Character Specific Combos
Welcome to the Character Specific Combos section, where we delve into the intricate dance of destruction unique to each fighter in The King of Fighters XIII. Mastering these sequences is crucial for maximizing damage output, controlling the flow of battle, and ultimately securing victory. This guide will break down essential combos, from bread-and-butter starters to advanced HD Cancel extensions, providing actionable steps for execution.
General Combo Principles
- Input Buffer: KOF XIII has a generous input buffer. Practice "pre-buffering" your next input slightly before the current animation finishes to ensure smooth transitions.
- Hit Confirming: Learn to confirm your initial hits before committing to a full combo. This saves meter and prevents you from whiffing on block.
- HD Mode: Activating HD Mode (Heavy Drive Mode) is key for extending combos and dealing massive damage. Understand when to activate and how to link specials and supers within the HD timer.
- Cancel Windows: Pay close attention to the cancel windows for each move. Some moves can be canceled into specials or supers earlier than others.
Kyo Kusanagi
Kyo is a versatile character with strong rushdown and zoning capabilities. His combos often revolve around his signature flame attacks and multi-hit normals.
Beginner Combo: Basic Flame Rush
This combo is a great starting point for new Kyo players, offering decent damage and easy execution.
- Jump C (Heavy Punch): Start with a jumping heavy punch for an overhead opener.
- Standing C (Heavy Punch): Immediately follow with a standing heavy punch upon landing.
- f.B (Forward + Light Kick): Link into his forward light kick.
- 623C (Quarter Circle Forward + Heavy Punch) - Aragami: Cancel into his Aragami special.
- 623A (Quarter Circle Forward + Light Punch) - Naraku Otoshi: Follow up with Naraku Otoshi for a knockdown.
Strategy: This combo is reliable for punishing whiffed attacks or as a quick offensive opener. The Aragami into Naraku Otoshi provides a solid knockdown, allowing for wake-up pressure.
Intermediate Combo: HD Mode Flame Extension
Utilizing HD Mode, this combo significantly increases Kyo's damage output.
- Jump C (Heavy Punch): Overhead opener.
- Standing C (Heavy Punch): Link upon landing.
- f.B (Forward + Light Kick): Link into forward light kick.
- 623C (Quarter Circle Forward + Heavy Punch) - Aragami: Cancel into Aragami.
- HD Activate (BC): Immediately activate HD Mode during the Aragami hit.
- 623C (Quarter Circle Forward + Heavy Punch) - Aragami: Repeat Aragami.
- 623A (Quarter Circle Forward + Light Punch) - Naraku Otoshi: Follow with Naraku Otoshi.
- 214D (Quarter Circle Back + Heavy Kick) - Kototsurugi: Cancel into his Kototsurugi special.
- 236236A (Double Quarter Circle Forward + Light Punch) - Ura 108 Shiki: Orochinagi (EX): Finish with his EX Orochinagi Super for maximum damage.
Strategy: The key here is the precise HD Activate during the Aragami. The repeated Aragami and Naraku Otoshi keep the opponent airborne, allowing for the Kototsurugi link and the powerful EX Super finish. This combo requires 2 bars of meter (1 for HD, 1 for EX Super).
Terry Bogard
Terry is a classic KOF character known for his aggressive, close-range fighting style and iconic "Power Geyser" super.
Beginner Combo: Buster Wolf Starter
A fundamental combo that sets up for good damage and corner carry.
- Standing C (Heavy Punch): Start with a standing heavy punch.
- f.A (Forward + Light Punch): Link into his forward light punch.
- 623C (Quarter Circle Forward + Heavy Punch) - Power Dunk: Cancel into his Power Dunk special.
- 236236A (Double Quarter Circle Forward + Light Punch) - Buster Wolf: Finish with his Buster Wolf Super.
Strategy: This combo is relatively simple to execute and provides a solid knockdown with the Buster Wolf. It's excellent for punishing mistakes or confirming from a neutral poke. Requires 1 bar of meter.
Intermediate Combo: Rising Tackle HD Extension
This combo leverages HD Mode for extended airtime and high damage.
- Jump D (Heavy Kick): Start with a jumping heavy kick.
- Standing C (Heavy Punch): Link upon landing.
- f.A (Forward + Light Punch): Link into his forward light punch.
- 623C (Quarter Circle Forward + Heavy Punch) - Power Dunk: Cancel into Power Dunk.
- HD Activate (BC): Activate HD Mode during Power Dunk.
- 623C (Quarter Circle Forward + Heavy Punch) - Power Dunk: Repeat Power Dunk.
- 623D (Quarter Circle Forward + Heavy Kick) - Rising Tackle: Cancel into Heavy Rising Tackle.
- 236236A (Double Quarter Circle Forward + Light Punch) - Buster Wolf: Finish with Buster Wolf.
Strategy: The double Power Dunk keeps the opponent airborne and close, allowing for the Rising Tackle to connect cleanly. The Buster Wolf provides a strong finisher. This combo requires 2 bars of meter (1 for HD, 1 for Buster Wolf).
Mai Shiranui
Mai is a nimble and agile character, excelling at mix-ups, air control, and quick, flashy combos.
Beginner Combo: Fan Dance
A basic, yet effective combo that utilizes Mai's projectile and close-range attacks.
- Standing C (Heavy Punch): Start with a standing heavy punch.
- 214A (Quarter Circle Back + Light Punch) - Kachosen: Cancel into her light Kachosen (fan projectile).
- 623C (Quarter Circle Forward + Heavy Punch) - Ryuu Enbu: Immediately follow with her heavy Ryuu Enbu.
Strategy: This combo is good for confirming from a poke and provides a knockdown. The Kachosen keeps the opponent briefly stunned, allowing for the Ryuu Enbu to connect. It's meterless and easy to execute.
Intermediate Combo: HD Air Combo
This combo showcases Mai's aerial prowess and HD Mode extensions for significant damage.
- Jump D (Heavy Kick): Start with a jumping heavy kick.
- Standing C (Heavy Punch): Link upon landing.
- f.B (Forward + Light Kick): Link into her forward light kick.
- 623C (Quarter Circle Forward + Heavy Punch) - Ryuu Enbu: Cancel into heavy Ryuu Enbu.
- HD Activate (BC): Activate HD Mode during Ryuu Enbu.
- 623C (Quarter Circle Forward + Heavy Punch) - Ryuu Enbu: Repeat Ryuu Enbu.
- 214D (Quarter Circle Back + Heavy Kick) - Musasabi no Mai (Air): Jump and perform an air Musasabi no Mai.
- 236236A (Double Quarter Circle Forward + Light Punch) - Chou Hissatsu Shinobi Bachi: Finish with her Chou Hissatsu Shinobi Bachi Super.
Strategy: The double Ryuu Enbu keeps the opponent airborne for the air Musasabi no Mai. The timing for the air super can be a bit tricky, requiring a quick jump after the Musasabi. This combo requires 2 bars of meter (1 for HD, 1 for Super).