Approximate amount of time to : 50+ Hours (Greatly Depends on Fighting Game Skill Level)
Minimum number of playthroughs needed: 4 Story Mode / 2 Arcade Modes / 30 Time Attacks / 1 Survival Mode / 200 Trials / 300 Online Matches
Number of missable trophies: None
Glitched trophies: No
Do cheat codes disable trophies?: No Cheats
Does difficulty affect trophies?: No
Welcome to King of Fighters XIII the latest additional to the King of Fighters franchise developed and published by SNK Playmore. The game has been brought overseas thanks Atlus and has been given. If anyone was following the storyline behind KOF you will be happy to know that in this release they will be concluding the Ash Saga that started back in King of Fighters 2003.
The previous game, King of Fighters XII was labelled with having one of the worse netcodes brought upon to a fighting game. Just like its previous games King of Fighters XIII will continue to use the GSS netcode from Future Interactive Network Entertainment (F.I.N.E), while the service for the netcode is still the same they have made adjustments to make the online better or at least bearable to the serious gamer however the adjustment is only really noticeable with two good connections.
Trophy-wise the game has a large amount of trophies that are pretty straight forward and can easily be done after putting a certain amount of time however the two trophies that will be the bane of players existence are Yeah! I did it! and Yes! I'm the best!, Just like modern fighting games today they are bringing a trial mode which has been regarded as the hardest trials modes to surface among all others and then winning 10 ranked matches in a row may not be so hard for experienced players but the netcode in the game goes back and forth and with a game with strict timing such as KOFXIII you need a flawless connection to be able to play efficiently.
Arcade to Console Changes:
Before being porting to the new generation consoles King of Fighters XIII was a game in various Arcade Cabinets, upon porting the game over it seems SNK Playmore decided to make various changes to the game just like a patch to the game before completely bringing it over. This changes not only include Character balances but minor system mechanics such as:
Neo Max uses 2 power meters now (3 Meters when not in Hyper Drive)
A popular change in most fighters is the Hit Stun on attacks, the hit stun has been reduced on normal jump in attacks making it harder to link or combo moves off each other.
Air Specials have decreased start up frames making them come out faster
You get more meter when you are hit or block an opponents attack making it easier to escape from tight pressure situations. Added to this the recovery start up of your meter has been reduced however the pace of the recovery is slower.
Backstepping has been given 1 airborne frame making it a good move to avoid strong oki's (attacks on wake up)
If you are interested in knowing the changes in regards to Character Balances from the Arcade to the Console please refer to the following links:
When fighters come from the arcade to the console we can of course expect a couple new modes to come with it. In this port we got quite a few however there were a lot of important modes that were absent. In single player we received some common modes such as:
As for as online modes we got the traditional Ranked Match and Player Match however the game lacks a Spectator mode of any sort which may be understanding given the netcode and the amount of focus the netcode may need on the actual matches opposed to spectators. The also gave us the ability to save our online replays but there is no way of sharing it online, it serves more of a way to study up on your past mistakes or to upload and share later on youtube given you have a capture device of some sort.
There has also been an addition of characters from the arcade version; Billy and Saiki, who are unlockable character which will be elaborated on within the guide.
Understanding King of Fighters XIII (Mechanics Tutorial):
Unlike the Capcom games we don't see many new releases for SNK's games so it might be hard to understand the concept for most players. When online play was introduced and started to be widely used King of Fighters XII was the subject to build its community as the newest addition to the series to come out at the time however fell through due to its horrible online play as many players mentioned when playing it on release. King of Fighters XIII's online play as been tested and it may not be flawlessly perfect but its manageable now to have decently good online play.
King of Fighters XIII as be regarded by many as a mix up of Street Fighter IV and Blazblue, the matches can move at a faster pace much like Blazblue however that doesn't mean you can just mash out your combos. You have to utilize basic fundamentals such a footsies and spacing, combo links are strict on timing like Street Fighter if not harder.
