![kof 13 button layout kof 13 button layout](https://s1.manualzz.com/store/data/007086017_1-493c922d9faa7905b1b5dc2781be3ea4.png)
(Probably means that you can’t do it while there’s another projectile on the screen.) It has no invincibility and it has the same shot limit as projectiles. Screw Straight (qcf x2+K) comes out faster. EX Tiger Kick (Ex dp+K) comes out faster. Slash Kick (hcf K) can be drive canceled.
![kof 13 button layout kof 13 button layout](https://cdn2.bigcommerce.com/server500/d90a4/product_images/uploaded_images/neo-geo-type-layouts.png)
Again, it can’t be canceled with anything but his Bakuretsuken, but he can go into HD mode from the slide. Hit detection will remain on the opponent after his sliding hits. Sliding can be canceled with his Bakuretsuken (rapid P). With this change, Joe can’t be punished afterwards when he hits the opponent with it in the corner. Ex Screw Upper (qcf x2+P) will stay in position when it hits. Low - An attack that must be blocked low.Joe's Move List Video Quick Combos Reference 0 Stock, No Drive Gauge Mid - An attack that can be blocked either high or low. Overhead - An attack that must be blocked high. Billy's qcb A, into rapid A (cancel startup frames) into qcb C->qcb A, C x4Īlthough other sources may have different definitions, hit detection for this wiki is defined by the following: Alternatively you can do qcf+K, f, uf, u+K. Beni's qcf+K -> d~u+K-> qcf~uf+K, K: As long as there's no delay it'll stay buffered. By doing this technique, Shen appears to only do two d.As (since neither d.C or d.B link off of d.As), as soon as the opponent jumps, press C. A useful trick is to tap in this order (just hold the down motion the whole time): d.A, d.C, d.A, d.B (this will buffer the first 3 inputs) and press C when you want to activate the DM. You can start buffering it while getting up, in the air, during the ending frames of a move or even off a s.C itself. Tricky motions like Shen's CABC can be hard to buffer. Canceling dp into dp (e.g Yuri's dp+A, dp+K)-> dp+P, K: As long as the first motion is the same as the second motion and there's not too much lapse in between, you can just press the button again. Canceling dp into qcf (e.g K' dp+P, qcf+P)-> hcb~f+P, qcf+P Canceling dp into qcf inside HD mode only (e.g Kyo's dp+P, qcf+P.) -> dp+P~P (Liz seems to be the only character that can do this outside of HD) Canceling c.d~u into c.b~f (e.g Leona's c.d~u+P, c.b~f+K) -> c.db/d~ub + button, uf (or f)+ button Canceling dp into qcf~hcb (e.g Robert's dp+P, qcf~hcb+P DM) -> dp + button, hcb + button Canceling qcf into qcf~hcb (e.g Liz's qcf+P, qcf~hcb+P) -> qcf + button, hcb + button Canceling qcf into qcf x2 (e.g Shen's qcf+P, qcf x2+P) -> qcf + button, qcf+ button Dash hcb x2 command throws (e.g Clark's DM)-> (somewhat close) hcb~f x2~hcb + button Qcf hcb – 2363214 – d/df/f/df/d/db/b – Quarter circle forward half circle back Qcb hcf - 2141236 - Quarter circle back half circle forward ,, f/b/f - 6,4,6 - press forward back forward ~ db/f - 1,6 - press down back then forward , hcb f - 632146 - f/df/d/db/b/f - Half circle back forward motion Tk - 2369 - d/df/f/uf - Tiger Knee Motion Rdp - 421 - b/d/db - Reverse Dragon Punch motion
![kof 13 button layout kof 13 button layout](https://www.fightersgeneration.com/np5/gm/kof13/kof13-23.jpg)
Hcb - 63214 - f/df/d/db/d - Half circle backward Hcf - 41236 - b/db/d/df/f - Half circle forward Qcb - 214 - d/db/b - Quarter circle backward Qcf - 236 - d/df/f - Quarter circle forward “x”~“y” – Input “x”, then quickly afterwards input “y” (e.g. Hyperhop - Tap down-back/down/down-forward, then quickly tap up-back/up-forwardĬl. Hyperjump - Press down-back/down/down-forward, then quickly press and hold up-back/up/up-forward Jump/jumping - Press and hold up-back/up/up-forward Since most far hits are non-cancelable, standing attacks such as s.C are always the close version GCCD - Guard Cancel Blowback Attack, press CD when guarding an attack, costs one meter. GCAB - Guard Cancel Roll, press AB when guarding an attack, can also be done while using a normal, costs one meter K - With either Light Kick or Strong KickĪB - Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward P - With either Light Punch or Strong Punch