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KOF Cyberfanatix 3.0 - SNK community > Cyberfanatix 3.0 > Gameplay Discussion > The King of Fighters > KOF XIII - Ash Crimson
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Don Vecta
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KOF XIII - Ash Crimson
« on: 29 of June of 2010, 07:20:05 am »

Okay, time to get this thing in gear.

I think that it's safe to start open threads with every character to sort out the information we gather. The loketest and the technical videos released by SNK- can be used as reference.

Ash Crimson

Command Moves:
Floreal - b + K

Special Moves:
Ventose - (charge) b f + P
∟EX: 2 waves, passes projectiles
Nivose - (charge) d u + K
∟EX: Added invincibility.
Genie - qcb + A/B/C/D
∟EX: 2 "genies"
Caprice - bcf + K
∟EX: Rush does multiple hits, final hit launches.

-DM's-
Sans-culottes - A,B,C,D > qcb hcf AC (Germinal)
∟EX: ?
Pluvoise - qcf x2 K
∟EX: Executes faster, more invincibility, does 4 Nivose.
Thermidor - qcf x2 P
∟EX: ?

-NM-
Fructidor - hcb x2 BD (close)

Technical Reference
http://www.youtube.com/watch?v=r4WhEc_pjOE


If someone can put the current movelist, I'd appreciate it since I'm not familiar with Ash's moves in XIII.
also, with the movelist in hand, we can try to describe the video's details in English. Tongue
« Last Edit: 01 of July of 2010, 03:30:04 am by OrochiLeonaUK » Logged


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Re: KOF XIII - Ash Crimson
« Reply #1 on: 29 of June of 2010, 07:56:50 am »

Comand Attacks
Floreal:  b + K                  

Special Moves:
Ventose: bcf + P
Nivose: dcu + K
Genie: qcb + any button

DM
Sans-culotte: A,B,C,D
Pluvoise: qcfx2 + K
Thermidor: qcfx2 + P

Neomax
Fructidor: Huh

EDIT: OLUK: Thanks lots for the input drol Smiley
« Last Edit: 29 of June of 2010, 09:53:59 am by OrochiLeonaUK » Logged

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Re: KOF XIII - Ash Crimson
« Reply #2 on: 29 of June of 2010, 01:09:18 pm »

Ash Crimson

Command Moves:
Floreal - b + K

Special Moves:
Ventose - (charge) b f + P
∟EX: Fires 2 blasts instead of 1.
Nivose - (charge) d u + K
∟EX: Added invincibility.
Genie - qcb + A/B/C/D
∟EX: ??
Caprice - bcf + K
∟EX: Rush does multiple hits, the final hit launches.

-DM's-
Sans-culottes - A,B,C,D > qcf hcb AC (Germinal)
∟EX:
Pluvoise - qcf x2 K
∟EX: Executes faster, has more invincibility and does 4 Nivose instead of 3.
Thermidor - qcf x2 P
∟EX: ??

-NM-
Fructidor - hcb x2 BD (close)
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Re: KOF XIII - Ash Crimson
« Reply #3 on: 01 of July of 2010, 11:54:30 am »

Credit to Victormaru from SRK for this write up on the technical reference

Quote
Ash
- EX Ventôse (Charge ←, → + P) shoots out two projectiles, travels a lot faster than regular, completely negates / goes through projectiles and knocks down (both projectiles).

- EX Nivôse (Charge ↓, ↑ + K) has invincibility frames on start-up, allowing it to go through projectiles.

- Nivôse can be drive canceled into EX Génie (↓↙← + A or B or C or D) in the corner for extra damage and knockdown. This is possible because the EX Génie explodes faster compared to the regular variations which explode too slow. The video demonstrates this in the corner so this is probably a corner-only combo. Also, EX Génie looks to be the same distance as the LK variation so I'm not sure if either that's what it is or if it has homing properties. The two buttons pressed for EX Génie might affect the distance as well but I'm not sure on this.

- Ash has a new Special Move called Germinal Caprice (Charge ←, → + K) which is like a tackle attack that travels a good distance. He dashes forward, burns the opponent on contact and knocks them down. The EX variation does 4 hits, puts the opponent in a juggle state and you're able to follow up with Nivôse in the corner whereas the regular variation is only 1 hit and just knocks down.

- Floréal (Command Normal) can combo into EX Pluviôse (↓↘→, ↓↘→ + K ) whereas the regular variation of the Super is too slow to connect. Floréal looks like it can be an overhead but it's not. What blows my mind is that the video demonstrates Ash executing c.LK > c.LK > Floréal > EX Pluviôse where that's impossible in KOF XII because Floréal couldn't even be combo'd into and it couldn't be canceled at all. So after seeing this video, we learn that Ash can now combo into Floréal but I'm not sure if it either canceled into the EX Super or linked. It wasn't a Drive Cancel because no meter was depleted from the Hyper Drive Gauge. It looks like a link to me but maybe it's just looks like it. I would be scared if they just suddenly threw links into KOF XIII. God I hate links.

