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The King of Fighters XIII/Iori Yagami: Difference between revisions
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==Special Attacks== | ==Special Attacks== | ||
[[Image: | [[Image:Nueuchi.png]] | ||
''' | '''Nueuchi = dp+P''' - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers | ||
(EX) = | (EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's | ||
- Super Cancel-able | - Drive/Super Cancel-able | ||
- Hit Detection: High | - Hit Detection: High | ||
- Damage: | - Damage: 60/75/65x3 | ||
[[Image: | [[Image:Shogetsu.png]] | ||
''' | '''Shogetsu = qcb+P''' - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit | ||
(EX) = | (EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits | ||
- Drive/Super Cancel-able | - Drive/Super Cancel-able | ||
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- Hit Detection: High | - Hit Detection: High | ||
- Damage: 60 | - Damage: 25+40/40x2/60+80 | ||
[[Image: | [[Image:Akegarasu.png]] | ||
''' | '''Akegarasu.png = qcb+K''' - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen | ||
(EX) = qcb+BD - Invincibility at start-up and does an extra hit | |||
- Drive/Super Cancel-able | |||
- Hit Detection: High | |||
- | - Damage: 60/70x2 | ||
[[Image: | [[Image:Tsuchitsubaki.png]] | ||
''' | '''Tsuchitsubaki = hcf+P''' close - A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up | ||
(EX) = | (EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward | ||
- Hit Detection: Close | - Hit Detection: Close | ||
- Damage: | - Damage: 50 | ||
==Desperation Moves== | ==Desperation Moves== |
Revision as of 03:20, 10 September 2010
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy
- Chain-able
- Hit Detection: High
- Damage: 30
st. B - A kick aimed at the mid section, good reach
- Chain-able
- Hit Detection: High
- Damage: 30
st. C - Scratching attack, goes a good distance
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D - High kick, good range, can be used to punish whiffed moves
- Hit Detection: High
- Damage: 80
cl. A - Same as the far version except he's using his other hand now,
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cl. B - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancel-able
- Hit Detection: Low
- Damage: 30
cl. C - Upward claw attack, this will be your main combo starter
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D - High kick, go vertical reach so it can be used to stuff jump-ins
- Hit Detection: High
- Damage: 70
Crouching
cr. A - It's the same as his st. A except during a crouch
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, nice reach, use it to chain lights into combos
- Chain-able
- Hit Detection: Low
- Damage: 30
cr. C - Another upward claw attack, good vertical reach
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery
- Hit Detection: Low
- Damage: 80
Jumping
j. A - jump light punch, just a quick hit in the air nothing much else
- Hit Detection: Mid
- Damage: 45(40)
j. B - jump light kick, has good horizontal reach
- Hit Detection: Mid
- Damage: 45(40)
j. C - Heavy punch in the air, short reach but good hitstun
- Hit Detection: Mid
- Damage: 72(70)
j. D - Good range, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)
Blowback Attack
CD - A quick shoulder tackle, okay reach
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD - Jump to two handed attack, knocks back opponents when done air to air
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
Sakahagi = b/f + C/D close - A simple grab then scratch, pretty normal
- Can be broken
- Hit Detection: Close
- Damage: 100
Command Moves
Yumebiki = f+A,A - Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack
- Cancel-able
- Hit Detection: High
- Damage: 30+45
Yuri Ori = b+B in air - An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless
- Hit Detection: High
- Damage: 55
Kui = df+C - An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents
- Cancel-able
- Hit Detection: Mid/High
- Damage: 70
Special Attacks
Nueuchi = dp+P - An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancel-able as soon as the hit registers
(EX) = dp+AC - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/65x3
Shogetsu = qcb+P - A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit
(EX) = qcb+AC - Has invincibility at start-up and knocks the opponent into the air slightly, does two hits
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 25+40/40x2/60+80
Akegarasu.png = qcb+K - Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen
(EX) = qcb+BD - Invincibility at start-up and does an extra hit
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/70x2
Tsuchitsubaki = hcf+P close - A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up
(EX) = hcf+AC - Launches the opponent very high into the air, long enough to combo afterward
- Hit Detection: Close
- Damage: 50
Desperation Moves
Noble Blanc = qcfx2+P - Elisabeth steps forward and makes a large light energy ball, nullifies all projectiles thrown at it, good for interrupting jump-ins and attacks their attack
(EX) = qcfx2+AC - The light energy ball leaves her hand and hits the opponent 12 times, it also carries them to the other side of the screen whether they're on the ground or in the air
- Hit Detection: High
- Damage: 18x10/20x14+60
Grand Rafale = qcf hcb+P - Light uppercut to a light palm attack in the air, obscenely fast, it's so fast that it easily connects after the majority of air-to-air attacks along with her weak Coup de Veine, can be max-canceled on hit when in HD mode
- Max Cancel-able
- Hit Detection: High
- Damage: 40+10x13+30
Neomax
Etoile Filanto = qcb hcf+BD - Instant counter to full screen light wave attack, when used as a standalone move it only activates as a counter, when max canceled it completely bypasses the counter aspect
- Hit Detection: Hit
- Damage: 25x19
Combos
(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage
- cr.B, cr.A, dp Ax2, JD, qcf hcb P
- cr. B, dp Ax2, JD, qcf hcb P
- (corner) JD, st. C, f B, dp C, qcf C, dp A, JD, qcf hcb P
- JD, st. C, f B, dp C, dp A, JD, qcf hcb P
- st.C, f B, dp C, dp A×2, JD, qcf hcb P
- (close) hcb f AC, qcf C, dp Ax2, JD, qcf hcb P
- (close) hcb f AC, dp C, qcf C, dp A, JD, qcf hcb P
- dp AC, qcf C, dp Ax2, JD, qcf hcb P
- qcb AC (counter), st. C, f B, dp C, dp A, JD, qcf hcb P
HD Combos
- cr. Bx2, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P
- cr. Bx2, [HD] st. C, f B, dp C,(dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P, [MC) qcb hcb BD
- st. C, f B, [HD] st. C, f B, dp C, (dp A, [HDC] qcf K, qcf C×1~2) dp A, JD, qcf hcb P
- JB, st. C, f B, [HD] st. C, f B, dp C, qcf C, dp A, [HDC] qcf K, qcf C×2, st. A, qcf hcb P, [MC) qcb hcb BD
Tips
- When Jump A, Jump D, or Jump CD hit successfully air-to-air you can follow with the qcf hcb P DM
- st. A, cl. D, and st. C when successfully used as an AA can also lead to the qcf hcb P DM as well
- qcf A when used as an AA can lead to dp A
- J CD and dp A on counter hit can lead to dp C
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 http://www.youtube.com/watch?v=vCabeLhO2_o