3 on 3 Matches: King of Fighters is a team based fighting game however it holds nothing like Marvel vs Capcom 3. In Marvel vs Capcom 3 you can switch between your characters and use them to assist the current character in battle while in King of Fighters it is like a turn based system. Players will select a team of 3 and then the order of their team, so lets say you have Athena, Yuri & Kula on Team 1 and K, Kyo and Ash on Team 2. Athena and K will face off, the losing team tags their next character in while the winning character stays, the winning character keeps an damage and health reduction they took during the previous match with a slight recovery to that health for winning and they will continue the fight from their. This pattern will continue until each member from each team is knocked out, a full match will take 3-5 rounds guaranteed. Each round has a 60 second timer opposed to the regular 99 seconds in other fighters due to the amount of rounds we must play to win.
Jumps and Hopping
While this may not make sense to some it is actually an important aspect of KOF and its being able to control your jumps and hops. Jumping is normally performed by pressing or you can super jump by holding briefly before jumping. Regular jumping is a universal tool in fighting games for cross ups and defensive tools to avoid attacks, super jumps are faster and help close the gap between both you and your opponent however you become very vunerable to attacks.
Now the more important topic in this regard is Hopping, just like regular jumping you press however you tap and release it ever so lightly. Hopping is a great amazing tool as it safe way to get in offensively on your opponent opposed to regular jumping, super hopping is the exact same way with super jumping. Controlling your jumping and hopping is a very important element in competitive play.
Guard Cancel Blowback Attack
This move is a move that can only be done in blockstun, how it works is you press + while you are being attacked and it will push the opponent back resulting in a soft knockdown and dealing a small amount of damage. This does take up a bar of meter however its a good way to get out of pressure, don't be to reliant on this though as it can be baited out and punished wasting a complete bar of meter.
This is a basic mechanic taught to you during the tutorial. To roll you press + while holding or . Rolling has invulnerability on start up and is a great way to get in on projectile spammers or to cross up your opponent however the downside is that knowledgeable players know when to expect a roll and will punish it, the recovery on a roll is too long for you to block in time. Use it every so often but don't relay on it as your main tool on getting it in, if you see a proper opening roll in closer for a combo.
Now there's another roll known as Guard Cancel Rolling which is similar to that of the Guard Cancel Blowback Attack where it using during blockstun however instead of pressing + you press + to perform a Guard Cancel Roll. Just like the Blowback Attack this is will take up a bar of meter and is great to get out of common blockstring pressure and is unpunishable, depending on the opponent you can either punish the them with a combo or if your opponent is a smart player they would have used a much safer blockstring and will be able to throw you or put you into a cross up situation.
or other resources to help you become a better King of Fighters XIII player please refer to the following links:
In this guide you will see different button icons for various punch and kick inputs. Following default controls here is what each icon means:
: : : :
As most other fighting games the steps to obtaining Platinum can be done in any order you wish however it would be good to be knowledgeable of the long term trophies that need to be unlocked while playing certain modes. Those long term trophies will be detailed below. Before getting started too make sure you have your options set to following:
Difficulty: 1 (Very Easy)
Timer: 30 seconds
These trophies involve in-game actions that involve the use of moves and actions a large amount of times. There are moves that are as easy as 100 Special moves and then some as long as 50 NEO Max Super Special Move Finishes which require a lot of meter grinding. With that said keep these moves in mind when playing through Arcade mode and if you don't finish them all while playing arcade you can grind them out in Versus. Here are the following long term misc. in-battle trophies:
Strength? Spinning! Yahoooo! Yeeeeaaah! Hey! Play time is over! And the final blow…! Come back later! Mission Complete! Piece of cake! Heheh. Not bad.
After completing all your Arcade and Story related trophies you can grind out the rest of these trophies by going into versus mode. In versus mode after character selection you can select handicap options, give yourself Level 5 (power stocks and HD gauge at MAX) and give your opponent Level 1 (50% health). With these settings you can easily boost the "Finishes" trophies and with MAX Gauge you can easily grind out your Cancels.
