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

From Shoryuken Wiki!
Jump to: navigation, search
m (Unique Attacks)
m (Normal Moves)
Line 92: Line 92:
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]] )''' - Not all that useful really unless for stuffing.
*'''Crouching Light Punch ([[File:down.gif]] + [[File:snka.gif]] )''' - Not all that useful really unless for stuffing.
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Quick prod, chains into itself, crouch Light punch and stand Light kick or even the slide. Hwa's main low combo starter aside from the slide.
*'''Crouching Light Kick ([[File:down.gif]] + [[File:snkb.gif]])''' - Quick prod, chains into itself, crouch Light punch and stand Light kick or even the slide. Hwa's main low combo starter aside from sliding.
*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - Great horizontal reach but has little verticality. Doesn't work well as anti-air.
*'''Crouching Heavy Punch ([[File:down.gif]] + [[File:snkc.gif]])''' - Great horizontal reach but has little verticality. Doesn't work well as anti-air.

Revision as of 16:24, 21 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

Special Properties (glossary)
Standing Light Punch
Chaincancel.png Cancel.png
Standing Light Kick
Standing Heavy Punch
Close Heavy Punch
Close Kof.sp.png
Standing Heavy Kick
Close Heavy Kick
Close Kof.sk.png
Crouching Light Punch
D.png + Kof.lp.png
Chaincancel.png Cancel.png
Crouching Light Kick
D.png + Kof.lk.png
Low.png Chaincancel.png
Crouching Heavy Punch
D.png + Kof.sp.png
Crouching Heavy Kick
D.png + Kof.sk.png
Low.png Softknockdown.png Cancel.png
Blowback Attack
Kof.sp.png + Kof.sk.png
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
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
Jumping Blowback Attack
Air Kof.sp.png + Kof.sk.png
Jump: 90
Hop: 80
Softknockdown.png Cancel.png

Unique Attacks

Special Properties (glossary)
Df.png + Kof.lk.png
Low.png Softknockdown.png Specialcancel.png


Special Properties (glossary)
Shushouboku ~ Hiza Jigoku
F.png or B.png + Kof.sp.png or Kof.sk.png (while close)
Throw.png Softknockdown.png

Special Moves

Special Properties (glossary)
Qcf.png + P.png
Kof.lp.png : 20×3
Kof.sp.png : 20×6
Ex.png : 20×3+30+50
Ex.png : Softknockdown.png
Bakuretsuken Finish
P.png Bakuretsuken, then Qcf.png + P.png
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

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
Dragon Backbreaker
Qcf.png Hcb.png + P.png
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.


Move Analysis

Normal Moves

  • Standing Light Punch (Snka.gif) - Beats out hops and that's about it.
  • Standing Light Kick (Snkb.gif) - Quick with good range and it combos into the slide. Good way to start a punish if there isn't much time and you need to make up distance. Chains from crouching Light kick easily.
  • 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, crouch Light punch and stand Light kick or even the slide. Hwa's main low combo starter aside from sliding.
  • 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. Punishable.
  • Blowback Attack (Snkc.gif + Snkd.gif) - Use when you detect a sweep or slide. More utility than most blowback attacks due to the lower body invulnerablity.
  • 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) - Hangs out for a while and is ok in an air-to-air situation. Possible to block it low like all aerial blowback attacks.

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. Cancels into DMs. Doesn't go under projectiles unfortunately.


  • Shushouboku ~ Hiza Jigoku (Right.gif or Left.gif + Snkc.gif or Snkd.gif [while close]) - Standard throw. Heavy kick switches sides, Heavy punch doesn't. Bear this in mind when you have the opportunity to put or keep your opponent in the corner.

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 with a Dragon dance or Ex Dragon dance.
    • 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. Heavy travels much higher in the air.
    • Ex.png Dragon Tail (Qcb.gif + Snkb.gif + Snkd.gif) - Comes out fast and has great range. Hits twice on the first jump and twice on the second.
  • Air Dragon Tail (Air Qcb.gif + Kick.gif) - The light allows you to continue moving with jump momentum while the heavy moves you backwards. The light combos from a jumping Heavy punch.
    • Air Ex.png Dragon Tail (Air Qcb.gif + Snkb.gif + Snkd.gif) - Very similar looking to the hard version but has a better hitbox.
  • Dragon Kick (Dp.gif + Kick.gif) - Heavy has horizontal range, Light is the anti-air. Heavy can be cancelled on either hit which is important to bear in mind when working on combos.
    • Ex.png Dragon Kick (Dp.gif + Snkb.gif + Snkd.gif) - Hits up to three times and the latter two hits are direction selectable. Hold the direction desired and press kick.
  • Air Dragon Kick (Air Dp.gif + Kick.gif) - Heavy is very similar to the grounded version, light is angled 45 degrees downwards.
    • Air Ex.png Dragon Kick (Air Dp.gif + Snkb.gif + Snkd.gif) - Same as the grounded EX. Beats out quite a few attacks.

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. Lasts 10 seconds on the in-game timer.
  • 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 and it has faster startup too.
  • 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 at a frame disadvantage. Be consistent with the input and your opponent will be hesitant to do anything unsafe. Empty jump/hop and rolls are also a decent method to get in range. The Heavy can be worked into quite a few natural setups or you can simply wait for your opponent to make a mistake and punish it. Has startup invulnerability. Keep the pressure on with a flurry of physical attacks and condition the opponent to block or move predictably, then strike. Gets a hefty damage boost from 'Drink Nomi' which makes it really something scary. An excellent DM overall, maybe one of the best in the game.
  • Final: Dragon Kick (Down.gifDownright.gifHcb.gif + Snkb.gif + Snkd.gif) - Big damage if it connects properly and goes into the black screen animation, reduced damaged if it it doesn't connect fully. This second version can be followed up given the right circumstances.

Tips and Tricks


Basic Strategy

Advanced Strategy

Frame Data