The King of Fighters XIII/Systems/Meter Attacks: Hyperdrive Mode: Difference between revisions

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==Hyperdrive Mode==
==Hyper Drive Mode==


Hyperdrive Mode (HD Mode) is a powerful mode which for a short time increases the combo potential and damage output of a character. By activating the mode by pressing both [[File:kof.lk.png]] and [[File:kof.sp.png]] buttons simultaneously, the player's character gains a red blur afterimage and the [[The King of Fighters XIII/Game Elements/Hyperdrive Meter | Hyperdrive Meter]] slowly begins to drain. During this time the cost of a Drivecancels and Supercancels is greatly reduced, taking about 10% of the the [[The King of Fighters XIII/Game Elements/Hyperdrive Meter | Hyperdrive Meter]] while the meter continues to drain. In addition, these Drivecancels are called 'HD cancels' within HD Mode.
Hyper Drive Mode (HD Mode) is a powerful mode which, for a short time, increases the combo potential and damage output of a character, similar to MAX Mode in The King of Fighters 2002. Activate the mode by pressing both [[File:snkb.gif]] and [[File:snkc.gif]] buttons simultaneously. The player's character gains a red blur afterimage and the [[The King of Fighters XIII/Game Elements/Hyperdrive Meter | Hyper Drive Meter]] slowly begins to drain. This can be done on the ground as well as in the air.
*Timing an activation can be tricky. If one cancels an attack during its active frames, one's character will dash forward automatically. However, if the activation is delayed and comes out during an attack's recovery then one's character will activate and immediately attack with a Heavy Punch move. This can cause most standard HD combos to drop, so activate HD mode earlier if this keeps happening.


While HD Mode is active, several new abilities become available. First of all, all Normal Moves and Unique Attacks become cancelable into Special Moves, regardless of whether they are normally. [[The King of Fighters XIII/Systems/Meter Attacks: Neomax | Neomaxes]] can also be done for the cost of 2 bars of [[The King of Fighters XIII/Game Elements/Super Meter | Super Meter]], immediately ending Hyper Drive Mode. In addition, it becomes possible to do 'HD Cancels' at the cost of about 10% of the Hyper Drive Meter while the meter continues to drain. HD Cancels can be used to cancel Special Moves into other Special Moves (similar to Drive Cancels) or into Desperation Moves (similar to Super Cancels). However, unlike Drive Cancels, HD Cancels can be performed either on hit or on block. Due to altered meter restrictions, it also becomes possible to HD Cancel a Special Move into a Neomax, which is normally impossible with a Super Cancel. Lastly, HD Mode allows 'Max Cancels' to be performed, wherein certain Desperation Moves can be canceled into a Neomax. A Neomax that is normally a throw or a counter loses those properties when Max-Canceled into so that it can combo.


While HD mode is active no stun can be inflicted on the opponent and the player's Super Meter can not be increased until the HD timer ends.
{{StrategyCorner|
{{StrategyCorner|
*The single most important aspect to Hyperdrive Mode is to hitconfirm. A wasted HD activation burns the entire Hyperdrive bar as well as a player's chance to deal upwards of 50% of an opponent's lifebar.
*The single most important aspect to Hyper Drive Mode is to hitconfirm. A wasted HD activation burns the entire Hyper Drive bar as well as a player's chance to deal upwards of 50% of an opponent's lifebar.


*Any normal move, whether normally cancelable or not, can be canceled into HD Mode into a full combo. Characters like Shen can confirm into a huge combo from his normally uncancelable Crouching and Standing Light Kicks, Kyo can confirm the second hit of his df.[[File:kof.sk.png]] command normal into his HD combo, and Andy can use his Target Combo to give himself more time to confirm his HD combo. Any one hit can turn into a lethal comeback.
*Any normal move, whether normally cancelable or not, can be canceled into HD Mode into a full combo. Characters like Shen can confirm into a huge combo from his normally uncancelable Crouching and Standing Light Kicks, Kyo can confirm the second hit of his [[File:downright.gif]] + [[File:snkd.gif]] command normal into his HD combo, and Andy can use his Target Combo to give himself more time to confirm his HD combo. Any one hit can turn into a lethal comeback.


