The King of Fighters XIII/K': Difference between revisions

From SuperCombo Wiki
Line 83: Line 83:
=== Combos ===
=== Combos ===
==== 0 Bar, 0% Drive  ====
==== 0 Bar, 0% Drive  ====
*cr.B cr.B qcf+A f+B
*cr.B cr.B xx qcf+A f+B
A keepaway combo that isn't very damaging, but it it hit confirmable and can be mixed in with cancels into b+B for pressure.
*(jump attack) cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
*(jump attack) cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
*cl.C f+A qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
*cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
The timing for hitting dp+C in the above combos is quite tight, alternatively you can end this combo in dp+A which is a serious damage decrease but a lot more reliable.


====1 Bar, 0% Drive ====
====1 Bar, 0% Drive ====

Revision as of 15:10, 21 June 2011

The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



K'

KOFXIII-K' Face.png

In a nutshell


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
lp
25
rapidfire
Standing Light Kick
lk
30
Standing Heavy Punch
hp
80
Close Heavy Punch
hp
1st hit: 40
2nd hit: 30
Standing Heavy Kick
hk
80
nocancel
Close Hard Kick
hk
70
low
Crouching Light Punch
d + lp
25
rapidfire
Crouching Light Kick
d + lk
30
low rapidfire
Crouching Heavy Punch
d + hp
70
Crouching Heavy Kick
d + hk
80
low softknockdown
Blowback Attack
hp + hk
75
softknockdown
Jumping Light Punch
air lp
Jump: 45
Hop: 40
high
Jumping Light Kick
air lk
Jump: 45
Hop: 40
high nocancel
Jumping Heavy Punch
air hp
Jump: 72
Hop: 70
high
Jumping Heavy Kick
air hk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
air hp + hk
Jump: 80
Hop: 70
softknockdown

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
One Inch
f + lp
75
crumple nocancel
One Inch (cancelled-into)
f + lp
60

Throw

Name
Command
Damage
Special Properties (glossary)
Issetsu Seoi Nage
f or b + hp or hk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ein Trigger
qcf + p
p : 50
ex : 60
lp and ex : juggle softknockdown
Second Shoot
Ein Trigger, then f + lk
p : 50
ex : 80
ex : projectilenullifier
Second Shell
Ein Trigger, then f + hk
p : 40
ex 1st till 2nd hit: 25x2
juggle softknockdown
Black Out
Ein Trigger, then b + k
-
Black Out
qcf + k
-
ex : startupinv
Minutes Spike
qcb + k
k : 70
ex : 150
airok softknockdown
ex : armored
air ex : anywherejuggle
Narrow Spike
Minutes Spike (ground), then qcb + k
k : 60
ex : 130
low juggle softknockdown
Crow Bites
dp + p
lp 1st hit: 60
2nd hit : 40
hp 1st hit : 50
2nd hit : 40
3rd hit : 30
ex 1st till 8th hit: 20x8
9th till 10th hit: 40x2
11th hit: 80
startupinv softknockdown
Secondary Bites
hp Crow Bites, then f + k
40
hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Heat Drive
qcf qcf + p
200
startupinv softknockdown
Chain Drive
qcf hcb + p
p 1st hit: 25
2nd hit: 0
3rd till 6th hit: 10x3
7th till 12th hit: 15x6
13th hit: 70
ex 1st hit: 25
2nd hit: 0
3rd till 6th hit: 10x3
7th till 12th hit: 12x6
13th till 15th hit: 10x3
16th till 22nd hit: 12x7
23rd hit: 40
24th hit: 80
startupinv softknockdown
Hyper Chain Drive
hcb hcb lp + hp
1st till 3rd hit: 20x3
4th till 45th hit: (20+0)x21
hardknockdown

Apprentice Combos

Strategy

Tips and Tricks

  • The combo cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K can technically done with another cr.B to hitconfirm, but this has to be extremely close range. Since qcf+A is safe on block anyway, there is little to not bother hitconfirming before the special.
  • With the input buffer of KOFXIII getting cl.C f+A xx qcf+A to not come out as cl.C f+A xx dp+A can be a real hassle. Luckily the weird input buffer it is possible to bypass this difficulty. If you input the qcf+A as 2369 (that is: Down, down-forward, forward, up-forward the qcf+A) will always come out.

Combos

0 Bar, 0% Drive

  • cr.B cr.B xx qcf+A f+B

A keepaway combo that isn't very damaging, but it it hit confirmable and can be mixed in with cancels into b+B for pressure.

  • (jump attack) cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
  • cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K

The timing for hitting dp+C in the above combos is quite tight, alternatively you can end this combo in dp+A which is a serious damage decrease but a lot more reliable.

1 Bar, 0% Drive

1 Bar 50% Drive

2 Bar 100% Drive

Basic Strategy

Advanced Strategy

Frame Data