The King of Fighters XIII/Game Elements/Command Interpreter

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Command Interpreter

Special Motions

For each special motion, a certain sequence of directions needs to register, followed by an appropriate button press. For the following list of motions, directions enclosed in angle brackets (< >) are interchangeable. A number enclosed in square brackets ([ ]) indicates that the preceding direction must be held (or "charged") for the number of frames shown before it counts towards the special motion. When the button is pressed following a special motion, the stick must either be neutral or holding the final direction, or the motion is ignored.

Motion Required Input
Qcf.png D.png Df.png < F.png Uf.png >
Qcb.png D.png Db.png < B.png Ub.png >
Dp.png F.png < Db.png D.png > < Df.png F.png >
Rdp.png B.png < D.png Df.png > < Db.png B.png >
Hcf.png B.png D.png < F.png Uf.png >
Hcb.png F.png D.png < B.png Ub.png >
Hcb.png F.png F.png D.png B.png < F.png Uf.png >
Db.png F.png Db.png < F.png Uf.png >
F.png B.png F.png F.png B.png < F.png Uf.png >
B.png (charge) F.png < Db.png B.png Ub.png > [30] < F.png Uf.png >
D.png (charge) U.png < Db.png D.png Df.png > [30] < Ub.png U.png Uf.png >
Qcf.png Qcf.png D.png Df.png F.png D.png Df.png < F.png Uf.png >
Qcb.png Qcb.png D.png Db.png B.png D.png Db.png < B.png Ub.png >
Qcf.png Hcb.png D.png Df.png F.png D.png < B.png Ub.png >
Qcb.png Hcf.png D.png Db.png B.png D.png < F.png Uf.png >
Hcb.png Hcb.png F.png D.png B.png F.png D.png < B.png Ub.png >
Db.png Qcf.png Uf.png U.png D.png Db.png D.png F.png U.png < Db.png D.png Df.png >

Input Priority

If two or more commands are registered simultaneously, the game must decide which one to process. This is determined by something called 'input priority', where commands are arranged into a hierarchy, and each command always takes priority over those after it.

Buttons

When two or more buttons are pressed at the same time, they are processed in this order:

Kof.sk.png > Kof.sp.png > Kof.lk.png > Kof.lp.png

The game first checks for any special combinations of buttons, followed by single-button actions.

Motions

As a general rule of thumb, Desperation Moves have the highest priority, followed by Special Moves, then Unique Attacks. Input priority for moves is defined separately for each character, but basic motions generally follow these rules:

D.png (charge) U.png > B.png (charge) F.png
Hcb.png F.png > Dp.png > Rdp.png > Hcb.png > Hcf.png > Qcb.png > Qcf.png


Strategy Corner

Like many other fighting games, The King of Fighters XIII gives higher input priority to dragon punch motions than quarter circle and half circle motions. This can make it impossible to do certain things, such as walking or running forward and using a fireball. However, it is possible to work around this. Since commands can be suppressed depending on what direction is being held during the button press, simply end the motion with a direction that only applies to the motion you want. For example, if you want to walk forward (Right.gif) and use a Qcf.gif + Punch.gif move without a Dp.gif + Punch.gif coming out, hold Upright.gif right before pressing Punch.gif. This direction can be used to end a Qcf.gif motion, but not a Dp.gif motion, so only the motion you want registers.