The King of Fighters XIII/Ash

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The King of Fighters XIIIKOFXIIILogo.png
The King of Fighters XIII/System GuideThe King of Fighters XIII#Game ElementsThe King of Fighters XIII#CharactersThe King of Fighters XIII/SystemsThe King of Fighters XIII#Fun StuffThe King of Fighters XIII/StrategyMvC3HeaderButtons.png



Ash

KOFXIII-Ash Face.png

In a nutshell

Fill this in with a general overview of the character.


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Kof.lp.png
25
Chaincancel.png
Standing Light Kick
Kof.lk.png
30
Low.png Cancel.png
Standing Heavy Punch
Kof.sp.png
70
Cancel.png
Close Heavy Punch
Close Kof.sp.png
70
Cancel.png
Standing Heavy Kick
Kof.sk.png
80
Close Heavy Kick
Close Kof.sk.png
80
Low.png Cancel.png
Crouching Light Punch
D.png + Kof.lp.png
25
Chaincancel.png Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
30
Low.png Chaincancel.png Cancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
70
Cancel.png
Crouching Heavy Kick
D.png + Kof.sk.png
80
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png + Kof.sk.png
75
Softknockdown.png Specialcancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png
Jumping Light Kick
Air Kof.lk.png
Jump: 45
Hop: 40
High.png
Jumping Heavy Punch
Air Kof.sp.png
Jump: 72
Hop: 70
High.png
Jumping Heavy Kick
Air Kof.sk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Floréal
B.png + Kof.lk.png
50
Floréal (backward)
B.png + Kof.sk.png
50

Throw

Name
Command
Damage
Special Properties (glossary)
Récompenses
F.png or B.png + Kof.sp.png or Kof.sk.png (While Close)
100
Throw.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ventôse
B.png (Charge) F.png + P.png
Kof.lp.png : 60
Kof.sp.png : 22+45+70
Ex.png : 40+80+40+80
Supercancel.png
Ex.png : Softknockdown.png
Nivôse
D.png (Charge) U.png + K.png
Kof.lk.png : 50+30
Kof.sk.png : 65+30×2
Ex.png : 80+40×3
Startupinv.png Softknockdown.png Drivecancel.png
Germinal Caprice
B.png (Charge) F.png + K.png
Kof.lk.png : 60
Kof.sk.png : 75
Ex.png : 20×3+80
Softknockdown.png Drivecancel.png
Génie
Qcb.png + P.png or K.png
P.png / K.png : 30
Ex.png : 40×2+50
Supercancel.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Thermidor
Qcf.png Qcf.png + P.png
20x7+40
Softknockdown.png
Pluviôse
Qcf.png Qcf.png + K.png
K.png : 20×6+30×3
Ex.png : 20×9+40×3
Softknockdown.png Maxcancel.png
Sans-culotte
Kof.lp.png ~ Kof.lk.png ~ Kof.sp.png ~ Kof.sk.png
100
Softknockdown.png
Germinal
Sans-culotte, then Qcb.png Hcf.png + Kof.lp.png + Kof.sp.png
0+15×12
Softknockdown.png
Fructidor
Hcb.png Hcb.png + Kof.lk.png + Kof.sk.png
480
Throw.png Hardknockdown.png

