Stream Status

FULL FGC STREAM LIST

RECENT VIDEOS
MEMBER ACCESS
Sunday
Oct092011

Andy Bogard

INTRODUCTION

Andy greatly parallels a “shoto” character for those familiar with Street Fighter: his non-grounded projectile is a great zoning tool that can be used in blockstrings, and should an opponent jump he can easily react with an invulnerable anti-air DP or his upward, Chun Li-esque sweep, while covering the remaining approaches with st.A, st.D, or an air-to-air. On offense, his hitconfirms are simplistic and especially convert when in the corner, and his blockstrings into either Zan’eiken or Hishouken or a cross up can initially be overwhelming, giving an Andy player a good chance at landing a guard break.

Thankfully, Andy is not quite the overman that he initially appears to be once you’ve established his flaws. His jump and hop arc is higher than normal, which gives defending players more time to anti-air his hop approaches and setups. Projectile blockstrings are strong, though predictable strings are completely punishable with a Guard Roll; Zan’eiken isn’t as safe and frustratingly good on block as it might feel. Taking these weaknesses along with the below information should sharpen your matchups against Andy and give you more confidence against this all-rounder.


CONSOLE CHANGES

  • Normal/high jump D has better hitbox for use in crossups.
  • Close C hits twice. The first hit has no knockback so his Hirate Uchi (forward + A) will combo without whiffing.
  • B>D is a chain combo. Can be canceled.
  • Chou Reppadan's damage has been increased from 162 to 198.
  • EX Kuuhadan's invincibility has been taken out.
  • Chou Shin Soku Zan'eiken (Neomax) comes out faster.
  • Removed a guard break block string

 

NORMAL MOVES

Crouching D

  • Make no mistake: while Andy’s sweep was slightly toned down from KOFXIII Arcade, it’s still the best Ashitai "Tripguard anti-airs" in the game and an excellent whiff punisher and long-ranged poke. The only way to successfully stuff this attack’s active frames from a hop is to land deep into Andy with a vertical jumping attack, such as Shen’s j.C. Certain j.CD attacks can be timed and spaced to work or trade (in your favor), though an Andy player could react to an oncoming hop arc and recognize that they need a different anti-air approach, such as st.D or a DP or in some instances a j.D air-to-air. Few air specials could provide much help here either since Andy crouches while sweeping; the safest measures to beating his sweep from a hop is to cross him up or approach from a close range where he might not be too willing to commit to a sweep as much.
  • When up close in close quarters, Crouching D is a nice footsie poke though as with all sweeps, it’s possible that it could be hopped over during its startup which leaves the Andy player vulnerable to a jump-in. Because of this inherent risk, Andy players may want to rely on less-chancy anti-airs such as st.C or st.D, which could then be countered with a sweep or heavy normal of your own. The key here is to condition your opponent’s intentions and then to attack with a counter, such as hopping enough to make an Andy player start to look for a st.D/st.A anti-air, and then sweeping or out-poking him. The next time when on the offense and pushed out a bit, he may be more willing to try countersweeping you, which is why you’d ideally want to bait this reaction and counter it with a hop, bringing things full circle.
  • Thankfully, Andy is unable to cancel his sweep which increases its risk on whiff while inhibiting the recovery period on hit or block. Because of this, Andy doesn’t get many superb setups from his sweep on hit, and on block he’s negative though  he does push you back.

Standing D

  • This roundhouse can hit grounded and aerial opponents just as King’s st.D does, making it a strong close-ranged tool for controlling both spaces (it’s horizontal range isn’t too exceptional, and most characters could counterpoke it with a long-reaching heavy normal of their own). While this will hit crouch-blockers at a specific, near-max range, it’s quite possible to move back a slight distance and cause the kick to whiff on crouchers. From this positioning, it’s quite easy to sweep (and go underneath the active hitbox) or attack with a cr.B to punish a st.D attempt, especially since his vulnerable hitbox shifts forward during this attack.
  • When up closer to Andy, it’s possible that his Close Heavy Kick may register due to spacing. Cl.D only hits crouching hitboxes from point blank; it’s quite possible to space yourself so that an Andy player tries to use a st.D as a preventive poke/anti-air, only to accidentally be at maximum cl.D range. By baiting a cl.D, Andy will whiff his upward kick and be left completely exposed to low attacks while whiffing, though the recovery is fairly short, so the defending player would need to be pre-emptively attacking or delaying a blockstring.
  • Aside from these specific situations, his st.D is his best vertical anti-air outside his DP. If you wish to trade or beat it when Andy uses it as an anti-air, time your jump-in to hit early. The downside to this is that by doing so, you might get baited into being anti-aired by a low for whiffing your jumping attack, and Andy players definitely get a kick out of his cr.D, so as with all things there is a counter.

Jumping D

  • As with Benimaru, Andy’s j.D is his primary jumping tool for most situations.  It’s his best high-hitting air-to-ground - meaning his best tool for comboing out of - and it crosses up. J.D also contains the furthest horizontal and vertical reach out of all of his jumping attacks, so it really is a simplistic wonder just like Elizabeth and Benimaru’s j.D. This added length can occasionally backfire since Andy’s vulnerable hitbox extends during the animation, so he’s more susceptible to anti-airs (especially DPs and air-to-airs) than he would normally be. With this in mind, Andy’s feathery hop makes all is jump-ins and air approaches much more telegraphed than other characters.

Jumping CD

  • This wheeling axe kick has two hitboxes: the high, initial strike zone and the ensuing downward smash. This two-front attack makes his j.CD a perfect air-to-air since it covers such a broad crescent, and if timed really late it can hit crouching opponents. However, the amount of active frames of this attack is quite short: coupled with Andy’s hop drift, he’ll really need to active this move early in order to get max effectiveness out of it as an air-to-air. Whenever an Andy player wants to use this as an air-to-air, it’ll usually wilt away in the air before it can hit crouchers, so you can react (or read out the situation and his intentions) with a cr.B or cr.D to punish him, on top of beating him with a strong anti-air (invuln DPs, vertical cl.Cs, run-unders, or moves with Guard Points). When timed late, the defending player is left with the opportunity to cleanly contest with an air-to-air, or win with a traditional grounded anti-air that hits him before his j.CD’s downward hitbox becomes active.

 

COMMAND MOVES

Hirateuchi: f + A

  • Andy’s command normal is mostly safe on block, so if he ever ends a blocksting by not canceling this attack, know that he’s negative though difficult to punish. The main reason an Andy player would stop after using this move rather than going into his projectile is to keep safe from Guard Rolls, so know that Andy can look to bait out GC Rolls with this move. On a bad scenario, the opponent blocks the attack and then goes back to neutral, with a slight attack advantage to act ‘first’ though Andy still has plenty of defensive and offensive options he has access to as well.
  • As for punishing the attack, only very fast specials and DMs get the job done. Certain DPs may work to punish him, though be sure to test to make sure that whatever move you’re using connects from a max-ranged f.A, such as from cr.B > cr.B > f.A.

SPECIAL MOVES

Zan'eiken: db,f + P (EX)

  • A move that Andy uses so much in combos, blockstrings, or to travel around that you’d almost forget that he can walk or run forward. Due to the pushback on block, punishing this move can be rather tricky since most normal attacks can’t quite reach him, and many standard burst specials and DMs aren’t fast enough to hit him in time. However, be willing to try everything you’ve got; many DPs are actually fast enough to just barely tag him on recovery while your traditional fast moves just wont cut it. A handful of DMs are fast enough to punish Andy every time, such as Claw Iori’s Maiden Masher (2363214+P).
  • There's one other issue with punishing: Andy can space this move to hit at max range to space it out even further than normal, so it has better recovery. In these instances, select punishes may fail to connect, so be sure to recognize if this can happen to your characters. 
  • If none of your normals or specials or DMs work, there’s one other option available when in the corner. By reading a 2-in-1 into Zan’eiken, it’s possible to Guard Roll backwards into the corner and then quickly punish with a close normal, though the timing is demanding on top of the required read.
  • If you’ve got nothing (other than Guard Cancel Blowback) you can block your way out since Andy’s still negative on recovery, so you gain a little breathing window to act, though be careful of the dreaded Zan’eiken > Shoryuudan frametrap. Just for completion sake, I’ll mention that cr.B > Zan’eiken isn’t a perfect blockstring so it’s possible to sneak in a reversal in there (or sometimes even land a normal throw before he can hit you).
  • Trying to counterpoke Zan’eiken is difficult, though possible. Just about any attack can interrupt it, though whiffing an attack leaves you open to a delayed fireball, sweep, st.C, or Zan’eiken. A safe way to try and beat it is to quickly renda cancel light attacks into themselves to eliminate any recovery downtime, though projectiles do a smashing job or discouraging Andy from skating at you.
  • Last, you may have noticed that as soon as a round starts, Andy can perform a light Zan’eiken immediately and either just barely whiff and go for a throw, or if you press a button or crouch block he may hit you at max range and be frustratingly safe. A safe counter to this opening action is to walk backwards as soon as the round starts, and then toss out a st.A which will cleanly stop Andy or recover at a blazing speed on whiff. Some characters could even buffer specials on their st.A; K’ could begin the round with walk back st.A > Ein Trigger which will combo should the Zan’eiken come out and be relatively safe on whiff.
  • EX: Completely safe on block, so don’t try punishing or you may end up wasting meter or getting caught by a followup frametrap. The best course of action is to be patient and remember that he has to waste a bar of meter to use this move, so block and make his effort in vain. Keep an eye out for this move when nearing a guard break.

Kuuhadan: HCF + K (B + D to cancel) (EX)

  • This move can be annoying due to it’s odd hitbox properties. Attempting to anti-air the spinning cannon with normals almost always results in a trade in Andy’s favor, though invuln moves should always win on reaction, and horizontal air-to-airs can cleanly beat it at times. Unless you have a ready DP, your best bet is to crouch block and see if it whiffs. The B version stays low to the ground, but it can still whiff crouchers, sometimes even crossing up unfortunately. A remedy to this issue is to always start blocking with downback, and then switch over to downforward to auto-correct block should a gap arise and cause a crossup. If he completely whiffs you, he’s open to being swept or punished during the recovery. The D version is much easier to get underneath and punish, so it’s not used as often except as a flashy anti-air.
  • Both versions are safe on block against everything but instant command grabs, but since it’s negative Andy’s forced to either block low against a cr.B or try teching a normal throw/cl.C attempt, as his only other option is to whip out a reversal. Because of the bad block situation and the fact that the move can be punished on whiff, it’s not very reliable.

Kuuhaden (Break) - HCF + K ~ B + D

  • While mainly used for combos, it’s possible that a player might not hitconfirm into this or simply use it at odd times to instill frustration due to its fast recovery. Fortunately for us, the donkey kick is actually punishable on block (though the window for a cl.C/D or cr.B is somewhat tight) and should the kick whiff, he’s left vulnerable while recovering from the roll.
  • While a decent gimmick, if you keep your eyes open for the attack it’s definitely not safe.
  • EX: Invuln on startup and totally safe on block. One of the few remaining safe reversal attacks left over from the arcade release, though the startup is too slow for it to be of much use against an airborne opponent. Instead, the blue rainbow’s an alright choice on wakeup or during blockstrings against grounded opponents.
  • The hitbox is also much lower now, so it wont whiff on crouchers. Since it’s safe on block, don’t always try to stick out a quick counterpoke as Andy could also do the same or do another reversal to trade/win with your poke.
  • While I said this was safe on block, it’s not safe against Guard Rolls: if you roll backwards on the third hit, you’ll recover just as the last hit whiffs and be able to easily tag Andy with a close heavy attack for a nice punish. Getting the Guard Roll punish also helps eliminate the threat of getting guard crushed with this move.

Hishouken: QCB + P (EX)

  • Andy’s fireball has a decent recovery time, though his projectiles are on the faster side which means that’s he mostly unable to move while his projectile’s on screen. As you’d expect, the A version has slightly stronger recovery as you would find on a LP Hadouken (likewise, Andy can sometimes follow a light fireball with his SRK to anti-air you as the last second if you jump in from a bad range or at a bad time), while the C version’s about high speed, high recovery. While it may be tempting to sniff out when a projectile ‘should’ be coming, don’t go carelessly jumping into DPs; try hopping over the fireball, or even neutral hopping/jumping to get your way in when blocking isn’t cutting it for you.
  • As a non-grounded projectile, certain characters have ways to maneuver underneath a Hishouken. Chin’s 22+P stance (coward crouch) and Kensou’s cr.D shrink their hitboxes enough to go underneath an oncoming fireball; the flipside of this height is that his fireball’s more suited for anti-airing, though it’s severely lacking at providing any sort of cover against point-blank hops/jumps since the fireball launches from his extended hand.
  • Also, reacting to a fireball with an (EX/DM) projectile or (projectile) invuln move or reflector is a surefire way to force an Andy player to be more cautious when shooting ki.
  • Any blockstring into Hishouken is going to be unpunishable once the fireball is blocked, though just like with any projectile you can attempt to Guard Roll forward when anticipating a 2-in-1 from a telegraphed blockstring. For instance, if an Andy player performs cross up j.D > cl.C > f.A then it’s very likely that they were anticipating a hit, and once they’ve confirmed it’s blocked then there’s a high chance that they might cancel f.A into a projectile to gain better positioning than if the f.A is left uncanceled. As with most blockstrings, keep an eye out to see if your opponent likes to cancel their command normals into projectiles and then hit hard when you’ve successfully applied a Guard Roll. After eating enough damage from bad blockstrings, the opponent will be forced to use fewer of them in blockstrings, which allows you more leeway to escape his shorter blockstrings or to gain advantage from an uncanceled f.A.
  • EX: This is mainly a tool for fireball wars as EX projectiles negate any normal fireballs. Avoid being baited in fireball fights, and remember that it costs a full stock to toss one of these out, so it’s not the best move for tossing out randomly unless the damage could close out a match. The most effective counter is to block to slightly gain meter while draining a whole bar from the opponent.

Shoryuudan: DP + P (EX)

  • Solid reversal and anti-air tool. The “A” version’s the fastest, though it only has upper body invuln so it’s cleanly stuffed by lows and it can also trade or lose to deep jump-ins, meaning for it to work best an Andy player will have to react quickly enough to get it out before he can get hit by the jump-in: it’s not reliable in last-second situations. The C version can offers a brief period of full invuln and Andy travels forward quickly during the startup so it’s quite difficult to reach back far enough to hit him once the invuln wears off. All of his Shoryuudan’s are somewhat slow, so don’t be too terrified of trying to feel out a safejump against him. Bait one, and he’s toast.
  • EX: About the same speed as the A version, but with more invuln and slightly better damage. Otherwise, treat this the same as his normal DP.

 

DESPERATION MOVES

Choureppudan: QCBHCF + K (EX)

  • A flaming Kuuhaden with a very high travel arc. Though it’s invincible on startup, it isn’t too fast so Andy’d be better off DPing for faster speed. In the instance that this move is blocked, just be sure to wait until Andy touches down on the ground before running forward with a close heavy punish; run too early, and it’s possible to run into him while he’s still attacking in the air.

