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The King of Fighters XIII/EX Kyo: Difference between revisions

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[[Image:nestskyokofxiiimoves.png]]
[[Image:nestskyokofxiiimoves.png]]
=Normals=
===Standing===
'''s.A:''' 25 damage, chain/cancellable, hits mid. Standard punch attack. Fast and stops a lot of short hops.
'''s.B:''' 30 damage, chain/cancellable, hits low. A quick standing, low kick.
'''s. C:''' 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height.
'''far C:''' 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos.
'''s.D:''' 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow.
===Crouching===
'''cr. A:''' 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke.
'''cr. B:''' 30 damage, cancellable, hits low. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.
'''cr. C:''' 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.
'''cr. D:''' 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow.
===Jumping===
'''j. A:''' 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.
'''j. B:''' 40 (45) damage, chainable, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.
'''j. C:''' 70 (72) damage, chainable, hits overhead. Jumping punch attack. A great jump-in move that does good damage.
'''j. D:''' 70 (68) damage, hits overhead. Good priority, useful in air-to-air and should be used earlier than later because of it's range. A great move to be used defensively too to keep advancing opponents out.


==Discussion Threads==
==Discussion Threads==

Revision as of 01:22, 11 January 2012

Coming soon...

Normals

Standing

s.A: 25 damage, chain/cancellable, hits mid. Standard punch attack. Fast and stops a lot of short hops.

s.B: 30 damage, chain/cancellable, hits low. A quick standing, low kick.

s. C: 70 damage, cancellable, hits mid. Up close strong punch. Due to its speed, it is a bnb/combo starter of choice. Defensively it is best to use this move if your opponent is trying jump over your head, because of it's vertical height.

far C: 80 damage, whiff cancellable and cancellable by itself, hits mid. Strong punch that's aimed slightly upward. It has good range and is an okay anti-air as well as pretty good hit-stun so it may end up starting a few combos.

s.D: 80 damage, not cancellable, hits mid. Jumping turn kick. It has great reach and can be used to avoid some attacks that are aimed low as well, but it's a little slow.

Crouching

cr. A: 25 damage, cancellable, hits mid. Crouching punch attack. A very quick poke.

cr. B: 30 damage, cancellable, hits low. A quick crouching kick. It's a great poke that's good for chaining into combos, has excellent range and can be chained.

cr. C: 70 damage, cancellable, hits mid. Crouch uppercut attack, good reach, great priority, very fast, and good as an anti-air.

cr. D: 80 damage, whiff and hit cancellable, hits low. A crouch sweep attack. It knocks standing opponents down when hits and has good reach but it's rather slow.

Jumping

j. A: 40 (45) damage, cancellable, hits overhead. Jumping elbow attack. It comes out fast but the range is mediocre.

j. B: 40 (45) damage, chainable, hits overhead. Jumping knee attack. It has good priority, stays out for a bit and crosses-up.

j. C: 70 (72) damage, chainable, hits overhead. Jumping punch attack. A great jump-in move that does good damage.

j. D: 70 (68) damage, hits overhead. Good priority, useful in air-to-air and should be used earlier than later because of it's range. A great move to be used defensively too to keep advancing opponents out.

Discussion Threads

Discuss at Dream Cancel

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