The King of Fighters XIII/Ash Crimson

From Dream Cancel Wiki
Jump to navigation Jump to search
The King of Fighters XIII

OverviewStrategyDataCombos

XIII Ash Profile.png
Ash Crimson
XIII Ash.gif


Movelist

Ashxiiimoves.png

Ash's Move List Video

Quick Combo Reference

0 Stock, No Drive Gauge

Low
Low
Anywhere
Anywhere

d.Bx3, d charge u + B = 151 dmg
d.Bx2, b.B, d charge u + B = 169 dmg
c.C, b.B, d charge u + B = 187 dmg
J.D, c.C, b charge f + D = 203 dmg

0 Stock, 1+ Drive Gauge

Anywhere

j.D, c.C, b charge f + B, [DC] d charge u + D = 291 dmg

1 Stock, 1+ Drive Gauge

Corner

j.D, c.C, b.B, d charge u + B [DC] b charge f + AC, b charge f +A, d charge u + D = 465 dmg

Console Changes

- All versions of Genie stay on the screen longer.

- Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall.

- Floreal (forward) (b+B) has faster startup and can be comboed from light attacks.

- B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears.

- EX Genie now knocks away while retaining its juggling properties

- Germinal now takes no gauge

- Thermidor’s startup is faster

- The version of EX Genie done using both kicks tracks the opponent.

Yamamoto – "Genie remains on the screen for a longer time. It may be interesting to use Genie as a wall of defense as Ventose can now be used while Genie is present. Although Sans Culotte scales more frequently, please try using Germinal as that no longer requires stocks itself."

Gameplay Overview

Gameplay Notes

Ash's play style is something of an enigma. He predominantly relies on charge moves but also has a nice set of moves to zone and combo with. His zoning options revolve around Ventose, Genee, and Thermidor. He can use Nivose, Sans Culotte and Pluivose for anti-airs. His Sans Culotte allows him to do a free style combo to his opponent because of temporary zero charge time, also allowing him to combo into command attacks and, if that isn't enough, he can follow-up with his Germinal DM to seal all his opponents gauges for a brief period. His play-style is good for people who like to zone and poke their opponents; however, good precision and timing is required for his juggle and Sans Culotte custom combos.

[ Info Needed ]
Pros Cons
  • Great zoning game
  • Amazing juggle potential
  • Good pokes
  • Good damage with HD combos
  • Strong corner pressure
  • Can lock the opponents meters for a brief time
  • Limited combo potential without Drive/HD canceling and Sans Culotte
  • Needs the corner for max potential
  • A lot of his moves are easily punished if whiffed
  • Lower than average damage output
  • Requires good execution for high damaging combos


Normals

st.A

st.A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 4 8 +3 +1 -
cr.A

cr.A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 4 7 +4 +2 -
st.B

st.B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 4 11 0 -2 -
cr.B

cr.B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 4 9 +2 0 -
cl.C

cl.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 4 19 -2 -4 -
st.C

st.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 5 19 -3 -5 -
cr.C

cr.C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 6 5 24 -8 -10 -
cl.D

cl.D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 4 26 -9 -11 -
st.D

st.D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 5 18 -2 -4 -
cr.D

cr.D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 6 21 Knockdown -8 -
←B

←B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 3 14 +4 -3 -
←B Cancel

←B Cancel
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 11 3 14 +4 -3 -
←D

←D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 3 15 +3 +1 -
←D Cancel

←D Cancel
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 3 15 +3 +1 -
st.CD

st.CD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 12 4 27 Knockdown -8 -

DM

Charge ←,→A

Charge ←,→A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 - 30 +6 +2 -
Charge ←,→C

Charge ←,→C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 14 6,(12),4 35 0 -4 -
Charge ←,→AC

Charge ←,→AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 16 5,(10),3 26 Knockdown +2 -
Charge ↓,↑B

Charge ↓,↑B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 3 8 36 Knockdown -22 -
Charge ↓,↑D

Charge ↓,↑D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 7 12 53 Knockdown -38 -
Charge ↓,↑BD

Charge ↓,↑BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 4 11 57 Knockdown -42 -
Charge ←,→B

