The King of Fighters XIII/K'

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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



K'

KOFXIII-K' Face.png

In a nutshell


Video Walkthrough

Move List

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light Punch
Lp.png
25
rapidfire
Standing Light Kick
Lk.png
30
Standing Heavy Punch
Hp.png
80
Close Heavy Punch
Hp.png
1st hit: 40
2nd hit: 30
Standing Heavy Kick
Hk.png
80
Nocancel.png
Close Hard Kick
Hk.png
70
Low.png
Crouching Light Punch
D.png + Lp.png
25
rapidfire
Crouching Light Kick
D.png + Lk.png
30
Low.png rapidfire
Crouching Heavy Punch
D.png + Hp.png
70
Crouching Heavy Kick
D.png + Hk.png
80
Low.png Softknockdown.png
Blowback Attack
Hp.png + Hk.png
75
Softknockdown.png
Jumping Light Punch
air Lp.png
Jump: 45
Hop: 40
High.png
Jumping Light Kick
air Lk.png
Jump: 45
Hop: 40
High.png Nocancel.png
Jumping Heavy Punch
air Hp.png
Jump: 72
Hop: 70
High.png
Jumping Heavy Kick
air Hk.png
Jump: 70
Hop: 68
High.png
Jumping Blowback Attack
air Hp.png + Hk.png
Jump: 80
Hop: 70
Softknockdown.png

Unique Attacks

Name
Command
Damage
Special Properties (glossary)
One Inch
F.png + Lp.png
75
Crumple.png Nocancel.png
One Inch (cancelled-into)
F.png + Lp.png
60

Throw

Name
Command
Damage
Special Properties (glossary)
Issetsu Seoi Nage
F.png or B.png + Hp.png or Hk.png (while close)
100
Throw.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Ein Trigger
Qcf.png + P.png
P.png : 50
Ex.png : 60
Lp.png and Ex.png : juggle Softknockdown.png
Second Shoot
Ein Trigger, then F.png + Lk.png
P.png : 50
Ex.png : 80
Ex.png : projectilenullifier
Second Shell
Ein Trigger, then F.png + Hk.png
P.png : 40
Ex.png 1st till 2nd hit: 25x2
juggle Softknockdown.png
Black Out
Ein Trigger, then B.png + K.png
-
Black Out
Qcf.png + K.png
-
Ex.png : Startupinv.png
Minutes Spike
Qcb.png + K.png
K.png : 70
Ex.png : 150
Airok.png Softknockdown.png
Ex.png : Armored.png
air Ex.png : Anywherejuggle.png
Narrow Spike
Minutes Spike (ground), then Qcb.png + K.png
K.png : 60
Ex.png : 130
Low.png juggle Softknockdown.png
Crow Bites
Dp.png + P.png
Lp.png 1st hit: 60
2nd hit : 40
Hp.png 1st hit : 50
2nd hit : 40
3rd hit : 30
Ex.png 1st till 8th hit: 20x8
9th till 10th hit: 40x2
11th hit: 80
Startupinv.png Softknockdown.png
Secondary Bites
Hp.png Crow Bites, then F.png + K.png
40
Hardknockdown.png

Desperation Moves

Name
Command
Damage
Special Properties (glossary)
Heat Drive
Qcf.png Qcf.png + P.png
200
Startupinv.png Softknockdown.png
Chain Drive
Qcf.png Hcb.png + P.png
P.png 1st hit: 25
2nd hit: 0
3rd till 6th hit: 10x3
7th till 12th hit: 15x6
13th hit: 70
Ex.png 1st hit: 25
2nd hit: 0
3rd till 6th hit: 10x3
7th till 12th hit: 12x6
13th till 15th hit: 10x3
16th till 22nd hit: 12x7
23rd hit: 40
24th hit: 80
Startupinv.png Softknockdown.png
Hyper Chain Drive
Hcb.png Hcb.png Lp.png + Hp.png
1st till 3rd hit: 20x3
4th till 45th hit: (20+0)x21
Hardknockdown.png

Apprentice Combos

Strategy

Tips and Tricks

  • The combo cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K can technically done with another cr.B to hitconfirm, but this has to be extremely close range. Since qcf+A is safe on block anyway, there is little to not bother hitconfirming before the special.
  • With the input buffer of KOFXIII getting cl.C f+A xx qcf+A to not come out as cl.C f+A xx dp+A can be a real hassle. Luckily the weird input buffer it is possible to bypass this difficulty. If you input the qcf+A as 2369 (that is: Down, down-forward, forward, up-forward, the qcf+A will always come out.

Combos

0 Bar, 0% Drive

  • cr.B cr.B qcf+A f+B
  • (jump attack) cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K
  • cl.C f+A qcf+A f+D qcb+D qcb+D (whiff) dp+C f+K

1 Bar, 0% Drive

1 Bar 50% Drive

2 Bar 100% Drive

Basic Strategy

Advanced Strategy

Frame Data