Aneesh Roy (talk | contribs) (→Commonly Used Jargon: Added button explanation) |
Aneesh Roy (talk | contribs) |
||
Line 27: | Line 27: | ||
{{GenericTableRow | {{#motion: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 Desperation Moves that must be blocked while crouching.}} | ||
{{GenericTableRow | {{#motion: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 Desperation Moves that must be blocked while standing.}} | ||
{{GenericTableRow | {{#motion: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: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: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: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.}} |
Revision as of 22:44, 23 November 2011


Attack Properties
Cancel and Movement Properties
Hit Properties
Hit Effects
Controller Motion Terminology
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.
{{#motion: kof.lp}} = LP / Light Punch
{{#motion: kof.lk}} = LK / Light Kick
{{#motion: kof.sp}} = HP / Heavy Punch
{{#motion: 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 Hyperdrive Mode by pressing
+
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!