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The King of Fighters XIII/K'/Combos

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The King of Fighters XIII

OverviewStrategyDataCombos

Notation

Legend

(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


Non-HD Combos

0 Stock

No Stock, No Drive Gauge -

d.B, d.A, dp+C~f+D = 169 dmg

j.C, d.B, d.B, qcf+C~f+B = 201 dmg

d.B, qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A = 234 dmg

j.C, st.C (1), f+A, qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A = 303 dmg

(corner only) j.C, st.C, f+A, qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A = 317 dmg

(corner only) (j.C), d.Bx2, qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A = 307 dmg


No Stock, 1+ Drive Gauge -

j.C/D, st.C (1 hit), qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A (2 hit), (DC) qcf+B, dp+C~f+D = 382 dmg

(midscreen to corner only) j.C/D, st.C (1 hit), qcf+A~f+D, qcb+D~[qcb+D (miss)], dp+A(1 hit), (DC) qcf+C~f+D, qcb+D~[qcb+D (miss)], dp+C~f+D = 450 dmg

j.D -> st.C (1 hit) -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> (DC) qcb+D -> qcb+D (miss) -> dp+A 379 dmg

j.C -> st.C -> f+A -> (qcb+D)whiff -> qcb+D(slide follow up) -> dp+A -> (DC) qcf+C -> f+D -> (run forward) qcb+D -> qcb+D (whiff) -> dp+A 409 dmg

  • Note: This combo will carry opponent's from corner to corner.

No Stock, 2 Drive Gauge -

(corner)j.C -> d.Bx2 -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(2hit) -> qcf+B -> dp+A(2hit) -> qcf+B -> dp+C~D = 410 dmg

(corner)j.D -> d.B -> d.D -> qcf+A -> f+D -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+A(1hit) -> qcb+D -> qcb+D (miss) -> dp+C

1 Stock

1 Stock, No Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+C

j.D -> d.B -> d.B -> qcf+AC -> f+D -> (delay) qcb+D -> qcb+K (miss) -> dp+C

(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A

j.CD/s.A (anti-air) -> j.qcb+BD -> dp+C


1 Stock, 1+ Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C

(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+D -> qcb+K (miss) -> dp+C

2 Stocks

2 Stock, No Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> qcb+K (miss) -> dp+AC

(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> qcf,hcb+AC


2 Stock, 1+ Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C

(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+C


2 Stock, 2 Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> (DC) qcf+BD -> qcb+K (miss) -> dp+A (1hit) -> (DC) qcb+D -> qcb+K (miss) -> dp+C

3 Stocks

3 Stock, 1+ Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> dp+A (1hit) -> DC qcb+BD -> qcb+K (miss) -> dp+AC

(corner) j.D -> d.B -> d.B -> qcf+A -> f+D -> j.CD -> qcb+BD -> dp+A (1hit) -> qcf,hcb+AC


3 Stock, 2 Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+D -> qcb+K (miss) -> hcbx2+AC

4 Stocks

4 Stock, 2 Drive Gauge -

j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> [dp+A (2hit) -> DC qcf+B]x2 -> hcbx2+AC

(corner) j.D -> d.B -> qcf+A -> f+D -> qcb+BD -> qcb+K (miss) -> dp+A (1hit) -> DC qcf+D -> qcb+K (miss) -> dp+C (1hit) -> DC qcf,hcb+AC

Counter Hit Combos

Midscreen

No Stock, 0 Drive

j.CD (Counter Hit) -> qcb+D -> qcb+K (miss) -> dp+A (2 hits)


1 Stock, 0 Drive

j.CD (Counter Hit) -> j.CD -> j.qcb+BD ->dp+C


Corner

1 Stock, 1 Drive

j.CD (Counter Hit) -> qcb+D -> qcb+K (miss) -> dp+A (1 hit) -> DC qcf+C (Corner) -> f+D -> f+A -> j.CD -> j.qcb+BD -> dp+C


HD Combos

1 Stock

1 bar HD 731 damage

j.C > st.C XX f+A > (HDA) > st.C XX f+A XX qcb+D(whiff) > qcb+D(slide followup) > (dp+A [DC] qcb+D > qcb+D(whiff))*4 > dp+A [HDC] qcf+C > f+D > f+A > qcf,hcb+P

1 bar HD 747 damage

j.C > st.C XX f+A > (HDA) > st.C XX f+A XX qcb+D(whiff) > qcb+D(slide followup) > (dp+A [DC] qcf+C > f+D > f+A)*4 > qcf, hcb+P

2 Stocks

2 bar HD 803 damage

j.C > st.C XX f+A > (HDA) > st.C XX f+A XX qcb+D(whiff) > qcb+D(slide followup) > (dp+A [DC] qcb+D > qcb+D(whiff))*4 > dp+A XX hcb*2+AC