Geki Hishouken: QCBx2 + P

  • Andy’s swirling palm blast is completely safe on block, so he’s safe if he messes up a combo or attempts an odd blocktring. There’s no startup invuln, and the DM is slow and doesn’t travel too far so there’s not much to worry about it in terms of being a random super. If you can Guard Roll forward before the exploding finisher, you can recover in time to punish Andy.

NEOMAX

Chou Shinsoku Zan'eiken: QCBHCF + A + C

  • A Zan’eiken NEOMAX that works in the air. The grounded version is unsafe on block punishable by close heavy attacks. The air version is pretty much unpunishable on block or whiff, but by blocking it you’ve won the attritional advantage since he’ll have wasted at least 2 meter and burnt his HD meter. If you don’t want Andy landing in front of you and allowing him the chance to land and DP after his safe Air NEOMAX, hold A+B during the super flash to roll forward so that you’ll both be fullscreen afterwards.
  • The hitbox itself isn’t too great as it’s possible to jab him out of the NEOMAX, but why risk losing 45% when you could block or roll?

 

As usual, here’s the quick rundown:

2D

  • Nice anti-air and poke.
  • Can’t be canceled, but safe on block.
  • Whiff-punishable by hops/fireballs/pokes.
  • Doesn’t work well against deep vertical/cross up approaches.

5D

  • High vertical anti-air, can hit crouchers.
  • Very vulnerable to lows.
  • Sometimes may trigger cl.D which whiffs crouchers completely.

j.D

  • Good cross up, and main jump-in.
  • Overextends vulnerable hitbox; susceptible to DPs and air-to-airs.
  • Floaty hop arc; easier to react to.

j.CD

  • Good air-to-air and air-to-ground control.
  • Very few active frames; usually functions only as air-to-air or only as jump-in.
  • Easy to counter with an Ashi Taikuu on whiff.
  • Floaty hop arc; easier to react to.

6A

  • Fairly safe blockstring ender; leave uncanceled to bait GC Rolls.
  • Negative on block; punishable by very fast DMs/specials.
  • Too slow to be a decent poke on its own.

623+P

  • Good shoryu; anti-airs and works as a reversal.
  • Moderate startup; easier to safejump.
  • A: upper body invuln. C: fully invuln. EX: fast, fully invuln.
  • Heavily unsafe on block.

214+P

  • Fast travel speed, but less followup opportunities.
  • Good for zoning or setting up anti-air DPs.
  • Projectile can be hopped over safely.
  • Poor close-range anti-air; loses to jump-ins.
  • Safe on block.
  • Punishable by guard rolling a 2-in-1.

16+P

  • Nice hitbox, difficult to punish on block.
  • Can be spaced at tip to be even safer on block.
  • Interruptable by throws or light attacks.
  • Negative on block; theoretical advantage given to defender.
  • Punishable by fast specials and DMs.
  • Punishable by guard rolling a 2-in-1 backwards when in the corner.
  • EX: completely safe.

41236+K

  • Difficult to cleanly anti-air, though forcing a trade is easy.
  • B & D: Safe on block except against 1 frame throws. EX: Safe.
  • B & D: Can whiff on crouchers; punishable during whiff recovery. EX: hits crouchers.
  • B & D: Can cross up; block with 1 then 3 to avoid getting crossed up.
  • EX: startup invuln and safe on block.
  • B: Guard roll backwards on 2nd hit to punish.
  • D: Guard roll backwards on 2nd to last hit to punish.
  • EX: Guard roll backwards on 3rd hit to punish.

41236+K~BD

  • Fast, but unsafe on block and punishable on whiff.
  • Punish on block with cr.B/close attack.
  • Punish during whiff with cr.B or other fast poke.
  • Keep an eye out for the attack so that it doesn’t slip by unpunished.

2141236+K

  • Invincible, but very slow and not too useful on its own.
  • Unsafe on block and whiff; don’t accidentally run into Andy before he lands.

2141236+BD

  • Invincible and decently fast but not too useful on its own.
  • Unsafe on block and whiff; don’t accidentally run into Andy before he lands.

2363214+P

  • Slow startup that’s vulnerable to attacks, but totally safe on block.
  • Punishable by guard rolling forward before the final explosion.

2141236+AC

  • Fairly fast NEOMAX. Works in the air.
  • Grounded version is unsafe on block.
  • Air version is safe on block and whiff. Roll forward during superflash to stop him from getting in safely.
  • Questionable hitbox/invuln, but don’t try counterpoking when blocking is a much, much better idea.

 

 

Saturday
Oct012011

Ash Crimson

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Floreal: b + B F

loreal (Variation): b + D


SPECIAL MOVES

Ventose: HBF + P (EX)

Germinal Caprise: HBF + K (EX)

Nivose*: HDU + K (EX)

Genie: QCB + Any button (EX)


DESPERATION MOVES

Thermidor: QCFx2 + P

Pluviose: QCFx2 + K (EX)

Sans-Culotte: A, B, C, D (Require 2 Super bars)

Germinal: After Sans-culotte, QCBHCF + A + C


NeoMAX

Fructidor: (Grab range) HCBx2 + B + D


Console Changes

  • Germinal costs no super meter
  • All versions of Genie stay on the screen longer
  • Sans-culotte (ABCD) has had its damage scaling adjusted. It scales more overall
  • Floreal (forward) (b+B) has faster startup and can be comboed from light attacks
  • B version of Nivose (d_u+K) has had its invincibility increased. The invincibility ends as soon as the hitbox appears
  • EX Genie now knocks away while retaining its juggling properties
  • Thermidor's startup is faster
  • The version of EX Genie done using both kicks tracks the opponent
Sunday
Oct092011

Athena Asamiya

NORMAL MOVES

A

  • St.A is a good anti-air/hop, despite it have a fairly short hitbox.
  • Cr.A is special cancellable, and chainable after cr.B, making this a viable way to confirm into specials.

 

B

  • Cr.B is a great move, lowering Athena's hitbox for certain anti airs extending for a great poke range. Chained cr.B's can link into dp.C as well giving Athena an easy hit confirm after a low.
  • St.B is a great anti-hop tool with a better vertical hitbox than st.A, but keep in mind that it is a little slower, and has a a smidge less active frames.
  • J.B is a standard crossup that works on both standing opponents and crouching opponents.

 

C

  • St.C is your standard, fast cl.C. Athena's st.C is unique in the sense that it does not have a far version, however, in exchange, it does not have the vertical hitbox that most cl.C's have.
  • Cr.C is an amazing poke that is also special cancellable. This is her farthest reaching normal, so please make good use of this move. Also fast enough to be linked after a close A version Psycho Ball.

 

D

  • To control the space directly above her, and to stop opponents from jumping up close, use cl.D. This move has huge priority versus full jumping opponents and those who try to jump away. Also catches some crossup attempts, making this a huge tool in Athena's arsenal.
  • While not special cancellable like many other sweeps, cr.D has amazing range, making it both a boot poke and anti-air at certain distances.
  • J.D has a great angled hitbox that makes it suitable for both jump-ins and neutral jump air to airs.

 

 

COMMAND MOVES

Phoenix Bomb: f + B

  • An interesting command normal that puts Athena airborne, thus, cannot be cancelled into HD mode like most command normals. Can, however, be cancelled into Phoenix arrow for some of Athena's most optimal DC combos.

 

Kuuchuu Phoenix Bomb: f + B (In air)

  • As the Japanese name suggests, this is the airborne version of Phoenix Bomb. Retains the same cancel properties. More importantly though, this move can be inputted during a backdash, greatly extending the range and reducing the recovery of the backdash.

 

 

SPECIAL MOVES

Psycho Ball: QCB + P (EX)

  • Athena's staple special that she should abuse to death. Unless you are playing against characters like Daimon and Duo Lon, Athena uses Psycho Ball almost like Ryu in ST. Also a good pressure tool combined with cl.D.
  • EX version has a very slow startup and hits multiple times. Great in a fireball war because of how unpredictable it is to jump it.

 

Psycho Sword: DP + P (EX)

  • An average DP that only anti airs a very specific spacing. Useful in her zoning game, but not so useful when used as a reversal. Will whiff on certain jumps as well.

 

Psycho Reflector: QCB + K (EX)

  • An amazing reflector that will repel every projectile that comes at Athena, either nullifying multi projectiles or sending back at the opponent. Also hits anti-air, and adds an extra juggle state on hit.

 

Psychic Teleport: QCF + K (EX)

  • A teleport that is completely vulnerable, so only use this move during specific mixups or as a spacing tool.
  • EX version is hit invulnerable, but is still throwable.

 

Phoenix Arrow: QCB + K in air (EX)

  • A dive style move that is punishable on block (by command grab), but will most likely catch opponents off guard due to its fast recovery and minimal block stun that it causes. Good for some pressure strings and mixups into command grab.
  • C and EX version are reserved for combo use only, as they are massively unsafe on block.

 

Super Psychic Throw: (Grab range) HCF + P (In air) (EX)

  • A relatively fast command grab (~3 frames) that will send the opponent flying in a juggle state. Hits from both sides of Athena, so this could potentially be a great roll punish as well. Follow up with Phoenix Bomb for a combo, or any standing normal/special.

 

 

DESPERATION MOVES

Shining Crystal Bit: HCBx2 + P (Also possible when airbone) (EX)

  • An omnidirectional super that has a massive hitbox and a lot of active frames. Players might get this super on accident due to the similarity of its motion and Psycho Ball's motion, so be careful. On the other hand, its active frames make it very hard to punish.

 

 

NEOMAX

Psycho Medley 13: HCBF + A + C

  • Athena rushes straight forward, bombarding the opponent with the many different forms of Athena. Not only does this net great damage in HD mode, but it serves as a great punish in the fireball game, punishing badly placed rolls and jumps easily.

 

 

Combos

Meterless

 

  • Cr.B x3 dp.C
  • Cl.C, f+B, air qcb.D

 

 

1 Drive

 

  • Cl.C, f+B, air qcb.D (DC on last hit) qcb.B, qcb.A, dp.C (Corner)

 

 

1 Bar 1 Drive

 

  • Cl.C, f+B, air qcb.D (DC on last hit) qcb.AC, qcb.A, qcb.A, dp.C (Corner)

 

 

2 Bar 2 Drive

 

  • Cl.C xx qcb.A, cr.C (HD) cl.C, f+B, air qcb.D (HDC on last hit) qcb.B, qcb.A, dp.C (HDC) qcf.B, qcb.A, dp.C (HDC) qcf.B, qcb.A, dp.C (HDC) qcf.B, qcb.A, hcb~f.AC (Close to corner)

 

 

CONSOLE CHANGES

  • Phoenix Bomb (from Cancel) has a different trajectory from arcade version and hits a crouching opponent as a combo from a normal fierce
  • Weak Phoenix Arrow's recovery time has been reduced, but it also causes a shorter Hitstun on the opponent
  • EX Psycho Teleport can be canceled with a special or super. The Arcade version only allowed drive canceling at the second half of the move, but it no longer has that limit and it's also a normal cancel now (doesn't cost drive meter)
  • Standing CD comes out faster
  • Shining Crystal Bit doesn't move back on execution
Sunday
Oct092011

Benimaru Nikaido

Introduction

Benimaru’s been a troubling character for many players to encounter due to his offensive and defensive potency which allot Benimaru players a multitude of playstyles to cycle between at a moment’s notice.  But as with every character, he has his weaknesses that can be exploited once known, so let’s take a look at Benimaru’s most frustrating attacks:


NORMAL MOVES

Jumping D

  • Benimaru’s j.D is notoriously good in XIII: it crosses up, it has plenty of horizontal range, and it hits down much deeper than it would appear to.  Most normal crouching uppercuts will flat out lose or trade to it in most cases, and running underneath Benimaru can be difficult since the j.D could cross up anyway. The most consistent way to stuff this attack is to react with an invulnerable DP move (and Benimaru’s taller hop arc makes this easier), though air-to-airs can provide an additional answer.
  • Some characters like King are put in a terrible situation against a full jump j.D, and here the best answer aside from trying meet Benimaru with a fast air-to-air is to run or move forward to get underneath him, causing j.D to whiff. Although punishing this setup is very difficult for King, getting out unscathed allows King to buy more time or to avoid getting into the same situation, while encouraging Benimaru to try another approach to keep King from weaseling her way out from cross ups each time.

Standing D 

  • Benimaru’s sobat kick could perhaps be the best in the game due to it’s decent startup and exceptional horizontal reach, all while being immune to low attacks. This poke makes it difficult for opponents to sweep or otherwise hit Benimaru with a low attack, or even approach him from the ground. This move can be punished on whiff during its 16 frames of recovery, though this can be difficult to do unless a player is looking to attack with a nice horizontal special as soon as he whiffs. On block, Benimaru’s only -2 and with the combined pushback, he’s essentially at neutral. However, like nearly all the sobat kicks in the game, it’s quite possible to hop, hyper hop, or jump over Benimaru’s sobat and hit him with a jumping attack. Aside from jumping in on him and risking being anti-aired, a nice counter is to neutral hop and attack with a downward and horizontal attack such as Iori’s j.D in order to counterpoke it while being mostly safe against Benimaru’s DP. Other special pokes can be used to out-space the sobat, such as just about any projectile or Vice’s lengthy hcf+K.

 

COMMAND MOVES

Jacknife Kick: f + B

  • A sporadically useful step kick. While the startup can't be hit by low attacks, the kick is too slow to use very often in footsies and it doesn't combo when canceled into. However, it's always cancelable so it gets occasional use in frametraps moreso than flashy footsies, as Benimaru Standing D is a much better poke. Benimaru players will want to cancel a Jacknife Kick into a special on block to make it safer or to score a knockdown from it, so you can look out for it and try Guard Cancel Rolling for a punish if the opponent pilots into their blockstring.

Flying Drill: d + D (In air)

  • Benimaru's Drill is less safe than before, but if it hits then he can always combo from it. While it's listed as being +4 on block, this only refers to when the drill hits three times, meaning it'd have to be done from higher in the air where it's more susceptible to anti-airs. If his dive only hits once or twice, the advantage is worse, meaning you'll gain a nice initiative to press a button and possibly punish him from poor or risky Flying Drills.

