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The King of Fighters XIII/Kula Diamond: Difference between revisions
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'''st. A''' - | '''st. A''' - A standard jab attack. Fast and works as an anti-hop attack but is overshadowed by st.B | ||
- Chain/Cancel-able | - Chain/Cancel-able | ||
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'''st. B''' - | '''st. B''' - A far reaching kick. Extremely fast and hits from quite far away. This is her preferred anti short hop attack. | ||
- Cancel-able | - Cancel-able | ||
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'''st. C''' - | '''st. C''' - A slow punch with icicles that extend past her arm. Can be used to catch some pokes but generally not a very good move. | ||
- Cancel-able | - Cancel-able | ||
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'''cl. C''' - | '''cl. C''' - A fast two hit punch. Her main punish combo starter. | ||
- Cancel-able | - Cancel-able |
Revision as of 02:13, 29 October 2011
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
st. A - A standard jab attack. Fast and works as an anti-hop attack but is overshadowed by st.B
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
st. B - A far reaching kick. Extremely fast and hits from quite far away. This is her preferred anti short hop attack.
- Cancel-able
- Hit Detection: High
- Damage: 30
st. C - A slow punch with icicles that extend past her arm. Can be used to catch some pokes but generally not a very good move.
- Cancel-able
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 25x2
cl. C - A fast two hit punch. Her main punish combo starter.
- 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
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
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