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The King of Fighters XIII

The King of Fighters XIII

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Welcome to The King of Fighters XIII, a thrilling 2D fighting game where you assemble a three-character team to battle it out in a high-stakes tournament. Master essential mechanics, learn character-specific strategies, and dive into advanced techniques to dominate the competition. Whether you're a newcomer or a seasoned veteran, KOF XIII offers deep, rewarding gameplay across its single-player and multiplayer modes.

This guide is your key to conquering KOF XIII. We'll break down everything you need to know, from basic controls to defeating challenging bosses like Saiki in his human form. Get ready to master every team's unique playstyle and achieve victory in the tournament.

Part 1

Master The King of Fighters XIII's controls with Part 1 of our guide, detailing command abbreviations for movements, punches, kicks, and special inputs.

This section of the guide for The King of Fighters XIII (PC) by 1r0nheart focuses on explaining the command abbreviations used throughout the move list. It covers directional inputs, punch and kick strengths, and special command sequences.

Command Abbreviations:

  • Directions: u (Up), uf (Up/Forward), f (Forward), df (Down/Forward), d (Down), db (Down/Back), b (Back), ub (Up/Back)
  • Punches: LP (Light Punch), HP (Heavy Punch), P (Any Punch)
  • Kicks: LK (Light Kick), HK (Heavy Kick), K (Any Kick)
  • Special Inputs:
    • QCF (Quarter Circle Forward): d, df, f
    • QCB (Quarter Circle Back): d, db, b
    • HCF (Half Circle Forward): b, db, d, df, f
    • HCB (Half Circle Back): f, df, d, db, b
    • DPM (Dragon-punch move): f, d, df
    • RDP (Reverse dragon-punch move): b, d, db
    • QCFHCB: d, df, f, df, d, db, b
    • QCBHCF: d, db, b, db, d, df, f
  • Input Modifiers:
    • ()x#: Input the command # times. Example: (QCF)x4+P
    • []#: Charge the command in brackets for at least # seconds. Example: [HK]4
    • {#}: Press the # button quickly.

Move Abbreviations:

  • [MOVE NAME]+: Indicates that you can use an EX version of the move.

Part 2

Learn The King of Fighters XIII move notations, EX Moves, Neo Max, and the Elisabeth Team's special moves.

