The King of Fighters XIII/Glossary: Difference between revisions

From SuperCombo Wiki
No edit summary
m (fix motion tags)
 
(36 intermediate revisions by 7 users not shown)
Line 9: Line 9:
     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
   </div>
   </div>
{{GenericTableRow | {{#motion:rapidfire}} | Most characters have Light Attacks that can actually chain into themselves or other Light Attacks. Not every character has this, though.}}
{{GenericTableRow | {{airok}} | These are Unique Attacks, Special Moves, or Desperation Moves that can be performed on the ground and in the air.}}
{{GenericTableRow | {{#motion:airok}} | These are Special Moves or Desperation Moves that can be performed on the ground and in the air. }}
{{GenericTableRow | {{aironly}} | These are Throws, Unique Attacks, Special Moves, or Desperation Moves that can only be performed in the air.}}
{{GenericTableRow | {{#motion:nocancel}} | This isn't really a property. This actually means it just lacks every single property imaginable. Most far normals are examples of moves that have No Cancel properties.}}
{{GenericTableRow | {{chaincancel}} | Most characters have Normal Moves that can actually chain into themselves or other Chain Cancelable Normal Moves. Not every character has this, though.}}
{{GenericTableRow | {{cancel}} | Normal Moves with this property can be canceled into Unique Attacks, Special Moves, Desperation Moves and Neomaxes.}}
{{GenericTableRow | {{specialcancel}} | Normal Moves with this property can be canceled into Special Moves, Desperation Moves and Neomaxes but not Unique Attacks. These moves can also be canceled into Desperation Moves.}}
{{GenericTableRow | {{supercancel}} | Normal Moves with this property can be canceled into Desperation Moves or Neomaxes but not Unique Attacks or Special Moves. Special Moves with this property can be canceled into Desperation Moves but cannot be Drive Canceled.}}
{{GenericTableRow | {{drivecancel}} | Special Moves with this property can be canceled into other Special Moves at the cost of 50% Drive meter. These moves can also be canceled into Desperation Moves.}}
{{GenericTableRow | {{maxcancel}} | Desperation Moves with this property can be canceled into a Neomax when Hyperdrive mode is activated.}}
</div>
</div>


Line 20: Line 25:
     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
   </div>
   </div>
 
{{GenericTableRow | {{low}} | These are Normal Moves or Special Moves or even Desperation Moves that must be blocked while crouching.}}
{{GenericTableRow | {{#motion:low}} | These are Normal Moves or Special Moves or even Hyper Combos that must be blocked while crouching. You can always Air Block these moves, however.}}
{{GenericTableRow | {{high}} | These are Normal Moves or Special Moves or Desperation Moves that must be blocked while standing.}}
{{GenericTableRow | {{#motion:high}} | These are Normal Moves or Special Moves or Hyper Combos that must be blocked while standing. You can always Air Block these moves, however.}}
{{GenericTableRow | {{unblockable}} | These are moves that cannot be blocked at all. Ralf's Galactica Phantom is {{unblockable}} after being charged up all the way.}}
{{GenericTableRow | {{#motion:unblockable}} | These are moves that cannot be blocked at all. These moves are very, very rare. Taskmaster's follow-ups to a blocked Sword Master, X-23's Silent Kill, and C. Viper's Level 3 Focus Attack may be the only examples in the game.}}
{{GenericTableRow | {{throw}} | Ground Throws cannot be blocked. Ground Throws only connect on grounded opponents who are not in Hit Stun or Block Stun. Command Throws however, can be comboed into on an opponent in Hit Stun.}}
{{GenericTableRow | {{#motion:chipdamage}} | Interestingly enough, some Normal Moves actually do Chip Damage even though they are Normal Moves. Doctor Doom's Hidden Missiles, Sentinel's Standing and Crouching Hard Attacks, and Wesker's Toward + Hard Attack are just a few examples.}}
{{GenericTableRow | {{airthrow}} | Air Throws only connect on opponents in the air and also cannot be blocked. Air Throws can only be comboed into when the opponent is placed into a juggle state.}}
{{GenericTableRow | {{#motion:throw}} | Ground Throws cannot be blocked. Ground Throws only connect on grounded opponents who are not in Hit Stun or Block Stun. All instances of being Dizzied or Staggered or Crumpled count as being in Hit Stun, so Throws will not connect on opponents in those states.}}
{{GenericTableRow | {{#motion:airthrow}} | Air Throws only connect on opponents in the air and also cannot be blocked. They cannot connect on opponents in Hit Stun or Block Stun. Character who are falling from a Knock-Down attack are considered to be in a Hit Reel state, so Air Throws cannot juggle opponents.}}
</div>
</div>