These next few trophies are like in-game movesets, they are known as Target Actions and are displayed at the top left of your screen in Story and Arcade battles. You have to perform a grand total of 300 of these, while some players may not take mind to it keep in mind that completing these will increase your gauge which will make make story and arcade progression faster. The following trophies correlate with Target Actions:
Show me what humans are made of… What's wrong?
These trophies are a couple freebies upon starting the game. I would be wise to go through the Tutorial right away just so you get a little feel and understanding of the basics especially if you're new to the game. Customization lets you set your online player card options and lets you have fun giving characters new color palettes. During this step you will unlock the following trophies:
You're not so bad! It's about time to start! Here I come, buddy!
The story mode will continue where the previous games left off continuing the Ash Saga. While previous players may enjoy it newer players may feel the need to skip the details and jump straight into the action. You will need to play through certain Story scenes multiple times and select different options that you can branch off to achieve 100% completion in Story mode. The only story mode trophies in this step are:
Let's see what you've got… Do you understand now?
During arcade mode you have very few trophies you must unlock. Arcade mode is a very good mode to grind Target Actions towards What's wrong? as well as the other misc. in-battle trophies as the Target Actions will build you meter much faster than regular play. During this step you also be able to unlock the following console exclusive characters:
You will require a minimum of two arcade runthroughs at most however if you are an inexperienced player you may be doing much more through trial and error or you may be returning simply to grind out trophies. During this step you can unlock the following trophies:
Hey, hey, hey! Great You can't win against me! How was it? This is... my victory!
This section is split up between 3 different options within Mission Mode. In "Mission" we have the following modes:
Obviously these modes will be difficult for the casual gamer, Time Attack and Survival won't as hard for experienced players however King of Fighters XIII's trial mode proves to be the hardest of any other fighting game, you may not have to complete them all but completing a good amount is still hard.
Time Attack: In time attack you will be facing a set of randomly selected CPU Opponents as if you were playing Arcade Mode. There is a total of 10 stages per run, the difficulty isn't too hard even for the casual gamer. Time Attack works as a shorter Survival mode, any damage you take is reflected in your next stage but with a slight health regeneration. You can easily poke out each opponent with . You need to complete Time Attack with 30 different characters for these trophies. Here are the trophies that correlate with Time Attack: Looks like I was just on time. You can't compare to me. Survival Mode: Survival mode is an endless mode of opponents whom you continue to fight. Any damage you take in a stage is reflected in the stage after with a small health regeneration. As you defeat every 5 CPU-opponents or so the difficulty of the more increases. There are no saves in survival mode so you have to do it in one sitting and hope you don't lose. Here are the trophies that correlate with Survival Mode: I will execute my mission! I'm enough for this job! Trial Mode: Just like many fighting games today there will always be a mode where you must complete various combo challenges with each character, in King of Fighters XIII they are known as Trials. King of Fighters is said to be the hardest of all trials as the timing is VERY strict in this game opposed to fan favorite fighter Street Fighter IV, you are graced with not having to complete all the trials but nontheless even moderate players will have trouble getting pass 4 or 5 of each characters trials. You can earn the following trophies in Trial Mode: That should do it! Yes! I'm the best!
King of Fighters XIII'S netcode isn't an amazing one and would definitely be an issue to those looking to get trophies without the assistance of boosting. To help narrow what can and cannot be boosted here is a list of the boostable trophies that can be done in Player Matches: Let's play warrior! Go easy on me! Good! Hehe... hot, wasn't it? I shall not waver! Yeah! This was just a greeting! Doesn't it feel good? Isn't this fun, eh? Excellent! Boosting can be quite tedious because of the 3 on 3 team matches if you and your boosting partner were to try it all in one sitting it should take about 7+ hours to complete all 300 matches for the above trophies. These next few are ranked match specific trophies, the problem with these trophies is that they are for getting consecutive wins and with KOFXIII's netcode this may be troublesome to even the regulars of fighting games. The trophies for ranked matches are: Okay! Number 1! Yeah! I did it! If you need to look for a boosting partner please refer to the Trophy Boosting Thread.