Walkthrough
  1. 1
    Familiarize yourself with the move notation system. A slash (/) between commands means you can use either command (e.g., f/b+HP means you can do the move using f+HP or b+HP).
  2. 2
    Understand special move indicators: (AA) means the move can be done in the air, (OA) means it can only be done in the air, and (C) means it must be done close to the opponent.
  3. 3
    Recognize sequence notation: [Move Name](#) indicates the start of a sequence. A notation like 1(HP)>[Move 2](2) means you must perform "Move 1" using its HP version before "Move 2". If no version is specified, any version is acceptable.
  4. 4
    Note move repetition: [Move Name](x#/*) signifies a move can be performed # times in sequence, with '*' indicating its EX version.
  5. 5
    Learn common moves: Dash (f,[f]), step back (b,b), roll forward (LP+LK/f+LP+LK), roll back (b+LP+LK), Guard Cancel Roll (f+LP+LK during block, consumes 1 special bar), Guard Cancel Roll Back (b+LP+LK during block, consumes 1 special bar), Recovery Roll (LP+LK while being knocked down), HDS (LK+HP, requires full Hyper Drive Gauge), Knockdown Attack (HP+HK), Guard Cancel Attack (KP+HK during block, consumes 1 special bar), Throw Escape (HP/HK when opponent uses a normal throw), and Taunt (PA button, cannot be cancelled).
  6. 6
    Understand new terminology:
  7. 7
    EX Moves: Reinforced versions of Special and Desperation moves. Press the Light and Heavy buttons simultaneously (e.g., QCF+LP+HP for Terry's Power Wave EX). EX Special Moves require 1 special bar, EX Desperation Moves require 2 special bars. Using an EX Desperation Move for a target action like "Hit your opponent with a DESPERATION MOVE!" will not count. For move sequences or repeatable moves, only the first move consumes the bar and requires pressing both Light and Heavy buttons; subsequent moves in the sequence will still be EX versions.
  8. 8
    Neo Max: A Hidden Super Desperation Move. Requires 3 special bar levels and a full Hyper Drive Gauge (HDG). If in Hyper Drive State (HDS), it costs 2 special bar levels instead of 3 and empties the HDG.
  9. 9
    Hyper Drive Gauge (HDG): A green gauge used for Drive Cancel, Super Cancel, or entering Hyper Drive State (HDS).
  10. 10
    Drive Cancel: Cancels a Special Move into another using half the HDG. Can also cancel a special move into its own EX version. Restrictions will be noted in parentheses.
  11. 11
    Super Cancel: Cancels a Special Move into a Desperation Move, costing half the HDG. Restrictions will be noted in parentheses.
  12. 12
    Hyper Drive State (HDS): Activates when the HDG begins to deplete. Cancels cost only 10% of the HDG (HD Cancel) in this state. Performing a Drive Cancel in HDS will not count towards the "Perform a DRIVE CANCEL!" target action. HDS can be activated after a normal or command move, including in the air.
  13. 13
    Max Cancel: While in HDS, cancel a Desperation Move into another Desperation Move. Exits HDS.
  14. 14
    Review team compositions: Characters marked with '*' have an alternative color selectable via the select button during character selection and configurable in the customize menu. Characters marked with '+' also have alternative colors but without separate customization. Teams include Elisabeth Team (ELISABETH BRANCTORCHE, DUOLON, SHEN WOO), Japan Team, Yagami Team, Fatal Fury Team, Psycho Soldier Team, Kim Team, Art of Fighting Team, Ikari Warriors Team, Women Fighters Team, K' Team, and Single Entry characters (ASH CRIMSON, SAIKI, BILLY KANE). DLC (downloadable content — extra missions or items released after launch) characters are EX IORI YAGAMI (WITH FLAMES), EX KYO (96 STYLE), and MR. KARATE.
  15. 15
    Consult the move list for Elisabeth Branctorche:
  16. 16
    Throws: (C)Manière: b/f+HP/HK
  17. 17
    Command Moves: Un Coup de Pied: f+LK
  18. 18
    Special Moves: Etincelles+ (QCF+P), Coup de Veine+ (DPM+P), Reverie Prier (QCF+K), Reverie Souhaiter (QCB+K), Reverie Geler+ (QCB+P), (C)Mistral+ (HCB,f+P)
  19. 19
    Desperation Moves: Noble Blanche+ ((QCF)x2+P), Grand Rafale (QCFHCB+P)
Tips
  • Pay close attention to the notation for EX moves, as they require specific button inputs (Light + Heavy) and special bar resources.
  • The Hyper Drive Gauge is crucial for advanced techniques like Drive Cancels and entering the Hyper Drive State for more powerful combos.
  • Remember that some moves, like (C)Manière and (C)Mistral, must be performed at close range.

Part 3

Master the moves of Etoile Filante, Duo Lon, Shen Woo, Kyo Kusanagi, and Benimaru Nikaido in The King of Fighters XIII. Learn special moves, Desperation Moves, and Neo Max.

Walkthrough: This section details the move lists for several characters in The King of Fighters XIII, including Etoile Filante, Duo Lon, Shen Woo, Kyo Kusanagi, and Benimaru Nikaido. It covers their special moves, Desperation Moves, Neo Max attacks, and provides notes on cancels and specific move properties.

Etoile Filante:

NEO MAX:
QCBHCF+LK+HK

Notes:

  • Super Cancel: Etincelles, Coup de Veine
  • Drive Cancel: Coup de Veine
  • Max Cancel: Noble Blanche, Grand Rafale
  • Reverie Geler is a counter move: LP version for high and mid attacks, HP version for low and mid attacks, EX using both versions.
  • Etoile Filante is a counter move for any kind of attack.

