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The King of Fighters XIII/Ash Crimson
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
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
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
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
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 - A hard thrust punch attack, great reach
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD A hard thrust punch attack in the air
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throws
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 - Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent, it's still pretty safe and fast so it's prone to catch people off guard, use it sparingly.
- Cancel-able
- Hit Detection: High
- Damage: 50
Floreal (backward) = b + D - Same as Floreal except he's moving backwards now, useful after a jump-in/cross-up
- Cancel-able
- Hit Detection: High
- Damage: 50
Special Attacks
Ventose = b~f+P - Ash makes flaming green crescent then throws it at the opponent, the weak version shoots one crescent, the strong version still has slower start-up but travels faster with more damage potential and bigger hitbox, does two hits and counter acts other projectiles as well, neither versions can be spammed much because of their fixed recovery but you should feel obligated to use them regardless, zoning tool for far or mid-screen pressure.
(EX) = b~f+AC - Shoots two separate crescent blades very fast
- Super Cancel-able
- Hit Detection: High
- Damage: 60/22-45-70/40-80-40-80
Nivose = d~u+K - Ash somersaults up into the air with green flames coming out near his feet, An excellent AA that can be used to punish jump-ins, makes for a good wake-up attack and an all around punisher as well, the B version is really quick and the recovery on it allows it to be somewhat spammable, the strong version lasts longer but because of the bigger hitbox it's harder to punish now, use it in BnB's just to be safe.
(EX) = d~u+BD - Does more hits and has an invincible start-up
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 50-30/65-30x2/80-40x3
Germinal Caprice = b~f+K - Ash dashes forward and tackles the opponent while covered in flames, the weak version comes out faster and knocks the opponent. the strong version goes further and juggles the opponent.
(EX) = b~f+BD - Does more hits and juggles the opponent into the air for a follow-up.
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/20x3-80
Genee = qcb+A/B/C/D - Ash blows a kiss that makes a green flame appear in an area depending on which button you press, it works a lot like Orochi Shermie's Moonless Thundercloud, an excellent zoning and pressure tool for opponents getting up or in the corner. weak punch version comes out at arm length. weak kick version comes out at about half screen. strong punch version comes out at 3/4 screen. strong kick version comes out at the other side of the screen.
(EX) = qcb+ two buttons - Comes out quicker and makes the flame explode instantly.
- Super Cancel-able
- Hit Detection: High
- Damage: 30/40x2-50
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
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
Links & References
Technical Reference