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

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*''cr.B cr.B xx qcf+A f+B'' - (137, 18)
*''cr.B cr.B xx qcf+A f+B'' - (137, 18)
A keepaway combo that isn't very damaging, but it is hit-confirmable and can be mixed in with cancels into b+B for pressure.
A keepaway combo that isn't very damaging, but it is hit-confirmable and can be mixed in with cancels into b+B for pressure.
*''(jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) d+A'' - (250, 27)
*''(jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B'' - (289, 37)
*cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+A - (305, 34)
*cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B- (340, 44)
Alternatively you can end this combo in dp+C f+B for a serious damage increase, the timing on it is quite difficult, and whiffing it makes you extremely susceptible to severe punishment.
Alternatively you can end this combo in dp+A to make it easier, at the cost of a lot of damage.


==== 50% Drive ====
==== 50% Drive ====

Revision as of 21:09, 9 July 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
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
cancel
Close Heavy Punch
kof.sp
40+30
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
kof.sk
70
low cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel cancel
Crouching Heavy Punch
d + kof.sp
70
cancel
Crouching Heavy Kick
d + kof.sk
80
low softknockdown cancel
Blowback Attack
kof.sp + kof.sk
75
softknockdown specialcancel
Jumping Light Punch
air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
high cancel
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 80
Hop: 70
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
One Inch
f + kof.lp
75
crumple
One Inch (canceled-into)
f + kof.lp
60
specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Issetsu Seoi Nage
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ein Trigger
qcf + p
p : 50
ex : 60
kof.lp and ex : softknockdown
Second Shoot
Ein Trigger, then f + kof.lk
p : 50
ex : 80
ex : projectilenullifier
Second Shell
Ein Trigger, then f + kof.sk
p : 40
ex : 25×2
softknockdown
Black Out
Ein Trigger, then b + k
-
Black Out
qcf + k
-
ex : startupinv
Minutes Spike
qcb + k
k : 70
ex : 150
airok softknockdown drivecancel
ex : autoguard
Air ex : anywherejuggle
Narrow Spike
Minutes Spike (ground), then qcb + k
k : 60
ex : 130
low softknockdown drivecancel
Crow Bites
dp + p
kof.lp : 60+40
kof.sp : 50+40+30
ex : 20×8+40×2+80
startupinv softknockdown drivecancel
Secondary Bites
kof.sp Crow Bites, then f + k
40
hardknockdown

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Heat Drive
qcf qcf + p
200
startupinv softknockdown maxcancel
Chain Drive
qcf hcb + p
p : 25+0+10×3+15×6+70
ex : 25+0+10×3+12×6+10×3+12×7+40+80
startupinv softknockdown maxcancel
Hyper Chain Drive
hcb hcb kof.lp + kof.sp
20×3+(20+0)×21
hardknockdown

Apprentice Combos

Strategy

Move Analysis

Normal Moves

Unique Attacks

Throw

Special Moves

Desperation Moves

Tips and Tricks

  • The combo cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+A can technically done with another cr.B to hitconfirm, but this has to be at an extremely close range. Since qcf+A is safe on block anyway, there is little reason to 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.
  • K's C dp ender combos work much easier the greater the distance you were from the opponent when launching with qcf+A f+D. Although doing a single cr.B qcf+A f+D qcb+D qcb+D(whiff) dp+C combo is tricky, doing a cr.B cr.B or cl.C f.A combo makes it a lot easier, and the average range you will be doing cr.B qcf+A is not point blank in a real match anyway, so it's worth practising.

Combos

0% Drive

0 Bar

  • cr.B cr.B xx qcf+A f+B - (137, 18)

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

  • (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B - (289, 37)
  • cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B- (340, 44)

Alternatively you can end this combo in dp+A to make it easier, at the cost of a lot of damage.

50% Drive

0 Bar

  • (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (2 hits) (DC) qcf+B, dp+C f+D - (351, 45)
  • cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (2 hits) (DC) qcf+B, dp+C f+D - (397, 52)

1 Bar

  • (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+BD qcb+K (whiff) dp+C f+D - (433, 41)

Basic Strategy

Advanced Strategy

Frame Data