KOF XIII Tier List

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KOF XIII Tier List

Post by Yuki Yagami » Mon Aug 09, 2010 09:49

Console Courtesy of BioBooster translation on DC forums.
I translated Dune's impression of all console characters from his elive cast 2 days ago. Thought it would fit in well with the tier list discussion>

Dune provides a caveat stating that these are merely his impressions at current and also
that he may be missing some detail in his analysis.

Ash:
Weak combos, that tend to increase opponent meter.
Good at being annoying.
For being a difficult chr to play not much return.

Billy:
Weak in breaking down guard, has strong zoning and normals instead.
Probably only real Billy users can make him strong.
Fun to use.

Saiki:
In general has no powerful combos outside of the corner.
It's not impossible to carry opponents to the corner but range on this is limited and carrying difficult.
(probably a lot of room for study mid-screen)
Upper-mid tier or Mid-upper tier.

Elizabeth:
Combos have less damage output.
Still good with a lot of meter.
Can still compete as EX counter can be comboed with specials.
People who chose her bc she was strong may move onto other stronger chrs.

Duo-Lon:
Has been affected by system changes.
His crossups are easier to defend taking value away from his rekka setups.*
Requires more precision.
I rate him low.
*(Not that sure I have this translated right)

Shen:
Nerfed slightly, balance-wise seems just right.
Can be put in any order.
I reccomend him.

Kyo:
Currently top tier, but takes skill to play.
Requires close combat for big damage, but this creates opportunity for opponents to punish him.
Can lack some stability due to the above, so requires a lot of practice despite move properties being good.

Benimaru:
Has everything, but has no jump attacks that are effective when used early.
j.CD is angled up and not that useful, if hitbox was downward, would lead to more of an advantage.
Has great tools like s.D, cmd throw, follow up on normal throw - close, but no cigar though.

Goro:
Buffed alot, but, is very matchup based.
Combos using hcf.A hcf.C dp.K are fun and good damage can be done when NM is included.
However, very few tools versus strong zoning.
Weak against air attacking, end up using dp.K to change the tide - comes down to what a player does in these
situations.
Not a bad pick though.

Claw Iori:
No good reversal moves (only EX DP - and better to use this preemptively).
Otherwise, good at breaking down guard and able to destroy once that's done making him easy to use.
Kinda like having a nameless without a good dp and a cmd throw instead.

Mature:
Despite move properties, easy to win with.
Strong Despair (and EX for anti-air), very good, esp in net-play.
Use throw and low start mixups for damage.
A bit lower tier, but can win.

Vice:
Less damage than arcade, but moves are better. Makes for longer matches.
Can pressure opponent with lots of meter, but no longer able to convert to death off of one combo.
Players should make sure to be well-practiced w her.
Still one of the better chrs.

Terry:
Currently I think he's the lowest.
Despite this, his combos are easy, strong rising tackle invincibility is good and crackshoot is good.
We'll see what Terry players are able to do with him going forward.

Andy:
Not hugely different from the arcade, but people used to the arcade may get frustrated when not
everything works the same.
i.e. Slower sweep, no invincibility on EX kuu-hadan.
Hishoken, kuu-hadan, NM are great for netplay, but less effective offline.

Joe:
Combos were great in the arcade - get's a lot of meter and can stun.
On console, getting a stun means the opponent ends up building 3 meters....making things difficult.
Can try to play him differently, but he loses flavor in doing so...

Kim:
A great Kim player, '3-seven' says Kim is very strong on console. I'd like to see him play in order to see.
Can't fight without meter. Without meter, far s.D to keep the opponent grounded while charging meter may
be the only way to go.

Hwa:
Has become very good on console.
Not a main for me, but will use him in sub teams.
Just using far s.D is strong.
Using heel for frame advantage is strong.
Has a 1 frame throw.
Def top tier.

Raiden:
Much weaker, requires skill now.
Still plenty of tools to do well. Raiden players in the arcade should have no trouble.
Can't recommend him to players just getting started on console.

Athena:
Looks like she was buffed, her playstyle is not best suited for this game.
fb~dp play doesn't do much damage.
Low damage output in general - perhaps someone will find something effective with her.
Her jump being low and ground attacks being weak really hurt her.
Looks strong, but think she's lower tier.

Kensou:
A lot of tiny buffs, such as being able to follow up off of normal throw.
However, like Athena is not best suited for the game.
Normals looks strong, but aren't really.
Maybe upper-mid tier.
Looking forward to the uncovering of more potential though.

