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The King of Fighters XIII: Difference between revisions

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∟ = Follow up move
∟ = Follow up move


GCR = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter
GCAB = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter


GCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter  
GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter  


EX Special Move = do the special move motion, but press AC or BD together [costs 1 power stock]
EX Special Move = do the special move motion, but press AC or BD together [costs 1 power stock]

Revision as of 10:19, 6 September 2010

File:062.jpg


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, vertical jump

uf = up forward, forward jump

ub = up back, backward jump

f = forward, makes the character walk forward

N = Neutral stance, when you aren't moving or attacking

b = backward, makes the character walk backwards, if the opponent attacks you while you are in this state it will make your character guard

d = down, makes the character crouch

df = down forward, crouching

db = down back, crouch and guard

Buttons

A = weak punch

B = weak 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)

hcb f = half circle from forward to back then press forward (f, df, d, db, b, f)

Character Movement

j. - Jump/jumping - Press up-back/up/up-forward.

sj. - Super-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward.

sh. - Short hop - Tap up-back/up/up-forward.

hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.

r. - Run - Tap f,f and hold it

bd. - Back dash - Tap b,b, character is airborne is this state, some air commands can make the character hop back farther and faster

Other Common Abbreviations

st. = stand

cr. = crouching (holding d, db or df)

cl. = close

f. = far

vj. = vertical 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

GCAB = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter

GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter

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

FAQ

Basics

P = with either punch button, generally applies to special attacks/DM's

K = with either kick button, generally applies to special attacks/DM's

AC = with both punch buttons simultaneously, applies to EX attacks/Neomax's

BD = with both kick buttons simultaneously, applies to EX attacks/Neomax's

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, can also be done in the air

Evasive Roll = Press b/N/f + AB, Rolling provides a few frames of invulnerability. forward or just AB makes the character roll forward, back and AB makes the character roll backward.

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

Ash Crimson (XIII)


Elisabeth Team

Elisabeth Branctorche (XIII)

Duo Lon (XIII)

Shen Woo (XIII)


Japan Team

Kyo Kusanagi (XIII)

Benimaru Nikaido (XIII)

Goro Daimon (XIII)


Fatal Fury Team

Terry Bogard (XIII)

Andy Bogard (XIII)

Joe Higashi (XIII)


Psycho Soldiers

Athena Asamiya (XIII)

Sie Kensou (XIII)

Chin Gentsai (XIII)


Ikari Warriors

Leona Heidern (XIII)

Clark Still (XIII)

Ralf Jones (XIII)


Women Fighters

Mai Shiranui (XIII)

King (XIII)

Yuri Sakazaki (XIII)


Yagami Team

Iori Yagami (XIII)

Mature (XIII)

Vice (XIII)


Art of Fighting Team

Ryo Sakazaki (XIII)

Robert Garcia (XIII)

Takuma Sakazaki (XIII)


Korea Team

Kim Kaphwan (XIII)

Hwa Jai (XIII)

Raiden (XIII)


K' Team

K' (XIII)

Kula Diamond (XIII)

Maxima (XIII)