Line 35: Line 38:
     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
   </div>
   </div>
{{GenericTableRow | {{#motion:otg}} | Off-The-Ground: These are Normal Moves or Special Moves or Hyper Combos that can hit the opponent in a Floored State. These moves are few and far between, but very useful for extending combos after Hard Knock-Downs.}}
{{GenericTableRow | {{reset}} | These are special moves that cause an airborne opponent to fall back a neutral standing position rather than getting knocked down, similarly to when they are hit out of the air by most normals.}}
{{GenericTableRow | {{#motion:reset}} | Reset: These are special moves that cause an airborne opponent to fall back a neutral standing position rather than getting knocked down, similarly to when they are hit out of the air by most normals.}}
{{GenericTableRow | {{hardknockdown}} | Attacks that cause a Hard Knock-Down will put the enemy into a knocked down state where they cannot Tech Roll.}}
{{GenericTableRow | {{#motion:hardknockdown}} | Attacks that cause a Hard Knock-Down will put the enemy into a Floored State where they can be struck only by moves with OTG property. Hard Knock-Downs ignore Hit Stun Deterioration and, before the opponent hits the floor, they can actually be juggled. When they touch the floor, however, only OTG moves can hit the enemy before they can roll in either direction.}}
{{GenericTableRow | {{softknockdown}} | Attacks that cause a Soft Knock-Down will put the enemy into a knocked down state where they can tech roll freely.}}
{{GenericTableRow | {{#motion:softknockdown}} | Attacks that cause a Soft Knock-Down will put the enemy into a Floored State, but the opponent can immediately roll upon touching the ground. Therefore, there is no period of time where the character can be hit by an OTG move. Soft Knock-Downs ignore Hit Stun Deterioration and, before the opponent hits the floor, they can actually be juggled. When they touch the floor, however, the enemy will instantly roll and be safe from further hits.}}
{{GenericTableRow | {{wallbounce}} | Certain Command Normal Moves on Counter-Hit, Special Moves on Counter-Hit and EX-Special Moves will cause a Wall Bounce on the opponent when they hit. Wall Bounces can only occur once per combo, however, so a second move with Wall Bounce property connecting in a combo will just cause a Soft Knock-Down instead. The opponent won't even touch the wall at all.}}
{{GenericTableRow | {{#motion:wallbounce}} | Certain Normal Moves or Special Moves will cause a Wall Bounce on the opponent when they hit. Wall Bounces can only occur once per combo, however, so a second move with Wall Bounce property connecting in a combo will just cause a Soft Knock-Down instead. The opponent won't even touch the wall at all.}}
{{GenericTableRow | {{crumple}} | Some moves, when they connect, cause the opponent to slowly {{crumple}} to the floor. When this occurs, they are freely comboable up until they hit the ground, but they are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the {{crumple}} and hit the ground, they are considered in Floored State for about half a second before they can escape with a Roll. But even when it looks like they are fully Floored, you can actually hit them with any move that reaches them and it'll pop them off the ground. It's only for that very brief half of a second that you need to hit them with an {{otg}}.}}
{{GenericTableRow | {{#motion:crumple}} | Some moves, when they connect, cause the opponent to slowly crumple to the floor. When this occurs, they are freely comboable up until they hit the ground, but they are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the crumple and hit the ground, they are considered in Floored State for about half a second before they can escape with a Roll. But even when it looks like they are fully Floored, you can actually hit them with any move that reaches them and it'll pop them off the ground. It's only for that very brief half of a second that you need to hit them with an OTG.}}
{{GenericTableRow | {{stagger}} | This is a property where the opponent twirls around and are vulnerable to attacks, but they don't {{stagger}} for very long, especially compared to Crumples which last very long. But any hit on the opponent keeps them grounded, unlike Crumples, so you can perform whichever ground combo on the opponent you want.}}
{{GenericTableRow | {{#motion:stagger}} | This is a property where the opponent staggers backwards and are vulnerable to attacks, but they don't stagger for very long, especially compared to Crumples which last very long. But any hit on the opponent keeps them grounded, unlike Crumples, so you can perform whichever ground combo on the opponent you want.}}
{{GenericTableRow | {{startupinv}} | These moves have some invulnerability frames at the start of the moves, making them ideal for overriding the attacks from your opponents.}}
{{GenericTableRow | {{#motion:startupinv}} | These moves have some invulnerability frames at the start of the moves, making them ideal for overriding the attacks from your opponents.}}
{{GenericTableRow | {{lowerbodyinv}} | These moves have invulnerability to moves with {{low}} attacking hitboxes.}}
{{GenericTableRow | {{#motion:armored}} | Some moves are Armored and can absorb one hit without stopping. Hulk's Standing Heavy and Sentinel's Launcher, for example, can pass through one hit from the opponent. However, if you can manage to hit those moves twice before they hit you, you can break through the armor.}}
{{GenericTableRow | {{upperbodyinv}} | These moves have invulnerability to moves with {{high}} attacking hitboxes.}}
{{GenericTableRow | {{#motion:counter}} | These are moves that will trigger attacks only when struck by the opponent. A lot of Counters counter only moves of a specific height, such as the Light and Medium versions of Amaterasu's Solar Flare (Light counters high and mid attacks, Medium counters mid and low attacks). Some Counters will counter any height, such as Taskmaster's Aegis Counter.}}
{{GenericTableRow | {{autoguard}} | Some moves are {{armored}} and can absorb hits without stopping. Maxima's Vapor Cannon and many EX-Special Moves such as Ralf's Burning Hammer, for example, can pass through hits from the opponent.}}
{{GenericTableRow | {{#motion:projectilereflect}} | There are some moves that are Projectile Reflectors. Whenever a Projectile strikes these moves, they are bounced back at the opponent. These moves, however, do not work on beams.}}
{{GenericTableRow | {{counter}} | These are moves that will trigger attacks only when struck by the opponent. A lot of Counters {{counter}} only moves of a specific height, such as the Light and Heavy versions of Elizabeth's Reverie-Jere (Light Kick counters {{high}} attacks, Heavy Kick counters mid and {{low}} attacks). Some Counters will {{counter}} any height, such as Goro's Kyouten Douchi.}}
{{GenericTableRow | {{#motion:projectilenullifier}} | Though very rare, there are some moves that are tagged with a Projectile Nullifying property. Sentinel has a bunch of Normal Moves, for example, that can just nullify Projectiles if he punches them.}}
{{GenericTableRow | {{projectileabsorb}} | There are some moves that are tagged with a Projectile Absorbing property. K's Ein Trigger, for example will destroy projectiles on contact.}}
{{GenericTableRow | {{projectilereflect}} | There are some moves that are Projectile Reflectors. Whenever a Projectile strikes these moves, they are bounced back at the opponent.}}
{{GenericTableRow | {{projectileinvincible}} | There are some moves that will pass straight through projectiles when executed.}}
{{GenericTableRow | {{anywherejuggle}} | Moves that have the Anywhere Juggle property can juggle opponents, even when they are in regular {{knockdown}} state, or {{reset}} state. The prime example of moves with this property are Raiden's Dropkick and Elisabeth's Grand Rafale.}}
</div>
</div>


