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The King of Fighters XIII/King
Gameplay Overview
Gameplay Notes
Pros
- Good zoning tools (projectiles) - Good EX moves - Easy BnBs and HD combos - Fast movement speed (backdash/run)
Cons
Normals
Standing
st. A -
- Cancel/Chain-able
- Hit Detection: High
- Damage: 30
st. B -
- Chainable
- Hit Detection: Low
- Damage: 30
st. C -
- Hit Detection: High
- Damage: 80
st. D -
- Hit Detection: High
- Damage: 80
cl. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cl. D -
- Cancel-able
- Hit Detection: High
- Damage: 40+45
Crouching
cr. A -
- Chain/Cancel-able
- Hit Detection: High
- Damage: 25
cr. B -
- Chainable
- Hit Detection: Low
- Damage: 30
cr. C -
- Cancel-able
- Hit Detection: High
- Damage: 70
cr. D -
- Cancel-able
- Hit Detection: Low
- Damage: 80
Jumping
j. A -
- Cancel-able
- Hit Detection: Mid
- Damage: 45(40)
j. B -
- Hit Detection: Mid
- Damage: 45(40)
j. C -
- Cancel-able
- 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 -
- Cancel-able
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
Hook Buster = (b/f+C/D)
- Can be broken
- Hit Detection: Close
- Damage: 100
Command Moves
Slide Kick = (df+D)
- King's slide kick moves her forward on the ground for a low hitting kick. If you land close high kick, you can combo into slide kick and initiate a cancel into Trap Shot, Venom Strike or Tornado Kick. However, landing her slide kick by itself will not let you cancel it, so the trick is to empty cancel a s.A/d.A/s.B (any quick cancelable move) then perform the slide so you can cancel out of it.
- Cancel-able
- Hit Detection: Low
- Damage: 40
Special Moves
Trap Shot = (dp+K)
- King will do a backflip kick. If it lands, she will go into a full animation where she kicks the opponent multiple times. If it whiffs, no further animation will occur. Trap Shot can be canceled into a lot of different moves (Venom Strike, Tornado Kick, EX Trap Shot, and Surprise Rose). Unsafe on block, especially if the opponent has you in the corner. Not viable as anti-air unless done as an EX version. EX version has full invincibility against attacks (not projectiles).
(EX) = dp+BD
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 0+20x3+80/0+20x6+80
Venom Strike = (qcf+K)
- King's projectile. A standard fireball on the ground. She can also perform this move anytime during her jump-arc whether it be neutral, backward, or forward, which is very useful for zoning. EX version version hits twice: goes through standard projectiles, trades with EX projectiles, and loses to DM projectiles.
(EX) = qcf+BD
- Super Cancel-able
- Hit Detection: High
- Damage: 65/75x2
Air Venom Strike = (qcf+K) in air
- When done as an aerial version, A version drops you straight down, B version makes King jump slightly backwards before landing, EX version drops you straight down at a faster rate than A version.
(EX) = qcf+BD in air
- Hit Detection: High
- Damage: 60/120
Tornado Kick '95 = (hcb+K)
- King does a whirlwind kick forward. The start up on this move feels pretty slow, so don't throw it out when your opponent is close enough to react. It's called Tornado Kick '95 because her Tornado Kicks in recent games have been much more vertical, and this Tornado Kick resembles the OG horizontal version in KoF 95. Second hit will whiff on crouchers (unsure on Raiden, testing necessary). Unsafe on block, unless blocked from afar (hits with the tip). EX version has invincibility, may be used as an anti-air.
(EX) = hcb+BD
- Drive/Super Cancel-able
- Hit Detection: Close
- Damage: 30x2/60x2/55x3
Desperation Moves
Double Strike = (qcfx2+K)
- King throw's out two very large and fast Venom Stikes. B version projectiles travel slower than D version, same damage.
- Hit Detection: High
- Damage: 105x2
Surprise Rose = (qcfx2+P)
- King does an upwards kick during the first part of the animation, then lands forward for more kicks. The upwards kick in the beginning makes this super viable as an anti air, but it does not have great priority and can get beaten out by certain normals. Depending on whether you press A or C, she will travel shorter or farther respectively with the second part. Max Cancel-able during any of the hits (minus the initial upwards kick).
(EX) = qcfx2+AC
- Max Cancel-able
- Hit Detection: High
- Damage: 10x2+0+12x11+48/10x2+0+(10x3+30)x3+10x3+100
Neomax
Venom Shot = (qcbx2+BD)
- Can be done from the ground or in the air. If done from the ground, King jumps straight up before performing the move. Superflash/timefreeze does not occur until the peak of the jump, and therefore can be interrupted before the move executes. If interrupted in this way, no meter is spent. If Venom Shot is done from the air, startup is 1 frame. Not all hits are guaranteed.
