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The King of Fighters XIII/Kim Kaphwan/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

Starters

  • d.Bx3, s.B => A quick easy four hit confirm which can be shorten to only 2 or 3 hits if the opponent is too far. In the combo sections you can use one or two crouching light kicks but the damage will be lowered a bit. This confirm easily goes into his ff+A command normal most of the time with no super meter, or just into his qcb+BD if you have stocks saved. This light kick string easily confirms into his HD activation with just enough auto-dash for a st.C or st.D into whatever combo. On block, this string ending in s.B places you a character and half space away from the opponent depending on how many crouching light kicks you perform. You can decide to end the string in the s.B to give yourself and your opponent a bit or space, or walk up and give them more d.B's to keep up the pressure.
  • d.Ax3, s.B => Similar in concept to the d.Bx3, s.B string but instead, using crouching light punches which are mid attacks. This can be useful to apply next to using the crouching light kicks because they are easy to confirm and if they are blocked, gives Kim +3F of frame advantage. Keep in mind that the combo damage is lowered because a crouching light punch outputs 25 damage points.
  • d.B, d.A, d.B, s.B => A 4-hit confirm which may take a small amount of practice to get used to because all the hits chain into each other. You can omit one d.A to go straight into the d.B, s.B for a 3 hit confirm or you can even switch it for a s.A jab which will whiff on some crouching opponents but will give you an easy normal throw set-up.
  • cl.C/cl.D => A single hit confirm into a combo is a little tough, so it's best to use ff+A after either of these, unless it's a punish, then you're free to use these single normals (which provide good hit stun) into his qcb+D or EX qcb+K or confirm into HD.

Kim can link his Far D into his cl.C or his d.B which can give him some extra damage to many of his combos, especially if you are using it as poke. His links can be a little difficult to confirm, but they are very practical in battle. Here are a few examples:

  • Far D, d.B, s.B = 4 hits which takes practice to perform consistently but very practical and can lead into a hard knockdown depending on the combo finisher you choose or into an HD activation.
  • Far D, cl.C => Much more harder to link into compared to d.B link. This link more stricter but has more damage than the d.B link, but choose for yourself which link you feel is more useful and easier to land in matches consistently.


Non-HD Combos

Mid-Screen Combos

No Stock, No Drive Gauge

d.Bx3, s.B, ff+A, qcb+B (in air) = 202 dmg

  • A very important combo to learn because it is easy to confirm and leads into a hard knockdown for safejump and cross-up setups. If you want more damage, and you confirm from a jumpin, you can substitute the low and stand B attacks for a cl.C or cl.D into ff+A.

d.Bx3, d~u+D~down+D = 142 dmg

  • Even though it does less damage than his ff+A, qcb+B combo, it still knocks the opponent down hard for a cross-up setup.

s.D or s.C, qcb+D = 178 dmg

  • Add a whiffed ff+A after the knockdown to follow them while they wake up.


No Stock, 1+ Drive Gauge

(j.C/D), cl.C, qcb+D (3)[DC], d~u+D~down + D = 332 dmg

  • Great damage, and ends in a hard knockdown for a safejump setup or a cross-up.


1 Stock, No Drive Gauge

d.Bx2/3, s.B, ff+A, qcb~hcf+K = 301 dmg

  • A little tough sometimes to get the super out after the ff+A, be sure to hit all the angles of the super as accurately and smoothly as you can, or else it wont come out. Once learned, it can be a very useful combo because the damage is solid, and there is no need to waste your drive gauge.


d.Bx3, s.B, qcb+BD, ff+A, qcb+D (in air) = 301 dmg

  • A cool looking combo that can be performed midscreen (you have to get the ff+A out after the qcb+BD as quickly as you can), but easiest performed in the corner for a hard knockdown.


