The King of Fighters XIII/K'
Gameplay Overview
Gameplay Notes
Pros
Cons
Normals
Standing
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
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
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
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 -
- Whiff/Cancel-able
- Hit Detection: High
- Damage: 75
j. CD -
- Cancel-able
- Hit Detection: High
- Damage: 90(80)
GCCD: Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Throw
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 Punch = (f+A) -
- Cancel-able
- Hit Detection: High
- Damage: 75(60)
Special Moves
Eins Trigger = (qcf+P) -
(EX) = qcf+AC -
- Cancel-able
- Hit Detection: High
- Damage: 50/60
∟ Second Shoot = (f+B) -
- Hit Detection: High
- Damage: 40/80
∟ Second Shell = (f+D) -
- Hit Detection: High
- Damage: 40/25x2
∟ Blackout = (b+K) -
Blackout = (qcf+K) -
(EX) = qcf+BD -
Minute Spike = (qcb+K) also in air -
(EX) = qcb+BD also in air -
- Drive Cancel-able
- Hit Detection: High
- Damage: 70/150
∟ Narrow Spike = (qcb+K) ground only -
- Drive/Super Cancel-able
- Hit Detection: Low
- Damage: 60/130
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 = (f+K) (C version only) -
- Hit Detection: High
- Damage: 40
Desperation Moves
Heat Drive = (qcfx2+P) -
- Max Cancel-able
- Hit Detection: High
- Damage: 200
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 = hcbx2+AC -
- Hit Detection: High
- Damage: 20x3+(20+0)x21
Combos
Miscellaneous
Character Sprite
Colors
Alternate 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