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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