 

SPECIAL MOVES

Iai Geri: QCF + K

  • Benimaru players primarily use this Iaito kick from hitconfirms to continue into the followup for the knockdown, though it may be occasionally used as a risky poke. Either way, this move is highly negative on block and once a player proves how punishable this attack can be, a Benimaru player will be forced to use primarily normals and Raijinken for Benimaru’s main blockstrings. In most instances on block or whiff, Raijinken is a superior special for Benimaru to toss out haphazardously.
  • This special has thick recovery, and in many cases when it whiffs the opposing player will either be in the air coming towards Benimaru or be further out from him on the ground. In any case, it’s possible to hop or jump over this move to collide into Benimaru for a combo, though from further ranges a special may be the best option when a player isn’t close enough to run forward and get into close normal range. Just be aware that the Benimaru player can chance whiffing into the followup: while it isn’t invulnerable, it could catch a player moving in. If the followup gets blocked, then Benimaru will be left completely open to a punish by simply running forward into a close attack which can lead into anything.
  • Iaigeri is -15 on block, and so most characters can defend, recover, and immediately attack with a horizontally-traveling attack for a simple punish. Benimaru stands while recovering, and this even allows certain specials to work as punishes such as Kyo’s rdp+D which will usually soar over crouchers. Again, any special that travels at a decent speed at a respectable rate should work fine, so Elizabeth can follow up with dp+A while Duo Lon’s f.A could tag Benimaru. One thing to be aware of is that blocking from maximum range might might Benimaru safer due to spacing, so something like Kyo’s rdp+D can whiff from perfect spacing. However, this max range is generally only achieved from a raw Iaigeri, not so much from a blockstring.  Lastly, Guard Rolling forward on a 2-in-1 into Iaigeri allows a player to recovery and hit Benimaru with a close heavy attack, so regardless of which special a Benimaru player cancels into from a cr.B blockstring, he’ll be susceptible to Guard Rolls.

EX Iaigeri: QCF + BD

  • Benimaru’s quick 2 frame startup EX kick can be used as a raw punish, but it is -7 on block which isn’t very good, and usually the player would be better off spending the meter for an EX Raijinken for identical damage and better frame advantage, so that’s all there is to this move. If you can’t find a quick enough punish, then be glad that the Benimaru player wasted meter and sacrificed their advantage.

Handou Sandan Geri: After Iai Geri, d, u + K

  • While Iaigeri can be punished onn block by certain moves, a Benimaru player always has the option of canceling into a followup Handou Sandan Geri to beat out any non-invuln punishes. After having an Iaigeri blocked, a player could look and try reacting to any movement from the opponent with a delayed followup, which will effectively punish most attempts at punishing the raw knee. Be aware of this frametrap as it's a respectable tactic, but also know that the opponent can't truely react to your character's movement afterward, and so a player could bait the very unsafe followup and then hit Benimaru with a fierce combo.

Super Inzuna Kick: DP + K (EX)

  • Fairly standard DP fare. The B version is faster but isn’t invincible so it can trade, while the D version is invincible but slower. As with most reversal moves, all versions are unsafe on block and simple to punish on whiff; just run forward and punish with a close normal combo.

Raijinken: QCF + P

  • The electrifying hitbox on this attack counts as a projectile, meaning it can nullifying oncoming fireballs. The hitbox stays active for a while even if Benimaru gets interrupted mid-way, so even if a player DPs Benimaru out of a Raijinken blockstring the lightning orb can outlast the startup invuln and then hit the opposing player out of their reversal. Thankfully, ‘ranbu’ specials and DMs are invulnerable on hit so they can be used as an abare counter to this special. If Benimaru’s hit out of the initial startup, the attack will fail to come out and so the attacker will be safe and so Benimaru players wont be using this move whenever under being pressured.
  • Benimaru can sometimes throw this move out preventively when at a neutral advantage since it’s fast and quite lasting while having a seemingly short recovery period. This leads to Benimaru creating an electrical fence that can anti-air, stop projectiles, or push a grounded opponent out.
  • Although this special can control many fronts, it’s punishable on whiff if Benimaru mis-spaces it. One of the easiest ways to whiff punish a Raijinken is to stand just outside its reach and then attack with a long-reaching normal move. Most sweeps can tag Benimaru from outside Raijinken’s reach, and for characters such as Daimon and King that have poor sweeps there’s usually another normal or special available to punish the whiff (Daimon could perfectly time and space a st.B kick or perform a reactionary dp+A pound, while King can simply slide underneath Raijinken or punish the recovery with her hcb+D Tornado Kick). The other option is to properly time a horizontally-traveling special attack to hit Benimaru out of the recovery period. A tightly-timed EX Iori rekka (qcb+A) or Billy’s hcf+A do the job perfectly as long as the player times the attack properly.
  • The key for most punishes is to recognize the general length of the attack, and although the lengths of the A and C versions vary, it’s still possible to become familiar with both and if that proves too difficult then the easiest whiff punishes are to either sweep Benimaru or use some sort of (projectile) invulnerable attack on reaction.
  • Raijinken is Benimaru’s safest special on block, and the C version is especeially useful since it will combo from a cr.B and cause a knockdown. However, this C version is -7 frames on block and so certain, very fast specials and DMs can be used to punish Benimaru on reaction after blocking. If lacking a fast enough attack, then every character has the option of spending a meter for a Guard Cancel Roll to punish predictable blockstrings into either Raijinken. There’s the chance that a Benimaru player could use the A Raijinken in a blockstring, which is only -3, so only Guard Canceling will realistically punish the slower version on ‘block’. However, neither version creates a true blockstring, so a defending player could roll forward before the canceled-into Raijinken becomes active, and a successful roll leaves Benimaru open to a huge punish. At any rate, blocking a Raijinken always pushes Benimaru back and puts him at a frame disadvantage and so after blocking, the defending player is in a good position to start an offense or to counter Benimaru’s next action.

EX Raijinken: QCF + AC

  • Benimaru players probably wont be willing to risk whiffing this move and wasting meter, but if the situation arises then the same principles of whiff punishing apply.
  • EX Raijinken is +2 on block, so there’s no punish other than Guard Cancel Rolling before the attack comes out, and if it’s blocked then Benimaru has the advantage and so his quickest pokes will win if both players press a button afterward, so be aware that he has the advantage on block. From up close, the player could attempt a Guard Cancel Blowback Attack to push Benimaru off to avoid giving him the advantage.

Kuuchuu Raijinken: QCF + P (In air)

  • Benimaru’s aerial trajectory is altered whenever he performes this move: the A version moves him forward slightly, while the C version pushes him backwards. Benimaru can backdash or neutral hop into his air Raijinkens, but he gains no meter from whiffing the attack although the active hitbox can still anti-air or nullify projectiles. With that said, this move is susceptible to various punishes:
  • A simple way to stop a offensive aerial Raijinken is to anti-air Benimaru with an invulnerable move such as a DP. While Benimaru could use his air Raijinken to halt himself and bait a DP, all the defending player has to do is move forard a bit closer before anti-airing or simply wait and watch to see if Benimaru whiffs an aerial Raijinken, which then carries the following risks:
  • There’s 15 frames of recovery whenever Benimaru touches down from his air Raijinken on top of the cariable time spent falling to the ground. The Raijinken’s hitbox will disappear before Benimaru fully recovers, which leaves enough room for him to be hit by horizontal specials. Certain invulnerable (EX) moves, projectile DMs, and other invincible attacks can punish a whiffed Raijinken, but the most efficient way to discourage Benimaru’s airborne zap is to snipe him with a meterless special such as Hwa Jai’s dp+D or King’s hdb+D. With enough practice, a player can have react and shoot down most poorly-spaced air Raijinken attempts.
  • Benimaru’s advantage on block also varies here depending on how low to the ground he activates the special. From minimal height, he’s put at a +6 frame advantage so there’s no way to punish him or to safely do anything afterward other than blow him off with a GCCD. As nice as this theoretical advantage is, not every aerial Raijinken will realistically be timed perfectly and from higher ranges he may even be slightly negative. Still, the best course of action here is to block the attack and move onward, and should the Benimaru player begin to loop this move into itself on block all the defending player must do is stick out just about any hop anti-air since the startup of the special is much lengthier than 6 frames. Realistically, Benimaru could probably hop into j.D in the same time it takes to do an instant air Raijinken.

EX Kuuchuu Raijinken: QCF + AC (In air)

  • EX air Raijinken stays in place, pulsating six times before fading out. The only way to punish this on whiff would be to plow through it with an invulnerable move such as Shen’s qcf qcf+P as otherwise Benimaru will recover long before the current drains.
  • Benimaru gets a huge advantage after making the opponent block this move which usually sets up for a true high/low mixup or a crossup situation, so the only option out is to block correctly or spend a meter on a Guard Cancel. Either way, the Benimaru player will be down one meter as a result which is a advantage for the defender.

Benimaru Collider: (Grab range) HCBF + P (EX)

  • Benimaru’s command grab recovers at a crazy rate, so a player will really have to be looking for this move in order to punish it. Like all command grabs, it can be punished by Alternate Guarding to force a whiff and then coutnering with a cancelable normal, though it can be difficult to Alternate Guard for long against Benimaru’s barrage of cr.B and j.D. When attempting to jump out, always tro to neutral hop since a full neutral jump lasts so long that Benimaru can recover before being hit with a jumping attack, but a neutral hop read does all for a full jump-in punish. There’s also the option of performing a reversal or backdashing out when fearing the collider.
  • Do be careful as Benimaru can use this move as a reversal, and it’s a true 1 frame grab.
  • If Benimaru cancels into his command grab from any heavy attack, then he’s completely safe. In the instance where he cancels a light attack such as a cr.B, then he’s just negative enough to be punished with a fast cr.B or similar cancelable light normal, though reacting to the whiff is difficult.

Benimaru Lancer: QCB + P 

  • After a lengthy startup where Benimaru strikes a Jojo pose, a bolt of lightning soars down upon him. Due to the prolonged startup, it’s not really possible for a Benimaru player to use this move in reaction to anything and the slow startup only makes it occasionally useful when created an extensively delayed frametrap in an attempt to zap an opponent’s delayed counterpoke. Overall, this is a fairly ballsy move to use outside of combos. On one final note, the hitbox can nullify normal projectiles
  • As long as you don’t end up touching Benimaru during the moderate active period of this attack, just about anything should work. Just be careful, ot counter with an invulnerable/EX move for maximum safety until comfortable with the recovery length.
  • Both players are neutral on block, but Benimaru doesn’t have many ways to actually create a blockstring with this move so it’ll usually hit, whiff, or be counter hit during the startup.

EX Benimaru Lancer: QCB + AC

  • While slower, this version tracks the opponent’s location and it’s impossible to escape the lightning bolt other than blocking, rolling, or interrupting Benimaru before the lightning can strike. Running or jumping wont save you from the wrath of Benimaru’s lightning, but in order to avoid wasting meter most Benimaru players will save this move for combos or use it at a distance to punish projectiles on anticipation. This is -3 on block, so it’s not realistically punishable aside from stopping the startup.

 

DESPERATION MOVES

Raikoken: QCFx2 + P

  • A quick horizontal attack is the safest choice to punish a whiffed Raikouken, though with proper timing it’s possible to run in for a close attack.
  • Benimaru’s beefy Raijinken DM can be a little tricky to punish on block since it pushed the opponent out sort of far, but it’s -18 on block so anything that can punish Iaigeri should also work in this instance.

EX Raikoken: QCFx2 + AC

  • The faster EX DM has more recovery than the standard version, so punishment is as simple as running forawrd after the red plasma clears.

Benimaru Rolling Thunder: QCBx2 + P

  • Like EX Raikouken, this is a 4 frame move. While fast, it’s completely baitable and safe jumpable. Punishment is very easy on block or whiff due to the lengthy recovery, just don’t accidentally run into the lightning or all 15 hits of the DM will connect.

 

NEOMAX

Raiohken: QCFx2 + B + D

  • A somewhat fast fullscren NEOMAX. Benimaru can be hit out of the startup so it’s not much of a threat on wakeup or even against hops. It’s -13 on block though by spacing this can be quite safe, but the best way to punish this move is to simply roll forward after the DM flash. Once the game pauses for the super flash, just hold down A+B and the game will automatically provide reversal timing for the roll. If close enough after the roll, just run up and hit Benimaru.

 

Here’s the concise rundown on punishing his specials and DMs:

236+P

  • On block, A: -3,  C: -7, EX:+2.  C version is punishable by select few fast moves.
  • On whiff, sweep or time a horizontal special or invuln move.
  • Fully punishable by Guard Rolling on a 2-in-1.
  • Punishable by rolling forward during the startup, such as rolling between cr.B xx qcf+C.
j.236+P
  • A: moves forward, C: moves backward.
  • +6 on block from lowest height.
  • Slow startup due to initial jump, big landing recovery on whiff that can be punished by burst specials.
  • EX: +45 on block, stays active for a long length.  Punishable only by countering the startup.
236+K
  • On block, -15.
  • Punishable when uncanceled with bursting horizontal specials.
  • Poor recovery on whiff.
  • Fully punishable by Guard Rolling a 2-in-1.
  • Cancelable into the followup to beat out attempts to punish counter attempts.
623+K
  • Highly unsafe on block or whiff; go for cl.C punish ideally.
  • Startup, B: 3 frames, no invuln. D: 5 frames, invuln. EX: 3 frames, invuln.
  • Solid reversal and good anti-air choice.
214+P
  • Too slow for conventional blockstrings.
  • Punishable on startup and recovery, especially when whiffed.
  • EX: tracks opponent; can’t be avoided aside from rolling, using invuln attacks, or hitting Benimaru first.
  • Safe on block.
632146+P
  • 1 frame grab.  Works as a reversal.
  • Fast recovery; punishable by neutral hop or alternate guard.
  • Safe when canceled into from cl.C, cr.D, st.CD. Technically punishable from cr.B.
236236+P
  • -18 on block, so burst specials may be the easiest punish instead of risking running close for a close attack.
  • Too slow to be of much use on its own.
236236+AC
  • -27 on block, easily punishable by running forward.
  • 4 frame startup, plus invuln.
214214+P
  • 4 frame startup, primarily used to anti-air or as a reversal.
  • -33 on block, easy to land a close attack punish on block or whiff.
  • Don’t touch the DM or all 15 hits connect.
236236+BD
  • 12 frame startup and no invuln.  Easy to interrupt when up close.
  • -13 on block.
  • Easily avoided and punishable with a forward roll after super flash.

