Before anyone jumps to conclusions, i'm not a tier based person, but i like to know what my characters are able to do before i pick them.
This guide i think will help the main stream people pickup kof alot faster and with more confidence.
Why i am here is to let you guys have it as its my contribution to kof as a fan. I never played XIII before (well i have but its to slow!), all i have is videos to compare with what is good & what is not.
If we do a joint effort when the game comes out, we can always tweak it later on when more knowledge calls us to change the chart.
Aslong as i'm credited with the work then i dont mind giving a copy to the site to continue working on.
What i also want to achieve is a data base letting people know why a character is rated top and not just by having S, A, B, C next to a name. But people can see why they are actually good characters and what makes them good.
Its really quite easy to do, i will explain more in the faq on how you rate the character its not as hard as what it seems.
Is this a good idear guys/gals. It may create tiers but at least people will know why a characters good in certain ways. It also may add more of a fan base to the mainstream as people like to feel at home
with a game and not lost in the midst of finding characters that suit there style.
I'm already fully awhere the games not out yet so i havent started on the points to give them just yet.
I'm rating the character points out of 10 on each topic row. The ratings are not against other characters but how useful for each character. You cant compare to each caracter as your considering lots of moves and not just who's got the best f,d,df anti air for example.
So what do you think.
KOF XIII POINTS RANK
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Version 1.1 - 18/10/2011
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Author Shinefist/stephen b
Snkplaymore - for creating the game
Rising star games - publisher for xbox360/ps3
Atlus
Copyright
This guide maynot be copied or used upon your own website or anyother site
for any kind of use. You would need to contact the author for permmision to do so.
It is an infringement and violation to copyright law to take & publish this work without my consent.
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Move guide key
1 Ground to Ground = What moves have they got to use, any type of moves can be used here
2 Ground to Air = What moves have they got to use, any type of moves can be used here
3 Air to Ground = What moves have they got to use, any type of moves can be used here
4 Air to Air = What moves have they got to use any, type of moves can be used here
5 Close combo = basic up close combos how good are they
6 Far combo or attacks = Can they combo from afar in anyway or form, anything goes but cannot jump
7 Low combo = Good at low combos. Drive/gauge combos considered.
8 Close low combo = Do they have to get really close to do low combo. Drive/gauge combos considered.
9 Quarter screen threat = Do they possess a threat to this part of the screen, no jump-ins
10 Half screen threat = Do they possess a threat to this part of the screen, no jump-ins
11 three quarters screen threat = Do they possess a threat to this part of the screen, no jump-ins
12 Full screen threat = Do they possess a threat to this part of the screen, no jump-ins
13 Fast recovery frames = Do they recover quickly after there moves, are they hard to punish.
14 Rush down/Mix up = agressive offensive behavior, have they got lots of ways to attack and stay on the offensive.
15 Overheads = Anymove that hits high consider it overhead. Not just cammand overheads.
16 Cross ups = Iori's air b+B
17 Juggle = Robert's f,b,f+B+D (EX), f,d,df+P, variety of juggles and good damage, using any amout of stocks but must be good anywhere on screen to get more points.
18 Trip and juggle initiator = Vice's jump C+D then

19 A+B evade (Which characters have good moves to deal with these)
20 b+A+B back roll (Which characters have good moves to deal with these)
21 Counters (who can get the most out of these situations) Jump C+D, can use jump-ins
22 Hard knockdowns = Moves where the opponent cannot recovery roll out of. Kyo's air d+C, the more hard knockdowns, the more chances of wake up pressure they can do.
23 Air cammand moves/specials/ EX's = Kim's air

24 Air dm/exdm = Kyo's air

25 Air neo max = Kings

26 Parry = Ryo's f+B
27 Low parry = Ryo's

28 Autoguard = A move which continues to carry on and can take one or several hits as block damage intill the move comes out to hit them.
29 Wire whip/Counter wire = Maximas

30 Projectile reflectors = Athena's

31 Reversals = Goro's

32 Delayable = Kyo's

33 Chargeable moves = Shen's

34 Teleport = k''S

35 Quarter screen projectile = Ryo's

36 Half screen projectile
37 Full screen projectile = Roberts

38 Ground projectile = kyo's

39 Corner combos = Variety and long big combos, if they have these then its all good.
40 Air projectile = Yuri's in air

41 Large projectile = Ash's b~f+C Projectiles that are of size so are difficult to avoid.
42 Piercing projectile = Projectiles that can eat others then continue like k''s

43 Very Fast projectile =
44 Slow travel projectile = Terry's

45 Off the ground (otg) = Daimons

46 Auto track projectile = Benimaru

47 Absorb projectile = Shen's

48 Stun freeze = Benimarus air

49 Stun then drop Kula's

50 Button determines the attack position
51 Power up = Shen and hwa jai
52 Seal power and HB = Ash has this
53 Invincible frames = Are they usefull
54 Upperbody invincible frames = what it says usefull
55 Lowerbody invincible frames = what it says usefull
56 Throws in general = Are they throw characters, do they have good throws
57 Air throws = Mai's b/d/f+C, air throws cannot be broken.
58 Cammand throws = Clarks

59 Reset throws & Moves = Takuma's cammand grab, or characters that can continue to combo after the reset move.
60 Running throws = Maxima's

61 Unblockables = Ralfs galactic phantom charged fully and any move that cannot be blocked including throws.
62 Guard crush = How many guard crush points. Are they hard to guard crush.
63 Dizzy = How many dizzy points?
64 Drive cancels = Do they have good drive cancels how usefull
65 B+C mode = How well a character can do in B+C mode, is it usefull.
66 Neo max & max cancel's = How usefull and can they use them in many situations.
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Character Points
(see attachment for chart)
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Ok just bear with me dont expect this to be official or anything hehe... I've done ash, betty and shen but i've not added up the points yet, i bet the points will be all over the place to start with.
I've got time over the weekend to update a large portion of this.