By now you should have all the trophies for the game however some players may be missing a couple of the misc. in-game trophies or even the SS ranking trophy so for this step you'll be cleaning up anything you are missing to finish the game. Yay! Perfect! Hmph... this is only natural. Time will soon turn to ashes... After all, you're just trash. THE KING OF FIGHTERS Conclusion:
Overall King of Fighters XIII is an excellent fighting game that should be more recognized by the fighting game communities. Sadly the netcode for the game prevents those who are online warriors to get proper match up experience a lot of the time due to the strict timings for the combos. Trophy-wise this isn't an easy at all but if you can manage the trials you should be fine and hold a very honorable platinum.
[PS3T Would Like to Thank Setsuna for this Roadmap]
Target Actions are simple commands or actions that are optional in battle. Fulfilling Target Actions give you an increase of 10,000 points in Arcade mode as well as a 50% increase to your Drive and Power gauge. Here are some examples of the early Target Actions:
Jump 3 Times
Perform 3 forward or backward ROLLS
Perform a COMBO with 3 hits
Hit your opponent with 3 hits of Normal Attacks
Hit your opponent with a Special Move
Hit your opponent with a EX Special Move
Hit your opponent with a Desperation Move
Perform a Drive Cancel
From these some of them may increase in number such as increasing the amount of Jumps, Rolls or Normal Attacks. When doing the Normal Attacks, Special Move, EX Special Move and Desperation Move the attack can be blocked by the CPU opponent and still count towards your Target Action progress. Perform as many as you can when playing Arcade mode and it should unlock over time after a playthrough or two.
Note: In Story mode they display Target Actions as well during the matches, the Target Actions from this mode count towards your progress as well the progress will not add to the total amount until you play in Arcade Mode.
Hit 100 times using Special Moves (Arcade, Versus)
Just like in all other fighting games characters have Special Moves that can be performed through specific inputs and rotations. Using these Special Move do not require any meter or special criteria so you can spam it out until you get your trophy. Each character has there own list of special moves, some lists may hold more special moves than another. As an example here is a list of Kula's Special Moves:
Crow Bites: + /
Diamond Breath: + /
Counter Shell: + /
Ray Spin: + /
Lay Spin (Stand): Continue with
Lay Spin (Sit): Continue with
You can view a characters Special Moves by pressing and selection Command List in the menu. These moves are very unsafe on block and can easily be punished into big damage so don't throw these out so recklessly. Use these moves as combo enders from normals or punish with a special move when your opponent whiffs their own special move.
After completing all your Arcade and Story related trophies you can grind out the rest of this trophy and all trophies below by going into versus mode. In versus mode after character selection you can select handicap options, give yourself Level 5 (power stocks and HD gauge at MAX) and give your opponent Level 1 (50% health). With these settings you can easily boost the "Finishes" trophies and with MAX Gauge you can easily grind out your Cancels.
Hit 100 times using EX Special Moves (Arcade, Versus)
An EX Special Move is an enhanced version of a regular Special Move that costs 1 stock of the power gauge to perform. Performing the EX of any move is simply done by pushing both buttons of that move for example Kula's Diamond Breath you input and or , to use the EX Varient you push instead.
Using an EX Special Move with enhance a move in various ways depending on what the Special Move is such as damage and speed the biggest benefits to use an EX Special move is it's added invincibility and the reduced start up time for the move to come out. Most EX Special Move's are much safer to use then a regular Special Move as it will give you enough time after the animation to block.