Charge ←,→B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 7 26 Knockdown -15 -
Charge ←,→D

Charge ←,→D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 19 12 31 Knockdown -25 -
Charge ←,→BD

Charge ←,→BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 15 12 18 Knockdown -3 -
↓↙←A

↓↙←A
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 42 8 - +13 +11 -
↓↙←B

↓↙←B
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 44 8 - +15 +13 -
↓↙←C

↓↙←C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 46 8 - +16 +14 -
↓↙←D

↓↙←D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 48 8 - +17 +15 -
↓↙←AC

↓↙←AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 19 14 - Knockdown +12 -
↓↙←BD

↓↙←BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 36 14 - Knockdown +12 -

SDM/NeoMAX

↓↘→↓↘→A/C

↓↘→↓↘→A/C
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 24 - 33 Knockdown +12 -
↓↘→↓↘→B/D

↓↘→↓↘→B/D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 5 11,(6),12,(14),19 52 Knockdown -43 -
↓↘→↓↘→BD

↓↘→↓↘→BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 3 10,(7),10,(6),11,(22),19 50 Knockdown -41 -
A~B~C~D

A~B~C~D
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 3 14 23 Knockdown -19 -
> ↓↙←,←↙↓↘→AC

> ↓↙←,←↙↓↘→AC
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 0 19 55 Knockdown -50 -
→↘↓↙←→↘↓↙←BD

→↘↓↙←→↘↓↙←BD
Damage Guard Startup Active Recovery Adv. Hit On Block Invulnerability
- - 1 1 37 Knockdown Unblockable -

Standing

s.A: 25 damage, chain-able and cancel-able, hits mid. A quick slap attack. Basic fast poke which stops AA like usual.

s.B: 30 damage, cancel-able, hits low. A simple standing kick attack that is aimed low.

Far C: 70 damage, cancel-able, hits mid. Thrust punch which has good range.

Far D: 80 damage, hits mid. Heavy kick, good range but it is slow.

s.C: 2 70 damage, cancel-able, hits mid. Upward punch attack. Decent range but it's more vertical than horizontal.

s.D: 80 damage, cancel-able, hits low. Heavy low kick. Mediocre range so it's not too useful.

Crouching

cr. A: 25 damage, chain-able & cancel-able, hits mid. It's the same as his st. A except he's crouching.

cr. B: 30 damage, chain-able & cancel-able, hits mid. A quick crouching kick. Good for running in and poking.

cr. C: 2 70 damage, cancel-able, hits mid. Crouch uppercut. Poor horizontal range but great vertical range.

cr. D: 2 80 damage, whiff and hit cancel-able, hits low. Crouching kick. Knocks standing opponents down when hit and it's whiff cancellable.

Jumping

hop A j. A: 45 (40) damage, hits overhead. Jumping light punch. Good for jump-ins and cross-ups.

hop B j. B: 45 (40) damage, hits overhead. Jump light kick which has surprisingly good horizontal range.

hop C j. C: 72 (70) damage, hits overhead. A pretty good attack in air-to-air but not as good as his j. B.

hop Dj. D: 70 (68) damage, hits overhead. The range is good mostly due to how Ash sticks his left leg out further than the rest of his body. Good for jump-ins.

Blowback Attack

CD: 75 damage, whiff and hit cancel-able, hits mid. A hard thrust punch attack with great reach.

hop CD j. CD: 90 (80) damage, hits mid. A hard thrust punch attack in the air.

GCCD: 10 damage, hits mid. Guard Cancel Blowback Attack.

Throws

Recompenses = b/f + C/D close 100 damage, can be broken. Ash grabs his opponent with his hand on their face and makes a small green flaming explosion.

Command Moves

Floreal = b+B 50 damage, cancel-able, hits mid. Ash does a twirl-like motion while standing on one leg and thrusts his other leg towards his opponent. It is fairly safe and fast so it's prone to catch people off guard. Use it sparingly.

Floreal (backward) = (b+D) 50 damage, cancel-able, hits mid. Same as Floreal except he's moving backwards now and it's faster. It is useful to create space and in some combos.

