THE KING OF FIGHTERS XIII STEAM EDITION

THE KING OF FIGHTERS XIII STEAM EDITION

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KOF XIII's Safe Jumps/Okizeme Compendium (incomplete)
By Vegasz
This guide is basically a compendium of knowledge scattered throughout youtube channels, streams and specialized KOF sites. I intend to update this guide constantly, so if you have anything to add to this guide or if there's anything that needs correction, please contact me so we can make this an even greater and more complete list.
I do not take credit for any of the content of this guide, all the knowledge here is credited to their respective authors. Video/web sources will be written alongside each alternatives.
   
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Preface - Warnings and Notation
Warnings
  • Most SJ setups listed here require the player to either run of walk forward briefly before they jump. Since it's very hard to estimate the amount of frames required for the perfect setup, all the options will be listed here alongside the videos that prove that they are possible to execute.
  • As I said in the introduction of the guide, I do not take credit nor I'm responsible for any of the SJ/Okizeme discovered and listed below.
  • With that being said, I CANNOT help any of you in perfoming/executing any of the SJs below, I can only post the video/site source that can help you understand the move better.
  • The majority of SJs listed here get through Ash's Sans Culotte DM and other 3F reversals. That said, I cannot guarantee that all the setups below will work for all the Character Roster. Whenever the source says that a certain SJ doesn't work against a specific character, it will be listed here as well (please help me fill that information as well)
  • Reversals that start in 2F or less CANNOT be safe jumped (check the section for the list of Reversal moves that have this property).

Notation (credited to Dream Cancel)
A - Light Punch
B - Light Kick
C - Strong Punch
D - Strong Kick
CD - Blowback Attack
P - With either Light Punch or Strong Punch
K - With either Light Kick or Strong Kick
AB - Evasive Roll, neutral or forward Ab while make the character roll forward, pressing it in the backward direction will make the character roll backward
s.C - Standing close hit strong punch. Since most far hits are non-cancelable, standing attacks such as s.C are always the close version
Far D - Standing far D

d. - Down
f. - Forward
b. - Back
u. - Up

j. - Jump/jumping - Press and hold up-back/up/up-forward
sj - Superjump - Press down-back/down/down-forward, then quickly press and hold up-back/up/up-forward
h - Hop - Tap up-back/up/up-forward
hh - Hyperhop - Tap down-back/down/down-forward, then quickly tap up-back/up-forward
cl. – Close – Close standing attack (e.g. cl.C)
cr. – Crouch – Crouching attack (e.g. cr.B)
st. – Stand – Standing attack (e.g. st.B)
Backdash – Tap back twice quickly
Dash/Run - Tap forward twice (and hold forward to run)
“x”~“y” – Input “x”, then quickly afterwards input “y” (e.g. K’’s Second Shoot, qcf+P~f+B)
List of Moves that cannot be Safe Jumped
Kyo's SDM Orochinagi (qcb-hcf + Slightly hold AC)
Andy
cl.C, f+a, Zetsu Hishou Ken (qcf,hcb+P)

Midscreen
Corner

cl.C, f+a, hcf+K, B+D (Kuhadan break), Zetsu Hishou Ken (qcf,hcb+P):
Midscreen

Normal Throw (anywhere)
Ash
Athena
Command Throw (hcf + p)
Benimaru
Billy
Chin
cl.C, qcb,hcf+A. Midscreen/Corner
Clark
Daimon
Duo Lon
Elisabeth
EX Iori
EX Kyo
Hwa
Iori
Joe
K'
Kensou
Kim
King
Kula
Kyo
Leona
Mai
Mature
st.C ---> (qcb+P)x3:

qcb,hcf+k
Maxima
Mr. Karate
Raiden
Ralf
Robert
Ryo
Saiki
Shen
Takuma
Normal Throw, midscreen

Normal Throw, anywhere

qcf,hcb+P, Corner
Terry
EX Crack Shoot (qcb+BD)

Normal Throw, Midscreen

Normal Throw, Corner

Buster Wolf, Corner
Vice
Command Throw (hcb,f+P), Corner

Okizeme

From Shoryuken.com:

  • Vice's command throw, Gorefest (hcb,f+P), sets up for various oki and ambiguous setups.
  • To cross an opponent up midscreen, walk forward a step and then jump forward and do a late j.B.
  • To get an ambiguous roll from midscreen, move forward just slightly then wait and roll forward. Depending on the timing, Vice will land on one side or the other.
  • Against a cornered opponent, the player could still roll forward to create the illusion of a crossup but Vice will never land in the corner after recovering from the roll. Instead it serves as a trick and if timed correctly the Vice player should still have the frame advantage and time to meaty, though the opponent may not know this and may attempt to press a button which would be counterhit.
Yuri
1 Comments
NYCAirLancer Jul 3, 2014 @ 12:43am 
Kula: 4f Safejump - After a throw immediately roll forward, then hop in with j.C.