Apprentice Combos

Strategy

Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - A slight toss of the wrist. This attack is a standard anti-hop attack that carries little risk. One of many anti-air attacks in Ash's repertoire.
  • Standing Light Kick (Snkb.gif) - Although not the fastest light attack, this is a neat low-hitting normal attack to keep note of. This could be used in a middle of a string of attacks or simply be used to catch the opponent off guard if the opponent forgot about Ash's standing attacks that hit low.
  • Standing Heavy Punch (Snkc.gif) - The typical far Standing Heavy Punch attack in the same vein as Ryo's or Terry's. What sets this attack apart from the others is that this attack does actually cancel upon hit or block and hits a variety of crouching characters, unlike King's Standing Heavy Punch for example. Ash's Standing Heavy Punch may be used as an anti-air attack against incoming hop approaches or be simply used in blockstrings as a frame trap and to pressure.
  • Close Heavy Punch (Close Snkc.gif) - Much like Kyo or Iori, this Close Heavy Punch attack is quite fast and functions quite well as a pressure move and as an anti-air. Ash could freely just run forward and press Snkc.gif against an opponent maintain safety upon block. If the opponent happens to jump or hop, Ash could anti-air. If the opponent gets hit while on the ground for any reason, Ash could cancel into Floréal (Left.gif + Snkb.gif) and easily link a Nivôse (Down.gif [Charge] Up.gif + Kick.gif) afterwards for a knockdown combo. As Ash is able to easily combo into his charge attacks by buffering the charge during Floréal and Floréal having the ability to combo from many of Ash's normals, Ash can maintain a vast sense of offensive momentum most in ways many charge characters from other fighting games could not. Close Heavy Punch is one of those attacks that complements Ash's game by doing so. As a fast Close Heavy Punch attack, this attack has many applications as a frame trap and blockstring move as well.
  • Standing Heavy Kick (Snkd.gif) - A far-reaching, rolling sobat kick. Although a tad more feminine than Guile's rolling sobat kick, Ash's Standing Heavy Kick function just as well. This is attack does respectable damage for its application as an attack that goes over most low-reaching/low-hitting attacks and punishes or counter-hits most grounded attacks. An opponent's answer to this attack from mid-range primarily is to hop over the Standing Heavy Kick during the start up, but a good Ash player should be able to anticipate such a counter attempt and be ready to anti-air the opponent with one of Ash's many anti-air/air-to-air options. In essence, this move is Floréal (Left.gif + Snkb.gif) or Floréal (Backward) (Left.gif + Snkd.gif) but the speed, in regards to start up and recovery, is in between the two types. While one type of Floréal moves forward and the other moves backwards akin to Guile's rolling sobat going back and forth, Standing Heavy Kick is a Floréal that remains in place. To some extent, Standing Heavy Kick's application is similar to Guile's far Standing Roundhouse Kick by holding position and attacking while buffering the charge time for a Sonic Boom. In Ash's case, it would be for charging his Ventôse (Left.gif [Charge] Right.gif + Punch.gif). If a player is in need of moving forward to attack with a Floréal, Standing Heavy Kick would be the preferred move due to the speed and recovery it has over the actual Floréal.
  • Close Heavy Kick (Close Snkd.gif) - Another fast hitting Close Heavy Kick attack. Almost has the same exact application as Close Heavy Punch, but this attack lacks an anti-air function. Instead, the emphasis of this attack is in the low-hitting property and being able to frame trap an opponent while still checking the opponent's ability to block low. One common threat to an opponent is Ash's Fructidor (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif), a command throw Desperation Move that does decent damage. So if an opponent is caught trying to alternate guard in response to a tick throw attempt, Ash may blockstring and break an alternate guard with a fast low-hitting Close Heavy Kick from standing. So although Ash may stand up and even walk or run forward and seem to be going for a throw, Ash could fake it and continue to pressure. Much like Close Heavy Punch, Ash may run forward or attack whenever with this attack and cancel into a Floréal (Left.gif + Snkb.gif) on whim and combo into a Nivôse (Down.gif [Charge] Up.gif + Kick.gif) upon hitconfirm.
  • Crouching Light Punch (Down.gif + Snka.gif) - Another standard Crouching Light Punch attack. Doesn't have too much application since Ash could just hitconfirm and cancel into his Unique Attacks or Special Moves with Crouching Light Kick attacks that hit low. If Ash wants to continue walking forward to pressure with crouching light attacks to maintain frame advantage, Crouching Light Punch may be used in this situation as it could stifle jump or hop out attempts early. Ash has other means and setups to maintain offensive momentum that include other aspects that may drive an opponent to error such as high/low/throw mix-ups so Crouching Light Punch will just have a few specific uses compared to other attacks.
  • Crouching Light Kick (Down.gif + Snkb.gif) -
  • Crouching Heavy Punch (Down.gif + Snkc.gif) -
  • Crouching Heavy Kick (Down.gif + Snkd.gif) -
  • Blowback Attack (Snkc.gif + Snkd.gif) -
  • Jumping Light Punch (Air Snka.gif) -
  • Jumping Light Kick (Air Snkb.gif) -
  • Jumping Heavy Punch (Air Snkc.gif) -
  • Jumping Heavy Kick (Air Snkd.gif) -
  • Jumping Blowback Attack (Air Snkc.gif + Snkd.gif) -