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. Neither version can be spammed much because of their fixed recovery, so use them with caution. It's a zoning tool for far or mid-screen pressure. The A version can also be used to create frame-traps up close because it has frame advantage on block.

(EX) = b~f+AC - Shoots two separate crescent blades very fast. Useful for going through the opponent's projectiles.

- Super Cancel-able

- Hit Detection: Mid

- 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. It's 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 very quickly. The strong version is slower and it has a bigger hitbox. Both versions are very punishable on block and whiff.

(EX) = d~u+BD - Does more hits and has an invincible start-up

- Drive/Super Cancel-able

- Hit Detection: Mid

- 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 down. the strong version goes farther and juggles the opponent. It is used mostly in combos.

(EX) = b~f+BD - Does more hits and juggles the opponent into the air for a follow-up.

- Drive/Super Cancel-able

- Hit Detection: Mid

- 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. Genee is an excellent zoning and pressure tool for opponents getting up or in the corner. A version comes out at arm length. B version comes out at about half screen. C version comes out at 3/4 screen. D version comes out at the other side of the screen.

(EX) = qcb + AC buttons - Comes out quickly and directly in front of him. The flames explode instantly.

(EX2) = qcb + BD buttons - Comes out slowly and it will track to the opponents position.

- Super Cancel-able

- Hit Detection: Mid

- Damage: 30/40x2+50

Desperation Moves

Thermidor = qcfx2+P - Ash makes a giant green energy ball then propels it towards his opponent. The start-up is mediocre so you have to be very careful when you use either version of this DM.

- Hit Detection: Mid

- Damage: 20x7+40


Pluviose = qcfx2+K - Ash does three Nivose's in a row. Start up is fairly fast making it pretty easy to combo into. It's still an okay AA since the hitbox on Nivose is a bit bigger. There isn't much of difference between the B or D version except the D version is faster and goes a bit higher.

(EX) = qcfx2+BD - Has an invincible start-up and executes another Nivose rep.

- Max Cancel-able

- Hit Detection: Mid

- Damage: 20x6+30x3/20x9+40x3


Sans Culotte = A,B,C,D - Green flames shoot from the ground around Ash causing him to glow a green aura. This move allows all of his charge moves to have zero charge time (Ventose, Nivose, and Germinal Caprice) for a little more than five seconds, allowing Ash to freely combo with any of his charge moves. It's incredibly good as an anti-air, and it allows for strong juggle combos. Sans Culotte works very well as a reversal and uses 2 stocks.

- Hit Detection: Mid

- Damage: 100


Germinal = qcb hcf+AC - Ash dashes across the screen leaving a trail of green flames (and his opponent) behind him. It's an interesting move because the damage potential is good and it seals your opponents special attacks, drive meter, and special meter for about 10 seconds. They can however still use guard cancel AB/CD. It doesn't work as an AA unless they're right near the ground as soon as you activate it. It's only usable while Sans-Culotte is active and if this move is activated it will cancel out San-Culotte. It hits more or less depending on the screen position. Ash will get more hits and damage if germinal connects mid screen than if it connects in the corner.

- Hit Detection: Mid

- Damage: 0+15x12

Neomax

Fructidor = hcbx2+BD (close) - Ash grabs the opponent and laughs while he engulfs them in purple flames and then it ends with the flames exploding launching the opponent far into the air. When max canceled into it pulls the opponent to the ground to execute it.

- Hit Detection: Throw

- Damage: 480


Combos

Legend

qcb = Quarter Circle Back
hcb = Half Circle Backward
hcf = Half Circle Forward
~ = Charge in the direction noted before.
b. = Back
f. = Forward
d. = Crouching or down B
s. = Standing close attack
j. = Jumping
(3) = The number of hits needed to Drive Cancel
DC = Drive Cancel
HD = HD Activate
HDC = Hyper Drive Cancel
SC = Super Cancel
CH = Counter Hit
MC = Max Cancel
K = B or D
P = A or C
dmg: damage


No Stock or Drive Gauge -

d.Bx3 > d~u+B (151 dmg)

d.Bx2 > b+B, d~u+B (169dmg )

d.B > b+B, d.B > b+B, d~u+B (208 dmg)

s.C > b+B, d~u+B (187 dmg)


