cancel-able | |||
''' | |||
- Whiff/Cancel-able | |||
- Hit Detection: Low | |||
- Damage: 80 | |||
===Jumping=== | |||
[[Image:Jump_Normals_2.png]] | |||
'''j. A''' - jump light punch, just a quick hit in the air, good for air-to-air hits and not much else | |||
- Hit Detection: Mid | |||
- Damage: 45(40) | |||
'''j. B''' - jump light kick, has surprisingly good horizontal range | |||
- Hit Detection: Mid | |||
- Damage: 45(40) | |||
'''j. C''' - strong punch attack in the air, a pretty good attack in air-to-air but not as good as his j. B | |||
- Hit Detection: Mid | |||
- Damage: 72(70) | |||
'''j. D''' - The range is good mostly due to how Ash sticks his left leg out further from the rest of his body, good for jump-ins | |||
- Hit Detection: Mid | |||
- Damage: 70(68) | |||
===Blowback Attack=== | |||
[[Image:CD_2.png]] | |||
'''CD''' - A hard thrust punch attack, great reach | |||
- Whiff/Cancel-able | |||
- Hit Detection: High | |||
- Damage: 75 | |||
[[Image:JCD.png]] | |||
'''j. CD''' A hard thrust punch attack in the air | |||
- Hit Detection: High | |||
- Damage: 90(80) | |||
[[Image:GCCD_2.png]] | |||
'''GCCD:''' Guard Cancel Blowback Attack | |||
- Hit Detection: High | |||
- Damage: 10 | |||
==Throws== | |||
[[Image:Recompenses.png]] | |||
'''Recompenses = b/f + C/D''' close - A simple grab then green explosion, a simple throw | |||
- Can be broken | |||
- Hit Detection: Close | |||
- Damage: 100 | |||
==Command Moves== | ==Command Moves== | ||
'''Floreal = b + B ''' - | |||
'''Floreal (backward) = b + D''' - | |||
==Special Attacks== | |||
'''Ventose = b~f+P''' - | |||
(EX) = b~f+AC - | |||
''' | '''Nivose = d~u+K''' - | ||
(EX) = d~u+BD - | |||
'''Caprice = b~f+K''' - | |||
(EX) = b~f+BD - | |||
''' | '''Genee = qcb+A/B/C/D''' - | ||
(EX) = qcb+ two buttons - | |||
==Desperation Moves== | ==Desperation Moves== | ||
''' | '''Thermidor = qcf+P''' - | ||
'''Pluivose = qcf+K''' - | |||
(EX) = qcb+BD - | |||
''' | '''San Culotte = A,B,C,D''' - | ||
'''Germinal = qcb hcf+AC''' - | |||
==Neomax== | ==Neomax== | ||
'''Fructidor = hcbx2+BD''' - | |||
==Combos== | ==Combos== | ||
==Tips== | |||
==Miscellaneous== | |||
===Character Sprite=== | |||
[[Image:Ash_01.gif]] | |||
===Colors=== | |||
[[Image:Colors_2.png]] | |||
===Other=== | |||
[[Image:Taunt_2.png]] | |||
Taunt | |||
[[Image:Other_Animations_2.png]] | |||
'''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 | |||
==Links & References== | |||
'''Technical Reference''' | |||
http://www.youtube.com/watch?v=r4WhEc_pjOE&feature=channel |
Revision as of 08:09, 6 September 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A quick slap attack, basic poke and fast, stops AA like usual
- Cancel-able
- Hit Detection: High
- Damage: 25
st. B - A simple kick attack that's aimed low
- Cancel-able
- Hit Detection: Low
- Damage: 30
st. C - Thrust punch, has good range so it may start a lot of standard combos
- Cancel-able
- Hit Detection: High
- Damage: 70
st. D - Heavy kick, good range but it's kinda slow
- Hit Detection: High
- Damage: 80
cl. C - Upward punch attack, okay range but it's more vertical than horizontal
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D - Heavy low kick, mediocre range range so it's not too useful
- Cancel-able
- Hit Detection: Low
- Damage: 80
Crouching
cr. A - It's the same as his st. A except she's crouching now
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, good for running in and poking
- Chain/Cancel-able
- Hit Detection: Low
- Damage: 30
cr. C - Crouch uppercut, poor horizontal range but great vertical range
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Crouch kick, knocks standing opponents down when hit, whiff cancel-able
- Whiff/Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A - jump light punch, just a quick hit in the air, good for air-to-air hits and not much else
- Hit Detection: Mid
- Damage: 45(40)
j. B - jump light kick, has surprisingly good horizontal range
- Hit Detection: Mid
- Damage: 45(40)
j. C - strong punch attack in the air, a pretty good attack in air-to-air but not as good as his j. B
- Hit Detection: Mid
- Damage: 72(70)
j. D - The range is good mostly due to how Ash sticks his left leg out further from the rest of his body, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A hard thrust punch attack, great reach
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD A hard thrust punch attack in the air
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Recompenses = b/f + C/D close - A simple grab then green explosion, a simple throw
- Can be broken
- Hit Detection: Close
- Damage: 100
Command Moves
Floreal = b + B -
Floreal (backward) = b + D -
Special Attacks
Ventose = b~f+P -
(EX) = b~f+AC -
Nivose = d~u+K -
(EX) = d~u+BD -
Caprice = b~f+K -
(EX) = b~f+BD -
Genee = qcb+A/B/C/D -
(EX) = qcb+ two buttons -
Desperation Moves
Thermidor = qcf+P -
Pluivose = qcf+K -
(EX) = qcb+BD -
San Culotte = A,B,C,D -
Germinal = qcb hcf+AC -
Neomax
Fructidor = hcbx2+BD -
Combos
Tips
Miscellaneous
Character Sprite
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
Links & References
Technical Reference