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*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. | *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. | *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 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. | |||
=== Combos === | === Combos === |
Revision as of 20:10, 9 July 2011


K'
In a nutshell
Video Walkthrough
Move List
Normal Moves
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
Hop: 40
high cancel
Jumping Light Kick
air kof.lk
Jump: 45
Hop: 40
Hop: 40
high
Jumping Heavy Punch
air kof.sp
Jump: 72
Hop: 70
Hop: 70
high cancel
Jumping Heavy Kick
air kof.sk
Jump: 70
Hop: 68
Hop: 68
high cancel
Jumping Blowback Attack
air kof.sp + kof.sk
Jump: 80
Hop: 70
Hop: 70
softknockdown cancel
Unique Attacks
One Inch
f + kof.lp
75
crumple
One Inch (canceled-into)
f + kof.lp
60
specialcancel
Throw
Issetsu Seoi Nage
f or b + kof.sp or kof.sk (while close)
100
throw hardknockdown
Special Moves
Ein Trigger
qcf + p
p : 50
ex : 60
ex : 60
kof.lp and ex : softknockdown
- Second Shoot
Ein Trigger, then f + kof.lk
p : 50
ex : 80
ex : 80
ex : projectilenullifier
- Second Shell
Ein Trigger, then f + kof.sk
p : 40
ex : 25×2
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
ex : 150
airok softknockdown drivecancel
ex : autoguard
Air ex : anywherejuggle
ex : autoguard
Air ex : anywherejuggle
- Narrow Spike
Minutes Spike (ground), then qcb + k
k : 60
ex : 130
ex : 130
low softknockdown drivecancel
Crow Bites
dp + p
kof.lp : 60+40
kof.sp : 50+40+30
ex : 20×8+40×2+80
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
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
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 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.
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) d+A - (250, 27)
- cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+A - (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.
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)