- Ventôse can be canceled into EX Thermidor (↓↘→, ↓↘→ + P) using Super Cancel. EX Thermidor has a bit of a faster start-up than the regular variation. I guess the video just demonstrated this to show that it works. I'm sure you can set up some dirty frame traps and fun gimmicks with this though.

- HP Ventôse can be canceled into EX Pluviôse after two hits using Super Cancel for good damage. I'm sure the non-EX variation of the Super Desperation Move would work too.

- EX Ventôse can be canceled into EX Thermidor using Super Cancel. With both characters being full-screen away from each other, EX Thermidor is executed as soon as the first projectile hits the opponent. This looks like it can be used for some sick setups because if either one of the two projectiles touch the opponent it's an automatic knockdown and then the opponent would be forced to block the incoming Thermidor. At this time, you would be already be running towards the opponent as they're getting up so you can go for a jump-in, cross-up, sweep or whatever for a mix-up. If they don't block Thermidor then you get a free reset and lots of extra damage.

- Nivôse can be canceled into Germinal Caprice (probably the Heavy variation) using Drive Cancel for extra damage. This would also be good for pushing the opponent farther towards the corner. Plus you end up right near the opponent so you can continue to add pressure.

- Nivôse can be canceled into LP Ventôse using Drive Cancel. This pushes the opponent as far as the Nivôse > HP Germinal Caprice combo except it leaves both players at a full-screen distance. This is perfect if you need space.

- HK Génie can be canceled into EX Thermidor using Drive Cancel. Obviously another frame trap / setup. I'm sure any variation of the Génie can be used to set up different mix-ups and mind games.

- c.HP > Germinal Caprice > Nivôse is demonstrated using Drive Cancel. I'm not sure which variations were used for the Special Moves (probably the Heavy variations, why not) but it's a pretty cool-looking combo for the cost of only one meter off the Hyper Drive Gauge. This might be the most damaging punish combo without the use of the Super Meter.

- Germinal Caprice can be canceled into EX Génie using Super Cancel in the corner for extra damage. EX Génie looks like it has fast recovery so I'm wondering if it puts the opponent in a juggle state or if you can follow up with something else. Otherwise there's no point of this combo unless you just want the extra damage.

- One of the ways to combo into Ash's Neo Max; Fructidor (Close, →↘↓↙← , →↘↓↙← + BD), demonstrated in the video is canceling EX Pluviôse into it after 8 hits while in Hyper Drive Mode using Max Cancel. Another way is canceling into it after 11 hits. I'm thinking you can probably cancel it anytime during the Super but why not just do it after 11 hits every time for the maximum amount of hits, lol.
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Re: KOF XIII - Ash Crimson
« Reply #4 on: 03 of July of 2010, 07:11:47 am »

Do not know if it's interesting...
Following the pattern of SNKP

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Re: KOF XIII - Ash Crimson
« Reply #5 on: 20 of July of 2010, 10:13:04 pm »

*Work in progress*

Ash

Anywhere
Jump D, Crouch B, Crouch B, b + K cancel charge d, u + K
Jump D, crouch B, crouch A, charge d, u + K
Jump D, close C cancel EX charge b, f + BD
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Re: KOF XIII - Ash Crimson
« Reply #6 on: 25 of July of 2010, 08:25:37 am »

in corner ash is able do his kof xi combo... jump D, ABCD dm, (du+B(1hit),b+D,du+B) loop....
its harder to do for me because the timing is different here...
Also, ABCD have to be pressed not too fast, it not you will enter BC mode instead.

I also notice in mid screen he can do his KOF regulation A, combo, du+B,bf+D loop
but i only manage to loop once, i can hardly play this game due to my current national service stuff and involvement in Street fighter tourney.

In short, those who enjoyed doing his combo for the fun of it, try it out in this game. It looks super cool... Grin

i have yet to try linking the ender sealing move DM at the end, if anyone tried and succeeded, please post here the combo...
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Re: KOF XIII - Ash Crimson
« Reply #7 on: 01 of August of 2010, 01:17:10 am »

any one else done his chizuru dm(germinal)? it seems to start from the corner of the stage view than where ash is standing, when done in his level2 combo(sans cullottes) at the corner, the follow up will miss because the opponent will drop by the time ash travel to the side of the screen, either that or the range is not full screen... the followup damage is very poor too... anyone link to his chizuru(germinar) finisher successfully?
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Re: KOF XIII - Ash Crimson
« Reply #8 on: 21 of October of 2010, 06:30:47 am »

Some info of Ash's normal attacks would be nice too. Even though I main Ash, I'm still not familiar with all of them, particularly priorities and whatnot.

