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The King of Fighters XIII/Mature: Difference between revisions
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Line 13: | Line 13: | ||
'''st. A''' | '''st. A''' | ||
- Chain/ | - Chain/Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 22: | Line 22: | ||
'''st. B''' | '''st. B''' | ||
- | - Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 31: | Line 31: | ||
'''st. C''' | '''st. C''' | ||
- | - Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 50: | Line 50: | ||
'''cl. B''' | '''cl. B''' | ||
- | - Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 58: | Line 58: | ||
'''cl. C''' | '''cl. C''' | ||
- | - Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
Line 66: | Line 66: | ||
'''cl. D''' | '''cl. D''' | ||
- | - Cancelable | ||
- Hit Detection: High | - Hit Detection: High | ||
- Damage: 70 | - Damage: 70 | ||
===Crouching=== | ===Crouching=== |
Revision as of 22:42, 18 July 2011
Normals
Standing
st. A
- Chain/Cancelable
- Hit Detection: High
- Damage: 25
st. B
- Cancelable
- Hit Detection: High
- Damage: 30
st. C
- Cancelable
- Hit Detection: High
- Damage: 80
st. D
- Can't be cancelled
- Hit Detection: High
- Damage: 80
cl. B
- Cancelable
- Hit Detection: High
- Damage: 10, 22
cl. C
- Cancelable
- Hit Detection: High
- Damage: 70
cl. D
- Cancelable
- Hit Detection: High
- Damage: 70
Crouching
cr. A
- Chain- / Cancellable
- Hit Detection: High
- Damage: 25
cr. B
- Chain-able
- Hit Detection: Low
- Damage: 30
cr. C
- Cancellable
- Hit Detection: High
- Damage: 70
cr. D
- Cancellable
- Hit Detection: Low
- Damage: 80
Jumping
j. A
- Hit Detection: Mid
- Damage: 45 (40)
j. B
- Hit Detection: Mid
- Damage: 45 (40)
j. C
- Hit Detection: Mid
- Damage: 72 (70)
j. D
- Hit Detection: Mid
- Damage: 70 (68)
Blowback Attack
CD
- Cancellable
- Hit Detection: High
- Damage: 75
j. CD
- Can't be cancelled
- Hit Detection: High
- Damage: 90 (80)
GC CD
- Can't be cancelled
- Hit Detection: High
- Damage: 10
Throw
Deathblow (b/f+C/D)
- Can be broken
- Hit Detection: Throw
- Damage: 100
Command Moves
None!
Special Moves
Despair = (dp+P)
EX = (dp+AC) Tsuika comes out automatically in EX version.
∟ Tsuika = (P)
- Hit Detection: High
- Damage (Tsuika): 80; EX Damage: 140
Metal Massacre = (qcb+K)
(EX) = qcb+BD
- Drive- / Super-cancellable
- Hit Detection: High
- B Damage: 35 x 2; D Damage: 35 x 3; EX Damage: 50 x 4
Death Row = (qcb+P) x3
(EX) = qcb + AC (up to five times)
- Drive- / Super-cancellable
- Hit Detection: High
- Damage: 20 x 3, 20 x 3, 20 x 2, 30; EX Damage: 40, 40, 40, 40, 50
Ebony Tears = (qcf hcb+P)
(EX) = qcf hcb+AC
- Hit Detection: High
- Damage: 70; EX Damage: 60 x 3
Desperation Moves
Nocturnal Lights = (qcfx2+P)
(EX) = qcfx2+AC
- MAX Cancel-able
- Hit Detection: High
- Damage: 20 x 4, 100; EX Damage: 20 x 4, 30 x 3, 50 x 3
Heaven's Gate = (qcb hcf+K)
- MAX Cancel-able
- Hit Detection: High
- Damage: 0, 220
Neomax
Awakening Blood = (qcb hcf+AC)
- Hit Detection: Mid
- Damage: 450
Combos
- j. D, st. C, qcb+Px3
- j. D, st. C, qcb+Px3, (DC) qcb hcf+K
- j. C, st. C, (BC) st. C, [qcb+Px3 (7)]x3, qcfx2+P, qcb hcf+AC
- cr. B, cr. A, qcb+Px3
- j.C, st. C, qcb+P, (DC) qcb+D, qcb hcf+K
- j.C, st. C, qcb+BD, st. C, qcfx2+P
- qcb+P (1), (DC) qcb+D, qcb+P, st. C
- st. C, qcb+BDx2, st. C, dp+A~P, st. C
- j. X, st. C, qcb+P (9), qcf hcb+AC, dp+A, qcb+Px3 (9), st. C
***REMOVED IN 1.1 ARCADE UPDATE***
Infinite Set-ups
No Drive
- dp+A~P, qcb+P xN
- dp+AC, qcb+P xN
- dp+AC, dp+AC, qcb+P xN
- JCD (CH), dp+A~P, qcb+P xN
50% Drive
- qcb+P (9), (DC) dp+P~P, qcb+P xN
- qcb+P (9), (DC) dp+AC, qcb+P xN
- qcb+P (9), (DC) qcb+BD, qcb+P xN
- qcb+P (9), (DC) qcb+BD, dp+AC, qcb+P xN
- qcb+P (9), (DC) qcf hcb+AC, dp+A~P, qcb+P xN
- dp+AC, qcb+B, (DC) dp+A~P, qcb+P xN
- dp+AC, qcb+B, (DC) dp+AC, qcb+P xN
- dp+AC, qcb+P (9), (DC) dp+A~P, qcb+P xN
- dp+AC, qcb+P (9), (DC) dp+AC, qcb+P xN
50% Drive/Air Variants
- dp+AC (AA hit), dp+AC, qcb+P (9), (DC) dp+P~P, qcb+P xN
- dp+AC (AA hit), dp+AC, qcb+B, (DC) dp+P~P, qcb+P xN
- dp+AC (AA hit), dp+AC, qcb+P (9), (DC) dp+AC, qcb+P xN
- dp+AC (AA hit), dp+AC, qcb+B, (DC) dp+AC, qcb+P xN
- JCD (CH), dp+A~P, qcb+B, (DC) dp+A~P, qcb+P xN
- JCD (CH), dp+A~P, qcb+B, (DC) dp+AC, qcb+P xN
- dp+C (Cross-up), qcb+B, (DC) dp+A~P, qcb+P xN
- dp+C (Cross-up), qcb+B, (DC) dp+AC, qcb+P xN
100% Drive
- qcb+P (9), (DC) dp+P~P, qcb+B, (DC) dp+P~P, qcb+P xN
- qcb+P (9), (DC) dp+P~P, qcb+P (9), (DC) dp+P~P, qcb+P xN
- qcb+P (9), (DC) dp+P~P, qcb+B, (DC) dp+AC, qcb+P xN
- qcb+P (9), (DC) dp+P~P, qcb+P (9), (DC) dp+AC, qcb+P xN
Strategies
Far Range
Mid Range
Close Range
Cornered Opponent
Cornered
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
Videos
Technical Reference
http://www.youtube.com/watch?v=vCabeLhO2_o&t=3m47s
Discussion Threads
Discuss at Dream Cancel