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[[Category:The King of Fighters XIII]] | [[Category:The King of Fighters XIII]] |
Revision as of 02:46, 28 April 2011
Gameplay Overview
Gameplay Notes
Ash's play-style is some what of an enigma, he predominantly relies on charge moves but he also has a nice set of moves to zone/combo with. His zoning options revolve around Ventose, Genee, and Thermidor. He can use Nivose and Pluivose for anti-airs, then there's his San Culotte which allows him to do a free style combo to his opponent because of temporary zero charge time, also allowing him to combo into command attacks and, if that isn't enough he can follow-up with his Germinal DM to seal all his opponents gauges for a brief period. His HD combos can do upwards to 40 to 50+ hits because of the amount of juggle opportunities. His play-style is good for people who like to zone and poke their opponents, however good precision and timing is required for his juggle and Sans Culotte custom combos.
Pros
- Great zoning game
- Amazing juggle potential
- Good pokes
- Long HD combos
- Strong corner pressure
- Can lock the opponents meters for a brief time
Cons
- Limited combo potential outside of Drive/HD canceling and Sans Culotte
- Needs the corner for max potential
- A lot of his moves can be punished easily if whiffed
Normals
Standing
st. A - A quick slap attack, basic poke and fast, stops AA like usual
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
st. B - A simple kick attack that's aimed low
- Cancellable
- Hit Detection: Low
- Damage: 30
st. C - Thrust punch, has good range so it may start a lot of standard combos
- Cancellable
- 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
- Cancellable
- Hit Detection: High
- Damage: 70
cl. D - Heavy low kick, mediocre range range so it's not too useful
- Cancellable
- Hit Detection: Low
- Damage: 80
Crouching
cr. A - It's the same as his st. A except he's crouching now
- Chain/Cancellable
- Hit Detection: High
- Damage: 25
cr. B - A quick crouching kick, good for running in and poking
- Chain/Cancellable
- Hit Detection: Low
- Damage: 30
cr. C - Crouch uppercut, poor horizontal range but great vertical range
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D - Crouch kick, knocks standing opponents down when hit, whiff cancellable
- Whiff/Cancellable
- 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/Cancellable
- 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) - 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.
- Cancellable
- 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
- Cancellable
- Hit Detection: High
- Damage: 50
Special Attacks
Ventose = (b~f+P) - Ash makes flaming green crescent then throws it at the opponent, the weak version shoots one crescent, the strong version still has slower start-up but travels faster with more damage potential and bigger hitbox, does two hits and counter acts other projectiles as well, neither versions can be spammed much because of their fixed recovery but you should feel obligated to use them regardless, zoning tool for far or mid-screen pressure.
(EX) = b~f+AC - Shoots two separate crescent blades very fast
- Super Cancellable
- Hit Detection: High
- Damage: 60/22+45+70/40+80+40+80
Nivose = (d~u+K) - Ash somersaults up into the air with green flames coming out near his feet, An excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well, the B version is really quick and the recovery on it allows it to be somewhat spammable, the strong version lasts longer but because of the bigger hitbox it's harder to punish now, use it in BnB's just to be safe.
(EX) = d~u+BD - Does more hits and has an invincible start-up
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 50+30/65+30x2/80+40x3
Germinal Caprice = (b~f+K) - Ash dashes forward and tackles the opponent while covered in flames, the weak version comes out faster and knocks the opponent. the strong version goes further and juggles the opponent.
(EX) = b~f+BD - Does more hits and juggles the opponent into the air for a follow-up.
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 60/75/20x3+80
Genee = (qcb+A/B/C/D) - Ash blows a kiss that makes a green flame appear in an area depending on which button you press, it works a lot like Orochi Shermie's Moonless Thundercloud, an excellent zoning and pressure tool for opponents getting up or in the corner. weak punch version comes out at arm length. weak kick version comes out at about half screen. strong punch version comes out at 3/4 screen. strong kick version comes out at the other side of the screen.
(EX) = qcb + 2 buttons - Comes out quicker and makes the flame explode instantly.
- Super Cancellable
- Hit Detection: High
- Damage: 30/40x2+50
Desperation Moves
Thermidor = (qcfx2+P) - Ash makes a giant green energy ball then propels it towards his opponent, the start-up is mediocre so you have to be very careful when you use either version of this DM.
- Hit Detection: High
- Damage: 20x7+40
Pluivose = (qcfx2+K) - Ash does three Nivose's in a row, comes out pretty fast making it pretty easy to combo into, it's still an okay AA since the hitbox on Nivose is a bit bigger, there isn't much of difference between the B or D version except the D version is faster and goes a bit higher.
(EX) = qcf x 2+BD - Has an invincible start-up and executes another Nivose rep.