 

CONSOLE CHANGES

  • Flying Drill has faster recovery, normal hits can connect afterwards.
  • EX Raijinken is a single hit attack. On a hit, the opponent will be stuck in the air afterwards for a limited time. They can be attacked with another move, or even get pushed by running to the edge of the screen.
  • EX Air Raijinken lasts for a longer time. The timing in between the hits are longer than the arcadeversion. It now sort of works as a special that can be “placed” on the screen.
  • EX Collider hits less times. That means less scaling for the combo to come afterwards.
  • Neomax comes out faster, MAX cancel’s timing is different. Invincibility runs out before the hit detection comes out.
  • Fierce/EX Super Lightning Kick does more damage. On a full hit, the fierce version’s damage has been raised from 70>100, EX from 135>192.
  • Collider has faster recovery on whiff, can rarely be punished if blocked from a fierce punch.
  • EX Iaigeri > Handou Sandangeki does less damage, down from 263 to 219.
Friday
Oct072011

Billy Kane

NORMAL MOVES

A

B

C

D


COMMAND MOVES

---


SPECIAL MOVES

Sansetsu Kon Chuudan Uchi: HCF + P

Kaen Sansetsu Kon Chuudan Uchi: After Sansetsu Kon Chuudan Uchi (HP and EX only) QCF + P

Senpuu Kon: P rapidly

Suzume Otoshi: QCB+P

Kyoushuu Hishou Kon: DP+K


DESPERATION MOVES

Chou Kaen Senpuu Kon: QCFHCB + P


NeoMAX

Dai Guren Rasen Kon: QCFx2 + A + C


Sunday
Oct092011

Chin Gentsai

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Zaban Tetsu: d, d + P

Chou Karou: d, d + K

Chou Karou (Kaijou): After Chou Karou B + D

Uronkochu: df + D

Kamae: Hold D during a far D


SPECIAL MOVES

Nikyaku: df + B, B (EX)

Getsu Kiba Chou Geki: QCB + K (EX)

Suiha: QCB + P (EX)

Getsu Kiba Soushuu: After Zaban Tetsu P (EX)

Inshuu: RDP + P (Up to five drinks,Raises attack power)

Kaiten Teki Kuutotsuken: HCF + K (EX)


DESPERATION MOVES

Noboru Soratobi Tenhou: QCFx2 + P (EX)

Tetsuzankou: QCBHCF + P (After Inshuu)


NeoMAX

Suisou Gouran Enbu - QCFx2 + B + D (Also possible when airbone, stick movement controls flames)


Console Changes

  • Tetsuzankou damage nerf
  • Suisou Gouran Enbu can be directed at any direction from the startup instead of the default forward angle
  • Chin can do a close C from his d,d+K stance
  • The weak version of his counter now has the attack come out faster than before and can connect into his rolling attack (HCF+K). As a result of this the counterattack almost never whiffs anymore, and there are very few situations in which he can't follow up.
  • He has less lag after his normal throw (both when in his stances as well as normally) and he can actually do followups in the corner.
  • Chin's defense no longer decreases when he has drink stocks
  • The active time of his counters has been decreased. The normal version now has the active duration of the arcade's EX version, and the EX version's is shorter still.
  • His EX counter does less damage.
Sunday
Oct092011

Clark Still

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Jet Upper: df + A

Step: f + B + D


SPECIAL MOVES

Super Argentine Backbreaker (SAB): (Grab range) HCF + K (EX)

Flashing Elbow: After SAB, QCF + P

Vulcan Punch: P rapidly (EX)

Gatling Attack: HBF + P (EX)

Death Lake Drive: After Gatling Attack (C or EX versions), DP + C


DESPERATION MOVES

Ultra Argentine Backbreaker: close HCBx2 + P (EX)


NeoMAX

Ultra Clark Buster: HCBx2 + B + D


Console Changes

  • His Stepping (Forward+BD) is faster
  • Weak SAB has full-body autoguard but comes out slower than before
  • EX SAB>Flying Elbow can be MAX canceled
  • EX Gatling Attack’s invincibility runs out when its hit detection comes out. Projectile invincibility doesn’t, even after hit detection comes out.
  • If Fierce or EX Gateling gets blocked, the Afterattack throw won’t come out any more
  • Vulcan Punch can be canceled with another move on startup. This allows for some new combos like close Fierce punch (2nd hit)>VulcanPunch>SAB
Sunday
Oct092011

Duo Lon

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Note: SNKP lists Duo Lon's command moves as specials


SPECIAL MOVES

Maboroshi Mu Ken: f + A (EX)

Kuuchuu Maboroshi Mu Ken: f + A (In air) (EX)

Maboroshi Mu Kyaku: f + B (EX)

Kuuchuu Maboroshi Mu Kyaku: f + B (In air) (EX)

Hike Kyaku - Zen: QCF + K (EX)

Hike Kyaku - Ushiro: QCB + K (EX)

Suteki Juuryuu: QCF + P (x3) (EX)

Ju-on Shikon: QCB + P (EX)


DESPERATION MOVES

Hiden Genmu Hakisaki Shikon: QCBHCF + P (EX)


NeoMAX

Hiden Genmu Ju-on Shikon Hafuri: HCBx2 + A + C


Console Changes

  • EX Genmuken(f.AC) knocks back opponent for a longer time on a hit. It can be followed up with attacks like a fierce punch or weak Juon Shikon(qcb+P)
  • EX Shakijuuryuu(qcf+P) can be canceled with specials and higher
  • Juon Shikon(qcb+P)'s frames have been tweaked. The weak version comes out faster than before so it's easier to use for strings and combos
  • Genmukyaku(f.K) can be canceled with supers(DMs) and higher.
  • Neomax's damage has been increased from 400>448
Sunday
Oct092011

Elisabeth Branctorche

NORMAL MOVES

A

  • St.A is a standard anti-hop tool with a very good hitbox.
  • Cr.A is special cancellable, and can be chained after cr.B, making it essential for combos off lows.
  • J.A should be used primarily for uppercut juggle resets.

B

  • St.B has a very, very short hitbox, making it a rarely used normal.
  • Cr.B surprisingly has a decent hitbox despite looking very short. Chains into cr.A for combos.
  • Elisabeth can use j.B as a great crossup tool. Works especially well if opponents are crouching.

C

  • Cl.C, despite having an animation that reaches upwards, is hard to use an a vertical anti air. Instead, use Cl.C for frame traps,meaties,and standard combos/blockstrings. Can be cancelled into command normal f+B.
  • Cr.C acts as a stubby anti-air that could be used to anti air certain angles that st.A or qcf.A do not cover.

D

  • With cl.D, Elisabeth hits above her head with an acrobatic side kick. A great anti air against those who full jump directly above you, and can be used as a pre-emptive anti jump tool in run pressure.
  • St.D is a great, far reaching move that can hit over lows if spaced correctly. Amazing footsie tool.
  • J.D Elisabeth's primary jump in, as it has an amazing diagonal and horizontal hitbox for both air to airs and jump ins. Creates a lot of block stun, so look to use this as a block string starter as well.


COMMAND MOVES

Un Coup de Pied: f + B

  • Standard command normal to cancel into off of a cl.C. Special cancellable, so get creative with her safe specials.

SPECIAL MOVES

Etincelles: QCF + P (EX)

  • The A version of Etincelles is almost like a substitute to the st.A anti air. Very useful move for meter building, blockstrings, and anti airs. Be wary as this move has no invulnerability, so spamming it or using it on reaction to a hop could be dangerous.
  • C version does a ton of damage in the corner, and it juggles as well. Startup is slow, however, so you cannot combo this off of any grounded normals.
  • EX Etincelles gives Elisabeth a valid move to Drive Cancel into, if the player chooses to spend the meter. Use after either dp.A or dp.C to extend your combos.

Reverie Souhaiter: QCF + K

  • A command dash that can be cancelled at any time into another special. Many players use this command dash after her command normal f+B for some shenanigans.

Reverie Prier: QCB + K

  • Same as Reverie Souhaiter, but moves Elisabeth backwards. Retains the special cancel property.
  • It is important to note that these two moves mentioned above have EX versions with very special properties. Firstly, both EX command dashes are completely invulnerable. Secondly, they both can be cancelled into another EX special without costing the player another meter. Please explore the uses of this move, as it is extremely strong, especially considering the combo potential of the other EX specials that Elisabeth has at her disposal.

Reverie Geler: QCB + P (EX)

  • A counter that will put Elisabeth behind the opponent.
  • EX version, upon counter success, leaves the opponent in a stun state for a short amount of time. The recovery of the successful counter can be cancelled into another special, so follow it up with dp.C for a nice combo.

Mistral: (Grab range) HCBF + P (EX)

  • Standard command grab, but unlike most grabs in KOF XIII, this one is a bit on the slow side. Does a good 150 damage, and is a good addition to Elisabeth's offensive arsenal
  • EX Mistral is a fast command grab whose recovery can be cancelled into another special (only on a successful grab). Depending on where you are on the screen, Elisabeth can follow up with either qcf.C midscreen, or with dp.C in the corner.

Coup de Veine: DP + P (EX)

  • This is not your traditional "Dragon Punch," as it has no invulnerability, nor does it anti air the space directly 45 degrees above. Instead, Elisabeth uses these specials mid combo, or after a counter hit CD. Depending on the height of the opponent, both the C version and A version juggle.
  • Dp.A combos off st.A and cr.A, so create your combos accordingly. Dp.C, on the other hand, should be combo'd after her st.C f+B attack string.


DESPERATION MOVES

Noble Blanche: QCFx2 + P (EX)

  • Not many uses, but it is invincible and the EX version nets decent damage for relatively little meter gain for the opponent, so it does have some place in Elisabeth's gameplay.

Grand Rafale: QCFHCB + P

  • A very important DM for Elisabeth, for one reason - it juggles anywhere. So not only can it combo mid-combo, but anti airs and air to airs will lead to the opponent losing a decent chunk of life. Try to avoid using this at the end of long combos, though, as damage scaling kicks in pretty hard.


NeoMAX

Etoile Filante: QCBHCF + B + D

  • A counter NeoMax. Has very little active frames, so players have to be extremely confident in their read if they plan to use this 3 Stock, 2 Drive counter. A Max Cancel, on the other hand, will result in Elisabeth going straight into the NeoMax animation, bypassing the counter frames.


Combos


Meterless

  • Cr.B, cr.A xx dp.A, dp.A, j.D
  • St.C, f+B xx dp.C, dp.A, dp.A, j.A
  • St.C, f+B xx dp.C, qcf.C, dp.A, dp.A, j.C (Corner)

1 Bar 0 Drive

  • Any of the combos above: anywhere juggle with Grand Rafale after the air reset.
  • St.C, f+B xx hcb~f.AC, qcf.C, dp.A, dp.A, j.D

1 Bar 1 Drive

  • Cr.B, cr.A xx dp.A (DC) qcf.AC, qcf.B~qcf.C, dp.A, dp.A, j.C
  • St.C, f+B xx dp.C, dp.A (DC) qcf.AC, qcf.B~qcf.C, dp.A, dp.A, j.C
  • St.C, f+B xx dp.C, qcf.C, dp.A (DC) qcf.AC, qcf.C, qcf.C, dp.A, dp.A, j.C (Corner)

2 Bar 1 Drive

  • Elisabeth's practical way to use 2 Bars and 1 Drive involves starting the combo with either qcb~f.AC or dp.AC. The standard followup after both these moves anywhere on the screen is qcf.C, dp.A. Drive cancel that last dp.A into qcf.AC and follow up with the latter half of the DC combos above.

2 Bar 2 Drive

  • As Elisabeth needs 3 Bars to combo into NeoMax, she does not have many practical 2 Drive combos. If needed, the general rule is that a dp.A hitting at a lower height can be Drive Cancelled into qcf.AC, so get creative.

3 Bar 2 Drive

  • St.C, f+B (HD) st.C xx dp.A (HDC) qcf.a, dp.A (HDC) qcf.a ... (5 total loops), j.CD, qcf~hcb.A (MAX Cancel) qcb~hcf.BD


Console Changes

  • Etincelles builds up less meter
  • Ex Reverie-geler has a longer recovery time on a success. Because of that, normal moves can’t be used for the additional hit. The recovery time can be cancelled with a special.
  • An Ex version of her Reverie-souhaiter and Reverie-prier have been added in the game. It’s invincible while in movement and cancelable with a special. What’s more, the special will automatically come out as an Ex version without the need of meter. However, supers will not turn into an Ex.
  • Grand Rafale’s damage has been dropped from 200 to 150.
  • Noble-Blanche has longer invincibility.
  • Ex Noble-Blanche’s hitbox has been changed so that it’s easier to get in all the multiple hits. With this change, it does a full hit at the corner.
  • Grand Rafale has more cancelable frames for MAX cancel.
Sunday
Oct092011

Goro Daimon

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Zujou Barai: df + C


SPECIAL MOVES

Tenchi Gaeshi: (Grab range) HCBF + P (EX)

Kumo Tsukami Nage: HCF + A (EX)

Kirikabu Gaeshi: HCF + C

Jirashin: DP + P (EX)

Chou Ukemi: QCB + K (EX)

Oosotogari: (Grab range) DP + K (EX)


DESPERATION MOVES

Jigoku Gokuraku Otoshi: (Grab range) HCBx2 + P (EX)


NeoMAX

Kyouten Douchi: QCFx2 + A + C


Console Changes

  • Crouching C's recovery time has been reduced.
  • Kirikabugaeshi's (QCF+C) recovery time on a whiff has been reduced. Doesn't cause a knockback when blocked.
  • EX Chou Ukemi (QCB+BD) can be cancelled with a special or a super. Meaning that Goro can go straight into a throw from his invincible roll.
  • Kirikabugaeshi (QCF+C) and Kumotsukaminage (QCF+A) can be drive canceled.
  • A super cancel version of Jigoku-Gokurakuotoshi (QCBx2+ P) has been added to the game.
  • EX Chou Oosotogari's (DP+BD) recovery time on a whiff has been reduced.
Sunday
Oct092011

Hwa Jai

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Sliding: df + B


SPECIAL MOVES

Dragon Kick: DP + K (Also in air) (EX)

Dragon Tail: RDP + K (Also in air) (EX)

Bakuretsuken: QCF + P (EX)

Finish: After Bakuretsuken, QCF + P


DESPERATION MOVES

Dragon Dance: QCFx2 + K (EX)

Drink Nomi: QCBx2 + P (Raises attack power and changes moves properties)

Dragon Backbreaker: QCFHCB + P


NeoMAX

Final Dragon Kick: QCFHCB + B + D


Console Changes

  • New blowback attack (Standing CD). Moves forward and has invincibility to low attacks
  • Dragon Kick has a long window of invincibility. Strong anti-air
  • Dragon Backbreaker A version is an instant grab. Deals 300 damage when drunk
  • Can only land one Bakuretsuken before ending a juggle with DM
  • If hit out of the drinking DM's recovery Hwa Jai stays drunk
  • All frames on Drink super have been changed (apparently, its recovery is faster)
  • Fierce Dragon Tail has faster recovery; can be connected to a normal move after it hits
  • Weak Dragon Tail comes out faster and connects from a fierce
  • EX Air Dragon Kick now hits 3 times like its ground version and does 154 damage
  • EX Dragon Tail chips less guard meter
Thursday
Oct132011

Iori Yagami

NORMAL MOVES

A

 

  • St.A gives Iori a decent, but somewhat unreliable anti-hop tool.  Most Iori players will tell you that his anti-hop game is a little lacking, so use this normal wisely.
  • Cr.A is a good poking tool, and very useful in hit confirms.  Gives slightly more frame advantage than cr.B, so players can use this normal in run stop pressure, ala CVS2 Ryu run jab pressure.

