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The King of Fighters XIII/Ash Crimson: Difference between revisions

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==Command Moves==
==Command Moves==
[Image:Floreal.png]]


'''Floreal = b + B ''' -
'''Floreal = b + B ''' - Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.


'''Floreal (backward) = b + D''' -
- Cancel-able
 
- Hit Detection: High
 
- Damage: 50
 
 
[[Image:Floreal_(backward).png]]
 
'''Floreal (backward) = b + D''' - Same as Floreal except he's moving backwards now, useful after a jump-in/cross-up
 
- Cancel-able
 
- Hit Detection: High
 
- Damage: 50


==Special Attacks==
==Special Attacks==

Revision as of 04:31, 7 September 2010

File:Ash.png


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

[Image:Floreal.png]]

Floreal = b + B - Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.

- Cancel-able

- Hit Detection: High

- Damage: 50


Floreal (backward) = b + D - Same as Floreal except he's moving backwards now, useful after a jump-in/cross-up

- Cancel-able

- Hit Detection: High

- Damage: 50

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

File:Ash 01.gif

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

http://www.youtube.com/watch?v=r4WhEc_pjOE&feature=channel