- Max Cancellable
- Hit Detection: High
- Damage: 20x6+30x3/20x9+40x3
Sans Culotte = (A,B,C,D) - Greens flames shoot from the ground around Ash causing him to glow a green aura, this move allows all his charge moves to have zero charge time (Ventose, Nivose, and Germinal Caprice) for a short period (lasts a little over five seconds) allowing Ash to freely combo with any of his charge moves, incredibly good against opponents in the corner and has immense juggle potential, the start-up frames aren't invincible so be sure to combo into it just to be safe, works very well as a reversal, uses 2 stocks.
- Hit Detection: High
- Damage: 100
Germinal = (qcb hcf+AC) - Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him, it's an interesting move because the damage potential is good and it seals your opponents special attacks, drive meter, and special meter for about 10 seconds, doesn't work as an AA unless they're right near the ground as soon as you activate it, if both characters are in the corner when this is used they'll both be returned to the middle of the stage, also has okay cross-up potential, it's also only usable while Sans-Culotte is active, and if this move is activated it will cancel out San-Culotte.
- Hit Detection: High
- Damage: 0+15x12
Neomax
Fructidor = (hcbx2+BD) - Ash grabs the opponent an laughs while he engulfs them in a myriad of purple flames, then it ends with the flames exploding launching the opponent far into the air then hitting the ground. When max canceled into it pulls the opponent to the ground to execute it.
- Hit Detection: Close/High
- Damage: 480
Combos
(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cancel
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage
, chained or not cancelled ~ charged > cancelled
No Drive Gauge
No Power Gauge
- - d.Bx2 > b+B, d~u+B
- - d.B > b+B, d.B > b+B, d~u+B
- - s.C > b~f+K
1 Power Gauge
- - d.Bx2 > b+B, d~u+BD
- - (corner) s.C > b~f+BD, b~f+C, b+D, dash b+D, CD
- - s.C > b~f+BD, b~f+C, b+D, *b~f+C, d~u+D
- Note: * Must use walking b~f trick
2 Power Gauge
- - d.Bx2 > b+B, qcfx2+BD
- - d.B > b+B, ABCD
3 Power Gauge
- - s.C > b~f+BD, b~f+C, b+D, *b~f+C, ABCD
- Must use walking b~f trick
4 Power Gauge
- - s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, b+D, qcfx2+K
5 Power Gauge
- - s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, ABCD, b~f+A, b~f+C, d~u+D
50% Drive Gauge
No Power Gauge
- - d.Bx2 > b+B, d~u+B > (DC) b~f+K
- - (corner)d.Bx2 > b+B, d~u+B > (DC) b~f+A, d~u+D
1 Power Gauge
- - d.Bx2 > b+B, d~u+B > (DC) qcb+BD, b~f+A, b~f+A, d~u+D
2 Power Gauge
- - d.Bx2 > b+B, d~u+B > (DC) qcb+BD, b+D, b~f+A, qcfx2+K
- - d.Bx2 > b+B, d~u+B > (DC) b~f+C, ABCD
3 Power Gauge
- - d.Bx2 > b+B, d~u+B > (DC) b~f+A, ABCD, qcf+BD
- - d.Bx2 > b+B, d~u+B > (DC) b~f+AC, b~f+A, ABCD
Sans Culotte Combos
- - [b~f+B, b+D, b~f+K]xn
- - d~u+B, d~u+B (1) > b+D > b~f+D > b+B, b~f+C, [d,u+B > b+D, d~u+B]x2 > b+D > qcb,hcf+AC
- - b~f+C, b+D, b~f+D, b+D (whiff, continued below
- - - [b~f+D, b+D, b~f+D, b+D (whiff)]x3, b~f+D, b+D, b~f+D, b+D (whiff), b~f+C, b+D, b~f+A, finish combo
- - - b~f+A, [b~f+B, b+D, b~f+D, b+D (whiff) b~f+A]x2, b~f+B, b+D, b~f+D, b+B (whiff), b~f+C, b+D, b~f+A, finish combo
- - - b~f+A, b~f+C, [b~f+C, b+D, b~f+D, b+D (whiff), b~f+A, b~f+C]x2, finish combo
HD Combos
- - d.Bx2 > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, d~u+D
- - s.C > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, d~u+D
- - d.Bx2 > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, qcfx2+BD
- - s.C > b+B > [HD] st. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3~4, qcfx2+BD
- - s.C > b~f+BD, b~f+C, b+D > [HD] b~f+C, b+D > b~f+A, [d~u+D (1) > b~f+Ax2]x2, d~u+D > (HDC) b~f+D, ABCD
Tips
Notes about Sans Culotte
His San's Combo's really aren't that bad. When you get used to it, it feels like single inputs for most moves, since you're canceling into other specials without having to charge.
A,B,C,D
d,u+D
b+D
f+D (caprice)
b+B (miss)
f+C (fireball)
d,u+B
b+D
f+D (caprice)
b+B (miss)
f+C (fireball)
d,u+B
b+D
f+D (caprice)
b+B (miss)
f+C (fireball)
whatever finisher
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=r4WhEc_pjOE&feature=channel
Discussion Threads
Discuss at Dream Cancel