 

B

 

  • St.B is one of Iori's fastest far reaching pokes that will beat out a huge amount of the opponents options.  Due to it being fairly neutral on block, poking this move out is a great way to control space directly in front of Iori.
  • Cl.B hits low, and is great for unexpected hit confirms.  Can follow up into command normal f+A, so if the player can hit confirm with only 2 hits, using cl.B is great.  Can also combo into qcf.P command grab from this, so look to use this as a mixup tool as well.
  • Cr.B lowers Iori's hitbox an incredible amount, making cr.B a great tool for anti-airs.  An amazing neutralizer to most of the high priority air to airs in the game, such as Shen j.CD or Kula j.B.
  • J.B is Iori's fastest hitting air normal, and deceivingly covers a huge amount of air space.  If timed correctly, this air to air will most likely lose to no other air normal in the game.   It is, however, susceptible to anti air cr.B's, so players must be careful when using this move.

 

C

 

  • Cl.C is a 3 frame fierce hitting normal that has a multitude of uses.  As Iori reaches straight up above him, this move works great as a punish for badly placed hops, and full jumps.  Look to punish opponents who have sloppy hop pressure and spacing with this move.  Can also be used in conjunction with run ups and run unders to punish jump happy opponents.
  • Cr.C is a decent anti air that covers a little more horizontal space than cl.C, and puts Iori at a lower state.  This move, however, does not have as good a hitbox as cl.C, so players should not rely on this normal as a go-to anti air.
  • J.C hits very hard, leaving the opponent in a huge amount of blockstun.  On top of that, this normal will not be susceptible to anti-air crouching attacks, so this should be your go to air normal if you know for sure that the opponent will try to punish you crouching.  Also has a crossup hitbox, for those interested in doing full jump mixups.

 

D

 

  • Far.D is very much like far.B in the respect that it covers the space directly in front of Iori.  Great as a poking tool, and will anti-hop in some situations, so use this normal to keep the opponent in check.  Has slower startup than far.B, so be careful when using this when the opponent is a closer, as you will most likely get counter hit.
  • J.D is a very fast jumping normal that arcs over Iori, then slices downward for a few frames.  Amazing air to air tool that will most likely not be beaten (air to air) unless the opponent either anti air crouching attacks you, or puts out a normal earlier than you.  However, when timed correctly, this normal can even hit crouching opponents.  Also great as a hyper hop back normal, since it neutralizes most pressure like hop-ins and Yuri crossup divekick shenanigans.
  • Cr.D gives Iori an anti-air tool in his very weak arsenal of anti-hop tools.  Although it does have a good hitbox that will both anti air and reach far on the ground, this move is VERY punishable on block.  Opponents can run up and punish with a full combo, so be careful when using this move.

 

COMMAND MOVES

Yumebiki: f + A, A

 

  • A very useful command normal that will allow Iori to net extra damage and combo off of most of his normals besides the far (far.D, far.B, etc.) normals.  Unlike EX Iori, Claw is able to combo after the second command normal followup, for those who need an extra hit to hit-confirm.

 

Ge Shiki Yuri Ori: b + B (In air)

 

  • The "Taco."   Though this move is a little less ambiguous now that console has made it impossible to hyperhop over standing opponents, the Taco gives Iori very tricky opportunities to crossup unsuspecting opponents.  Hyper hop Taco works on crouching opponents only, while full jump and super jump Taco work on standing.  Also, combined with the airborne states of Iori's backdash, this move can be combined with backdash to create space between you and the opponent very quickly.

 

Ge Shiki Kui: df + C

 

  • A slow overhead that hits very hard for good damage.  Very good as an HD starter, and very useful to get the maximum amount of damage within HD combos.  Not special cancellable, but EX, HD, and super cancellable, so please be creative with this move.

 

 

SPECIAL MOVES

Nue Uchi: DP + P (EX)

 

  • A dragon punch that hits at a 45 degree angle, but offers no invulnerability.  Not a traditional dragon punch, for it will lose in most situations unless you use it very preemptively.  Dp.A, however, is fast, so it might interrupt some strings with a trade.  Mostly used in combos.
  • EX version, however, is a good reversal that has invulnerability and deals decent damage.  Good for angles where Maiden Masher would whiff, but still, Iori players should not rely on this move too much.

 

Shogetsu: QCB + P (EX)

 

  • This special is completely safe on block, leads to a Drive-less super combo on hit midscreen, and leads to even more damage in the corner if the player decides to use Drive.  There is literally no disadvantage to doing this move, unless the opponent decides to spend the meter to GCAB you on block.  Abuse this move.
  • EX version is a good way to combo in the corner.  Can combo two qcb.A's in the corner, and follow up with either Maiden masher, cl.C (qcb.B for reset), or dp.A DC for an extended combo.

 

Akegarasu: QCB + K (EX)

 

  • Due to how much SNK buffed qcb.C, this move is a little obsolete.  It is, however, safe on block and can be used for some safe pressure.  It is, however, very useful for the dash animation that it has.  On whiff, the slash does not come out, so using this "dash" in conjunction with cl.C resets can lead to many ambiguous crossups.  Other than that, this move is mostly used for combos.
  • EX version is projectile invulnerable, for what its worth.

 

Tsuchi Tsubaki: (Grab range) HCF + C (EX)

 

  • Non-EX version of Iori's command grab is slow, has no invulnerability, but has great range.  On top of that, the amount of things that Iori can do after this grab is amazing.  Players can choose to run dp.C (or qcb.D for an easier input) and then combo with any level Maiden Masher, or they can reset in almost any way they want to.  Some common resets include: J.D reset into crossup/non-crossup cr.B, run cl.C xx qcb.B dash crossup, or even j.D run under "taco" over.  Be creative.
  • It is also important to note that if you do this grab with your back to the corner, you can get a full Drive Cancel combo for 400+ damage if you choose to spend the bar.
  • EX version is a fast command grab that is invulnerable.  With EX, you are given more time to juggle or confirm into Maiden Masher, so more combo opportunities are possible.  Furthermore, you can even confirm into HD after this command grab.  Some players use df.C to hit and then confirm into HD, while some more experienced players choose to hop, air HD activate, then land and dp.A into whatever HD combo is suitable.

 

 

DESPERATION MOVES

Maiden Masher: QCFHCB + P (EX)

  • A great Desperation move that will go through most attacks on startup, but not during the entire active frames.  Also good as an anti-air, but only for opponents in the air directly in front of you, as Iori lunges forward without much vertical reach.  EX version is faster and has more invulnerable frames, but has an even worse vertical hitbox, so use it wisely.  Both versions, however, offer unscaled damage for the last hit, making this very useful for combos.

 

NEOMAX

Yatagarasu: QCFx2 + B + D

  • This Neomax is a great combo ender for HD combos, but should be used in Max Cancels for the kill, as the unscaled damage of EX Maiden Masher can sometimes outweigh the bit of extra damage.  Yatagarasu is also a bit finnicky when trying to get the max amount of hits, so be wary of using this outside of HD mode.

 

COMBOS

Meterless

  • Cl.C, f+A xx qcb.C, dp.A
  • Cr.B, cr.A, f+A, qcb.C, dp.A

1 Drive

  • Cl.C, f+A xx qcb.C, dp.A (DC) qcb.D, qcb.A, qcb.A, dp.A or Cl.C xx qcb.B reset (Corner)

1 Bar

  • Cl.C, f+A xx qcb.C, Maiden Masher
  • Cl.C, f+A xx qcb.AC, qcb.A, qcb.A, dp.A or Cl.C reset (Corner)

1 Bar 1 Drive

  • Use the 1 Drive combo from above, and end with Maiden Masher instead of dp.A

HD Combos

  • Cl.C, df.C, HD, cl.C, f+A xx qcb.B (HDC) qcb.C (One hit, HDC) qcb.B (HDC) qcb.C (One hit, HDC), qcb.B (HDC) qcb.C, Maiden Masher (Max Cancel) qcfx2.BD
  • J.C, cl.C, df.C, HD, cl.C, df.C xx dp.A (HDC) qcb.D (HDC) dp.C, qcb.B (HDC) dp.C, qcb.B (HDC) dp.C, qcb.B, Non-EX Maiden Masher (Max Cancel) qcfx2.BD (Into the corner only, 100% Death Combo)

Console Changes

  • Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
  • Fierce Shogetsu (QCB+P) moves more forward. It combos in most situations after close C> Yumebiki(f + A,A).
  • Yaotome (including EX) can't be saferolled after it hits.
  • EX Shogetsu's invinciblity has been taken out. However, he's still invincible on his legs.
  • Fierce Akegarasu (QCB+K) has shorter recovery when blocked. Can't be punished with normal moves.
Friday
Oct072011

Iori Yagami with the Power of Flames

NORMAL MOVES

A

  • St.A does not have the adequate hitbox to anti air hops, so players should be careful when using this normal.
  • Cr.A can be used by chaining after cr.B, so the player can either choose to cancel into command normal f+A, or cancel directly into qcb.A Rekka string for a nice, quick combo.

B

  • Far st.B is a fast, far reaching poke, useful in run pressure and footsies.
  • Cl.B is an interesting normal; it hits low and is very fast. Can be cancelled into f+A, giving EX Iori a good, fast low-hitting attack/block string.
  • J.B is a godly air to air which will beat out almost everything put in horizontal range of EX Iori. Use this move as sort of an "air poke," as opposed to a jump in.

C

  • Cl.C is arguably EX Iori's most valuable and useful normal out of his entire moveset. With an almost instant startup of 3 frames, this move will act as a good punish starter, counter hitting move, anti air, pre-emptive anti-jump, and run pressure tool.
  • J.C is your primary hop in normal for grounded opponents. Leaves the opponent in a huge amount of hit/blockstun.
  • Cr.C has a deceptively small hitbox; avoid using it unless you are 100% sure it will work.

D

  • Far st.D is a roundhouse kick that controls the space directly in front of Iori. Very useful in footsies, so look to whiff punish or catch random normals with this poke. Will also catch hops at certain ranges.
  • J.D is arguably one of the best air to airs in the game. Whatever higher angle that j.B does not cover, j.D will. Abuse if you know the opponent will try to meet you in the air, but be careful as it does whiff on crouchers.
  • Cr.D is a very unique normal that pretty much bypasses the normal functions of sweeps in KOF. Since it lowers his hitbox, cr.D gives Iori the anti air he lacks in st.A. It also reaches very far and quickly for certain punishes, but this move is extremely punishable on block.


COMMAND MOVES

Yumebiki: f + A, A

  • Use this command normal after light attacks to combo into qcb.C. Also great for starting HD combos.

Ge Shiki Yuri Ori: b + B (In air)

  • The "Taco." An essential command normal for Iori's mixup game that crosses up both standing and crouching opponents. Use hop Taco for crouching opponents, and use normal/superjump Taco for stand blockers.


SPECIAL MOVES

100-Shiki·Oniyaki: DP + P

  • A great invincible DP that will anti air and keep your opponents pressure in check. Dp.C leaves the opponent grounded for the first two hits, so certain Drive Cancels like DC hcb~f.A will work well with this move.

212-Shiki·Kototsuki In: HCB + K

  • A running grab that technically counts as a hit, much like Kyo's hcb.D. Gives a hard knockdown, but has limited combo capability outside of cl.C and Drive Cancels.
  • EX qcb.K, surpisingly, can hit the opponent OTG after certain knockdowns, like EX Maiden Masher. Good for finishing off the opponent.

217-Shiki·Aoibana: QCB + P (x3)

  • Iori's go to special for BnB's. Most combos should be ended in this Rekka string to get a hard knockdown, leading to a safe hop and more Oki options.
  • A Version Rekka actually serves as a very good punishing tool, as the startup and range of this special catch many things which would otherwise be spaced safely.

Kuzukaze: (Grab range) HCBF + P

  • A slow command grab that allows the player to follow up with a combo after. This should be not used like a traditional command grab, but rather, only in situations where you are completely sure the opponent is afraid to press buttons. Follow up with either far st.C into Rekka string, or run cl.C f+A if you are confident in your execution.
  • EX version of Kuzukaze is actually invincible, so use this to your advantage. It also gives Iori more time to run cl.C f+A as well.

108-Shiki·Yamibarai: QCF + P

  • A standard fireball that is dangerous on whiff, but fairly neutral on block. Since Iori has a very risky sweep, in order to punish pre-emptive anti-hop normals, use Ex Iori's very fast fireball as a substitute.
  • The EX version of this move puts the opponent in a stun state, giving the player the opportunity to run close up and follow up with a combo. Goes through other fireballs, so this move is useful if you can successfully read the opponent.


DESPERATION MOVES

Kin 1211-Shiki·Yaotome: QCFHCB + P

  • The "Maiden Masher" super. Unlike Claw Iori's DM, this one does not have invulnerability, so it's use is limited to combos and punishes. EX version has extremely fast startup, however.

Ura 316-Shiki·Saiga: After Yaotome QCFx4 + P

  • A followup to Maiden Masher that can net the player additional damage at the cost of 1 Meter. Especially useful to confirm a kill.

Ura 1207-Shiki·Yamisogi: QCFx2 + P

  • A strange, short range DM that offers Iori some funky combo opportunities. Not particularly useful, but correct spacing of this DM leads to another juggle state.


NEOMAX

Ura 1029-Shiki·Homurahotogi: QCBHCF + P

  • Iori leaps at the opponent and grabs them for a decent amount of damage. Keep in mind that this NeoMax is in fact a grab, so players should be wary of this move when randomly thrown out. Other than that, use this as a standard HD combo ender.


Combos

Meterless

  • St.C, f+A xx qcb.C x3
  • Cr.B, st.B, f+A xx qcb.C x3

1 Bar

  • St.C, f+A xx qcf~hcb.A
  • St.C, f+A xx qcb.AC (2 hits), qcb.A x3

1 Bar 1 Drive

  • St.C, f+A xx dp.AC (DC on 3rd DP) hcb~f.A (Run) cl.C, f+A, qcb.C x3
  • St.C, f+A xx qcb.AC (2 hits), dp.C (DC after 2 hits) qcb.C x3 (Corner)

2 Bar 1 Drive

  • St.C, f+A xx qcb.AC (2 hits), dp.C (DC after 2 hits), qcf.AC, qcb.C x3 (Corner)

2 Bar 2 Drive

  • St.C, f+A (HD) st.C xx dp.C (HDC after 2 hits) hcb~f.C, st.D xx qcb.C (HDC) dp.C (HDC after 2 hits) hcb~f.C ... st.D xx qcb~hcf.AC


Sunday
Oct092011

Joe Higashi

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Step In Middle Kick: f + B

Sliding: df + B


SPECIAL MOVES

Hurricane Upper: HCF + P (EX)

Tiger Kick: DP + K (EX)

Slash Kick: HCF + K (EX)

Ougo no Kakato: QCB + K (EX)

Bakuretsu Ken: P rapidly (EX)

Bakurestu Finish: After Bakuretsuken QCF + P


DESPERATION MOVES

Screw Upper: QCFx2 + P (EX)

Bakuretsu Hurricane Tiger Kakato: QCFHCB + P


NEOMAX

Screw Straight: QCFx2 + B + D (Console Version Change: Can be held)


Console Changes

  • Ex Screw Upper will stay in position when it hits. With this change, Joe can't be punished afterwards when he hits the opponent with it in the corner.
  • Sliding can be canceled with his Bakuretsuken. But not with any other specials.
  • Hit detection will remain on the opponent after his sliding hits. Again, it can't be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide.
  • Slash Kick can be drive canceled.
  • EX Tiger Kick comes out faster. Has strong invincibility in the front.
  • Screw Straight comes out faster. It has no invincibility and it has the same shot limit as projectiles. (Probably means that you can't do it while there's another projectile on the screen.)
Saturday
Oct012011

K' (Pronounced K-Dash)

NORMAL MOVES

A

Standing A is a universal anti-air attack.