Line 56: Line 62:
     <div class="moveListCell">Definition</div>
     <div class="moveListCell">Definition</div>
   </div>
   </div>
{{GenericTableRow | QCF | {{#motion: qcf}} Quarter circle forward }}
{{GenericTableRow | QCF | {{ qcf}} Quarter circle forward }}
{{GenericTableRow | QCB | {{#motion: qcb}} Quarter circle back }}
{{GenericTableRow | QCB | {{ qcb}} Quarter circle back }}
{{GenericTableRow | HCF | {{#motion: hcf}} Half circle forward }}
{{GenericTableRow | HCF | {{ hcf}} Half circle forward }}
{{GenericTableRow | HCB | {{#motion: hcb}} Half circle back }}
{{GenericTableRow | HCB | {{ hcb}} Half circle back }}
{{GenericTableRow | DP | {{#motion: dp}} Dragon-punch type motion. Forward, down, down/forward }}
{{GenericTableRow | DP | {{ dp}} Dragon-punch type motion. Forward, down, down/forward }}
{{GenericTableRow | RDP | {{#motion: rdp}} Reverse dragon-punch type motion. Back, down, down/back }}
{{GenericTableRow | RDP | {{ rdp}} Reverse dragon-punch type motion. Back, down, down/back }}
</div>
</div>
<br><br>
 