Hit 100 times using Super Special Moves (Arcade, Versus)
A Super Special Move (also known as a Desperation Move) is like the name says, A Super Attack. Most of the King of Fighters XIII character cast has 2 Super Special Moves, few have only 1, Crimson Ash and Saiki exclusively have 3. Every Super Special Move cost 1 power stock and will emit a flash upon using one. The inputs are usually vary from move but most of them are similar to others inputs. Hers is an example showing off Yuri Sakazaki's Super Special Moves:
Haoh Shou Kou Ken: + /
Hien Hou'ou Kyaku: + /
As you can see the rotations are pretty radical compared to regular Special Moves. Because Super Special Moves take up 1 power stock to use it would be best to better utilize them at the end of your combos as they are easily noticeable as a starter. Unless your opponent is obviously pushing buttons there should be no reason for a flat out Super.
Hit 100 times using EX Super Special Moves (Arcade, Versus)
An EX Super Special Move is like what an EX Special Move is to a Special Move. The move will consume 2 power stocks opposed to the 1 from a regular Super Special Move. Performing the EX of the Super Special move, just like a Special Move, is simply done by pushing both buttons of that move. Here's an example using one or Kula's Super Special Move:
Diamond Edge: + /
EX Diamond Edge: +
Just like the EX Special Moves, an EX Super Special Move would be safe to use even if blocked however due to it costing 2 power stocks you don't just want to throw it out. It is a good idea to use it as a punishing tool if you know your opponent is going to dragon punch out of your oki or if you see them with a habit for throwing out random Specials.
Hit 100 times using NEO MAX Super Special Moves (Arcade, Versus)
A NEO MAX Super Special Move is highest tier of special moves. A NEO MAX costs 3 power stocks to use (2 if you are in Hyper Drive Mode, using it in Hyper Drive mode will also consume the rest of your drive gauge). Each character has one NEO MAX, the requires may be drastic but the inputs generally look like a EX Super, for example here is the input for Athena Asamiya's NEO MAX:
Psycho Medley 13: +
NEO MAX are best used as combo enders and can be used as a punishing tool as it comes out extremely fast. If you use it as a punishing move with unscaled damage it can deal quite a bit of damage putting the favor of the match almost completely on your side depending on how the match was already going.
A straight win refers to winning 10 victories in a row without losing, so if you were doing 3 on 3 matches you would need to play 4 matches performing a One Character Victory in first three matches and then finishing off the first character of the fourth match. If you have a second controller you can easily get this from beating up the lifeless 2P or you can play against the CPU on VERY EASY difficulty in Versus with the same set up used to grind cancels described in the roadmap and spamming projectiles such as Takuma's Ko-OuKen ( + / ) or Athena's Psycho Ball Attack ( + / ) that go full screen.
Get 50 NEO MAX Super Special Moves Finishes (Arcade, Versus)
For these trophies you have use a Super Special/ NEO MAX Super Special Move to finish off your opponent for that round. Please refer to the following trophies on how to use each of these moves:
Super Special Move: Yahoooo!
NEO MAX Super Special Move: Hey!
When you perform a Super Special/ NEO MAX Super Special Move Finish the background will flash like a firework in the background. Super Special finishes will have a multi-color flash and the NEO MAX will have an all orange flash to its finishes.
Drive Cancel's are a faster more confirmed way of linking two of your Specials together opposing to learning strict timing doing them with a Drive Cancel. Drive Cancels consume 50% of your drive stock to use. You cannot use a drive cancel if the first special is blocked or just missed outright. Projectile and Throw Specials cannot be drive canceled out of however can be cancelled into from an applicable Special. Here is a quick example of a Drive Cancel with Athena:
Phoenix Arrow ( + ) > Psycho Sword ( + )
Normally the two moves wouldn't be able to connect but with the Drive Cancel they can. You cannot Drive Cancel into the same move however you can Drive Cancel a Special into the EX version of that Special, Here's an example using Kula:
Ray Spin ( + ) > EX Ray Spin ( + )
Finally a nice tip is that you can hold down a button after using a Special Move, the game will still read register after the rotation for a few more frames, Here's an example using Kula:
Counter Shell ( + ) Hold >
The DP input while holding from the last Special will result in Crow Bite making it much easier to get pass the strict timing that comes with using Drive Cancels. Now with Drive Cancels be sure to use it wisely to extend combos as it does take up a Drive gauge stock. A good example is say you accidentally whiff a Special Move that you have a weak or no combo to, you can drive cancel it into a Special you can continue off of making it a good use to prioritize damage. It can also be used well to extend combo enders if it ensures your victory.
