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The King of Fighters XIII: Difference between revisions
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==Introduction== | ==Introduction== | ||
The King of Fighters XIII (KOF XIII) is the thirteenth installment in the KOF series. Picking up where XI left off XIII brings the Ash Crimson saga to a close. Graphics-wise it retains the same new crisp next-gen look as XII except over-hauled with 11 brand new stages, a further zoomed out camera, brand new music theme's, artwork, and meters. The arcade roster contains 31 playable characters (not including the two boss character). Gameplay-wise is where XIII really shines, although it drops the subsystems from XII it returns to the standard from traditional KOF games (e.g Multi-Meter system, multiple levels of jmuping, One button throws, GC/GC Rolls, etc). New gameplay aspects include a cancel system that's very close to the one from KOF 2002/UM and XI. Super canceling returns along with newer sub-systems such as Drive Canceling, Hyper Drive Canceling, and Max Canceling. EX attacks are also one of the highlights of XIII as they are completely new to the KOF series. Despite it's some what lacking roster it has returning favorite | The King of Fighters XIII (KOF XIII) is the thirteenth installment in the KOF series. Picking up where XI left off XIII brings the Ash Crimson saga to a close. Graphics-wise it retains the same new crisp next-gen look as XII except over-hauled with 11 brand new stages, a further zoomed out camera, brand new music theme's, artwork, and meters. The arcade roster contains 31 playable characters (not including the two boss character). Gameplay-wise is where XIII really shines, although it drops the subsystems from XII it returns to the standard from traditional KOF games (e.g Multi-Meter system, multiple levels of jmuping, One button throws, GC/GC Rolls, etc). New gameplay aspects include a cancel system that's very close to the one from KOF 2002/UM and XI. Super canceling returns along with newer sub-systems such as Drive Canceling, Hyper Drive Canceling, and Max Canceling. EX attacks are also one of the highlights of XIII as they are completely new to the KOF series. Despite it's some what lacking roster compared to other KOF games it has returning favorite characters like K', Mai, Kula, and completely new entrants to the series such as Hwa Jai. Compared to XII everyone reverted to their original movesets from pre XII KOF games, some receiving more EX attacks/DM's as they may have been lacking in comparison to other characters. With the focus being "KOF-ism" the main goal of XIII is to re-new the interest of old KOF fans/players, and possibly attract some new fans/players to the series as well. | ||
==Notation== | ==Notation== |
Revision as of 08:52, 26 August 2010
Introduction
The King of Fighters XIII (KOF XIII) is the thirteenth installment in the KOF series. Picking up where XI left off XIII brings the Ash Crimson saga to a close. Graphics-wise it retains the same new crisp next-gen look as XII except over-hauled with 11 brand new stages, a further zoomed out camera, brand new music theme's, artwork, and meters. The arcade roster contains 31 playable characters (not including the two boss character). Gameplay-wise is where XIII really shines, although it drops the subsystems from XII it returns to the standard from traditional KOF games (e.g Multi-Meter system, multiple levels of jmuping, One button throws, GC/GC Rolls, etc). New gameplay aspects include a cancel system that's very close to the one from KOF 2002/UM and XI. Super canceling returns along with newer sub-systems such as Drive Canceling, Hyper Drive Canceling, and Max Canceling. EX attacks are also one of the highlights of XIII as they are completely new to the KOF series. Despite it's some what lacking roster compared to other KOF games it has returning favorite characters like K', Mai, Kula, and completely new entrants to the series such as Hwa Jai. Compared to XII everyone reverted to their original movesets from pre XII KOF games, some receiving more EX attacks/DM's as they may have been lacking in comparison to other characters. With the focus being "KOF-ism" the main goal of XIII is to re-new the interest of old KOF fans/players, and possibly attract some new fans/players to the series as well.
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