Chin:
My least favorite to fight against in this team.
More buffs than nerfs, but EX counter has a smaller window making it a bit iffy, but
still has the potential for getting huge damage. If opponents stay away fearing his
combos, he just drinks making matters worse.
Can def win.

Ryo:
Looks very improved, but when it comes down to it, the only mid-range tool he has is
kooh-ken. On a whiff, he can be killed often. Not to say he can't compete, but players may struggle.
Although f.A became faster, it's reach is very limited. What's more is it's easy to drop his HD
combos online. Fun to use but...

Robert:
No incredible combos at the moment.
Mid range he has fb, s.CD, and dp. All interesting elements for him.
Great for people who like footsies characters.
Think he's mid-tier, but may all come down to the use of his NM which is very useful.

Takuma:
All comes down to getting that one opportunity.
Many of his combos can finish the opponent once started.
A double-edged sword though as he gives a lot of meter to the opponent.

Ralf:
Much easier to use.
Lower tier though.
Has few options for breaking down guard.
Fun combos.

Clark:
Not very strong property-wise, but very easy to win with him.
I recommend him to new players.
Difficult to reverse momentum with him though.

Leona:
Playstyle doesn't vary much from the arcade.
Some buffing, but nothing that really affects play.
Good with meter, but not the best with damage output.
Good anchor, but not geared towards reverse ocvs.
(maybe better geared towards 2nd position)

Mai:
Normal and big j.D can be cancelled with d.B makes it much easier to do mid-low mixups.
If jump d.B is guarded, usually at 0 or -1 making it difficult to punish her.
It comes down to footsies and use of jumping for her.
Also a chr with low properties, but easy to win with.

Yuri:
Extremely buffed and close combat much easier.
Has dp+K, a 1 frame throw which can be DC'd or SC'd.
A bit lacking in getting in on the opponent.
Although attack frames of j.CD have been increased, it doesn't have the range to be that effective.
If her jump-ins were better, she would be incredible. I use her as a sub, definitely worth studying further.

King:
In JPN everyone thought her console changes looked really weak.
She is extremely strong. Works well with the game engine.
Good close and from afar. Locking down the opponent with sliding/venom strikes is very strong.

K':
People coming from the arcade shouldn't have difficulty, but those starting on console may struggle.
Corner combos and combos using meter are still effective.
Not quite top tier.

Kula:
I think she's a bit difficult to use losing invincibility on EX ray spin, as the invincibility on her
crow bytes is not that reliable. More range on s.B doesn't really change anything.
People will likely have a tough time as her damage output is not great.

Maxima:
EX press does less damage as well as some other minor damage nerfs.
Still very versatile and strong with meter.
On the other hand, he's slow and will be put into situations where he has to endure pressure.
Probably will only end up getting used by true Maxima users.

That covers all the characters I think.
My team will likely be Kyo/Goro/Claw Iori...
Because Goro's effectiveness is based on matchups, I may switch him with King or Vice.

I didn't discuss Flame Iori, but think he's top tier.
Very good tools, very stable. If you're not sure who to choose as a third character, he's very
easy to use and strong.
On the other hand, it could be said that he doesn't have a whole lot of potential to grow and that
other characters may become stronger. But at any rate, he's very stable currently.

Haven't discussed NESTS Kyo or Mr. Karate as they're not available yet, but I can't imagine any of
the DLC chrs being weak so please pick them up and give them a try.
Arcade list
As of August 9...
S
K', Iori, Mature, Kyo

A+
Elizabeth, Kula, Maxima, Andy

A
Shen, Robert, Yuri, Takuma, Benimaru, Raiden, Ash

B
Daimon, King, Duo Lon, Ryo, Vice, Clark, Kim, Chin, Hwa, Mai, Leona, Kensou, Athena, Terry

C
Ralf, Joe

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Re: KOF XIII Tier List

Post by Anti-K' » Mon Aug 09, 2010 10:00

Looks like Joe got the Rachel treatment and got bumped from S to bottom tier.

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Re: KOF XIII Tier List

Post by Dark_Chaotix » Mon Aug 09, 2010 11:07

How is mature higher then Beth??

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Re: KOF XIII Tier List

Post by Perfect Stranger » Mon Aug 09, 2010 12:03

Dark_Chaotix wrote:How is mature higher then Beth??
I'd guess easy infinite? I don't play Mature but I've seen how easy it is to get the infinite to connect, and even without it Mature is pretty good it seems. I think K' is maybe near the bottom of S / top of A though. Andy seems a bit high to me as well, but I haven't faced off any strong Andy players yet. Also think Leona deserves to not be lumped in the same tier as Ryo, who feels kinda sucky this year. Takuma's ability to EX without stock and dizzy combos probably means he deserves to be around Kula's level at least.

