Orochinagi: The King of Fighters

The longest standing English KOF fansite

  • Introduction
  • System Tutorial Video
  • Portable Movelists
  • Game Unlockables – KOF XIII secrets and codes
  • Gameplay System Notes
  • KOF XIII Character Guides

If you are completely new to the world of KOF, or are wondering how to improve your level, first read this KOF GUIDE, which contains some terminology you need to get used to understand these guides.

System Tutorial Video

v1.2

If you cannot see the eLive video above, watch v1.1

Japanese Tutorial

KOF XIII Character Guides

For more information on moves, and EX move properties and Cancel Timings, you should go to the XIII character guides.

Game Unlockables and Codes

Teamups with a special illustration after the credits

Ash Kyo K’
Athena Yuri Kula
Elisabeth Mai King
Ash Duolong Shen
Benimaru Robert Andy (Sub hero team)
Hwa Chin King (Booze team)
Goro Raiden Maxima (Giant men team)

Changing the stage music
In the beginning of the match, hold on the start button until the fight begins. The music will change to the opponent team’s theme from KOFXI. Exceptions are Kim’s team (KOF96 theme) and Female team (KOF2003 theme).

Last boss path
Score determines whether there’s a boss battle after the 6th match during single player mode. Get over 2.5 mil points.

Secret Costumes / Alternate Colours

The following characters have secret/alternate costumes/colours, which can be accessed by pressing the start button after selecting the character.

  • Takuma -> Mr Karate
  • Raiden –> Big Bear
  • Yuri –> Ponytails
  • Ralf –> Camoflage Material
  • Joe –> Tiger stripes
  • K’ –> More colours
  • Andy –> Mask / Mouth covering
  • Kyo –> Schoolboy uniform
  • Elizabeth –> XI outfit

 

 

 

GAMEPLAY SYSTEM


- Neo Max moves generally do 450 (e.g. Kyo’s does 10 x 45, Takuma, Clark) or 480 (e.g. Ash, Raiden, Ryo)) damage. There are exceptions though, e.g. Duolon’s (10*40 damage), Goro (500).

Damage scaling:
- Every hit past the first one takes a 5% damage scaling cut.
- Damage scaling is normally capped at 20%. However, there are some moves (supposed to be limited to certain DMs/EX DMs/Neo Maxes) whose damage scaling is capped at 50% (Example given in the mook is if you have a 100 damage attack, no the 18th hit, you’d expect the damage to be 100 x (1- (17*0.05)) = 15, but the actual damage is 20. No actual example of a move in game is given however!)
- When doing a Max Cancel, the Neo Max ignores the regular damage scaling formula, but suffers damage scaling equal to the DM that was used for the Max Cancel. TLDR: Max Cancelling gives you slightly better damage scaling.
- Some multi hit DMs suffer the same damage scaling through all hits (e.g. if the first hit of a 6 hit DM suffers from 75% damage scaling, all 6 hits are scaled to 75%)
- Some moves are free from damage scaling entirely. Supposed to be common for the last hit of “Lock” type moves (once the first hit connects, the rest of the move connects as though the opponent is caught).
- Lowest damage value in the game is 4, hence if moves would suffer from damage scaling that would push them to a value less than 4, it’s bumped up to 4.

Guard crush:
- Most characters have a guard crush bar limit of 100 points. Ralf and Clark have 120, Maxima and Daimon have 150, making them harder to guard crush
- Opponent being guard crushed is vulnerable for 3 counts of the timer
- Guard crush bar recovers at rate of 9 points per second.

Drive Cancels:
- You can’t DC out of moves that were blocked.
- Can’t DC out of projectiles/ most command grabs (Goro can DC from DP k)
- Can’t DC from weak version of move to strong version of move and vice versa.
- Can DC from non-EX version to EX version, but not vice versa.
- Can’t DC from one move into the same move.

Super Cancels
- CAN SC from projectiles
- CAN SC blocked moves
- CAN SC from certain moves without hitting like kara cancel. (example picture shown is Robert SCing (into Ranbu?) after a fireball while the opponent is on the other end of the screen)

Hyper Drive Mode
- Can only do when Drive bar is full.
- Can Hyper Drive in mid-air. There’s no Hyper drive animation like on the ground, but if you do BC in air apparently your character automatically does a jump C after going into Hyper Drive mode.
- Some characters can do some bypass type stuff. Example was Leona, where doing mid air QCFHCB .B .C automatically does her V-Slasher (If hit, I guess you can immediately do a Max Cancel).
- On ground activation, if you do a Hyper Drive Cancel from a normal/command move, character automatically dashes forward slightly. During this dash animation, if you input a motion/press a button, the dash animation stops.
- Can cancel from special moves to Neo Max
- Can Hyper Drive cancel even when moves are blocked.

KOF XIII Character Guides

For more information on moves, and EX move properties and Cancel Timings, you should go to the XIII character guides.

 

Thanks: Professor from mmcafe, Toxic Avanger, Sonic Tempest, Perfect Stranger

Found something on a Japanese site? Perhaps this guide to terminology will help.

Now you should go to the XIII forums, where we have constantly updated threads per character, so you can learn all about them in a neat organised fashion.

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