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The King of Fighters XIII/Ash Crimson/Combos
Notation
Legend
~ = Charge in the direction noted before.
(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
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.
HD Combos
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