Forward + A is a once inch punch that is special cancelable, combos from Standing C.

B

Crouching B is K's go-to combo starter from a low. 

Jump in B is good air to air, combos into Close Standing C. 

C

Close Standing C, cancel into Forward + A for close range pressure and as a good combo starter.

Jump in D is an attack with great range and priority, making it ideal for all types of jumps.

C + D

Jump C + D much like his Jump D has a great hit box. Sends the other player sailing to the corner.


COMMAND MOVES

One Inch: f + A


SPECIAL MOVES

Ein Trigger: QCF + P (EX)

Second Shoot: After Ein Trigger, f + B

Second Shell: After Ein Trigger, f + D

Blackout: QCF + K (EX)

Ein Trigger: After Blackout: b + K

Crow Bites: DP + P (EX) (Strong version can be followed with D)

Tsuika: After Crow Bites (C version) , f + K

Minute Spike: QCB + K (Also possible in air) (EX)

Narrow Spike: After Minute Spike (ground), QCB + K


DESPERATION MOVES

Chain Drive: QCFHCB + P (EX)

Heat Drive: QCFx2 + P (Can be held)


NeoMAX

Hyper Chain Drive: HCBx2 + A + C


COMBOS

Crouching B x2,  QCF + A, f + B

Crouching B, QCF + A, f + D, QCB + D, QCB + D, DP + A

Close C, f + A, QCB + D


Console Changes

  • EX Iron Trigger(qcf+AC) > EX Second Shoot(f.B) acts a bit differently than before. The projectile gradually becomes faster and hits two times
  • Air Minutes Spike(qcb+K) has anywhere juggle detection. (it hits regardless of the opponent's state
  • EX Air Minutes Spike(qcb+BD) has faster recovery
  • EX Chain Drive(qcf,hcb+AC) has anywhere juggle detection. (it hits regardless of the opponent's state)
  • Jump B, Jump D's hitbox and length of hit detection time has been changed
  • Iron Trigger(qcf+P) has slower recovery. So does its followup attacks
  • Narrow Spike(qcb+K after Minutes Spike) has slower recovery than arcade version when blocked
  • Weak Crow Bites (dp+A) has shorter invincibility. Also, it only gives K' invincivility to the upper half of his body
  • Minutes Spike (including Air version) acts a bit differently than before. It comes out at a certain timing rather than the distance to the opponent
  • Neomax is completely invincible
  • Minor damage nerf on 'bread and butter' combos
Sunday
Oct092011

Kim Kaphwan

NORMAL MOVES

A

  • Hop A can be an effective pressure tool.
  • Good Air to Air attack
  • Can be used as a cross up attack.
  • Can cancel j.A into Hishou Kyaku (QCF+K)

B

  • Crouching B is your standard low hitting combo starter. 

C

  • A great quick move to start your bread and butter combos.

D

  • Hop D can be an effective pressure tool. 
  • Far standing D is a great pressure tool.
  • If Far standing D hits, you can Link c.B and s.C
  • Good Air to Air attack
  • Can be used as a cross up attack.

C+D

  • Good poke when playing footies.

COMMAND MOVES

Neri Chagi: F + B

  • A great overhead attack.
  • This is a great starter for your HD combos.

Tora Yopu Chagi: F, F + A

  • A great tool for punishing select whiffed attacks.
  • You can keep the pressure on a blocking opponent and keep them guessing.
  • You can follow up with a Kuuchuu Hangetsuzan (QCB+K) or a Kuuchuu Hou'ou Kyaku (QCBHCF+k).

SPECIAL MOVES

Hishou Kyaku: QCF + K (In air) (EX)

  • A great way move against characters with projectiles.
  • If EX Hishou Kyaku you can link c.B or s.C to continue the combo

Hangestuzan: QCB + K (EX)

  • This will be your go to move for a combo starter
  • If EX Hangestuzan connects you can follow up with a NeoMax

Kuuchuu Hangetsuzan: QCB + K (In air) (EX)

  • You will find yourself using EX Kuuchuu Hangetsuzan to continue combos

Hien Zan: HDU + K (EX)

  • A great anti air move.
  • This move alone will keep people from jumping in on kim.
  • Use the B version on crouching opponents when using in a combo.

DESPERATION MOVES

Hou'ou Kyaku: QCBHCF + K (EX)

  • Max Cancel when in HD Mode.

Kuuchuu Hou'ou Kyaku: QCBHCF + K (In Air) (EX)

  • Same thing as Hou'ou Kyaku but in the air.

Hou'ou Hiten Kyaku: QCF x2 + K

  • You can super cancel Hangestuzan into Hou'ou Hiten Kyaku.
  • Puts the opponent into a juggle state when landed.
  • Not the best option as a anti air

NeoMAX

Rei Shiki Hou'ou Kyaku: QCBHCF + A + C (Technically the input is QCB,DB,F)

  • Nothing but pure beat down!

Console Changes

  • Ex Hishoukyaku has faster recovery. He can follow up with a normal move
  • Yopuchagi(f,f.A)'s hitbox has been enlarged and it hits crouching opponents in hitstun state
  • Weak air Hangetsuzan(qcb+B in air) hits crouching opponents in hitstun state. However, the move's hitbox is shorter in its upper side when compared to the arcade version
  • EX air Hououkyaku(qcb,hcf+BD) has been added to game. Only has a few frames of invincibility after hit detection comes out
  • Hangetsuzan(qcb+K) has slower recovery
  • Houou Hitenkyaku(qcfx2+K) has acts a bit differently than before. Both weak and fierce have slower recovery on a whiff
    • Weak ver: Has invincibility, thrusts opponent forward
    • Fierce ver: No invincibility, thrusts opponent vertically
  • Weak Hienzan(d.u+K) has less invincibility. Also, it only gives Kim invincivility on the upper half of his body

Combos

0% Drive/0bars

  • c.B -> c.B -> (Charge) D~U + B [171dmg]

Pro tips

Sunday
Oct092011

King

INTRODUCTION

King’s perceived tier strength varies by each person you ask, but the general consensus is that she’s a solid character overall. However, without meter she can struggle with anti-airing close vertical approaches, which forces her to risk using air-to-airs or relying on perfect spacing to avoid bad situations. However, her ranged game can easily annoy opponents due to her metered anti-airs, projectile traps, and frustrating buppa specials. Perhaps her largest weakness though is her small damage output; her multi-hitting specials quickly whittle her down to minimal damage scaling, so she realistically peaks at doing about 70% damage with HD in the corner.


NORMAL MOVES

Standing A

King’s standing jab is pretty basic, though I’m noting this here because certain jump-in setups that will always beat her cr.C and other grounded normals can actually be cleanly anti-aired by a well-timed and decently-spaced st.A. Being anti-aired by this attack shuts down your offensive momentum, but it doesn’t directly lead into much damage or any crazy setups so it’s not too bad as opposed to being hit by Surprise Rose and losing 20% life.

King’s standing jab is pretty basic, though I’m noting this here because certain jump-in setups that will always beat her cr.C and other grounded normals can actually be cleanly anti-aired by a well-timed and decently-spaced st.A. Being anti-aired by this attack shuts down your offensive momentum, but it doesn’t directly lead into much damage or any crazy setups so it’s not too bad as opposed to being hit by Surprise Rose and losing 20% life.

Standing B

Great footsie poke much like O.Sagat's infamously good st.LK. Just as Sagat can quickly check the opponent into blocking low, King can easily frametrap her Standing B into itself or cancel it safely into a Venom Strike or into her Slide Kick which could convert into a combo. While it's not possible for a player to hitconfirm this move on its own, by feeling out when it might hit and then sliding off of it, King can buff up her footsie damage.

When defending against this move, the safest option is to block until King either pushes herself away from from blockstring too long, or block and see how she responds next, such as waiting for a forward hop to anti-air. Attempting to stick out a counterpoke after blocking her Standing B is rather risky since she maintains a huge spacial advantage after checking with the kick, and she could quite easily frametrap into a Standing C or another Standing B. Remember that her high/low mixup speed is plain and easy to block and react to, and don't be baited into acting too quickly and falling into common traps.

Standing C

King’s far C thrust punch comes out in 3 frames, which makes it a good hop check and great counterpoke in frametraps, such as after ending a blockstring with qcf+B. It can also punish a fair amount of moves on block, so just be aware of using unsafe specials against her.

Despite the nice speed and range, every character except Raiden, Maxima, and Daimon can crouch under this move; whenever King commits, she’s taking the risk that the opponent could crouch and whiff punish her with a sweep or cr.B. In terms of poking, her Standing D has a bigger hitbox that wont whiff on crouchers though the startup isn’t as amazing which counterbalances the two attacks. By feeling out situations where a King player may want to quickly stick out her fastest poke, an opposing player can bait King’s st.C and go for a crouching whiff punish.

Crouching C

King’s Mexican Uppercut is usually her strongest anti-air option for dealing with jumps and hops alike, but in KOF XIII the hitbox doesn’t stand up to snuff most of the time, especially when compared to its usual effectiveness in other games. When fighting against a King player, hopping or jumping into her vertical space with an early jump-in will usually lead to any cr.C anti-air attempt to get stuffed. Because King’s cr.C is her most vertical anti-air, spacing and timing to beat her cr.C can easily frustrate a King player, especially if she’s lacking meter for an EX Trap Shot or Surprise Rose. Any sort of deep, ambiguous cross-up spacing will usually cause King to whiff her cr.C anti-air attempt due to the jumping player being behind its active hitbox.

With this option neutralized, King has only a few other meterless anti-air options against deep jump-ins.

Jumping CD

A wheeling kick that has two different hitboxes; an initial high one, and the secondary lower one. Because of the large hitbox range, King’s j.CD is an excellent air-to-air and air-to-ground tool. While slower than her j.B in air-to-air situations, King can forward or neutral hop into this move to potentially hit the opponent out of the air or tag them on the ground. However, King needs to time this move really early in order for it to have complete air superiority, and activating it early means that it’ll run out of active frames as she lands, so by setting King up or reacting to a ‘desperate’ air-to-air plea j.CD, a defending player only needs to crouch and punish King’s landing recovery with a cr.B for a nice punish. When she begins to time her j.CD late, she becomes more susceptible to fast air-to-airs like Ash’s j.B and certain crouching uppercuts or sweeps can win from perfect spacings, and as usual any invincible ‘DP’ anti-air will cleanly win. When in doubt, simply (crouch) block the attack and take King’s oncoming blockstring: her frametraps are alright, but she doesn’t have any sort of fast high/low options or mixups that force you to guess between a 50/50 such as a command grab. If she gets in on you, she’ll be able to press her advantage and continue with a blockstring set up a frametrap or some sort of footsie setup, though her offense is much more manageable to cope with than say Mr. Karate’s.

Do be careful and treat this attack with some respect, as King can easily tag on a hcb+D or qcf qcf+K from just about any j.CD counterhit from most ranges.


COMMAND MOVES

Sliding: df + D

King’s slide slightly shrinks her vulnerable hitbox as compared to her usual crouching hitbox, meaning she can slide under a very few select projectiles or slide as a low anti-air against horizontal jumping attacks and then punish by canceling into a special (hcb+B) or even into an HD activation. However, her hitbox doesn’t shrink too dramatically, which means that any well-timed vertical jump-in can hit King out of her slide and possibly net a combo. Her slide isn’t as good for anti-airing as it was in older KOF games, though the damage she can get off a successful slide has been improved.

In terms of footsies, her slide makes up for her really poor sweep. By spacing the slide to hit near the tip, King’s left quite safe on block because of the far spacing and even when up close she can cancel the slide into a Venom Strike for a blockstring. In fact, her common blockstrings of cl.D > df.D and cr.B > cr.B > st.B > df.D space her out far enough that she appears to be completely safe. However, many characters can counter King's slide with a fast EX move or even certain normal attacks such as certain Close Heavy Punches, so to keep herself safe a King player will want to cancel her slide: The common practice of canceling her slide into a projectile is best countered with a slightly delayed Guard Cancel Roll forward, which nets an easy punish on a successful read. After landing a few Guard Roll punishes, a King player should either cut blockstrings shorter, or end them with her slide. If she ends with an uncanceled slide, she’ll be sometimes punishable or at the least she’s still slightly negative and left standing somewhat close to her opponent so it’s not exactly a good situation to be in, meaning the defender gains the next initiative.


SPECIAL MOVES

Venom Strike: QCF + K

King’s projectile travels fullscreen, though the fireball’s hitbox is fairly low off the ground meaning it can be hopped over quite easily so there isn’t much need to commit to full jumps when dealing with King’s zoning game, though as mentioned before she can struggle anti-airing jumps when lacking meter.

Her weak Venom Strike is her real scary tool since it recovers at a great rate. The D version’s faster and has its use in zoning purposes as a quick checking attack, but she’s stuck with heftier recovery that leaves her susceptible to aerial approaches or even rolls. Once a King player understands that fullscreen zoning can be counter-intuitive, she can begin to use a light Venom Strike and then trail behind it to get in, and this is where her spacial control game shines.

Both versions can be forward or neutral hopped to force a whiff, and while the projectile remains on the screen King can’t use any other fireball attacks which can mess up the opponent’s timing when zoning and cause a normal attack to come out instead of a special. Rolling on reaction is a nice option, though from far to fullscreen King should be able to use qcf+B, recover, and punish rolls on reaction. Because of this, rolling’s only a safe bet when up close to King or whenever reading an opponent’s zoning pattern and sniffing out a D or EX projectile. In terms of safety though, hopping is better and blocking is best.

Holding a fireball war with King is entirely feasible, though she does have a fast EX Venom Strike and Double Strike DM that can punish projectiles from any range. As a defensive reflex or panic response, some King players tend to toss out her EX Venom Strike preventively against oncoming attacks. When engaging in a projectile fight with a King player, try to feel out or bait and see their tendencies; a heavy zoner might panic with EX meter which means you should chuck plasma conservatively until they spill their payload, and then make your next move when she’s down on meter.

Projectile reflectors such as Athena’s and deflectors such as Shen’s qcb+C are great options against all of King’s projectiles, since they can stop EX and DM strength fireballs so the threat of an random EX Venom Strike isn’t as bad. The other important feature to these counters is that they can be used to escape from King’s light Venom Strike followup traps, where other characters might get stuck blocking the fireball and taking the following blockstring.