Duo Lon:

THROWS:
Suite Shoukou: close, b/f+HP/HK
COMMAND MOVES:
(AA)Maboroshi Mu Ken+: f+LP
(AA)Maboroshi Mu Kyaku+: f+LK
SPECIAL MOVES:
Hike Kyaku - Zen+: QCF+K
Hike Kyaku - Ushiro+: QCB+K
Ju-on Shikon+: QCB+P
Suteki Juuryuu(x3/3)+: QCF+P
DESPERATION MOVES:
Hiden Genmu Hakisaki Shikon+: QCBHCF+P
NEO MAX:
Hiden Genmu Ju-on Shikon Hafuri: (HCB)x2+LP+HP

Notes:

  • Super Cancel: Ju-on Shikon
  • Drive Cancel: Suteki Juuryuu
  • Max Cancel: Hiden Genmu Hakisaki Shikon
  • Hike Kyaku - Zen can be done after the 3º hit of Suteki Juuryuu.

Shen Woo:

THROWS:
Fuku Mu Ken: close, b/f+HP/HK
COMMAND MOVES:
Fusen Kyaku: f+LK
SPECIAL MOVES:
Gekiken+: QCF+P
Gekiken Feint: while charging the HP version of Gekiken, K
Fuku Tora Geki(1)+: QCB+LP
1>Kanyuu Ryugeki+: QCF+LP
Tenren Ken+: QCF+K
(C)Tamaken+: HCB,f+P
Tamaken (Hajiki): QCB+HP
DESPERATION MOVES:
Tatsu! Geki Ken+: (QCF)x2+P
*Bakuten: HP,LP,LK,HP
NEO MAX:
Tensho Bakushingeki: QCFHCB+LP+HP

Notes:

  • Super Cancel: Tamaken (Hajiki), Gekiken
  • Drive Cancel: Gekiken, Kanyuu Ryugeki
  • Max Cancel: Tatsu! Geki Ken
  • The opponent can be hit in the air with the Kanyuu Ryugeki done after an EX version.
  • Bakuten increases 30% of the damage while in effect.
  • The HP version of Gekiken is the only version that can be charged up to 3 levels; the last level doesn't work as a Drive Cancel or as a Super Cancel.
  • Tamaken (Hajiki) is used to cancel projectiles.
  • The Tatsu! Geki Ken on counter makes the opponent bounce in the wall.

Kyo Kusanagi:

THROWS:
(C)Issetsu Seoi Nage: b/f+HP/HK
COMMAND MOVES:
Geshiki Goufu You: f+LK
88 Shiki: df+HK
(OA)Geshiki Naraku Otoshi: db/d/df+HP
SPECIAL MOVES:
100 Shiki Oniyaki+: DPM+P
108 Shiki Yami Barai+: QCF+P
101 Shiki Oboroguma+: RDP+K
212 Shiki Kototsuki You+: HCB+K
75 Shiki Kai+: QCF+K
DESPERATION MOVES:
(AA)Ura 108 Shiki Orochinagi+: QCBHCF+P
NEO MAX:
Ura 121 Shiki Ama-no-Murakumo: (QCF)x2+LP+HP

Notes:

  • Super Cancel: 108 Shiki Yami Barai, 100 Shiki Oniyaki, 101 Shiki Oboroguma
  • Drive Cancel: 100 Shiki Oniyaki, 212 Shiki Kototsuki You
  • Max Cancel: Ura 108 Shiki Orochinagi
  • Kyo doesn't run in the EX 212 Shiki Kototsuki You.
  • If the Ura 108 Shiki Orochinagi is on the ground, you can charge it holding P but with no effect on damage. For the EX version, you need to hold both punches.

Benimaru Nikaido:

THROWS:
(C)Catch and Shoot: close, b/f+HP/HK
(OA)(C)Spinning Knee Drop: ub/b/db/uf/f/df+HP

Part 4

Dive into Part 4 of The King of Fighters XIII guide, mastering command, special, desperation, and Neo Max moves for Benimaru, Goro Daimon, Iori Yagami, Mature, and Vice.