 
 
== Commonly Used Jargon ==
== Commonly Used Jargon ==


=== Hit Stun and Block Stun ===
=== Hit Stun and Block Stun ===
Two terms will be used a lot in this guide: Hit Stun and Block Stun. If you notice, whenever you land an attack on the opponent, the opponent gets "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they get stuck in a blocking pose for a fixed amount of time.
Two terms will be used a lot in this guide: Hit Stun and Block Stun. If you notice, whenever you land an attack on the opponent, the opponent gets "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they get stuck in a blocking pose for a fixed amount of time.
<br><br>
 
 
 
These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to know about, and they will be talked about a lot throughout this guide.
These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to know about, and they will be talked about a lot throughout this guide.
<br><br>
 
 
 
=== Frames ===
=== Frames ===
The word "Frame" is going to be used a lot in this guide. We're going to be talking about Active Frames, Frame Advantage, animation frames, etc. etc. So without understanding what a frame is, you're going to get very lost very quickly. The easiest way to understand frames is to think about everything that happens on the screen as a cartoon. In a cartoon, you have to draw one picture at a time so that, when played in rapid succession, each picture creates an animation. Each of these pictures can be called an animation frame.
The word "Frame" is going to be used a lot in this guide. We're going to be talking about Active Frames, Frame Advantage, animation frames, etc. etc. So without understanding what a frame is, you're going to get very lost very quickly. The easiest way to understand frames is to think about everything that happens on the screen as a cartoon. In a cartoon, you have to draw one picture at a time so that, when played in rapid succession, each picture creates an animation. Each of these pictures can be called an animation frame.
<br><br>
 
That's what happens on the screen in Marvel Vs. Capcom 3. Every movement a character makes, every attack they perform goes through a set of what you can call an animation frame. So some moves are made up of 20 animation frames. Some moves are made up of as many as 200 frames. This is all we are referring to when we talk about frames. And keep in mind that Marvel Vs. Capcom 3 is a game that outputs 60 frames per second. So if we say something like "there is a 6 frame window you can perform this action," that means you have 1/10th of a second to perform the action.
 
<br><br>
 
That's what happens on the screen in The King of Fighters XIII. Every movement a character makes, every attack they perform goes through a set of what you can call an animation frame. So some moves are made up of 20 animation frames. Some moves are made up of as many as 200 frames. This is all we are referring to when we talk about frames. And keep in mind that The King of Fighters XIII is a game that outputs 60 frames per second. So if we say something like "there is a 6 frame window you can perform this action," that means you have 1/10th of a second to perform the action.
 
