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The King of Fighters XIII: Difference between revisions
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==Introduction== | ==Introduction== | ||
Revision as of 08:08, 26 August 2010
Introduction
Notation
Note: Directional movement will always be lower case, distance and jumps will end with a period (.) and buttons will be uppercase.
Joystick
u = up
uf = up Forward
f = forward
df = down forward
d = down
db = down back
b = back
ub = up back
Buttons
A = light punch
B = light kick
C = strong punch
D = strong kick
Attack Motions
qcf = quarter circle forward from down to forward (d, df, f)
qcb = quarter circle from down to back (d, db, b)
b~f = hold back for a brief second then switch to the forward direction
d~u = hold down for a brief second then switch to the up direction
hcf = half circle from back to forward (b, db, d, df, f)
hcb = half circle from forward to back (f, df, d, db, b)
dp = dragon punch or forward, down, down forward (f, d, df)
rdp = reverse dragon punch or back, down, down back (b, d, db)
tk = tiger knee or down, down forward, forward, up forward (d, df, f, uf)
Character Movement
j. = jumping (u/ub/uf)
sj. = super jump (d then ub/uf)
h. = hop (tap u/ub/uf quickly)
hh. = hyper hop (d, ub/uf, d)
r. = run (tap f,f then hold)
bd. = back dash (tap b,b)
ee. = emergency evasion (press A + B to roll). Rolling provides a few frames of invulnerability.
Other Common Abbreviations
st. = stand
cr. = crouching (holding d, db or df)
cl. = close
f. = far
j. = jump
(EX) = move has an EX version, performed by pressing AC or BD and attack motion
BnB = bread and butter; basic combo
∟ = Follow up move
EX Special Move = do the special move motion, but press AC or BD together [costs 1 power stock] (for example, Terry's EX Burn Knuckle (QCB+P) is done by pressing QCB+AC)
EX DM (Super Move) = do the super move motion, but press AC or BD together [costs 2 power stocks] (for example, Terry's EX Power Geyser (QCB,DB,F+P) is done QCB,DB,F+AC)
NEOMAX (Deadly Super Move) = input your character's NEOMAX command [costs 3 power stocks]
Gameplay Systems
Basics
P = with either weak punch or strong punch
K = with either weak kick or strong kick
Throw = b/f + C/D when close to opponent
Air Throw = b/d/f + C/D when close to opponent in air
Throw Escape = C/D when the opponent attempts to throw you
Knockback attack = CD
Evasive Roll (forward) = AB or f+AB
Evasive Roll (backward) = b+AB
Advanced Techniques
Ukemi (recovery after a fall) = press AB when you hit the ground
Guard Cancel Roll (forward) = while blocking, AB or f+AB or df+AB [costs 1 power stock]
Guard Cancel Roll (backward) = while blocking, b+AB [costs 1 power stock]
Guard Cancel Attack = while blocking, CD [costs 1 power stock]
Cancel System
Drive Gauge = A special gauge (located right above the power meter) that allows one special move to be canceled into another
Hyper Drive Mode = When the drive gauge reaches 100% you can activate Hyperdrive mode which will allow you to freely cancel multiple specials moves over a fixed period of time
Drive Cancel = While performing certain special moves, input the command for another special move [costs 50% Drive Gauge]
Super Cancel = While performing a combo input the command for the DM/EXDM to cancel the special attack into it [costs 50% Drive Gauge and 1 or 2 stocks]
Hyper Drive Cancel = Press BC to activate (on the ground or in the air), then string the commands together by precisely canceling one attack into another with good timing
MAX Cancel = While in Hyperdrive Mode, input your character's NEOMAX command while doing a special attack or DM [costs 3 to 5 stocks and 100% of your Drive Gauge]
Character Information
Hitboxes
Tier List
Characters
Single Entry
Elisabeth Team
Japan Team
Fatal Fury Team
Psycho Soldiers
Ikari Warriors
Women Fighters
Yagami Team
Art of Fighting Team
Korea Team