The King of Fighters XIII
The King of Fighters XIII

Glossary of Fighting Game Terms

Learn fighting game terms with our The King of Fighters XIII glossary. Understand jargon like 'footsies' and 'DP' to improve your KOF XIII strategy and gamepla.

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Glossary of Fighting Game Terms

Welcome to the comprehensive glossary for The King of Fighters XIII! Understanding these terms is crucial for mastering the game, whether you're a newcomer or a seasoned veteran looking to refine your strategy. This section breaks down common fighting game jargon and specific mechanics relevant to KOFXIII's unique systems.

General Fighting Game Terminology

  • Input Buffer: A system that allows you to input commands slightly before they are technically executable, and the game will store and execute them at the earliest possible frame. This is vital for linking combos and special moves in KOFXIII. Practice in Training Mode to get a feel for your character's buffer window.
  • Frame Data: Refers to the number of frames an attack takes to start (startup frames), hit (active frames), and recover (recovery frames). Understanding frame data helps you identify safe moves, punish opportunities, and optimal combo routes. While not explicitly displayed in-game, many community guides and resources (like those found on boards) delve into character-specific frame data.
  • Whiff Punish: The act of punishing an opponent's attack that misses entirely ("whiffs"). This often requires quick reflexes and knowledge of your character's fastest, most damaging moves. For example, if an opponent attempts a slow, long-reaching normal attack and you block or evade it, immediately counter with a quick combo starter.
  • Cross-up: An attack that hits an opponent from the "other side" as you jump over them, forcing them to block in the opposite direction. This is a powerful mix-up tool. In KOFXIII, characters like Kyo Kusanagi have excellent jumping attacks that can be used for cross-ups.
  • Okizeme (Oki): Refers to the offensive pressure applied to an opponent as they are getting up from being knocked down. This can involve setting up high/low mix-ups, cross-ups, or applying pressure with safe attacks to maintain advantage.
  • Zoning: The strategy of controlling space on the screen using projectiles and long-reaching normal attacks to keep the opponent at a distance. Characters like Kula Diamond excel at zoning with her ice projectiles.
  • Rushdown: An aggressive playstyle focused on closing the distance, applying constant pressure, and forcing the opponent into unfavorable situations. Characters like Iori Yagami are often played as rushdown specialists.

King of Fighters XIII Specific Mechanics

  • Drive Gauge: Located at the bottom of the screen, this gauge fills as you perform attacks and blocks. It's crucial for activating several key mechanics:
    • Drive Cancel (DC): Allows you to cancel certain special moves into other special moves or EX special moves. This is fundamental for extending combos and increasing damage output. To perform a Drive Cancel, execute the second special move immediately after the first, consuming a portion of your Drive Gauge.
    • Super Cancel (SC): Cancels a special move or EX special move into a Super Special Move. This is a high-damage combo extender, consuming a significant portion of your Drive Gauge.
    • Neo Max Cancel (NMC): The ultimate combo extender, allowing you to cancel a Super Special Move into a Neo Max Super Special Move. This consumes your entire Drive Gauge and is typically used for maximum damage or to finish a round.
  • Power Gauge: Also at the bottom of the screen, this gauge fills as you deal and receive damage. It's divided into stocks (up to 5).
    • EX Special Moves: Enhanced versions of regular special moves, typically faster, stronger, or with additional properties (e.g., invincibility). They consume 1 stock of your Power Gauge. To perform, input the special move command with two attack buttons instead of one (e.g., Light Punch + Heavy Punch for an EX Punch move).
    • Super Special Moves (Supers): Powerful, cinematic attacks that consume 1 stock of your Power Gauge. These are often used as combo finishers or for burst damage.
    • Neo Max Super Special Moves (Neo Max): The most devastating attacks in the game, consuming 3 stocks of your Power Gauge. These are typically reserved for finishing off opponents or as a last resort.
  • Hyper Drive Mode (HD Mode): Activated by pressing Heavy Punch + Heavy Kick when your Drive Gauge is full. While in HD Mode, your Drive Gauge slowly depletes, but you gain access to unlimited Drive Cancels, allowing for incredibly long and damaging combos. This is a critical offensive tool for maximizing damage. Strategic activation and execution of HD combos are essential for high-level play.
  • Guard Cancel Blowback (GC Blowback): Performed by pressing Heavy Punch + Heavy Kick while guarding an attack, consuming 1 stock of your Power Gauge. This pushes the opponent away, creating space and relieving pressure. It's a valuable defensive option when cornered or facing relentless offense.
  • Guard Cancel Strike (GC Strike): Performed by pressing Light Punch + Light Kick while guarding an attack, consuming 1 stock of your Power Gauge. This executes a quick counter-attack that can interrupt the opponent's offense. The specific attack varies by character.
  • Climax Cancel: A term sometimes used to refer to the Neo Max Cancel, as Neo Max moves are often the "climax" of a combo.
  • Max Mode: While not explicitly called "Max Mode" in KOFXIII, the Hyper Drive Mode serves a similar function to previous KOF titles' Max Mode, allowing for enhanced combo potential.