 
 
=== Buttons ===
In the arcade versions of KOF, the labels used for the buttons follow a simple alphabetical lettering system. However, in the console releases, these labels are not preserved. Because KOF originates from the arcades, the community chooses to use the same labels that the arcade releases do. These may be confusing at first, but in the interest of consistent terminology across the community, it is important to learn them.
 
{{ kof.lp}} = LP / Light Punch
 
{{ kof.lk}} = LK / Light Kick
 
{{ kof.sp}} = HP / Heavy Punch
 
{{ kof.sk}} = HK / Heavy Kick
 
 
 
=== Combo Notation and Shorthand ===
Browsing the combo sections may be difficult to understand at first so here's some tips to help you understand what's going on.
 
*''st.'' is short for (far) standing, ''cl.'' for close standing, ''cr.'' for crouching, ''j.'' for jumping, ''nj.'' for neutral (upward) jumping, ''h.'' for hopping, ''sj.'' for super jumping, and ''hh.'' for hyper hopping.
*''P'' refers to punch (''A'' or ''C'') and ''K'' refers to kick (''B'' or ''D'').
*Two buttons written together (e.g. ''AC'') implies that the buttons should be pressed simultaneously.
*Motions or directions are written in lowercase followed by '+' and a button press.
*A comma ('','') means to let one move finish recovering before the next action.
*''>'' is used to notate natural follow-ups.
*''xx'' refers to canceling normals and command normals into specials or canceling specials into supers.
*When you see ''(HD)'' it refers to canceling the attack into [[The King of Fighters XIII/Systems/Meter Attacks: Hyperdrive Mode|Hyperdrive Mode]] by pressing [[File:kof.lk.png]] + [[File:kof.sp.png]] together.
*Similarly, ''(DC)'' refers to a [[The King of Fighters XIII/Systems/Meter Attacks: Drive Cancels|Drive Cancel]] and ''(HDC)'' stands for Hyperdrive Cancel which is performed the same way.
*When chaining light attacks or comboing a cancelable normal into a command normal, the cancel is usually not notated, e.g. ''cl.C df+D'' for Kyo, which is a direct cancel but is not listed as ''cl.C xx df+D''.
*Watch for moves separated by commas when first reading a combo as it indicates a link, not a cancel. Daimon's ''cr.B, hcb,f+P'' combo must be timed as a link as cr.B will never cancel into specials.
<br>
 
=== Requests? ===
=== Requests? ===
'''Got a request for the definition for particular jargon you don't understand? Use the talk page to let us know!'''
'''Got a request for the definition for particular jargon you don't understand? Use the talk page to let us know!'''
===Additional Resource===
*[http://en.wiktionary.org/wiki/Appendix:Glossary_of_fighting_games Glossary of Fighting Game Terms]
[[Category:The King of Fighters XIII]]

Latest revision as of 02:40, 9 December 2020

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


Attack Properties

Cancel and Movement Properties

Term
Definition
Airok.png
These are Unique Attacks, Special Moves, or Desperation Moves that can be performed on the ground and in the air.
Aironly.png
These are Throws, Unique Attacks, Special Moves, or Desperation Moves that can only be performed in the air.
Chaincancel.png
Most characters have Normal Moves that can actually chain into themselves or other Chain Cancelable Normal Moves. Not every character has this, though.
Cancel.png
Normal Moves with this property can be canceled into Unique Attacks, Special Moves, Desperation Moves and Neomaxes.
Specialcancel.png
Normal Moves with this property can be canceled into Special Moves, Desperation Moves and Neomaxes but not Unique Attacks. These moves can also be canceled into Desperation Moves.
Supercancel.png
Normal Moves with this property can be canceled into Desperation Moves or Neomaxes but not Unique Attacks or Special Moves. Special Moves with this property can be canceled into Desperation Moves but cannot be Drive Canceled.
Drivecancel.png
Special Moves with this property can be canceled into other Special Moves at the cost of 50% Drive meter. These moves can also be canceled into Desperation Moves.
Maxcancel.png
Desperation Moves with this property can be canceled into a Neomax when Hyperdrive mode is activated.