---

far standing A - Ash extends his hand and flicks his wrist. Repeatable, probably cancelable but haven't tried. Range is the same as most jabs. Misses crouching opponents.

crouching A - same as far standing A. Repeatable and cancelable.

jumping A - Ash extends his hand diagonally downwards. Pretty good for short hop pokes.

crouching B - Like his usual crouching B. Good low poke and chains into crouching A for combos. Repeatable but probably not cancelable (though I might be wrong).

close standing C - hits from the chest, up. Has more vertical range than horizontal, but not that high if you hit C prematurely to counter airborne opponents. Cancelable.

crouching C - Same as his crouching C in 2003 and XI. Has a nice vertical range but it seems to come out faster than in 2003.

far standing D - It looks like b+D but stays in place. Doesn't really have a good range like Kyo's far standing D. Not really sure what's the point in using this either.

close standing D - Better than his far standing D. He kicks opponents from below the shin. Cancelable too. Probably hits low but I wasn't able to confirm this.

crouching D - His usual sweep, i.e. same as XI. Use like his usual sweep.

jumping D - Like his usual XI jumping D, a really deep kick. Don't be fooled by its animation though. The kick doesn't fare well as an anti-air. While the range is good, priority doesn't seem too well. You'll lose far too often if you abuse it.

jumping CD - Like his jumping E in XI. Pretty good priority and has more range than you'd think it has.

---

Also, IMO, b+B is not cancelable (unless you're in Sans Cullottes mode). You have to wait for Ash to recover before you can use Nivose (possible if you're quick enough since I've seen someone did it) or EX Pluviose. Basically, its properties are back to what it was in 2003.

---

Other random tips and tricks:

Super Cancel Ventose/Caprice into Thermidor/Pluviose
charge b, hcf+P/K > qcf+P/K

Super Cancel Nivose into Thermidor/Pluviose
charge d, qcf, uf, u+K > qcf+P/K

Drive Cancel Nivose into Caprice
charge db,ub+K > f+K

A,B,C,D is a very good anti-air if you're cornered.

While Genie is a good pressure tool, like someone said up there, it explodes far too slow. Sometimes, you can get hit before A Genie explodes. Sometimes it misses entirely. Damn it, Leona's V-Slasher! ><
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Re: KOF XIII - Ash Crimson
« Reply #9 on: 15 of March of 2012, 07:26:12 am »

I've found an interesting combo video (console version) to all Ash users, starts from basic to HD mode and Sans-Culottes combos. Furthermore, many color edits are based in DBZ characters, ENJOY IT!!

KOF XIII: Ash Crimson combo tutorial - The Sneering Blaze
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Re: KOF XIII - Ash Crimson
« Reply #10 on: 05 of April of 2012, 09:16:51 pm »

SNKP blog translated by Professor at MMCafe

http://game.snkplaymore.co.jp/official/kof-xiii/blog/archives/2012/04/post_65.html

KOF XIII「こんな時どうする?」番外(アッシュ)編


This blog is about a guide of Ash Crimson

-The basic strategy for Ash is shooting projectiles and AAing with his flash kick. Use that as his fundamental while setting his kiss flame and using his cr.B so that the opponent can't get in.

-Ash can AA his opponent in most situations if they jump after seeing his projectile, so the likelyhood is that they'll jump on read, so doing feints, such as whiffing a cr.A and doing an AA, is important.

-His B flash kick has fast startup out fast but invinvibility is short so it can trade hits, while his D flash kick has long invincibility but has a slow startup so it might not hit on time. The B version should be done early, while the D button version should be done so that it hits around its roots. Also use j.B for air-to-air.

-Projectiles and AAing can get shut down if the opponent has stock, so it's most effective to use him on point. If you want to use him as second or anchor, be sure they're using characters that his projectiles are effective.

-However, if Ash is used as second or Anchor, he can fight in a different style be using his San Culotte, so he's not limited to just being a point character. It takes some training, but it can be used as an AA that punishes most jump-ins.

-If you can't combo his flash kick from a back +B or +D, it's due to one of the following reasons-
1. you're not charging fast enough
2. you're trying to cancel the back +B or D
3. you're too far away when doing the flash kick

Solutions:
1. You're probably charging after hit confirm. Start charging before his back +B or D animation begins. Also, doing the flash kick and holding down on its button during his back +B or +D animation motion will let you execute the flash kick at the earliest timing. This input method to get the earliest timing also works when doing combos for other characters.

2. Link the flash kick using the "earliest timing " method stated above.

3. Train and figure out the distance where it can hit. Also remember that you don't have to do it if you think you're too far.
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