*When activating HD Mode, a player's character will automatically dash forward towards the opponent upon pressing [[File:kof.lk.png]] + [[File:kof.sp.png]].
*When canceling a grounded attack into HD Mode activation, a player's character will automatically dash forward towards the opponent upon pressing [[File:snkb.gif]] + [[File:snkc.gif]]. This dash can be canceled at any time with a direction or button.


*Using a [[The King of Fighters XIII/Systems/Meter Attacks: Neomax | Neomax]] or Max Cancel will deplete all remaining Hyperdrive Meter.}}
*When activating HD Mode in the air, a Jumping Heavy Punch (Air [[File:snkc.gif]]) comes out automatically. However, this can be manipulated by activating with different inputs. Inputting [[File:snkb.gif]] ~ [[File:snkc.gif]] causes a Jumping Light Kick (Air [[File:snkb.gif]]) to come out. Inputting [[File:snkb.gif]] + [[File:snkc.gif]] + [[File:snkd.gif]] causes a Jumping Blowback Attack (Air [[File:snkc.gif]] + [[File:snkd.gif]]) to come out.}}
 
[[Category:The King of Fighters XIII]]

Latest revision as of 21:11, 10 February 2012

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Hyper Drive Mode

Hyper Drive Mode (HD Mode) is a powerful mode which, for a short time, increases the combo potential and damage output of a character, similar to MAX Mode in The King of Fighters 2002. Activate the mode by pressing both Snkb.gif and Snkc.gif buttons simultaneously. The player's character gains a red blur afterimage and the Hyper Drive Meter slowly begins to drain. This can be done on the ground as well as in the air.

  • Timing an activation can be tricky. If one cancels an attack during its active frames, one's character will dash forward automatically. However, if the activation is delayed and comes out during an attack's recovery then one's character will activate and immediately attack with a Heavy Punch move. This can cause most standard HD combos to drop, so activate HD mode earlier if this keeps happening.

While HD Mode is active, several new abilities become available. First of all, all Normal Moves and Unique Attacks become cancelable into Special Moves, regardless of whether they are normally. Neomaxes can also be done for the cost of 2 bars of Super Meter, immediately ending Hyper Drive Mode. In addition, it becomes possible to do 'HD Cancels' at the cost of about 10% of the Hyper Drive Meter while the meter continues to drain. HD Cancels can be used to cancel Special Moves into other Special Moves (similar to Drive Cancels) or into Desperation Moves (similar to Super Cancels). However, unlike Drive Cancels, HD Cancels can be performed either on hit or on block. Due to altered meter restrictions, it also becomes possible to HD Cancel a Special Move into a Neomax, which is normally impossible with a Super Cancel. Lastly, HD Mode allows 'Max Cancels' to be performed, wherein certain Desperation Moves can be canceled into a Neomax. A Neomax that is normally a throw or a counter loses those properties when Max-Canceled into so that it can combo.

While HD mode is active no stun can be inflicted on the opponent and the player's Super Meter can not be increased until the HD timer ends.

Strategy Corner

  • The single most important aspect to Hyper Drive Mode is to hitconfirm. A wasted HD activation burns the entire Hyper Drive bar as well as a player's chance to deal upwards of 50% of an opponent's lifebar.
  • Any normal move, whether normally cancelable or not, can be canceled into HD Mode into a full combo. Characters like Shen can confirm into a huge combo from his normally uncancelable Crouching and Standing Light Kicks, Kyo can confirm the second hit of his Downright.gif + Snkd.gif command normal into his HD combo, and Andy can use his Target Combo to give himself more time to confirm his HD combo. Any one hit can turn into a lethal comeback.
  • When canceling a grounded attack into HD Mode activation, a player's character will automatically dash forward towards the opponent upon pressing Snkb.gif + Snkc.gif. This dash can be canceled at any time with a direction or button.
  • When activating HD Mode in the air, a Jumping Heavy Punch (Air Snkc.gif) comes out automatically. However, this can be manipulated by activating with different inputs. Inputting Snkb.gif ~ Snkc.gif causes a Jumping Light Kick (Air Snkb.gif) to come out. Inputting Snkb.gif + Snkc.gif + Snkd.gif causes a Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) to come out.