No Stock, 1+ Drive Gauge -

d.Bx2 > b+B, d~u+B > (DC) b~f+D (205 dmg)

(corner)d.Bx2 > b+B, d~u+B > (DC) b~f+A, d~u+D (281 dmg)


1 Stock, No Drive Gauge -

d.Bx2 > b+B, d~u+BD (261 dmg)

(corner) s.C > b~f+BD, b~f+C, b+D, dash b+D, CD (360 dmg)

(corner) s.C > b~f+BD, b~f+C, b+D, *b~f+C, d~u+D (398 dmg)

Note: * Must use walking b~f trick


1 Stock, 1+ Drive Gauge -

(corner) d.Bx2 > b+B, d~u+B > (DC) b~f+AC, *b~f+C, d~u+D (401 dmg)

(corner) s.C > b~f+BD, b~f+C, b+D, *b~f+C, d~u+B > [DC] b~f+A, *b~f+C, d~u+D (444 dmg)


2 Stock, No Drive Gauge -

d.Bx2 > b+B, qcfx2+BD (376 dmg)

d.B > b+B, ABCD

(corner) s.C > qcb+AC, b~f+A, *b~f+AC, b~f+C, d~u+D (491 dmg)


2 Stock, 1+ Drive Gauge -

(corner) d.Bx2 > b+B, d~u+B > (DC) b~f+AC, *b~f+AC, b~f+C, d~u+D (502 dmg)

(corner) d.Bx2 > b+B, d~u+B > (DC) b~f+AC, b~f+AC, *b~f+C, d~u+D (486 dmg)

Note: This version is easier at the cost of some damage.


3 Stock, No Drive Gauge -

(corner) s.C > b~f+BD, b~f+C, b+D, *b~f+C, ABCD


3 Stock, 1+ Drive Gauge -

(corner) d.Bx2 > b+B, d~u+B > (DC) b~f+A, ABCD, b~f+A, b~f+C, b+D, qcfx2+K

(corner) d.Bx2 > b+B, d~u+B > (DC) b~f+AC, *b~f+C, ABCD


4 Stock, No Drive Gauge -

(corner) s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, b+D, qcfx2+K


5 Stock, No Drive Gauge -

(corner) s.C > b~f+BD, b~f+C, b+D, ABCD, b~f+A, b~f+C, ABCD, b~f+A, b~f+C, d~u+D


Sans Culotte Combos

(1) ABCD, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x4 > b+B, qcbhcf+AC (377 dmg)

Reliable combo that will corner carry from almost everywhere. It doesn't work if Ash is fully cornered. Make sure to keep the opponent juggled high.


(2) (corner) ABCD, [d~u+D > b+D > b~f+D > b+B]x5, qcbhcf+AC (381 dmg)

Simple corner combo for good damage.


(3) (cornered) ABCD, d~u+D > b+D > b~f+D > **b+D, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x3 > b+B, qcbhcf+AC (378 dmg)

A combo that brings the opponent back into the corner that Ash was in. Useful when combo 1 won't work.

Note: **cancel b~f+D into b+D very late. If it's done correctly Ash will flip in the opposite direction switching sides for the combo. It'll look like the input is f+D instead of b+D.


(4) (midscreen) ABCD, [d~u+D > b+D > b~f+D > **b+D]x4, d~u+D > b+D > b~f+D > b+B, qcbhcf+AC (411-456 dmg)

Ash will keep switching sides to keep the opponent juggled midscreen. Good damage with their meter also being locked at the end. The damage is higher depending on close you are to center of the stage.


(5) (corner) ABCD, [d~u+D > b+D > d~u+B > b+D > d~u+B]x4, d~u+D > b+D > qcbhcf+AC (357 dmg)

Very difficult combo. Best used after damage scaling has kicked in, for instance after an HD combo. This combo will take a while to build into muscle memory. Combo 2 will suffice most of the time though.

