The King of Fighters XIII/K'

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File:K'.png


Gameplay Overview

Gameplay Notes

Pros

Cons

Normals

Standing

Far Normals 9.png

st. A - A simple punch attack, fast, nice range, good for stopping jump-ins if timed right, doesn't have much combo use but you could probably get away with using it as a quick fake-out by whiff canceling it before they run up on you.

- Chain/Cancel-able, Far and Close

- Hit Detection: High

- Damage: 25

- Combos from: Crouch light normals, and anything else that can chain into light normals

- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike


st. B - Low kick, actually despite looking like a low kick it's actually aimed high, has good range for a far normal, not too bad start-up, possibly good for pokes and other strategies/tactics to annoy your opponent.

- Hit Detection: High

- Damage: 30

- Combos from: Crouch light normals, and anything else that can chain into light normals.


st. C - A right hook aimed at the opponents face, okay reach, not so bad recovery, for a Far strong normal it seems rather promising, good for that extra boost as soon as you get them into the corner.

- Cancel-able

- Hit Detection: High

- Damage: 80

- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike+Narrow Spike, EX Crow Bites

- Combos from: Jump-ins that yield copious amounts of hit-stun.


st. D - A high kick, a really high kick, runs the same properties as his Far C except it goes high meaning it can be used as an anti-air when timed correctly, it isn't cancel-able (except in HD mode)

- Hit Detection: High

- Damage: 80

- Combos into: EX/Eins Trigger+Second Shoot/Shell, EX Minutes Spike+Narrow Spike, EX Crow Bites, in HD mode

- Combos from: Jump-ins + Hit-stun


Close Normals 9.png

cl. C - A punch aimed at the gut, does two hits, comes out fast, good recovery, the combo starter of choice as it combos into just about everything if not everything, if you got a move you want to do this normal will tie it together with it.

- Cancel-able

- Hit Detection: High

- Damage: 40+30

- Combos into: EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout

- Combos from: Jump-ins + Hit-stun


cl. D - Take everything I said about his close C, give it more range, make it a tad bit slower, then make it hit low, besides that eveything else applies here, trying using to catch your opponent off-guard from time to time, K' is good at that kinda stuff.

- Cancel-able

- Hit Detection: Low

- Damage: 70

- Combos from: Jump-ins with hit-stun

- Combos into: EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout

Crouching

Crouch Normals 9.png

cr. A - Crouching punch, take his stand A into consideration then use it while he's crouching, useful for chaining together lights into awesome K' combos, good range and recovery as expected, hits high.

- Chain/Cancel-able

- Hit Detection: High

- Damage: 25

- Combos into: Other crouching/standing normals that lead to EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout


cr. B - A (really) low kick, this is your godlike combo starter from crouching normals, this move is good, really good, chains together everything and so much more, you'll have your opponent raging before you know it, great range/recovery, good start-up, and amazing combo oppurtunity.

- Chain/Cancel-able

- Hit Detection: Low

- Damage: 30

- Combos into: Other crouching/standing normals that lead to EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout


cr. C - A uppercut punch, yet another good combo starter from crouch normals, comes out a little slow so it'll require some timing to use an anti-air, good combos ops when used after a jump-in.

- Cancel-able

- Hit Detection: High

- Damage: 70

- Combos from: Jump-ins with hit-stun

- Combos into: Other crouching/standing normals that lead to EX/Eins Trigger+Second Shoot/Shell/Blackout, EX Minutes Spike+Narrow Spike, EX/Crow Bites+Plus, Blackout


cr. D - A sweep kick used to trip your opponents on contact, slow recovery, whiff cancel-able before it hits, doesn't have much combo use unless you stick out just to whiff cancel before hitting them, hits low therefore it much be blocked whilst crouching otherwise they'll get hit.

- Whiff/Cancel-able

- Hit Detection: Low

- Damage: 80

- Combos from: Late jump-ins because it's a pretty slow move

- Combos into: Whiff canceling will allow it to be combo'd into the majority of his EX attacks and anything else that's very fast

Jumping

Jump Normals 9.png

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 -

- Cancel-able

- Hit Detection: Mid

- Damage: 70(68)

Blowback Attack

CD 9.png

CD -

- Whiff/Cancel-able

- Hit Detection: High

- Damage: 75


JCD 9.png

j. CD -

- Cancel-able

- Hit Detection: High

- Damage: 90(80)


GCCD 9.png

GCCD: Guard Cancel Blowback Attack

- Hit Detection: High

- Damage: 10

Throw

Spot Pile.png

Spot Pile = (b/f+C/D) - K' grabs his opponent then bends them over with one hand, then he uses his other arm to elbow them to the ground, pretty simple stuff, can possibly be used in tick throw set-ups.

- Can be broken

- Hit Detection: Close

- Damage: 100

Command Moves

One Inch.png

One Inch Punch = (f+A) -

- Cancel-able

- Hit Detection: High

- Damage: 75(60)

Special Moves

Iron Trigger.png

Eins Trigger = (qcf+P) -

(EX) = qcf+AC -

- Cancel-able

- Hit Detection: High

- Damage: 50/60


Seconnd Shoot.png

∟ Second Shoot = (f+B) -

- Hit Detection: High

- Damage: 40/80


Second Shell.png

∟ Second Shell = (f+D) -

- Hit Detection: High

- Damage: 40/25x2


Iron Trigger, Blackout.png

∟ Blackout = (b+K) -


Blackout.png

Blackout = (qcf+K) -

(EX) = qcf+BD -


Minutes Spike.png

Minute Spike = (qcb+K) also in air -

(EX) = qcb+BD also in air -

- Drive Cancel-able

- Hit Detection: High

- Damage: 70/150


Narrow Spike.png

∟ Narrow Spike = (qcb+K) ground only -

- Drive/Super Cancel-able

- Hit Detection: Low

- Damage: 60/130


Crow Bites.png

Crow Bites = (dp+P) -

(EX) = dp+AC -

- Drive/Super Cancel-able

- Hit Detection: High

- Damage: 60+40/50+40+30/20x8+40x2+80


Crow Bites Plus.png

∟ Crow Bites Plus = (f+K) (C version only) -

- Hit Detection: High

- Damage: 40

Desperation Moves

Heat Drive.png

Heat Drive = (qcfx2+P) -

- Max Cancel-able

- Hit Detection: High

- Damage: 200


Chain Drive.png

Chain Drive = qcf hcb+P -

(EX) = qcf hcb+AC -

- Max Cancel-able

- Hit Detection: High

- Damage: 25+0+10x3+15x6+70/25+0+10x3+12x6+10x3+12x7+40+80

Neomax

Hyper Chain Drive.png

Hyper Chain Drive = hcbx2+AC -

- Hit Detection: High

- Damage: 20x3+(20+0)x21

Combos

Miscellaneous

Character Sprite

File:K' Sprite.gif

Colors

Colors 10.png

Alternate Colors

Colors 10.2.png

Other

Taunt 10.png

Taunt

Other Animations 10.png

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

http://www.youtube.com/watch?v=86jHgHypau0