- Hit Detection: High
- Damage: 30x(1~17)
Combos
Common Combo Starters
c.B> c.A> df.D
s.B> df.D
s.D> df.D
No Drive Gauge
NO POWER GAUGE
c.C> df.D> hcb+B> s.C [224]
corner only
c.C> df.D> hcb+B> dp+B/D [250]
1 POWER GAUGE
c.C> df.D> hcb+B> dp+BD [274]
c.C> df.D> qcf+BD> hcb+D [323]
Corner only
c.C> df.D> hcb+B> qcf+A/C [313]
c.C> df.D> qcf+BD> qcf+B> hcb+D [369]
2 POWER GAUGE
c.C> df.D> qcf+BD> qcfx2+B/D [396]
c.C> df.D> qcfx2+AC [415]
Corner only
c.C> df.D> qcf+BD> qcf+B> qcfx2+B/D [438]
c.C> df.D> hcb+D> qcfx2+AC [497]
3 POWER GAUGE
Corner only
c.C> df.D> qcf+BD> qcfx2+AC [514]
c.C> df.D> qcf+BD> qcf+B> hcb+D> qcfx2+AC [610]
Drive Gauge 50%
NO POWER GAUGE
c.C> df.D> dp+B/D> (DC) hcb+B> hcb+D [312]
Corner only
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> hcb+D [332]
1 POWER GAUGE
c.C> df.D> hcb+B> dp+BD> (DC) hcb+B> hcb+D [325]
c.C> df.D> hcb+D> (DC) qcf+BD> hcb+D [354]
c.C> df.D> dp+B/D> (DC) hcb+B> qcfx2+B [363]
Corner only
c.C> df.D> hcb+B> dp+B/D> (DC) qcf+BD> qcf+B> qcf+B> 2C [402]
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [410]
c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D [438]
c.C> df.D> qcf+BD> qcf+D> dp+B/D> (DC) hcb+B> qcf+B> 2C [443]
2 POWER GAUGE
c.C> df.D> dp+B/D> (SC) qcfx2+AC [453]
c.C> df.D> hcb+D> (DC) qcf+BD> qcfx2+D [465]
Corner only
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcfx2+B/D> qcfx2+A/C [483]
c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [519]
c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> hcb+D [522]
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [547]
3 POWER GAUGE
Corner only
c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcfx2+B/D [579]
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> qcfx2+B/D> qcfx2+AC [600]
c.C> df.D> hcb+B> dp+B/D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [612]
c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [653]
c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [676]
4 POWER GAUGE
Corner only
c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) qcf+BD> qcf+B> hcb+D> qcfx2+AC [711]
Drive-gauge 100%
NO POWER GAUGE
Corner only
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> hcb+B> dp+B/D [362]
1 Power Gauge
c.C> df.D> dp+B/D> (DC) dp+BD> (DC) hcb+B> hcb+D [330]
Corner only
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [447]
c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D [463]
c.C> df.D> hcb+D> (DC) qcf+BD> dp+B/D> (DC) hcb+B> hcb+D [465]
2 POWER GAUGE
Corner only
c.C> df.D> hcb+D> (DC) qcf+BD> dp+B/D> (DC) hcb+B> qcf+B> qcfx2+A/C [546]
c.C> df.D> hcb+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [573]
c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcf+D> hcb+D [608]
3 POWER GAUGE
c.C> df.D> qcbx2+BD [432]
Corner only
c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D (1st hit only)> (DC) qcf+BD> qcf+B> qcfx2+B/D [630]
c.C> df.D> qcf+BD> qcf+B> dp+B/D> (DC) hcb+B> dp+B/D> (DC) hcb+B> hcb+D> qcfx2+AC [678]
4 POWER GAUGE
Corner only
c.C> df.D> hcb+D> (DC) qcf+BD> qcf+B> hcb+D(1st hit only)> (DC) qcf+BD> qcf+B> qcf+D> hcb+D> qcfx2+AC [823]
HD Combos
NO POWER GAUGE
corner only
c.C> df.D> HD activation> c.C> df.D> [dp+B/D> (HDC) hcb+B]×4> qcf+B> c.C [486]
1 POWER GAUGE
corner only
c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> qcf+B> c.C [581]
2 POWER GAUGE
corner only
c.C> df.D> HD activation> c.C> df.D> [dp+B/D> (HDC) hcb+B]×4> hcb+D> qcfx2+AC [698]
3 POWER GAUGE
corner only
c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> hcb+D> qcfx2+AC [793]
4 POWER GAUGE
corner only
j.C> c.C> df.D> HD activation> c.C> df.D> qcf+BD> qcf+B> hcb+D (1st hit only)> (HDC) qcf+BD> [dp+B/D> (HDC) hcb+B]×3> qcfx2+B/D> qcfx2+AC [853]
c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> [dp+B/D> HDC hcb+B]×3> qcfx2+B> qcfx2+AC [873]
5 POWER GAUGE
corner only
c.C> df.D> HD activation> c.C> df.D> hcb+D> (HDC) qcf+BD> qcf+B> hcb+D (1st hit only)> (HDC) qcf+BD> qcf+B> qcf+D> hcb+D> (HDC) qcf+BD> dp+B/D> (HDC) hcb+B> hcb+D> qcfx2+AC [947]
j.C> c.C> HD activation> (far) s.D> qcf+BD> qcf+B> hcb+D> qcf+BD> [dp+B/D> (HDC) hcb+B] × 3> qcfx2+B> qcfx2+AC [996]
j.C> s.C> HD activation> s.C> hcb+D> qcf+BD> qcf+B> hcb+D> qcf+BD> qcf+B> (dash)> dp+B/D> (HDC) hcb+B> dp+B/D> qcf+B> qcfx2+B> qcfx2+AC [unconfirmed]
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