Difference between revisions of "The King of Fighters XIII/Ash Crimson"

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[[Image:Recompenses.png]]
[[Image:Recompenses.png]]


'''Recompenses = b/f + C/D''' close - A simple grab then green explosion, a simple throw
'''Recompenses = b/f + C/D''' - Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.


- Can be broken
- Can be broken

Revision as of 04:27, 7 September 2010

File:Ash.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

Far Normals 2.png

st. A - A quick slap attack, basic poke and fast, stops AA like usual

- Cancel-able

- Hit Detection: High

- Damage: 25


st. B - A simple kick attack that's aimed low

- Cancel-able

- Hit Detection: Low

- Damage: 30


st. C - Thrust punch, has good range so it may start a lot of standard combos

- Cancel-able

- Hit Detection: High

- Damage: 70


st. D - Heavy kick, good range but it's kinda slow

- Hit Detection: High

- Damage: 80


Close Normals 2.png

cl. C - Upward punch attack, okay range but it's more vertical than horizontal

- Cancel-able

- Hit Detection: High

- Damage: 70


cl. D - Heavy low kick, mediocre range range so it's not too useful

- Cancel-able

- Hit Detection: Low

- Damage: 80


Crouching

Crouch Normals 2.png

cr. A - It's the same as his st. A except she's crouching now

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25


cr. B - A quick crouching kick, good for running in and poking

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30


cr. C - Crouch uppercut, poor horizontal range but great vertical range

- Cancel-able

- Hit Detection: High

- Damage: 70


cr. D - Crouch kick, knocks standing opponents down when hit, whiff cancel-able

- Whiff/Cancel-able

- Hit Detection: Low

- Damage: 80

Jumping

Jump Normals 2.png

j. A - jump light punch, just a quick hit in the air, good for air-to-air hits and not much else

- Hit Detection: Mid

- Damage: 45(40)


j. B - jump light kick, has surprisingly good horizontal range

- Hit Detection: Mid

- Damage: 45(40)


j. C - strong punch attack in the air, a pretty good attack in air-to-air but not as good as his j. B

- Hit Detection: Mid

- Damage: 72(70)


j. D - The range is good mostly due to how Ash sticks his left leg out further from the rest of his body, good for jump-ins

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 2.png

CD - A hard thrust punch attack, great reach

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


JCD.png

j. CD A hard thrust punch attack in the air

- Hit Detection: High

- Damage: 90(80)


GCCD 2.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throws

Recompenses.png

Recompenses = b/f + C/D - Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

Floreal = b + B -

Floreal (backward) = b + D -

Special Attacks

Ventose = b~f+P -

(EX) = b~f+AC -


Nivose = d~u+K -

(EX) = d~u+BD -


Caprice = b~f+K -

(EX) = b~f+BD -


Genee = qcb+A/B/C/D -

(EX) = qcb+ two buttons -


Desperation Moves

Thermidor = qcf+P -


Pluivose = qcf+K -

(EX) = qcb+BD -


San Culotte = A,B,C,D -


Germinal = qcb hcf+AC -


Neomax

Fructidor = hcbx2+BD -

Combos

Tips

Miscellaneous

Character Sprite

File:Ash 01.gif

Colors

Colors 2.png

Other

Taunt 2.png

Taunt

Other Animations 2.png

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=r4WhEc_pjOE&feature=channel