qcf,qcf+B, ff+A, qcb+D = 234 dmg

  • A follow up combo if you anti-air an opponent with qcf,qcf+B


1 Stock, 1+ Drive Gauge

d.Bx2, d.A, d~u+K (DC), qcb+BD (in the air), ff+A, qcb+D = 299/318 damage

s.C, qcb+D (3)(SC)qcf~qcf+B, ff+A, qcb+D = 363 damage

s.C, qcb+D (3)(SC)qcf~qcf+B, (run towards a bit) qcb+D(3 Hits), d~u+D~down+D = 431 damage


2 Stock, 0 Drive Gauge

d.Bx3, s.B or j.D, cl.C, ff+A, qcb~hcf+BD = 405/459 dmg

  • It's more important to learn this combo from starting with d.Bx3, s.B because of the easy damage from a low attack without any drive gauge.

(d.Bx3, s.B or j.D, s.D), qcb+BD, ff+A, air qcb+BD, ff+A, air qcb+D = 396/469 dmg


2 Stock, 1+ Drive Gauge

d~u+D, (DC) qcb+BD, ff+A, qcb~hcf + K = 372 dmg

  • Incase you anti-air with his flash kick

s.D, qcb+D (SC), qcfx2+D, ff+A, qcb~hcf+K = 423 damage


3 Stock, No Drive Gauge

j.D, s.D, qcb+BD, ff+A, qcb+BD, ff+A, qcb+BD, d~u+D~down+D = 544 dmg

  • Best performed midscreen leading into the corner. If you replace the jump-in and stand D with d.Bx3, st.B into qcb+BD, the damage will be 459.


(d.Bx3, st.B or j.D, s.D), qcb+BD, ff+A, qcb~hcf+BD = 484/553 dmg

  • If you have the meter and no drive gauge left, and you need the kill, use this combo to finish them.

Corner Combos

No Stock, No Drive Gauge

j.C/D, cl.C/D, qcb+B, d~u+D~down+D = 298/300 dmg

  • If you are grounded and manage to hit them with a far D, you can link that into his cl.C into the qcb+B


1 Stock, No Drive Gauge

(d.Bx3, st.B or j.C, cl.C), ff+A, qcf+BD, qcb+B, d~u+D~down+D = 332/396 dmg

  • You can omit the qcb+B if you are having trouble linking it after the qcf+BD but the damage will be reduced.

j.C/D, cl.C/D, ff+A, qcb+BD, d~u+D~down+D = 380/384 dmg

  • Pretty good damage, doesn't need a drive bar, and knocks down hard.


No Stock, 1+ Drive Gauge

j.C/D, cl.C/D, qcb+B, d~u+D~down+D (3)[DC], qcb+D (air) = 317 dmg

  • A variation of his meterless corner hard knockdown combo with bit more extra damage.


1 Stock, 1+ Drive Gauge

j.C/D, qcb+D (3) (DC), qcb+BD, qcb+B, d~u+D~down+D = 412 dmg

d.Bx3, s.B or j.D, cl.C, qcb+BD, d~u+B (DC), qcf+K (miss), qcb+D, d~u+D~down+D = 398/471 dmg

  • You can use qcb+B instead of qcb+D if you feel that your flash kick at the end will miss.


No stock, 2 Drive Gauge

j.C/D, cl.C/D, qcb+D (3) [DC], d~u+D (3) [DC], qcb+D (air) = 350/352 dmg

  • Very easy to pull off, once you can confirm the cl.C or cl.D into the qcb+D, the rest is simple, and it ends in a hard knockdown.


