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The King of Fighters XIII/King

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File:King.png


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

File:King Sprite.gif

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