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*''(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 | *''(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 | *''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, 50% Drive ==== | |||
*''(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 === | === Basic Strategy === |
Revision as of 10:35, 25 June 2011


K'
In a nutshell
Video Walkthrough
Move List
Normal Moves
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
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
Hop: 40
high
Jumping Light Kick
air lk
Jump: 45
Hop: 40
Hop: 40
high nocancel
Jumping Heavy Punch
air hp
Jump: 72
Hop: 70
Hop: 70
high
Jumping Heavy Kick
air hk
Jump: 70
Hop: 68
Hop: 68
high
Jumping Blowback Attack
air hp + hk
Jump: 80
Hop: 70
Hop: 70
softknockdown
Unique Attacks
One Inch
f + lp
75
crumple nocancel
One Inch (cancelled-into)
f + lp
60
Throw
Issetsu Seoi Nage
f or b + hp or hk (while close)
100
throw hardknockdown
Special Moves
Ein Trigger
qcf + p
p : 50
ex : 60
ex : 60
lp and ex : juggle softknockdown
- Second Shoot
Ein Trigger, then f + lk
p : 50
ex : 80
ex : 80
ex : projectilenullifier
- Second Shell
Ein Trigger, then f + hk
p : 40
ex 1st till 2nd hit: 25x2
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
ex : 150
airok softknockdown
ex : armored
air ex : anywherejuggle
ex : armored
air ex : anywherejuggle
- Narrow Spike
Minutes Spike (ground), then qcb + k
k : 60
ex : 130
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
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
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
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
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+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.
Combos
0 Bar, 0% Drive
- cr.B cr.B xx qcf+A f+B - 137, 18
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 xx qcf+A f+D qcb+D qcb+D (whiff) d+A -250, 27
- cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+] - 305, 34
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.
0 Bar, 50% Drive
- (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, 50% Drive
- (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