2 Stock, No Drive Gauge -

d.Bx3, s.B, ff+A, qcf+BD, s.D, ff+A, qcb~hcf+K = 404 damage

d.Bx3, s.B, or j.D, cl.C, qcb+BD, d~u+BD = 357/418 dmg


2 Stock, 1+ Drive Gauge -

j.D, cl.C, qcf~qcf+B, qcb+D, d~u+D (DC) qcb+BD, d~u+D~down+D = 519 damage

Counter Hit j.CD combos

Mid-screen/Corner

No Stock, No Drive Gauge

j.CD (CH), ff+A, qcb+D = 214 dmg

1 Stock, No Drive Gauge

j.CD (CH), ff+A, (air) qcb~hcf+K = 330 dmg

2 Stock, No Drive Gauge

j.CD (CH), ff+A, (air) qcb~hcf+BD = 438 dmg


Corner or Near Corner ONLY

1 Stock, No Drive Gauge

j.CD (CH), ff+A, (air) qcb+BD, ff+A, qcb+D = 325 dmg

1 Stock, 1 Drive Gauge

j.CD (CH), d~u+D (3) (SC), qcb~hcf+K = 350 dmg

2 Stock, No Drive Gauge

j.CD (CH), ff+A, (air) qcb+BD, ff+A, (air) qcb+BD, d~u+D~down+D = 442 dmg


HD Combos

Common HD starters

  • f+B
  • s.C/s.D
  • d.Bx2/3, s.B
  • Far D, d.B, s.B
  • Far D, s.C

Any of the combos below can be started before HD activation with the combos above. A jump attack may be added to the standing normals for more damage.


1 Stock

(1) d.B, d.B, s.B/s.C (HDC), s.C, qcb+D (3)(HDC), d~u+D (3), (HDC) qcb+BD (air), ff+A, qcb+D (air) = 395/436 dmg

  • NOTE: if performed to closely to the corner, Kim might miss his ff+A


2 Stocks

(1) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(DC), d~u+D (3), (HDC) qcb+BD (air), ff+A, qcb~hcf+K (air) = 459/492 dmg

  • NOTE: if performed to closely to the corner, Kim might miss his ff+A

(2) d.Bx3, s.B/s.C (HD), s.C, qcb+D (3)(HDC), qcb~hcf+AC = 618/623 damage

(3) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(HDC), d~u+B (HDC), qcb+D (2), qcb~hcf+AC = 676/712 damage

(4) d.Bx3, s.B/s.C (HD), s.C, qcb+D (3)(HDC), d~u+B (HDC), qcb+D (2), d~u+B (HDC) qcf+K (miss) qcb~hcf+AC = 699/737 damage

  • Best used mid-screen towards the corner or else the NeoMax will miss

(5) (starts midscreen) d.Bx3, s.B,/s.C (HD), s.C, qcb+D (3)(HDC), d~u+B (HDC), qcb+D (2), d~u+B (HDC) qcf+K (miss), qcb+B, d~u+B (HDC) qcf+K (miss) qcb~hcf+AC = 747/778 dmg

  • You may omit the qcb+B if you feel it would be easier to connect the NeoMax after the missed qcf+K.

(6) (corner only) j.D, s.C (HD) s.C, qcb+D (3), d~u+B (HDC), [qcb+D (1), d~u+B (HDC)]x3, (whiff) qcb+B, qcb~hcf+AC = 849 damage


3 Stocks

(1) d.Bx3, s.B/s.C (HD) s.C, qcb+D (DC), d~u+B (1) (HDC), qcb+D (2), d~u+B (HDC), air qcb+BD, (land) qcb~hcf+AC = 736/772 dmg

(2) (corner only) d.Bx3, s.B/s.C (HD) s.C, qcb+D (DC), d~u+B (HDC), qcb+D (2), d~u+B (HDC), air qcb+BD, (land) d~u+B (1) (HDC) qcf+K (miss), qcb+B, d~u+B (1) (HDC) qcf+K (miss), qcb~hcf+AC = 791/864 dmg

  • Be sure to drive cancel the d~u+B into air qcb+BD a little late or else a ground qcb+BD will come out

(3) s.D, (HD) s.D, qcb+D (3) (HDC), qcf~qcf+B, (run) qcb+D (3) (HDC), d~u+B (HDC), qcf+D (HDC), d~u+B (HDC), qcb+D (2) (HDC), qcb~hcf+AC = 878 dmg [1]


4 Stocks

(1) d.B, d.B, s.B/s.C (HD), s.C, qcb+D (3)(HD), d~u+D (3), qcb~hcf+BD (MC), qcb~hcf+AC = 700/730 dmg

The King of Fighters XIII

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