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

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'''st. A''' -
'''st. A''' - 25 damage, cancellable/chain-able, hits high.


- Chain/Cancel-able
'''st. B''' - 30 damage, cancellable, hits high.


- Hit Detection: High
'''st. C''' - 80 damage, cancellable, hits high.


- Damage: 25
'''st. D''' - 25x2 damage, hits high.


'''cl. C''' - 55 + 25 damage, cancellable, hits high.


'''st. B''' -
'''cl. D''' - 55 + 25 damage, cancellable, hits high.
 
- 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===
===Crouching===


'''cr. A''' - 25 damage, cancellable, hits high.


'''cr. A''' -
'''cr. B''' - 30 damage, cancellable/chain-able, hits low.
 
- 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
'''cr. C''' - 70 damage, hits high.


'''cr. D''' - 80 damage, cancellable, hits low.


===Jumping===
===Jumping===


'''j. A''' - 45 (40) damage, hits mid.


'''j. A''' -
'''j. B''' - 45 (40) damage, hits mid.
 
- Hit Detection: Mid
 
- Damage: 45(40)
 
 
'''j. B''' -
 
- Hit Detection: Mid
 
- Damage: 45(40)
 


'''j. C''' -  
'''j. C''' - 72 (70) damage, hits mid.


- Hit Detection: Mid
'''j. D''' - 70 (68) damage, hits mid.
 
- Damage: 72(70)
 
 
'''j. D''' -  
 
- Hit Detection: Mid
 
- Damage: 70(68)




===Blowback Attack===
===Blowback Attack===


'''CD''' - 75 damage, whiff/cancellable, hits high.


'''CD''' -
'''j. CD''' - 90 (80) damage, hits high.
 
- 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
'''GCCD''' - 10 damage, hits high.





Revision as of 20:23, 19 December 2011

File:Kula XIII.PNG File:Sprite Kula XIII.gif


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

st. A - 25 damage, cancellable/chain-able, hits high.

st. B - 30 damage, cancellable, hits high.

st. C - 80 damage, cancellable, hits high.

st. D - 25x2 damage, hits high.

cl. C - 55 + 25 damage, cancellable, hits high.

cl. D - 55 + 25 damage, cancellable, hits high.

Crouching

cr. A - 25 damage, cancellable, hits high.

cr. B - 30 damage, cancellable/chain-able, hits low.

cr. C - 70 damage, hits high.

cr. D - 80 damage, cancellable, hits low.

Jumping

j. A - 45 (40) damage, hits mid.

j. B - 45 (40) damage, hits mid.

j. C - 72 (70) damage, hits mid.

j. D - 70 (68) damage, hits mid.


Blowback Attack

CD - 75 damage, whiff/cancellable, hits high.

j. CD - 90 (80) damage, hits high.

GCCD - 10 damage, hits high.


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

No Stock, No Drive Gauge -

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

cr.B×3, dp+C (DMG=192)

st.C, f+A, qcf+A, qcb+B~f+B, dp+C (DMG=299/348)


1 Stock, No Drive Gauge -

cr.B×3, qcb+BD, dp+C (DMG=271)

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

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

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

st.C, f+A, qcf+AC, qcf+C, qcb+D, qcb+B, dp+C (DMG=430)


1 Stock, 1+ Drive Gauge -

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

qcb+BD, qcb+B, dp+C, (DC) qcb+D, 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


2 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+C (DMG=454/492)

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


2 Stock, 1+ Drive Gauge -

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


3 Stock, No Drive Gauge -

j.D, st.C, qcf+AC, qcb+BD, qcb+B~f+B, dp+AC (DMG=454/492)


Hyper Drive Combos

Links & References

Technical Reference

http://www.youtube.com/watch?v=9sBJCsCsBIY


Discussion Threads

Discuss at Dream Cancel

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