Difference between revisions of "The King of Fighters XIII"

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==Notation==
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Note: Directional movement will always be lower case, distance and jumps will end with a period (.) and buttons will be uppercase.
 
====Joystick====
u = up, vertical jump
 
uf = up forward, forward jump
 
ub = up back, backward jump
 
f = forward, makes the character walk forward
 
N = Neutral stance, when you aren't moving or attacking
 
b = backward, makes the character walk backwards, if the opponent attacks you while you are in this state it will make your character guard
 
d = down, makes the character crouch
 
df = down forward, crouching
 
db = down back, crouch and guard
 
====Buttons====
A = weak punch
 
B = weak kick
 
C = strong punch
 
D = strong kick
 
===Attack Motions===
qcf = quarter circle forward from down to forward (d, df, f)
 
qcb = quarter circle from down to back (d, db, b)
 
c.b~f = charge/hold back for a brief second then switch to the forward direction
 
c.d~u = charge/hold down for a brief second then switch to the up direction
 
hcf = half circle from back to forward (b, db, d, df, f)
 
hcb = half circle from forward to back (f, df, d, db, b)
 
dp = dragon punch or forward, down, down forward (f, d, df)
 
rdp = reverse dragon punch or back, down, down back (b, d, db)
 
tk = tiger knee or down, down forward, forward, up forward (d, df, f, uf)
 
hcb~f = half circle from forward to back then press forward (f, df, d, db, b, f)
 
===Character Movement===
j. - Jump/jumping - Press up-back/up/up-forward.
 
vj. - Vertical jump - Press up
 
vh. - Vertical hop - Tap up
 
hj. - Hyper-jump - Tap down-back/down/down-forward, then quickly press up-back/up/up-forward.
 
h. - Hop - Tap up-back/up/up-forward.
 
hh. - Hyper hop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward.  
 
r. - Run - Tap f,f and hold it
 
bd. - Back dash - Tap b,b, character is airborne is this state, some air commands can make the character hop back farther and faster
 
===Other Common Abbreviations===
 
st./s. = stand (e.g s.C - standing C)
 
cr./d. = crouching (holding d, db or df) / (d.B - down B)
 
cl. = close (however, usually it's assumed to be a close attack unless otherwise stated since most far attacks don't cancel)
 
f. = far
 
vj. = vertical jump
 
(EX) = move has an EX version, performed by pressing AC or BD and attack motion
 
BnB = bread and butter; basic combo
 
∟ = Follow up move
 
GCAB = Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter
 
GCCD = Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter
 
EX Special Move = do the special move motion, but press AC or BD together [costs 1 power stock]
(for example, Terry's EX Burn Knuckle (QCB+P) is done by pressing QCB+AC)
 
EX DM (Super Move) = do the super move motion, but press AC or BD together [costs 2 power stocks]
(for example, Terry's EX Power Geyser (QCB,DB,F+P) is done QCB,DB,F+AC)
 
NEOMAX (Deadly Super Move) = input your character's NEOMAX command [costs 3 power stocks]


==Gameplay Systems==
==Gameplay Systems==

Revision as of 00:35, 18 September 2010

Kof-13-logo.jpg Kof13-action.jpg File:062.jpg


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Gameplay Systems

FAQ

Basics

P = with either punch button, generally applies to special attacks/DM's

K = with either kick button, generally applies to special attacks/DM's

AC = with both punch buttons simultaneously, applies to EX attacks/Neomax's

BD = with both kick buttons simultaneously, applies to EX attacks/Neomax's

Throw = b/f + C/D when close to opponent

Air Throw = b/d/f + C/D when close to opponent in air

Throw Escape = C/D when the opponent attempts to throw you

Knockback attack = CD, can also be done in the air

Evasive Roll = Press b/N/f + AB, Rolling provides a few frames of invulnerability. forward or just AB makes the character roll forward, back and AB makes the character roll backward.

Advanced Techniques

Ukemi (recovery after a fall) = press AB when you hit the ground

Guard Cancel Roll (forward) = while blocking, AB or f+AB or df+AB [costs 1 power stock]

Guard Cancel Roll (backward) = while blocking, b+AB [costs 1 power stock]

Guard Cancel Attack = while blocking, CD [costs 1 power stock]

Cancel System

Drive Gauge = A special gauge (located right above the power meter) that allows one special move to be canceled into another

Hyper Drive Mode = When the drive gauge reaches 100% you can activate Hyperdrive mode which will allow you to freely cancel multiple specials moves over a fixed period of time

Drive Cancel = While performing certain special moves, input the command for another special move [costs 50% Drive Gauge]

Super Cancel = While performing a combo input the command for the DM/EXDM to cancel the special attack into it [costs 50% Drive Gauge and 1 or 2 stocks]

Hyper Drive Cancel = Press BC to activate (on the ground or in the air), then string the commands together by precisely canceling one attack into another with good timing

MAX Cancel = While in Hyperdrive Mode, input your character's NEOMAX command while doing a special attack or DM [costs 3 to 5 stocks and 100% of your Drive Gauge]

Character Information

Hitboxes

Tier List

Characters

Single Entry

Ash Crimson (XIII) 90%


Elisabeth Team

Elisabeth Branctorche (XIII) 85%

Duo Lon (XIII) 5%

Shen Woo (XIII) 45%

Japan Team

Kyo Kusanagi (XIII) 90%

Benimaru Nikaido (XIII) 5%

Goro Daimon (XIII) 40%

Fatal Fury Team

Terry Bogard (XIII) 5%

Andy Bogard (XIII) 5%

Joe Higashi (XIII) 5%

Psycho Soldiers

Athena Asamiya (XIII) 85%

Sie Kensou (XIII) 5%

Chin Gentsai (XIII) 70%

Ikari Warriors

Leona Heidern (XIII) 5%

Clark Still (XIII) 5%

Ralf Jones (XIII) 5%

Women Fighters

Mai Shiranui (XIII) 5%

King (XIII) 60%

Yuri Sakazaki (XIII) 5%

Yagami Team

Iori Yagami (XIII) 80%

Mature (XIII) 5%

Vice (XIII) 85%

Art of Fighting Team

Ryo Sakazaki (XIII) 5%

Robert Garcia (XIII) 5%

Takuma Sakazaki (XIII) 5%

Korea Team

Kim Kaphwan (XIII) 5%

Hwa Jai (XIII) 5%

Raiden (XIII) 5%

K' Team

K' (XIII) 5%

Kula Diamond (XIII) 5%

Maxima (XIII) 15%