Hyper Drive

No Stock

(corner) d.Bx2/s.C > b+B > [HD] s. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3, d~u+D (1) > (HDC) b~f+A, *b~f+C, d~u+D


2 Stocks

(corner) d.Bx2/s.C > b+B > [HD] s. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3, d~u+D (1) > (HDC) b~f+A, *b~f+C, b+D, run ABCD, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x4 > b+B, qcbhcf+AC

Buffer ABC during the animation b+D animation and hit D once Ash is close to the opponent.


(corner) d.Bx2/s.C > b+B > [HD] s. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3, d~u+D (1) > (HDC) b~f+A, *b~f+C, b+D, run ABCD, [d~u+D > b+D > d~u+B > b+D > d~u+B]x4, d~u+D > b+D > qcbhcf+AC


4 Stocks

d.Bx2/s.C > b+B > [HD] s. C > b+B, qcfx2+BD, hcbx2+BD


(corner) d.Bx2/s.C > b+B > [HD] s. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3, d~u+D (1) > (HDC) b~f+A, *b~f+C, b+D, run ABCD, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x4 > b+D, b~f+A, b~f+C, b+D, qcfx2+BD


(corner) d.Bx2/s.C > b+B > [HD] s. C > b+B, d~u+B (1), [HDC] b~f+A, [d~u+D (1) > (HDC) b~f+Ax2]×3, d~u+D (1) > (HDC) b~f+A, *b~f+C, b+D, run ABCD, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x4 > b+D, b~f+A, b~f+C, b+D, run ABCD, d~u+D > b+D > b~f+D, [b+B > b~f+B > b+D > b~f+D]x4 > b+D, b~f+A, b~f+C, d~u+D

Tips

Notes about Sans Culotte

His San's Combo's really aren't that bad. When you get used to it, it feels like single inputs for most moves, since you're canceling into other specials without having to charge.


A,B,C,D

d,u+D

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

d,u+B

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

d,u+B

b+D

f+D (caprice)

b+B (miss)

f+C (fireball)

whatever finisher

Ash Crimson : Sans-Culotte tutorial

Ash@dreamcancel.com


Frame Traps and Links

  • (L) = Link, can be a frame trap as well.
  • "(n) frame gap" = The amount of frames that opponent has to counter a frame trap.

1.) st. A > cl. C - 3 frame gap between st. A and cl. C. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.

2.) st. A > cl. D - 4 frame gap between st. A and cl. D. St. A whiffs on crouching opponents, except on Daimon, Raiden, and Maxima when they are in guard position.

3.) cr. A > cl. C (L) - 2 frame gap between cr. A and cl. C.

4.) cr. A > cr. C - 4 frame gap between cr. A and cr. C.

5.) cr. A > cl. D - 3 frame gap between cr. A and cl. D.

6.) cr. B > cl. C - 4 frame gap between cr. D and cl. C.

7.) (corner) b~f+A > cr. B (L) - 2 frame gap between (corner) b~f+A and cr. B.

8.) (corner) cl. b~f+A > cl. C (L) - 2 frame gap between (corner) cl. b~f+A and cl. C.

9.) (corner) cl. b~f+A > cl. D - 3 frame gap between (corner) cl. b~f+A and cl. D.

Strategies

Far Range

Mid Range

Close Range

Cornered Opponent

Cornered

With No Meter/No Drive

With 1+ Meter/No Drive

With No Meter/50%-100% Drive

With 1+ Meter/50%-100% Drive

Best Team Position?

Character Matchups

Andy Bogard

Ash Crimson

Athena Asamiya

Benimaru Nikaido

Billy Kane

Chin Gentsai

Clark Still

Duo Lon

Elisabeth Branctorche

Goro Daimon

Hwa Jai

Iori Yagami (Claw)

Iori Yagami (Flame)

Joe Higashi

K'

Kim Kaphwan

King

Kula Diamond

Kyo Kusanagi (XIII) (mirror match)

Kyo Kusanagi (NESTS)

