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The King of Fighters XIII/Kula Diamond: Difference between revisions

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==Combos==
==Combos==


'''BnB's'''
'''Midscreen'''


- st.C, qcb+B~f+D, dp+C (DMG=231)
'''Meterless'''


- cr.B×3, dp+C (DMG=192)
- st.C, qcb+B~f+D, dp+C


- cr.B×3, qcb+BD, dp+C (DMG=271)
- cr.B×2, st.B, dp+C


- cr.B×3, qcb+BD, qcb+B~f+B, dp+C (DMG=308)


'''1 super'''


'''Midscreen'''
- cr.Bx2~3, qcb+BD, dp+C
 
 
'''1 Drive'''
 
- st.C, qcb+B, f+B, dp+C, (DC) qcb+D, qcb+D, f+B, dp+C
 
 
'''1 Drive, 1 Super'''


- j.D, st.C, qcb+B~f+D, dp+A, (SC) qcfx2+P (DMG=392)
- st.C, qcb+B, f+B, dp+C, (DC) qcb+BD, f+D, qcb+D, qcb+B, f+B dp+C




'''Midscreen~Near Corner'''
'''Midscreen~Near Corner'''


- j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C/AC (DMG=454/492)
'''1 Super'''
 
- cr.Bx2~3, qcb+BD, qcb+B, f+B, dp+C




'''Corner'''
'''Corner'''


- st.C, f+A, qcf+A/AC, qcb+B~f+B, dp+C/AC (DMG=299/348)
'''Meterless'''
 
- st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)


- qcb+BD, qcb+B, dp+C, (DC) qcb+D, qcb+B~f+B, dp+C  
- st.C, f+A, qcf+A, qcb+B~f+B, dp+C


- j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+A, (DC) qcb+D, qcb+B~f+B]x2, dp+C


- j.D, st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B~f+B, [dp+C, (DC) qcb+BD~f+D, qcb+D, qcb+B~f+B]x2, dp+C
'''1 Drive, 1 Super'''


- st.C, f+A, qcf+AC, qcf+A, qcb+B, f+B, dp+C, (DC) qcb+D, qcb+D, f+B, dp+C


'''HD Combos'''
'''HD Combos'''

Revision as of 11:17, 16 October 2011

File:Kula XIII.PNG


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing


st. A -

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


st. B -

- Cancel-able

- Hit Detection: High

- Damage: 30


st. C -

- Cancel-able

- Hit Detection: High

- Damage: 80


st. D -

- Hit Detection: High

- Damage: 25x2



cl. C -

- Cancel-able

- Hit Detection: High

- Damage: 55+25


cl. D -

- Cancel-able

- Hit Detection: High

- Damage: 55+25

Crouching


cr. A -

- Cancel-able

- Hit Detection: High

- Damage: 25


cr. B -

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C -

- Hit Detection: High

- Damage: 70


cr. D -

- Cancel-able

- 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 -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75



j. CD -

- Hit Detection: High

- Damage: 90(80)



GCCD - Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10


Throw


b/f + C/D = Ice Coffin

- Can be broken

- Hit Detection: Close

- Damage: 13x7+40


Command Moves


f + A = One Inch Punch

- Cancel-able

- Hit Detection: High

- Damage: 70(50)



df + B = Slider Shoot

- Hit Detection: Low

- Damage: 80


Special Moves


dp + A/C = Crow Bites

(EX) = dp + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 70(40)/70(60)+60/100+60(40)+40



qcf + A/C = Diamond Breath

(EX) = qcf + AC

- Super Cancel-able

- Hit Detection: High

- Damage: 60/70/120



qcb + A/C = Counter Shell

(EX) = qcb + AC

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 45/80 80/50x3



qcb + B/D = Ray Spin

(EX) = qcb + BD

- Hit Detection: High

- Damage: 30/30x2/60x2



(After Ray Spin)∟ f + B (Standing)

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 20+30/45+80



(After Ray Spin)∟ f + D (Sitting)

- Drive/Super Cancel-able

- Hit Detection: Low

- Damage: 30/90


Desperation Moves


qcf x2 + A/C = Diamond Edge

(EX) = qcf x2 + AC

- Max Cancel-able

- Hit Detection: High

- Damage: 210/80x4



hcb x2 + A/C = Freeze Execution

- Hit Detection: High

- Damage: 100+15x12


Neomax


hcb x2 + BD = Neo Freeze Execution

- Hit Detection: High

- Damage: 100+70x2+15x2

Combos

Midscreen

Meterless

- st.C, qcb+B~f+D, dp+C

- cr.B×2, st.B, dp+C


1 super

- cr.Bx2~3, qcb+BD, dp+C


1 Drive

- st.C, qcb+B, f+B, dp+C, (DC) qcb+D, qcb+D, f+B, dp+C


1 Drive, 1 Super

- st.C, qcb+B, f+B, dp+C, (DC) qcb+BD, f+D, qcb+D, qcb+B, f+B dp+C


Midscreen~Near Corner

1 Super

- cr.Bx2~3, qcb+BD, qcb+B, f+B, dp+C


Corner

Meterless

- st.C, f+A, qcf+A, qcb+B~f+B, dp+C


1 Drive, 1 Super

- st.C, f+A, qcf+AC, qcf+A, qcb+B, f+B, dp+C, (DC) qcb+D, qcb+D, f+B, dp+C

HD Combos

- (midscreen/near corner) st.C, (BC) st. C, dp+C, (HDC) qcb+B~f+D, [dp+A, (HDC) qcb+D~f+B]×3, hcbx2+BD

Miscellaneous

Character Sprite

File:Sprite Kula XIII.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=9sBJCsCsBIY


Discussion Threads

Discuss at Dream Cancel

Navigation

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