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The King of Fighters XIII/Ash Crimson: Difference between revisions
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[[Image:Recompenses.png]] | [[Image:Recompenses.png]] | ||
'''Recompenses = b/f + C/D''' | '''Recompenses = b/f + C/D''' - Ash grabs his opponent with his hand on their face and makes a small green flaming explosion. | ||
- Can be broken | - Can be broken |
Revision as of 04:27, 7 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 - Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.
- 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