Hit Properties

Term
Definition
Low.png
These are Normal Moves or Special Moves or even Desperation Moves that must be blocked while crouching.
High.png
These are Normal Moves or Special Moves or Desperation Moves that must be blocked while standing.
Unblockable.png
These are moves that cannot be blocked at all. Ralf's Galactica Phantom is Unblockable.png after being charged up all the way.
Throw.png
Ground Throws cannot be blocked. Ground Throws only connect on grounded opponents who are not in Hit Stun or Block Stun. Command Throws however, can be comboed into on an opponent in Hit Stun.
Airthrow.png
Air Throws only connect on opponents in the air and also cannot be blocked. Air Throws can only be comboed into when the opponent is placed into a juggle state.

Hit Effects

Term
Definition
Reset.png
These are special moves that cause an airborne opponent to fall back a neutral standing position rather than getting knocked down, similarly to when they are hit out of the air by most normals.
Hardknockdown.png
Attacks that cause a Hard Knock-Down will put the enemy into a knocked down state where they cannot Tech Roll.
Softknockdown.png
Attacks that cause a Soft Knock-Down will put the enemy into a knocked down state where they can tech roll freely.
Wallbounce.png
Certain Command Normal Moves on Counter-Hit, Special Moves on Counter-Hit and EX-Special Moves will cause a Wall Bounce on the opponent when they hit. Wall Bounces can only occur once per combo, however, so a second move with Wall Bounce property connecting in a combo will just cause a Soft Knock-Down instead. The opponent won't even touch the wall at all.
Crumple.png
Some moves, when they connect, cause the opponent to slowly Crumple.png to the floor. When this occurs, they are freely comboable up until they hit the ground, but they are considered airborne. Thus the first hit that connects on them will pop them into the air. When they finish the Crumple.png and hit the ground, they are considered in Floored State for about half a second before they can escape with a Roll. But even when it looks like they are fully Floored, you can actually hit them with any move that reaches them and it'll pop them off the ground. It's only for that very brief half of a second that you need to hit them with an Otg.png.
Stagger.png
This is a property where the opponent twirls around and are vulnerable to attacks, but they don't Stagger.png for very long, especially compared to Crumples which last very long. But any hit on the opponent keeps them grounded, unlike Crumples, so you can perform whichever ground combo on the opponent you want.
Startupinv.png
These moves have some invulnerability frames at the start of the moves, making them ideal for overriding the attacks from your opponents.
Lowerbodyinv.png
These moves have invulnerability to moves with Low.png attacking hitboxes.
Upperbodyinv.png
These moves have invulnerability to moves with High.png attacking hitboxes.
Autoguard.png
Some moves are Armored.png and can absorb hits without stopping. Maxima's Vapor Cannon and many EX-Special Moves such as Ralf's Burning Hammer, for example, can pass through hits from the opponent.
Counter.png
These are moves that will trigger attacks only when struck by the opponent. A lot of Counters Counter.png only moves of a specific height, such as the Light and Heavy versions of Elizabeth's Reverie-Jere (Light Kick counters High.png attacks, Heavy Kick counters mid and Low.png attacks). Some Counters will Counter.png any height, such as Goro's Kyouten Douchi.
Projectileabsorb.png
There are some moves that are tagged with a Projectile Absorbing property. K's Ein Trigger, for example will destroy projectiles on contact.
Projectilereflect.png
There are some moves that are Projectile Reflectors. Whenever a Projectile strikes these moves, they are bounced back at the opponent.
Projectileinvincible.png
There are some moves that will pass straight through projectiles when executed.
Anywherejuggle.png
Moves that have the Anywhere Juggle property can juggle opponents, even when they are in regular Knockdown.png state, or Reset.png state. The prime example of moves with this property are Raiden's Dropkick and Elisabeth's Grand Rafale.

