The King of Fighters XIII/Hwa Jai: Difference between revisions

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====Desperation Moves====
====Desperation Moves====
*'''Drink Nomi ([[File:qcb.gif]][[File:qcb.gif]] + [[File:punch.gif]])''' - Increases damage done by 10% and specials have more lift to them, allowing you to keep juggle combos going longer.
*'''Drink Nomi ([[File:qcb.gif]][[File:qcb.gif]] + [[File:punch.gif]])''' - Increases damage done by 10% (substantially more with Dragon Backbreaker) and specials have more lift to them, allowing you to keep juggle combos going longer.
*'''Dragon Dance ([[File:qcf.gif]][[File:qcf.gif]] + [[File:kick.gif]])''' - A smashing move for finishing juggle combos. Bugger all priority. Don't expect to hit with this raw very often.
*'''Dragon Dance ([[File:qcf.gif]][[File:qcf.gif]] + [[File:kick.gif]])''' - A smashing move for finishing juggle combos. Bugger all priority. Don't expect to hit with this raw very often.
**'''[[File:Ex.png]] Dragon Dance ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Substantially more damage than the non EX version for an extra bar of meter. Works in all the same situations.
**'''[[File:Ex.png]] Dragon Dance ([[File:qcf.gif]][[File:qcf.gif]] + [[File:snkb.gif]] + [[File:snkd.gif]])''' - Substantially more damage than the non EX version for an extra bar of meter. Works in all the same situations.

Revision as of 09:20, 20 December 2011

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Hwa Jai

KOFXIII-Hwa Jai Face.png

In a nutshell

Hwa Jai stopped drowning his Fatal Fury sorrows from defeat in alcohol and makes his first appearance KOF. Hwa Jai shares an almost identical set of normals with Joe, but his options form his special moves allow him to play much different than his Muay Thai predecessor. Hwa has a tricky set of tools that allows him to set up aerial traps akin to Mai's 'gimmicky' techniques. He can easily alter his aerial trajectories and his specials have been considerably improved across the board, which includes his damage power up and command grab DMs.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
kof.lp
25
chaincancel cancel
Standing Light Kick
kof.lk
30
cancel
Standing Heavy Punch
kof.sp
80
specialcancel
Close Heavy Punch
Close kof.sp
70
cancel
Standing Heavy Kick
kof.sk
80
Close Heavy Kick
Close kof.sk
70
cancel
Crouching Light Punch
d + kof.lp
25
chaincancel cancel
Crouching Light Kick
d + kof.lk
30
low chaincancel
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
lowerbodyinv softknockdown specialcancel
Jumping Light Punch
Air kof.lp
Jump: 45
Hop: 40
high cancel
Jumping Light Kick
Air kof.lk
Jump: 45
Hop: 40
high
Jumping Heavy Punch
Air kof.sp
Jump: 72
Hop: 70
high cancel
Jumping Heavy Kick
Air kof.sk
Jump: 70
Hop: 68
high
Jumping Blowback Attack
Air kof.sp + kof.sk
Jump: 90
Hop: 80
softknockdown cancel

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Sliding
df + kof.lk
75
low softknockdown specialcancel

Throw

Name
Command
Damage
Special Properties (glossary)
Shushouboku ~ Hiza Jigoku
f or b + kof.sp or kof.sk (while close)
30×2+48
throw softknockdown

Special Moves

Name
Command
Damage
Special Properties (glossary)
Bakuretsuken
qcf + p
kof.lp : 20×3
kof.sp : 20×6
ex : 20×3+30+50
drivecancel
ex : softknockdown
Bakuretsuken Finish
p Bakuretsuken, then qcf + p
20+40
softknockdown drivecancel
Dragon Tail
qcb + k
kof.lk : 50
kof.sk : 50×4 (50×3)
ex : 50×4
Air kof.lk : 50
Air kof.sk : 70
Air ex : 90×2
airok drivecancel
Ground ex : hardknockdown
Air kof.sk and ex : softknockdown
Dragon Kick
dp + k
kof.lk : 70
kof.sk : 70×2
ex : 90+35×2
Air k : 70
Air ex : 35×3
airok softknockdown drivecancel
Ground ex and Air ex : anywherejuggle

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Drink Nomi
qcb qcb + p
For 10 seconds, the following effects are applied:
10% damage increase, increased velocity on special moves, opponents float higher during juggles
Dragon Dance
qcf qcf + k
k : 0+10×9+20×2+20×2+40
ex : 0+10×9+20×6+120
softknockdown
Dragon Backbreaker
qcf hcb + p
50+200
Drink Pink: 50+200+55
throw hardknockdown maxcancel
Final: Dragon Kick
qcf hcb + kof.lk + kof.sk
Direct hit: 450
Indirect hit: 40+40×8
Direct hit: hardknockdown
Indirect hit: softknockdown

Console Changes

  • Standing CD now moves forward and has lower-body invincibility.
  • Heavy Dragon Tail (qcb+D) has faster recovery; it can be followed up with a normal move after it hits.
  • Light Dragon Tail (qcb+B) has faster startup and can be comboed from heavy attacks.
  • EX Dragon Tail (qcb+BD) does less guard crush damage.
  • EX Air Dragon Kick (Air dp+BD) now hits 3 times like its ground version and does 154 damage (previously 35×3).
  • All frames on Drink Nomi (qcb qcb+P) have been changed. It recovers faster now.
  • Light Dragon Backbreaker (qcf hcb+A) is now a 1F throw instead of a leaping throw.