A final option is to resort to a metered projectile or invulnerable DM to punish a Venom Strike on reaction. Just as it’s important sometimes to try baiting King’s metered fireballs, a King player should very well be aware of their opponent’s higher priority projectiles, ergo avoid getting baiting and wasting meter: reaction is the key here. Usually, hittingwith one of these attacks causes a knockdown which allows you to move forward and close the gap on the other player.

While blocking is the safest option against projectiles, it also actually results in the defending player building more meter than the zoning player. You heard me right: blocking and taking the small amount of chip damage means you’re building meter at a fast rate. So whenever in doubt against King’s zoning game, you can block to avoid walking into an quick (EX) projectile and stack some meter. Just by walking and blocking on reaction or even in anticipation, you can slowly gain ground and push King towards the corner safely while building meter, even without committing to a hop. Blocking can really counter King’s basic zoning game, though she has a hard counter to this strategy that I stated above: her B Venom Strike. With a little bit of distance, she can send out her light fireball and then trail it to get in and go more on the offensive. An overly cautious player may end up letting King get in, and this is why hopping her projectile or nullifying it is important so that you don’t give her an advantageous edge.

From up close, King can blockstring into Venom Strike and be at -4 (B) or -9 (D) at worst from point blank, though realistically by spacing she’s even safer and nearly impossible to punish. Despite the D version being in the punishable spectrum, there’s no obvious indication to tell either version apart and there’s not much reason to not use the much safer B version in blockstrings. Her best projectile traps are from her st.CD since it inflicts heavy blockstun while causing nice pushback that lets the following projectile hit a little later, meaning her advantage afterward is even better. However, you can still assume that she’s slightly negative after any projectile blockstring so she doesn’t have any guaranteed or overtly strong followups. Her fastest options of st.A or st.C whiff against crouchers, and both only work in as a preventive measure rather than being a direct offensive action. As is the case with many specials including K’s Ein Trigger, the attacking player can commit into using a projectile or generally safe special move, though if blocked an advantage will be given to a defensive player.

The final point here is that any blockstring into a Venom Strike can be punished with a Guard Roll. Her most basic tool here is anything > df.D > qcf+K, and by keeping an eye out for her slide and Guard Rolling you can easily work on incorporating them into your defense. Unlike other normals such as her st.CD or even st.B, King’s slide is always going to be slightly negative on block and her forward momentum leaves her somewhat close to the opponent. While she can easily space the slide to be safe, being up close and personal (while in a bad situation) against a close-ranged fighter isn’t in a King player’s interests, so her easiest way out of this is to cancel her slide into a fireball to push the opponent back more. Once a King player becomes aware of the threat of a Guard Roll, her best options are to do an uncanceled slide and take the poor situation, or to avoid blockstringing into her Slide Kick and always try to hitconfirm before going into it.

EX Venom Strike: QCF + BD

A respectable tool in projectile wars and unlike with Double Strike there isn’t an obvious super freeze on startup so it’s difficult to react to the sheer speed of this move. Combined with its overall safety on block (+6 at worst from close range), EX Venom Strike is a safe special move to toss out on a whim.

It’s not quite feasible to recognize which of King’s three different projectiles was used and then react with a well-timed hop or reflector or roll, though invuln DMs and EX moves can safely be used on reaction to any fireball, regardless to travel speed. So realistically, the safest option is to be buffering an DM/EX move or to block. Still, this attack can be rolled safely from any range.

Blocking is a perfect counter to this attack: if she uses it in a blockstring, she’ll be at an advantage but have wasted a power stock, if it’s blocked as a standalone move little harm is done, and at any rate the King player lost meter while you gained a sizable portion. Just watch out as the move hits twice and deals improved guard damage, so it could be set up to cause a guard break.

As with all projectiles, a smart read with a Guard Roll leads to a hefty whiff punish.

Air Venom Strike: j.QCF + K

King has an air fireball, oh boy! While this move can be used against an impatient player as an anti-air, it has a few enormous flaws. The time King spends getting into the air adds to the startup time, making the special slower than its grounded version so it’s already a bigger risk in footsie range. The recovery period is much longer as well, since King has to fall to the ground and touch down. Finally, the added aerial height allows everyone (except Daimon, Maxima, and Raiden) to crouch underneath even her ‘Tiger Knee’ height air projectiles. If a King player tries zoning with TK Air Venom Strikes, the defending player need only to crouch underneath it and then walk forward while the projectile stays on screen (also rendering her unable to quickly throw out another projectile). If King jumps high into the air and uses this move such as when (hopefully) setting up for an air-to-air fireball, it’s quite possible to just run forward and pass safely underneath her projectile and then hit her out of the landing recovery. Trying to read a poorly-placed Air Venom Strike by running forward can be countered with a grounded or TK Venom Strike or even an offensive Tornado Kick, so a King player will naturally stick out zoning attacks that naturally hit running opponents, though the payoff from punishing a bad Air Venom Strike is large. When in doubt, the safest option is to approach cautiously and to work King towards the corner where you pin her down. And although the three big men can’t crouch underneath her Air Strikes, they have the universal option of rolling forward through it which is fairly simple to do on reaction. The added recovery time when touching down makes King unable to punish these rolls, so roll or block to your heart’s content.

Her D version sends her backwards in recoil, which makes her safer against punishes of all sorts though it also quickly pushes her towards the corner where she can crack under pressure. The B verion causes her to drop straight downward, which makes her much easier to tag with an invuln move or normal attack. If unable to punish her during the D version’s pushback, try to continue playing her into the corner while keeping an eye out for any odd escape methods to punish such as super jumping over you.

As with all projectiles, the resulting frame advantage varies wildly depending on spacing, though from up close a TK Venom Strike is -9 on block. The actual frame advantage isn’t important here as after blocking both players are usually at a neutral situation, but none of her Air Venom Strikes recover fast enough to allow her to trail behind it as with her grounded B ‘Strike, so blocking her air projectile doesn’t let her get in on you.

EX Air Venom Strike: j.QCF + BD

If her grounded EX Venom Strike wasn’t frustrating enough, her air version can be used to attack from odd instances such as from a seemingly bad backwards jump. It behaves similarly to the heavy aerial projectile, though the recoil is greater though King recovers faster. The combined pushback and fast recovery make a TK EX Venom Strike King’s safest burst attack, hands down.

A nuisance to contest with, her flying EX blueberry can be countered. First and foremost, she pushes herself a great deal backwards which leads her to the corner whenever she doesn’t hit you. In terms of avoidance, blocking is the most surefire countermeasure and it builds meter, though the attack can be safely rolled as all of her airborne projectiles are. Tagging her with an invuln move or DM is difficult due to the spacial implications, though a quick projectile DM could get the job done. Honestly, King can toss this move out seemingly randomly in many instances, so holding downback is one of the best ways to go when a King player has meter to expell. If she depletes her reserves, she’ll have less opportunities to land her better reversals and anti-airs or if she’s KO’d the opponent’s next character will suffer from the meter drought as well as the meter her zoning game can give to her opponent.

Trap Shot: DP + K

Trap Shot is only good in combos: it’s slow, it’s not invincible in any way, and the initial hitbox usually trades at best which deals zero damage to the opponent. The move’s highly negative on block (-23) and easy to punish on whiff, meaning there’s no real utility or good reason for a King player to use this move outside combos other than whiffing it fullscreen to build meter or to bait something.

EX Trap Shot: DP + BD

A 4 frame reversal attack, meaning that it’s fast though it can be safe jumped. Unlike the usual version, it’s startup invuln which makes it a strong anti-air and reversal option. In some instances this move can trade against meaty jump-ins, and if this happens the trade is never in King’s favor. Thankfully, this is King’s least-damaging reversal and even if she Drive Cancels the attack the followups are heavily scaled.

On block, King’s -30 which leaves enough time to run forward and tag her with a close heavy attack for a universal punish. She’ll flip backwards a bit whenever the attack is blocked or whiffed, though she’s always punishable on block. If you’re having trouble, consciously remind yourself to look out for the move on oki or when baiting it in order to react and punish more consistently.

Tornado Kick '95: HCB + K

A King player might toss out this move and its active hitbox wrecks the low hop space, but either version Tornado Kick is slow and can be punished on block so King can’t use this move reliably as an anti-air.

Punishing the B version on block can be challenging, but the second hit can be crouched underneath of and all you need to do is work on getting the proper cr.B timing to cleanly punish her whiffed recovery for a full combo. The D version hits crouchers, though it’s -9 on block meaning you can just about always block and punish with a close heavy attack of choice. King can sort of space this move out to make it safer on block, though even from tip spacing she’ll recover close enough to be hit by fast light attacks, so every character should have a punish in all situations, especially those with cancelable cr.B attacks such as Vice.

In an instance King whiffs this special, she could be hit during the attack’s recovery or even during the active frames if you smartly space a counterattack or a projectile.

EX Tornado Kick '95: HCB + BD

A 9 frame reversal and anti-air option that moves forward a far distance. So while this is slower than her EX Trap Shot and Surprise Rose, it’s main use is the horizontal reach. King can easily trail a light Venom Strike and anti-air a hop on reaction with this move from nearly halfscreen. However, it’s a slow reversal attack and very unsafe on block.

King’s at -15 on block and the forward momentum always puts her right in front of the opponent, so all you ever need to do to punish this attack is press C or D for an easy close attack > anything combo.

King runs out of invuln halfway through the attack, so she can be hit out of the move by really meaty or delayed projectiles or even pokes, though blocking remains the most efficient solution.


DESPERATION MOVES

Surprise Rose: QCFx2 + P

This DM comes out in 3 frames so it can be safejumped, though the timing is tight. Of all of King’s reversals that cost one meter, this is her most damaging and it launches the opponent fullscreen. The startup trajectory moves upward and forwards, making it a great answer for most anti-air purposes and it can even beat cross ups, or at the least be buffered backwards as a manual correct against cross ups. Treat this as a reversal

King can hit you while traveling downwards, so wait for her to touch down on the ground before trying to hit her with a normal. Realistically though, you’ll either be hit or end up blocking her DM.

King hits once while traveling upwards, and then again when moving down. After she lands, she’s -25 and standing right in front of you so go for your heaviest punish.

EX Surprise Rose: QCFx2 + AC

Aside from being a 2 frame DM which might be the longest and most drawn-out super in the game, this functions just about identically to the standard DM. King travels directly upwards at the startup, but the followup on the downward dive connects in just about every instance. This is a hefty reversal to commit to, and the added damage isn’t too much greater than the usual DM outside of combos so a King player will probably use her 1 meter reversals/anti-airs in most cases to conserve meter.

Double Strike: QCFx2 + K

King sends out two projectiles with DM durability which will travel fullscreen and combo. The super flash is a dead giveaway which gives you ample time to go into a counter, though a King player usually will only use this move raw in fireball wars.

There’s two different speeds this DM comes in, though at a distance you can safely superjump at King for a punish, or even run forward slightly and then roll through both hits. When closer, you can Guard Roll the first projectile forward and then hit King with a close normal and go wild. Countering with an invuln move isn’t viable since the game doesn’t detect any inputs during the freeze time.

King’s at -12 at worst, so if you don’t have a quick burst special which can punish her, consider Guard Rolling the first hit for a full combo.


NeoMAX

Venom Shot: QCBx2 + B + D (Also possible in air)

King’s NEOMAX is trash since all of the hits just about never connect in any instance. It comes out in 1 frame and works in the air, so you can’t block after the super flash from point blank or even safejump it, but aside from expensive air-to-airs/gimmicks this move is a waste of meter. And while the startup is 1 frame, this only applies to when up close as it takes times for the champagne splash to travel across the screen.

King’s technically -39 on block from up close, though by spacing she could be safer on block depending on spacing.


Short List

236+K

  • On block from up close, B: -4, D: -9, EX:+6.
  • B version recovers fast and can be followed up from mid-fullscreen.
  • Avoidable by hopping.
  • Builds meter on block for the defender.
  • Safe to roll through, except for the B version.
  • Fully punishable by Guard Rolling on a 2-in-1.

j.236+K

  • B: King falls down, D: King recoils backwards, EX: King greatly recoils backwards.
  • Up to -9 on block, though this greatly varies by spacing.
  • Slow startup due to initial jump, big landing recovery on whiff that can be punished by burst specials or meaties.
  • TK projectiles can be crouched underneath.
  • Safe to roll through.
  • When used too high, players can run underneath her fireball and punish her landing.

623+K

  • On block, -23, EX: -30.
  • EX: 4 frame startup, invuln.
  • Punishable by running forward into close heavy normal.
  • Poor recovery on whiff.
  • Fully punishable by Guard Rolling a 2-in-1.

63214+K

  • B: second hit whiffs crouchers and leaves her vulnerable to lows.
  • D: -9 on block, punishable by light attacks from max spacing, close attacks when blocked deep.
  • EX: 9 frame startup, invuln. Good invuln burst special.
  • EX: -15 on block; press C or D to punish with close attack.

236236+P

  • 3 frame (EX: 2 frame) reversal and anti-air, good anti-crossup.
  • Heavily unsafe on block; easy to punish with anything.
  • Sends opponent fullscreen on hit.
  • Hits when traveling downward, which can occasionally cause DM to drop ranbu followup.

236236+K

  • -12 on block from up close.
  • Punishable by Guard Rolling the first projectile.
  • Avoidable by rolling or jumping from mid-fullscreen.
  • Nullifies DM projectiles, destroys normal and EX projectiles.

214214+BD

  • Projectile hitbox, NEOMAX durability.
  • Works in the air as an expensive gimmick.
  • 1 frame startup when up close; can’t be blocked or safejumped after super flash.
  • Rarely connects for full damage.
  • -39 on block from up close, though due to spacing or jump height she may be safer or more vulnerable.

Zoning

Between air Venom Strikes, grounded D and EX Venom Strikes, and Tornado Kicks, King can really control portions of the screen with fast horizontal attacks that can stop forward movement, especially forward runs. Incidentally, most of these attacks are really unsafe or put her into a bad position and so you can play patient and block her into the corner while building meter from blocking on reaction and punishing any dumb mistakes. She can switch out of zoning/risky shenanigans mode and move forward, or use a B grounded Venom Strike and then trail it and look for a jump to anti-air, a roll to punish, or see if the opponent blocks and then start her offensive game with frametraps and (passive) spacial control. However, her blockstring and direct high/low options are incredibly linear, and her command slide puts her into a potentially risky situation, so her main tools are trying the opponent’s basics, patience, footsies, and spacing rather than mixing up as directly as Takuma.

SNKPlaymore published a video that covers the basics of dealing with King's zoning game when playing as Daimon, a character with limited mobility and a fat hitbox who struggles against keepaway:

Translation via The Professor at MadMansCafe.

King's D Tornato Kick can be punished with a standing D even if it hits at the tip. Easy meterless 200 damage combo from there with throw. You can also do his QCB +B dodge roll on reaction and punish from there with a throw.

If you're eating a Tornado Kick after a slide, that means you're getting hit by the slide to begin with. Chances are they're punishing you on jump attacks that don't hit low, or when you're whiffing attacks with a high hitbox. Jump instead with D. In poking range, do vertical jumps and see how they react. It's a low-risk manuver even if they're not sliding, and if they're sliding, you can fully punish them and pretty much win the round.