Controller Motion Terminology

Term
Definition
QCF
Qcf.png Quarter circle forward
QCB
Qcb.png Quarter circle back
HCF
Hcf.png Half circle forward
HCB
Hcb.png Half circle back
DP
Dp.png Dragon-punch type motion. Forward, down, down/forward
RDP
Rdp.png Reverse dragon-punch type motion. Back, down, down/back


Commonly Used Jargon

Hit Stun and Block Stun

Two terms will be used a lot in this guide: Hit Stun and Block Stun. If you notice, whenever you land an attack on the opponent, the opponent gets "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they get stuck in a blocking pose for a fixed amount of time.


These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to know about, and they will be talked about a lot throughout this guide.


Frames

The word "Frame" is going to be used a lot in this guide. We're going to be talking about Active Frames, Frame Advantage, animation frames, etc. etc. So without understanding what a frame is, you're going to get very lost very quickly. The easiest way to understand frames is to think about everything that happens on the screen as a cartoon. In a cartoon, you have to draw one picture at a time so that, when played in rapid succession, each picture creates an animation. Each of these pictures can be called an animation frame.


That's what happens on the screen in The King of Fighters XIII. Every movement a character makes, every attack they perform goes through a set of what you can call an animation frame. So some moves are made up of 20 animation frames. Some moves are made up of as many as 200 frames. This is all we are referring to when we talk about frames. And keep in mind that The King of Fighters XIII is a game that outputs 60 frames per second. So if we say something like "there is a 6 frame window you can perform this action," that means you have 1/10th of a second to perform the action.


Buttons

In the arcade versions of KOF, the labels used for the buttons follow a simple alphabetical lettering system. However, in the console releases, these labels are not preserved. Because KOF originates from the arcades, the community chooses to use the same labels that the arcade releases do. These may be confusing at first, but in the interest of consistent terminology across the community, it is important to learn them.

Kof.lp.png = LP / Light Punch

Kof.lk.png = LK / Light Kick

Kof.sp.png = HP / Heavy Punch

Kof.sk.png = HK / Heavy Kick


Combo Notation and Shorthand

Browsing the combo sections may be difficult to understand at first so here's some tips to help you understand what's going on.

  • st. is short for (far) standing, cl. for close standing, cr. for crouching, j. for jumping, nj. for neutral (upward) jumping, h. for hopping, sj. for super jumping, and hh. for hyper hopping.
  • P refers to punch (A or C) and K refers to kick (B or D).
  • Two buttons written together (e.g. AC) implies that the buttons should be pressed simultaneously.
  • Motions or directions are written in lowercase followed by '+' and a button press.
  • A comma (,) means to let one move finish recovering before the next action.
  • > is used to notate natural follow-ups.
  • xx refers to canceling normals and command normals into specials or canceling specials into supers.
  • When you see (HD) it refers to canceling the attack into Hyperdrive Mode by pressing Kof.lk.png + Kof.sp.png together.
  • Similarly, (DC) refers to a Drive Cancel and (HDC) stands for Hyperdrive Cancel which is performed the same way.
  • When chaining light attacks or comboing a cancelable normal into a command normal, the cancel is usually not notated, e.g. cl.C df+D for Kyo, which is a direct cancel but is not listed as cl.C xx df+D.
  • Watch for moves separated by commas when first reading a combo as it indicates a link, not a cancel. Daimon's cr.B, hcb,f+P combo must be timed as a link as cr.B will never cancel into specials.


Requests?

Got a request for the definition for particular jargon you don't understand? Use the talk page to let us know!

Additional Resource