Unique Attacks

  • Floréal (Left.gif + Snkb.gif) -
  • Floréal (Backward) (Left.gif + Snkd.gif)

Throw

  • Récompenses (Right.gif or Left.gif + Snkc.gif or Snkd.gif [While Close]) -

Special Moves

  • Ventôse (Left.gif [Charge] Right.gif + Punch.gif) -
    • Ex.png Ventôse (Left.gif [Charge] Right.gif + Snka.gif + Snkc.gif) -
  • Nivôse (Down.gif [Charge] Up.gif + Kick.gif) -
    • Ex.png Nivôse (Down.gif [Charge] Up.gif + Snkb.gif + Snkd.gif)
  • Germinal Caprice (Left.gif [Charge] Right.gif + Kick.gif) -
    • Ex.png Germinal Caprice (Left.gif [Charge] Right.gif + Snkb.gif + Snkd.gif) -
  • Génie (Qcb.gif + Punch.gif or Kick.gif)
    • Ex.png Génie (Qcb.gif + [Snka.gif + Snkc.gif] or [Snkb.gif + Snkd.gif])

Desperation Moves

  • Thermidor (Qcf.gifQcf.gif + Punch.gif) -
  • Pluviôse (Qcf.gifQcf.gif + Kick.gif) -
    • Ex.png Pluviôse (Qcf.gifQcf.gif + Snkb.gif + Snkd.gif) -
  • Sans-culotte (Snka.gif~Snkb.gif~Snkc.gif~Snkd.gif) -
  • Germinal (Sans-culotte, then Down.gifDownleft.gifHcf.gif + Snka.gif + Snkc.gif) -
  • Fructidor (Hcb.gifHcb.gif + Snkb.gif + Snkd.gif) -

Tips and Tricks

Combos

0% Drive

0 Bar

  • cr.B cr.B xx d~u+D - (165, 20)
  • cr.B b+B, cr.B b+B, d~u+B - (208, 27)
  • cl.C b+B xx d~u+B - (187, 22)

1 Bar

  • j.D, cl.C xx b~f+BD, d~u+D - (283, 18 [mid-screen] / 344, 28 [corner])
  • (corner only) j.D, cl.C xx b~f+BD, b~f+C, b+D, dash, b+D, CD - (433, 50)

2 Bar

  • cl.C b+B, qcf qcf+BD - (399, 13)
  • cr.B cr.B b+B, qcf qcf+BD - (376, 12)
  • cr.B b+B, A B C D - (131, 9)

50% Drive

0 Bar

  • j.D, cl.C xx b~f+D (DC) d~u+D - (252, 28)
  • cr.B cr.B b+B, d~u+B (DC) b~f+D - (205, 24)
  • (corner only) cr.B cr.B b+B, d~u+B (DC) b~f+A, d~u+D - (281, 38)

1 Bar

  • (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, d~u+D - (351, 41)

2 Bar

  • (corner only) cr.B b+B, d~u+B (DC) qcb+AC, b~f+A, b~f+A, qcf qcf+K - (378, 27)

Basic Strategy

Advanced Strategy

Frame Data