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

From Shoryuken Wiki!
Jump to: navigation, search
(Desperation Moves)
(Desperation Moves)
Line 131: Line 131:
  
 
====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 16:20, 20 December 2011

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



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.png
25
Chaincancel.png Cancel.png
Standing Light Kick
Kof.lk.png
30
Cancel.png
Standing Heavy Punch
Kof.sp.png
80
Specialcancel.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
70
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
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
Lowerbodyinv.png Softknockdown.png Specialcancel.png
Jumping Light Punch
Air Kof.lp.png
Jump: 45
Hop: 40
High.png Cancel.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 Cancel.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 Cancel.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
Sliding
Df.png + Kof.lk.png
75
Low.png Softknockdown.png Specialcancel.png

Throw

Name
Command
Damage
Special Properties (glossary)
Shushouboku ~ Hiza Jigoku
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
30×2+48
Throw.png Softknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Bakuretsuken
Qcf.png + P.png
Kof.lp.png : 20×3
Kof.sp.png : 20×6
Ex.png : 20×3+30+50
Drivecancel.png
Ex.png : Softknockdown.png
Bakuretsuken Finish
P.png Bakuretsuken, then Qcf.png + P.png
20+40
Softknockdown.png Drivecancel.png
Dragon Tail
Qcb.png + K.png
Kof.lk.png : 50
Kof.sk.png : 50×4 (50×3)
Ex.png : 50×4
Air Kof.lk.png : 50
Air Kof.sk.png : 70
Air Ex.png : 90×2
Airok.png Drivecancel.png
Ground Ex.png : Hardknockdown.png
Air Kof.sk.png and Ex.png : Softknockdown.png
Dragon Kick
Dp.png + K.png
Kof.lk.png : 70
Kof.sk.png : 70×2
Ex.png : 90+35×2
Air K.png : 70
Air Ex.png : 35×3
Airok.png Softknockdown.png Drivecancel.png
Ground Ex.png and Air Ex.png : Anywherejuggle.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Drink Nomi
Qcb.png Qcb.png + P.png
For 10 seconds, the following effects are applied:
10% damage increase, increased velocity on special moves, opponents float higher during juggles
Dragon Dance
Qcf.png Qcf.png + K.png
K.png : 0+10×9+20×2+20×2+40
Ex.png : 0+10×9+20×6+120
Softknockdown.png
Dragon Backbreaker
Qcf.png Hcb.png + P.png
50+200
Drink Pink: 50+200+55
Throw.png Hardknockdown.png Maxcancel.png
Final: Dragon Kick
Qcf.png Hcb.png + Kof.lk.png + Kof.sk.png
Direct hit: 450
Indirect hit: 40+40×8
Direct hit: Hardknockdown.png
Indirect hit: Softknockdown.png

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