Alright, let's break down Part 4 of our King of Fighters XIII journey! This section is all about getting you familiar with the nitty-gritty of some seriously cool characters: Benimaru, Goro Daimon, Iori Yagami, Mature, and Vice. We're going to go through their unique movesets, from basic command attacks to their devastating Desperation and Neo Max abilities. Knowing these is key to really understanding how to fight with them, or how to fight against them!

Benimaru Nikaido

Benimaru's got some slick moves that play with lightning and quick kicks. You've got your standard Jacknife Kick (f+LK) and the aerial (OA)Flying Drill (d+HK). For specials, the Iai Geri (QCF+K) is a solid go-to, and you can follow up with Handou Sandan Geri (d,u+K) or the powerful Super Inzuna Kick (DPM+K). Don't forget his projectile, (AA)Raijinken (QCF+P), and his command grab, (C)Benimaru Collider (HCB,f+P). For more rushdown, try Benimaru Lancer (QCB+P). When you're ready to unleash hell, his Desperation Move is the Raikoken ((QCF)x2+P), and his Neo Max is the electrifying Raiohken ((QCF)x2+LK+HK). Keep in mind you can Super Cancel Raijinken and Handou Sandan Geri, Drive Cancel Iai Geri and Handou Sandan Geri, and Max Cancel the Raikoken.

Goro Daimon

Goro Daimon is all about powerful throws and ground-based attacks. His command move is the Zujou Barai (df+HP). His throws include the standard (C)Okuriashi Harai (b/f+HP/HK). For specials, he has the command grab (C)Tenchi Gaeshi (HCB,f+P), the anti-air Kumo Tsukami Nage (HCF+LP), a ground pound with Kirikabu Gaeshi (HCF+HP), and a powerful ground-shaker with Jirashin (DPM+P). He also has a defensive move, Chou Ukemi (QCB+K), and another command grab, (C)Oosotogari (DPM+K). His ultimate Desperation Move is the massive (C)Jigoku Gokuraku Otoshi ((HCB)x2+P), and his Neo Max is the counter-focused Kyouten Douchi ((QCF)x2+LP+HP). Note that Oosotogari can be Super and Drive Canceled, and Jirashin (using HP) acts as a feint.

Iori Yagami

Iori brings his signature aggressive style. His throws include the classic (C)Sakahagi (b/f+HP/HK). Command moves feature the quick Yumebiki (f+LP, LP), the close-range (OA)Ge Shiki Yuri Ori (b+LK), and the advancing Ge Shiki Kui (df+HP). For specials, you've got the anti-air Nue Uchi (DPM+P), the zoning tool Shogetsu (QCB+P), the leaping Akegarasu (QCB+K), and the command grab (C)Tsuchi Tsubaki (HCF+HP). His devastating Desperation Move is the Maiden Masher (QCFHCB+P), and his Neo Max is the flashy Yatagarasu ((QCF)x2+LK+HK). You can Super and Drive Cancel Nue Uchi, Shogetsu, and Akegarasu. The EX Shogetsu has projectile invincibility, and Akegarasu is only active when Iori connects with the opponent.

Mature

Mature is a fast, tricky character with some sharp attacks. Her throw is (C)Death Blow (b/f+HP/HK). Her special moves include the multi-hitting Despair (DPM+P), which can be followed up with Despair Tsuika (P). She also has Death Row (QCB+P) which hits multiple times (x3/5), and the projectile-like Metal Massacre (QCB+K). Her unique projectile is Ebony Tears (QCFHCB+P). For Desperation Moves, she has Heaven's Gate (QCBHCF+K) and Nocturnal Lights ((QCF)x2+P). Her Neo Max is Awakening (QCBHCF+LP+HP). You can Super Cancel Death Row and Metal Massacre, and Drive Cancel them as well. Max Cancel Heaven's Gate and Nocturnal Lights. Remember, the HK and EX versions of Metal Massacre only hit up close.

Vice

Vice is known for her powerful grabs and aggressive pressure. Her throw is (C)Death Blow (b/f+HP/HK). Her command move is the quick jab, Dokken (f+LP). Unfortunately, the source text cuts off before detailing Vice's special, desperation, or Neo Max moves. We'll have to pick that up in the next section!

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