Against Projectiles in general, you need to make actions on a read. Your opponent will basically make 3 kinds of actions when they're in a safe distance. Your objective, very obviously, is to get through the projectiles and get close to your opponent.

1. Shoot a weak projectile and watch for the opponent to react---

The projectile character will try and punish you as you go through their projectile.

Solution: Try and close your distance within limits where their anti-air or punishing move can't hit you. Also, it's hard for them to react if you dodge their projectile at the last moment, so you can try doing that and see if they whiff their punishment.

2. Shoot a weak projectile and close into the opponent---

For the projectile character, this is an effective solution against #1, and it can also be their source of starting an offense.

Solution: Block or vertical jump depending on the situation. They'll be closing their distance to you, so it's a good thing for you.

3. Shoot a fierce projectile and hit the opponent trying to close in/make an action---

For the projectile character, this is a method to hit the opponent on their jump's startup for example. If you get hit in the air, you'll get knocked down and find yourself at a disadvantage.

Solution: Try and not get hit in the air. If you see a fierce projectile, roll early and close your distance to them. It's especially not a problem for Goro since he can EX QCB+K and punish with a throw. He can also punish by doing his ground stomp at the right timing.

As for Air Venom Strikes, if they're doing it from a safe distance, it's the same as a normal venom strike so you can use the same method as against ground venoms and close into the opponent. If they're doing it from a back jump, you can run and punish them with a combo if the situation allows. You can also punish air venoms with his ground stomp.


Combos, frame data, and more analysis is also available on King's SRK Wiki Page, which was recently updated.

Thursday
Oct132011

Kula Diamond

NORMAL MOVES

A

  • Avoid st.A and cr.A. Both are slow normals with worse than average hitboxes.
  • J.A is a fast hop-in, but leads to little hit/blockstun. Can be used as a hyper hop instant overhead with perfect timing.

B

  • St.B is arguably Kula's best normal. Insane poke range and special cancellable.
  • Kula's cr.B is one of the best in the game; great range, chainable into st.B, and lowers her hitbox a ton for anti air trip guards.
  • J.B is Kula's go-to air to air. Will win in almost every air to air situation, but be wary as it does whiff on crouchers.

C

  • Cl.C is your basic punish starter and blockstring starter.
  • Far st.C is punishable on hit, so use sparingly. Special cancel makes it semi-safe.
  • Cr.C is a great anti-air, but keep in mind that it is punishable on (grounded) hit and has a huge hurtbox.
  • J.C serves as a good angled jump in against grounded opponents. Also works as a somewhat slow neutral hop instant overhead.

D

  • Cr.D is a fast, decent range sweep. Special cancellable.
  • J.D is a good all around jump in. Works decently as an air to air, especially after a jump back.

COMMAND MOVES

One Inch: f + A

  • Basic HD starter command normal.

Slider Shoot: df + B

  • Fast command normal normal that can be used to punish far reaching, unsafe moves. Also sits under some projectiles (like Leona's earring) for a free punish. Unsafe on block.

SPECIAL MOVES

Ray Spin: QCB + K (EX)

  • Kula's "Tatsu" style move that are essential to her BnB's. When spaced correctly, "B" Lay spin can be safe, but be wary as most distances of Lay Spin are punishable by most command grabs and uppercuts. As a console buff though, "D" Lay Spin is now safe on block.
  • EX Lay Spin is a very important combo tool, as it combos off both st.B and cr.B. Can be followed up with dp.C midscreen, or qcb.B in the corner.

Stand: After Ray Spin, f + B

  • Kula shoots a small projectile after the "B" Lay Spin to make it semi-safe. Can still be punished in-between.

Sit: After Ray Spin, f + D

  • A slide similar to Kula's df.B command normal. Should not be used outside of EX Layspin followup combos.

Crow Bites: DP + P (EX)

  • Dp.A serves as one of Kula's only options for the 45 degree angle hop space above her. Has invincibility, but use wisely as the risk-reward is dangerous.
  • Dp.C is Kula's most damaging meterless combo ender, but does not lead to a hard knockdown. Although it whiffs on crouchers and offers no invincibility, dp.C can trade for a full cl.C combo afterwards.
  • EX Crow Bites equips Kula with a very fast invincible reversal. Covers a huge amount of horizonal space, but be careful as it's horizontal movement makes it hard to anti air enemies straight above.

Diamond Breath: QCF + P (EX)

  • The A version of Diamond Breath is a good pressure tool that can be used as an anti-jump, while still keeping Kula neutral on block. A clean hit in the corner leads to a Lay Spin juggle, but Kula players should be careful as a Diamond Breath blockstring can be punished by GCAB or a good DP.
  • The C version is slower, but leaves the opponent in a reeling stun state on hit.
  • If you choose to use meter in the corner. extending your combo with EX Diamond Breath is a good way to net damage.

Counter Shell: QCB + P (EX)

  • A projectile counter that sends a fast icicle back the opponent. Surprisingly, hitting the opponent with Counter Shell as a combo ender leads to a hard knockdown, so please use this to your advantage.


DESPERATION MOVES

Diamond Edge: QCFx2 + P (EX)

  • A midscreen combo ender that nets decent damage in exchange for less opponent meter build. Most players Super Cancel off her dp.C.

Freeze Execution: HCBx2 + P (uses 2 Super bars)

  • Kula sends Foxy past projectiles and airborne opponents to net 280 damage. Somewhat slow, but using this super gives Kula a great alternative to the extended corner combo, sacrificing a few points of damage for both a lower execution requirement and less opponent meter gain.


NeoMAX

Neo Freeze Execution: HCBx2 + B + D

  • Kula again sends Foxy fullscreen to punish fireballs and jumps, but this time, it is extremely fast. Nets great damage, but players need to be aware of the situation and their meter before using this move outside of HD Mode.


Combos

Meterless

  • Cr.B x2~3, st.B, df+B
  • St.C xx qcb.B~f+D, dp.C
  • St.C xx qcf.A, qcb.B~f+B, dp.C (Corner)

1 Bar

  • Cr.B x2~3, st.B xx qcb.BD, dp.C
  • St.C xx qcb.B~f+D, dp.AC
  • Cr.B x2~3, st.B xx qcb.BD, qcb.B~f+B, dp.C (corner)

1 Bar 1 Drive

  • Cr.B x2~3, st.B xx dp.C (SC) qcfx2.A
  • St.C xx qcb.B~f+D, dp.C (DC) qcb.BD~f+D, qcb.D, qcb.B~f+B, dp.C

2 Bar 1 Drive

  • St.C xx qcb.B~f+D, dp.C (SC) hcbx2.A
  • St.C, f+A xx qcf.AC, qcf.C, qcb.D, qcb.B~f+B, dp.C (DC) qcb.BD~f+D, qcb.D, qcb.B~f+B, qcb.A (Corner)

2 Bar 2 Drive

  • St.C, f.A, (HD), St.C xx qcb.B~f+D, dp.C (HDC) qcb.D, qcb.B, dp.C (HDC) qcb.D ... dp.C (HDC) hcbx2.BD


Console Changes

  • Standing B moves more forward, so it has more reach than the arcade version
  • EX Rayspin(qcb+K) > Sit(f.D) has faster recovery
  • Freeze Execution (hcbx2+P) has better followup hitbox and comes out faster
  • Slider Shoot (df.B) has faster recovery
  • Invincibility has been taken out from EX Rayspin(qcb+BD)
  • EX Diamond Edge(qcfx2+AC) comes out faster
  • EX Counter Shell(qcb+AC) has larger hitbox
Saturday
Oct012011

Kyo Kusanagi

NORMAL MOVES

  • St.A is a short ranged jab that anti-hops pretty well, but whiffs on crouchers, so be careful in using this move.
  • Cr.A chains from cr.B, and is both cancellable into specials and command normal df.D, so this move is essential in both blockstrings and combos.

 

B

  • St.B surprisingly has a good amount of horizontal coverage, so this move serves as a great poke, along with a good way to combo from rapid fire shorts.  Combos into hcb.K.
  • Cr.B reaches pretty far, so aside from combos, this move is a good in run pressure and in the footsie game.  Also lowers Kyo's hitbox a great amount, so players should use this move to anti air certain jump-ins.
  • J.B is one of Kyo's best air normals.  Not only does it do well air to air, but the move itself has the perfect angle for hops and cross ups, so use this normal accordingly.  Keep in mind, though, that it is a light attack, so the blockstun may not yield that much frame advantage on high blocks.

 

C

  • Cl.C is one of Kyo's most useful tools in his arsenal.  Not only is it one of his fastest normals, but it is indespensable as a pressure tool and an anti air.  Sometimes even useful as a wakeup move, since it is so fast.
  • Far.C is an overall laggy move; poorly spaced cl.C attempts may end up getting this move instead, so be careful.
  • Cr.C is one of the best crouching anti airs in the game, functioning almost like Ryu's "Mexican Uppercut" from Street Fighter.

 

D

  • St.D a unique normal; not only is it an amazing poke that will punish badly spaced hops, but it also goes over lows when spaced correctly.  Great for use in the neutral game as a footsie tool.
  • J.D is Kyo's go-to air to air that will either win, or at the very least, trade.  It, however, does not hit crouchers, meaning that the opponent can anti air with a cr.B.

 

C +D

  • Great air-to-air attack. Combo into QCB + D on air-to-air Counter Hit.

 

COMMAND NORMALS

Geshiki Goufu You: f + B

  • An overhead attack that cannot be combo'd into.  Useful as a sneaky HD starter though.

 

88 Shiki: df + D

  • Two hit low attack.  This command normal is one of Kyo's most useful moves for combo'ing off of lows.  As with most command normals, this is a great way to confirm into HD.  First hit is special cancellable.

 

Geshiki Naraku Otoshi: d + C (In air)

  • A very fast command normal that is amazing in hop pressure.  Very hard to anti air, and puts the opponent in a huge amount of blockstun, so please take advantage of this move.

 

 

SPECIAL MOVES

100 Shiki Oniyaki: DP + P (EX)

  • Kyo's uppercut functions like the traditional dragon punch; invincible reversal and great anti air.
  • Regular version, strangely, lacks a lower hitbox and lower invulnerability, so some hitboxing lowering moves might beat it.
  • EX version is very fast and has a vacuum effect, guaranteeing hits.

108 Shiki Yami Barai: QCF + P (EX)

  • Standard KOF fireball that travels across the ground, thus, is hoppable easily.
  • EX version is extremely fast and goes through other projectiles, so is useful as a mixup in the fireball war.

 

101 Shiki Oboroguma: RDP + K (EX)

  • D version 3 hits, giving Kyo corner carry.  Second hit is super cancellable, if you desire to spend the meter.
  • B version retains a special juggle state, making it possible to DP or qcf.B after in the corner.  Also super cancellable.

 

212 Shiki Kototsuki You: HCB + K (EX)

  • EX version is no longer the 1f grab it was in console (3~4 now), so it can't be used as a guaranteed punisher.  However, this move still gives Kyo a very much needed tool for both hop pressure and wakeup.
  • Regular version can be super cancelled on first hit, if you feel like spending the meter.
  • Above all, this move is Kyo's most viable combo ender, netting huge damage and leaving the opponent in a hard knockdown.

 

75 Shiki Kai: QCF + K (EX)

  • D version puts the opponent into a juggle state, letting you follow up with whatever you want.
  • B version retains a special juggle state when combo'd into.  For example, can be combo'd after qcf.D, rdp.b for even more juggles.

 

DESPERATION MOVES

Ura 108 Shiki Orochinagi: QCBHCF + P (Also possible in air) (EX)

  •  Regular versions of this super should only be used in combos.  This super,  however, is very damaging, and in some cases, can be followed up with moves like hcb.D.
  • EX version, surprisingly, is a 2 frame super, making it useful for anti airs, punishes, and hit confirms.  For example, EX super is fast enough to even be linked after a cl.C.

 

NeoMAX

Ura 121 Shiki Ama-no-Murakumo: QCFx2 + A + C

  • Although this Neomax is great for HD mode, it also has a place in neutral combat.  If timed correctly, this Neomax will go straight through fireballs for a fullscreen punish.  It also has a good anti air hitbox, so use this accordingly.

 

COMBOS

Meterless

  • Cr.B, cr.B, st.B xx hcb.D
  • Cr.B, cr.A, df.D (1 hit) xx qcf.D, hcb.D
  • St.C, df.D (1 hit) xx qcf.D, rdp.B, qcf.B, dp.C (Corner)

 

1 Bar

  • St.C, df.D (1 hit) xx qcf.D, qcb~hcf.A
  • St.C, df.D (1 hit) xx qcf.D, rdp.B, qcf.B, rdp.B, dp.AC (Corner)

 

1 Bar 1 Drive

  • St.C, df.D (1 hit) xx qcf.D, rdp.B (SC) qcb~hcf.A, qcf.A, hcb.D (Corner)

 

2 Bar 2 Drive

  • St.C, df.D (2 hits) (HD) st.D xx qcf.D, rdp.B, dp.C (HDC) rdp.B, dp.C (HDC) rdp.B, dp.A (HDC) rdp.B, dp.C (HDC) qcfx2.AC (Going into the corner)

 

 

CONSOLE CHANGES

  • Shiki Kotoskuki B cant delay the second kick
  • Air EX Orochinagi is now posible
  • Shiki Kai will connect after df.D midscreen
  • 88 Shiki (df+D) moves forward more. As a result, stand C, df+D, QCF+K now does the full four hits
  • Kototsuki You (HCB+K) has more lag on block
  • B version of 75 Shiki Kai (QCF+K) can now be followed up with other attacks. On the ground you can only follow up with an uppercut, but on a mid-air hit you can do more interesting things
  • Added an EX version for his mid-air Orochinagi. It does 3 hits and 300 damage. Unlike the ground version it has no invincibility but is very fast
  • Far D has less lag.
Sunday
Oct092011

Leona Heidern

NORMAL MOVES

A

B

C

D


COMMAND MOVES

Strike Arch: f + B


SPECIAL MOVES

Baltic Launcher: HBF + P (EX)

Moon Slasher: HDU + P (EX)

Earring Bakkudan: QCB + K (EX)

Grand Saber: HBF + K (EX)

X Caliber: QCB + P (In air) (EX)


DESPERATION MOVES

V Slasher: QCFHCB + P (In air) (EX)

Slash Saber: QCBHCF + K


NeoMAX

Leona Blade: QCBHCF + A + C


Console Changes

  • Baltic Launcher chips less guard meter
  • Strike Arch (directon move) comes out faster
  • Fierce V-Slasher has different angle; weak travels short, fierce goes far. EX version is the same as the arcade.
  • Ground Saber has longer recovery when blocked. About even when fierce version gets blocked.
  • Moon Slasher has less hitback when blocked. All of them (weak, fierce, EX) are easier to get punished than the arcade.
  • EX X-Caliber comes out faster. Still can’t be comboed from a normal or direction attack.