The King of Fighters XIII/Systems/Movement: Walking Crouching
Walking is the simplest and safest way to alter a player's position on the screen. Unlike with backdashing, running or hopping, a walking character can change direction, block, or attack instantly at any time. As usual with most fighting games, by walking backward a player can create more space to work with while automatically blocking mid or high-hitting attacks. Forward walking is a relatively safe way to approach the opponent to reach an ideal spacing.
- Walk speeds vary per character.
- Many setups require precise positioning that is only attainable by walking. Crossups, ambiguous rolls, and certain advantageous positionings require quick grounded maneuvers before continuing onward.
- When going for a punish, try running instead of walking, as it's possible that by walking forward and pressing or , a player may accidentally use a lesser-damaging normal throw instead of a heavy normal.
Crouching reduces a character's vulnerable hitbox, which causes some attacks to whiff. Crouch-blocking guards against mid and low attacks, so holding down-back is always smart when crouching.
- Certain spacings may allow for an aerial player to cross up a crouching character, but if the grounded player stands up, the crossup attempt does not work. Likewise, some setups that cross up standing characters may whiff on crouchers and can then be punished with a tripguard meaty.
- It may seem obvious, but by crouching, a player is forfeiting their movement options and deciding to stay stationary, which allows the opposing player to gain more momentum as long as one remains blocking. If an opponent starts pressuring a blocking player, it can quickly lead to a guard crush unless the blocking player can find a way to escape the opponent's pressure.