That's just personal observation though, I haven't played the game nearly enough to be able to get a good feel for even half the cast.

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Re: KOF XIII Tier List

Post by Dark_Chaotix » Mon Aug 09, 2010 13:09

That infinite cant be the sole reason for the high up place. If thats the case, I didnt know they use infinite's when ranking.

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Re: KOF XIII Tier List

Post by Exodus » Thu Sep 16, 2010 13:27

I'm still a bit puzzled at Joe's low tier, they nerfed him a bit to much, just a bit.

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Re: KOF XIII Tier List

Post by SonicTempest » Fri Sep 17, 2010 18:46

Have there been other tier lists posted on Japanese/Chinese BBSes? I'm assuming the one in the first post comes from Arcadia or something...

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Re: KOF XIII Tier List

Post by Toxic Avanger » Wed Oct 13, 2010 18:31

SonicTempest wrote:Have there been other tier lists posted on Japanese/Chinese BBSes? I'm assuming the one in the first post comes from Arcadia or something...
It's from KoF Union. Arcadia submitted a tier list, but they only listed the 8 strongest character (with 4 best and 4 second best), but they clearly stated that it was that early to put the groups in "order".

_____________________________________________________________________________________________________________________________________________________


BTW there it is something good that was pointed at another place which is a "ratio" rating for each character, however this can also be alternatively seen as a what the players think of a tier list as of the first days of version 1.1
Professor wrote: 5 K', Raiden
4 Kyo, Elisabeth, Takuma
3 Andy, Iori, Shen, Kula
2 Robert, Chin, Yuri, Maxima, Leona, Ash, Benimaru, Kim
1 Duolon, Goro, Terry, Clark, Hwa, King
0 Joe, Kensou, Athena, Ralf, Ryo, Mai, Mature, Vice
It's precedence is japanese, and players are still discussing how actually accurate this is, I personally don't agree much with this one; I suppose that it will become a more interesting list as time goes by and players keep playing / abusing things.

With that very same system rating, XIII lacks two (upper) "levels" of strength rating compared to XI.

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Re: KOF XIII Tier List

Post by SonicTempest » Wed Oct 13, 2010 20:28

I remember this happening for XI as well:
http://orochinagi.com/forums/viewtopic. ... 958#p45958" onclick="window.open(this.href);return false;

Honestly kind of surprised that even though the game has been out for a few months now that there isn't much tier discussion anywhere (that I've been able to find, anyway), besides 'lol Raiden' and 'lol K'.

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Re: KOF XIII Tier List

Post by Toxic Avanger » Mon Oct 18, 2010 19:00

Originally from the mmcafe
Chenchei wrote: Ratio Chart, Shinjuku Carnival version

* One of the main arcades attracting KOFXIII players in Tokyo.
* Chart considers character usage within Carnival and will be used for next month's tournament.

Max 4 points
4- K', Raiden
3- Andy, Shen, Kyo, Iori, Kula, Elisabeth, Takuma
2- Leona, Ash, Benimaru, Yuri, Kim, Duolon, Chin
1- Goro, Terry, Kensou, Mature, Maxima, Joe, Robert, King, Hwa, Ralf
0- Mai, Athena, Clark, Ryo, Vice

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Re: KOF XIII Tier List

Post by DarkDreamT2 » Sun Nov 14, 2010 00:26

SonicTempest wrote:I remember this happening for XI as well:
http://orochinagi.com/forums/viewtopic. ... 958#p45958" onclick="window.open(this.href);return false;

Honestly kind of surprised that even though the game has been out for a few months now that there isn't much tier discussion anywhere (that I've been able to find, anyway), besides 'lol Raiden' and 'lol K'.
From what I can tell, people are still discovering things for characters, so much so that tiers fluxuate a bit. Perhaps people are waiting for something solid?

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Re: KOF XIII Tier List

Post by dieuxmerci » Tue Nov 22, 2011 23:11

Is there a updated tier list for console ver.?

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Re: KOF XIII Tier List

Post by Gunsmith » Wed Nov 23, 2011 01:53

Tier list on day 1? It's too early to tell!

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Re: KOF XIII Tier List

Post by kadosho » Wed Nov 23, 2011 05:32

Oo, Someone's in a hurry. Plus setup has changed a ton, I have to get used to this. Haha

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Re: KOF XIII Tier List

Post by dieuxmerci » Thu Nov 24, 2011 01:33

Sorry lol.

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