Leona Heidern

Mai Shiranui

Mature

Maxima

Raiden

Ralf Jones

Robert Garcia

Ryo Sakazaki

Saiki

Shen Woo

Sie Kensou

Takuma Sakazaki

Mr. Karate

Terry Bogard

'Vice

Yuri Sakazaki

Move Metadata

Move Damage Stun Startup On Guard Remarks
cl.A 25 3 4 +1
cr.A 25 3 4 +2
st.A 25 3 4 +1
j.A 45 3 5 -
h.A 40 3 5 -
cl.B 30 3 5 -2
cr.B 30 3 4 0
st.B 30 3 5 -2
j.B 45 3 5 -
h.B 40 3 5 -
cl.C 70 7 4 -4
cr.C 70 7 6 -10
st.C 80 7 11 -5
j.C 72 7 9 -
h.C 70 7 9 -
cl.D 80 8 5 -11
cr.D 80 7 7 -8
st.D 80 7 7 -4
j.D 70 7 8 -
h.D 68 7 8 -
CD 75 10 12 -8
j.CD 90 8 11 -
h.CD 80 8 11 -
Floreal = b+B 50 6 11 -3
Floreal(backwards) = b+D 40 6 4 +1
Recompenses = b/f+C/D 100 0 1 - Hard Knock Down
GCCD 4 0 13 -15 Startup Vs. wk 13,St 17,Jump 17
A Ventose = [b]~f+A 60 2 16 +2 Touching
C Ventose1 = [b]~f+C 20 2 14 - Touching
C Ventose2 = [b]~f+C 45 3 - -
C Ventose3 = [b]~f+C 70 3 - -4
B Nivose1 = [d]~u+B 50 4 3 -
B Nivose2 = [d]~u+B 30 2 - -22
D Nivose1 = [d]~u+D 65 4 7 -
D Nivose2,3 = [d]~u+D 30 2 - -38
Genee = QCB+A/B/C/D 30 6 42,44,46,48 +11.+13,+14,+15 A,B,C,D
B Germinal Caprice = [b]~f+B 60 4 15 -15
D Germinal Caprice = [b]~f+D 75 4 19 -25
EX Ventose1 = [b]~f+AC 40 0 16 - Touching
EX Ventose2,4 = [b]~f+AC 80 0 - +
EX Ventose3 = [b]~f+AC 40 0 4 +2
EX Nivose1 = d~u+BD 80 0 4 -
EX Nivose2-4 = d~u+BD 40 0 - -42
EX Genee1 = QCB+AC/BD 40 0 19 -
EX Genee2 = QCB+AC/BD 40 0 - -
EX Genee3 = QCB+AC/BD 50 0 - +12
EX Germinal Caprice1 = [b]~f+BD 20 0 15 - First hit unscaled
EX Germinal Caprice2,3 = [b]~f+BD 20 0 - -
EX Germinal Caprice4 = [b]~f+BD 80 0 - -3
Thermidor1 = QCF,QCF+A/C 20 0 94(24) - Freeze 70
Thermidor2-7 = QCF,QCF+A/C 20 0 - -
Thermidor8 = QCF,QCF+A/C 40 0 - +12
Pluivose1 = QCF,QCF+B/D 20 0 34(5) - Freeze 29
Pluivose2-6 = QCF,QCF+B/D 20 0 - -
Pluivose7-9 = QCF,QCF+B/D 30 0 - -43
EX Pluivose1 = QCF,QCF+BD 20 0 32(3) - Freeze 29
EX Pluivose2-9 = QCF,QCF+BD 20 0 - -
EX Pluivose10-12 = QCF,QCF+BD 40 0 - -41
Sans Culotte = A,B,C,D 75 0 32(3) -19 Freeze 29
Germinal1 = QCB,HCF+AC 0 0 76(1) -34 Freeze 75
Germinal N = QCB,HCF+AC 15 0 - -
Fructidor = HCB,HCB+BD 480 0 30(1) - Freeze 75

Videos

Ash Master Class

KCE Basic Introduction


Ash's Safe Jump Setups

http://www.youtube.com/watch?v=lVi7GAEftrA (from 0:00 to 1:10)


Ash Hit Boxes

Ash Combos

Discussion Threads

Discuss at Dream Cancel

Navigation

The King of Fighters XIII
System

FAQControlsMovementOffenseDefenseMeters and GaugesHitboxes

Characters