2 bar HD 825 damage

j.C > st.C XX f+A > (HDA) > st.C XX f+A XX qcb+D(whiff) > qcb+D(slide followup) > (dp+A [DC] qcb+D > qcb+D(whiff))*2 > dp+A (1 hit) [DC] f+C (qcf+C shortcut), f+D,(delay a little) f+A , qcb+D, qcb+D(whiff), dp+A [DC], qcb+D, qcb+D(whiff), dp+A(2 hits), [DC] hcbx2+AC

3 Stocks

3 bar HD 921 damage

j.C > st.C XX f+A > (HDA) > st.C XX f+A XX qcb+D(whiff) > qcb+D(slide followup) > (dp+A [DC] qcb+D > qcb+D(whiff))*2 > dp+A (1 hit) [DC] f+C (qcf+C shortcut), f+D, f+A qcf,hcb+P, (MC)hcb*2+AC

4 Stocks

4 bar HD 987 damage

j.C > st.C XX f+A > (HDA)(Hold Back) > far st.D XX qcb+BD(whiff) > qcb+BD(slide followup) > (dp+A [DC] qcb+D > qcb+D(whiff))*2 > dp+A (1 hit) [DC] f+C (qcf+C shortcut), f+D, f+A qcf,hcb+P, (MC)hcb*2+AC

Situational HDs

Rather than post combos, this section will highlight ways to get into HD mode using the HD Bypass technique. By hitting HD mode in conjunction with doing a move, you can activate HD in a lot of different situations. You can also bypass into normals by canceling into HD really late. This links, if done properly, st.C after it.

Situational HD #1: d.B, d.B {HDB} st.C, f+A => (Anywhere)

Pressing HD late after hitconfirming into a low chain will give you the opportunity to HD Bypass into st.C. This is good to use because it allows you to get in combos from lows other than close st.D. Not only does d.B allow you access into it from lows, but you can use it in tense situations. Listed below are examples when to fish for d.B, d.B

  • When your opponent tries to do an early j.CD or early air-to-air normal, which you can go under with your d.B
  • When you're on the offensive and you're converting a low-risk poke into a full combo.
  • When you're on the defensive and you've successfully counter poked an opponent.
  • When you're punishing someone with your 4F normal when st.C would either be far C or st.C is too slow to punish it.

The starter string I included works from practically every range you'd confirm d.B d.B. Without meter, doing narrow spike links with st.C, f+A and allows you a full combo and more damage. If you're closer, you can do st.C (1 hit), qcf+C into a full combo, or you could hold down and do d.C into dp+A for a full combo. Choice is yours, either one will work.

Situational HD #2: qcf+A, f+D, j.CD, {HDB = qcb,ub+CBD} (Close to/In corner)

You can HD Bypass in the corner with your EX Air Minute Spike because it's an anywhere juggle. For one meter, you can convert a regular corner combo into a full HD combo. You can jump again and do qcb+CBD, do j.CBD (Any of the normals that come out in HD mode can be free canceled into Air Minute spike), or do what I suggested with j.CD and TK air minute spike, but it's a very useful tool that will make people very scared to be in the corner with you.

This is also very dangerous because of a secondary: If you hit someone with j.CD in the corner, even if it's not counter hit, you can convert that as well into an HD Combo. Since any move that hits people in the air will work, you could do a combo from half way across the screen and confirm into HD. (E.G = st.C(1 hit), qcf+A, f+D, qcb+D, qcb+D (whiff), st.A, qcb,ub+CBD => (Half screen))

Having full HD makes your regular combos that much more dangerous and scary. It also makes your pressure and air to air game even scarier since you can TK into HD from winning virtually any air to air.

Situational HD #3:d.B, d.B, qcf+A, f+B, d.C (HDA) qcb,ub+BD => (Corner)

This situational HD is useful because it gives you many options. How it works is HD canceling a move that air resets an opponent from the second shell. Once you finish your dash, you have enough time to catch someone with a TKed EX air Minute spike. The reason why this is useful is because you can turn a confirmed blockstring into an HD combo, do a reset, or don't do d.C and simply go for a dp+C for a hard knockdown to keep your opponent in the corner. You have a lot of time to think of what would be the best use of your meter from this situation.

This is not the only time you can do this off of an air reset. You can do this close to the corner by using far st.D as an anti-air. If you hitconfirm it and press HD, you can dash after your air reset opponent and go for a full combo right off the bat. This takes time and anticipation, but it converts your anti-airs into a huge punish for your opponent haphazardly jumping into K' air space.

The King of Fighters XIII

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The King of Fighters XIII
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