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Combos de kof 13
Combos de kof 13




combos de kof 13
  1. COMBOS DE KOF 13 PLUS
  2. COMBOS DE KOF 13 FREE

Standing low kick to the shin, must be blocked low, is cancellable but does not chain to any normal. Standing forward poke, average range, fast, chains into s.A/d.B and is cancellable. S.A: 25 damage, chain/cancellable, hits mid. Ex qcb P can easily be hopped if anticipated.

combos de kof 13

  • Low projectilers such as Kyo, Terry, Flame Iori but mainly Joe can give him a hard time.
  • Lacks anti-air if you don't want to risk his counters.
  • Raw overhead cannot activate HD on hit (due to it being in the air), however you can cancel the Quickie Punches into s.C into HD.
  • COMBOS DE KOF 13 FREE

    Specials are mostly unsafe even factoring in the free cancels from hcf K.

    combos de kof 13

  • Floaty jump (which makes crossups easy to read / react to as well).
  • Hard to get in if the opponent is paying attention.
  • Significantly weaker without drive cancels.
  • Drinking overall can 'control' the match, forcing even the most passive opponents to want to attack him making him have one of the strongest neutral game.
  • Easy hit confirms from lows starting with d.B, s.A/d.A x 2.
  • The damage from Far C into Far C, or s.C into Far C/s.C punishes, can add up real quickly-especially if he is drunk and does good guard crush damage if done in succession.
  • His d x2+BD stance cancel shortcut and jump/hop cancel makes pressure games real interesting.
  • Drinking increases his damage 10% per swig, up to five drinks.
  • 1F counters that lead to damaging combos.
  • His corner combos all can start 60% of away from the corner.
  • All his optimal 1 drive 1 stock combos can put the opponent in the corner.
  • COMBOS DE KOF 13 PLUS

  • Strong HD combos and damaging combos with drive plus stocks from pretty much anywhere on the screen.
  • Decent Ex counter and great Ex moves in general.
  • Great against mid-projectilers (or similar) like Andy, Ash, Ryo, Robert, Takuma, Mature, Elisabeth, King, Mai, Yuri, K', Athena, Kensou, Leona, Saiki and Mr Karate decent against low-projectilers with stock.
  • The biggest threat about Chin is that he makes the opponents have to play Chin's game. Master him and people will stop underestimating "just the gimmicky old guy". Although, he mainly has one or two combos with many variations to it, he has many combo starters as mentioned in the combo section (Overhead, d.B combos, hcf+K, df.B as an anti air, counter and so forth). The purpose, is to annoy the hell out of people with the limited, but well thought-out moveset he has. S.C, Far C, Ex hcf K, hcf B, qcb C, hcf D, df B, hcf B, (Ex df K, hcf D,) df B x4~B, s.C = 538 dmgĭf D, QP, s.C, Far C, Ex hcf K, hcf B, df.B, qcb A, hcf D, df B x4~B, s.C = 533 dmgįirst of all, why Chin? He's the only small character in XIII yet he doesn't have the typical advantages of being small which is annoying (In XII, he was small enough to duck certain moves without doing anything, such as Robert's forward A which now hits a crouching Chin in XIII). S.C, Far C, Ex hcf K, hcf B, df.B, qcb A, hcf D, df Bx2~B, s.C = 571 dmg hcf D, df.B~B, s.C = 389 dmgĭ.B, s.A, d.B, Ex df K, hcf B, df.B, qcb A, hcf D, df B x3~B, s.C = 383 dmg ( ) S.B, Quickie Punches, Far C, df.B, qcb A = 218 dmg

    combos de kof 13

    Inshu - + / (Drink up to 5 times, Increases offense 10% per drink)Ĭhin's Move List Video Quick Combos Reference 0 Stock, No Drive Gaugeĭ.B, s.A, d.B, s.A, qcb A (so you can drink) = 149 dmg Getsugasosho - (Press / during Zanbantetsu) Press to stop crouching/cancel stance Uronkochu - + Feint - Press again or hold +Ĭhokaroh - + / Standing A - (Press during Chokaroh) Nikiyaku - (Press during Chokaroh) Getsugasosho - (Press during Chokaroh) Far D - (Press during Chokaroh) Zanbantetsu - (Press during Chokaroh) Press to cancel stance






    Combos de kof 13