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Beats out hops.
  • Standing Light Kick (Snkb.gif) - Quick with good range and it combos into slide. Good way to start a punish if there isn't much time and you need to make up distance.
  • Standing Heavy Punch (Snkc.gif) - Good range and special cancellable (try the heavy Dragon Kick), helps Hwa confirm a combo from a greater distance. Also works as a far anti-air.
  • Close Heavy Punch (Close Snkc.gif) - Standard close normal. Likely to see some heavy use.
  • Standing Heavy Kick (Snkd.gif) - Great poking tool, reasonably fast and abusable. Stuffs a lot of attacks.
  • Close Heavy Kick (Close Snkd.gif) - Close knee attack. Seems to have a smaller window than close Heavy Punch to combo afterwards.
  • Crouching Light Punch (Down.gif + Snka.gif ) - Not all that useful really unless for stuffing.
  • Crouching Light Kick (Down.gif + Snkb.gif) - Quick prod, chains into itself and crouch light punch.
  • Crouching Heavy Punch (Down.gif + Snkc.gif) - Great horizontal reach but has little verticality. Doesn't work well as anti-air.
  • Crouching Heavy Kick (Down.gif + Snkd.gif) - Decent sweep. Good reach.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Use when you detect a sweep or slide. More utitlity than most blowback attacks.
  • Jumping Light Punch (Air Snka.gif) - Horizontal tap. Speedy air-to-air.
  • Jumping Light Kick (Air Snkb.gif) - Standard jumping prod. Fast.
  • Jumping Heavy Punch (Air Snkc.gif) - Cancelling into light aerial Dragon Tail allows you to link a close heavy punch afterwards.
  • Jumping Heavy Kick (Air Snkd.gif) - Good, deep diagonally angled kick that's great for jumping in with, though maybe not as much hitstun as the heavy punch. Use interchangably.
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) - Not really worthy of comment. Hangs out for a while.

Unique Attacks

  • Sliding (Downright.gif+ Snkb.gif) - A great cancellable slide. Superb range for a combo starter or to put inbetween a close normal and a special. Doesn't go under projectiles unfortunately.

Throw

  • Shushouboku ~ Hiza Jigoku (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - Standard throw.

Special Moves

  • Bakuretsuken (Qcf.gif + Punch.gif) - Combos from close normals but not mid-screen after a slide. The follow up launches. Cancel it into a Heavy Dragon Tail and the opponent is still airborne for further punishment.
    • Ex.png Bakuretsuken (Qcf.gif + Snka.gif + Snkc.gif) - Combos easily from a slide mid-screen and the follow up is automatic.
  • Dragon Tail (Qcb.gif + Kick.gif) - Not an overhead. Outside of combos, this is a move for keeping the pressure on.
    • Ex.png Dragon Tail (Qcb.gif + Snkb.gif + Snkd.gif) -
  • Air Dragon Tail (Air Qcb.gif + Kick.gif) -
    • Air Ex.png Dragon Tail (Air Qcb.gif + Snkb.gif + Snkd.gif) -
  • Dragon Kick (Dp.gif + Kick.gif) - Heavy has horizontal range, Light is the anti-air.
    • Ex.png Dragon Kick (Dp.gif + Snkb.gif + Snkd.gif) -
  • Air Dragon Kick (Air Dp.gif + Kick.gif) -
    • Air Ex.png Dragon Kick (Air Dp.gif + Snkb.gif + Snkd.gif) -

Desperation Moves

  • Drink Nomi (Qcb.gifQcb.gif + Punch.gif) - Increases damage done by 10% (substantially more with Dragon Backbreaker) and specials have more lift to them, allowing you to keep juggle combos going longer.
  • Dragon Dance (Qcf.gifQcf.gif + Kick.gif) - A smashing move for finishing juggle combos. Bugger all priority. Don't expect to hit with this raw very often.
    • Ex.png Dragon Dance (Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) - Substantially more damage than the non EX version for an extra bar of meter. Works in all the same situations.
  • Dragon Backbreaker (Down.gifDownright.gifHcb.gif + Punch.gif) - Light is a close one frame grab, Heavy a far jumping one. Use the Light either in combos or when you're opponent is right next to you and at frame disadvantage, such as a failed ranbu super attempt. The Heavy can be worked into quite a few natural setups or simply wait for your opponent to make a mistake and punish. Has startup invulnerability. Gets a hefty damage boost from 'Drink Nomi'.
  • Final: Dragon Kick (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) -

Tips and Tricks

Combos

Basic Strategy

Advanced Strategy

Frame Data