A Super Cancel is when you cancel a Special Move into a Super Special Move. Doing this will consume 1 power stock and 50% of your drive gauge. Unlike the Drive Cancel you Super Cancel from projectiles and throws and even if you were to miss the initial Special Move outright. Here is an example of a Super Cancel with Kula:
Diamond Breath: + / > Diamond Edge: + /
When you successfully perform the Super Cancel it will show the sign "Super Cancel" on your side of the screen. Super Cancels can't be used as a punisher using the initial unsafe Special Move as a bait to catch the opponent off guard or like the Drive Cancel using it to finish a long combo off with big damage.
To perform HD Cancels you must first be in Hyperdrive mode which can only be when your Drive Gauge is 100% full after that press . Your character will have a dim yellow glow in this mode. What makes this mode so amazing is that you can perform Drive Cancels and Super Cancels at only 10% of the drive gauge cost opposed to original 50%, any Drive Cancels and Super Cancels you perform in Hyperdrive Mode will be known as HD Cancels and will count towards the progress of this trophy. Be wary though as the HD gauge slowly decreases the longer you are in it. In this mode you will also be able to use a MAX Cancel which will be detailed under Heheh. Not bad.
Ultilize HD Mode's Potential:
All Normal and Special Moves can be Super Cancelled (HD Cancelled) into big damage so hit confirming it very important once you hit this mode. Once your enter HD your opponent is sure to keep their guard up so when looking for an opening if you can hit confirm your moves utilize it to get the most out of all your hits before HD runs out.
You can even confirm sweeps into big damage and various Target Combos using the HD Cancel.
To perform a MAX Cancel you must first be in HD mode which is detailed under Piece of cake!. A Max Cancel is a cancel from a Super Special Move to a NEO MAX, You cannot max cancel from a normal or a special mode. Normally NEO MAX moves cost 3 power stocks however due to HD mode it will only cost 2 stocks of meter. Most characters in the cast of a max limit of 3 stocks which is why this is one of the only ways of using a MAX Cancel. Here is an example of using a MAX Cancel with Kula:
Diamond Edge: + / > NEO Freeze Execution:
Just like the Super Cancel you can still MAX Cancel off the Super even if it were to be blocked or even whiffed entirely. Here is an example of an easy MAX Cancel using Kyo Kusanagi:
You can only get this trophy playing through Arcade Mode. After your matches you are given points for various factors within the match such as:
You need to earn about 400,000 Total Points in order to achieve an SS Rank. Before playing in Arcade mode go into your options and put the following game settings on:
Difficulty: Very Easy
These settings are practically universal when getting most of your trophies however the only change is the timer. You want there to be more time on the clock when you defeat each opponent so it can go towards your Time Bonus, this will be the source of a majority of your points.
For each perfect you get per round and for each character you defeat with your first character you get 30,000 points so if you were to OCV the entire team without taking an damage that is a possible 180,000 points you can earn from Perfect Bonus and Winning Streak Online. The Life Bonus will correlate with this as well.
Finally you have the MAX Combo factor, you get 1,000 points for each hit of your longest combo. The easiest way to build this up is to finish off the opponent with your characters NEO MAX, most of not all NEO MAX's in the game have are high multi-hit attacks.
Note: This trophy will not stack and unlock Time will soon turn to ashes... for you. If you need to earn an S rank manipulate your score by reducing the time, allowing yourself to lose your perfect or win streaks.
In the tutorial you have two Tutorial Systems you must complete for your trophy:
The Basic System teaches you movement, how to jump and hop, roll, the basic fundamentals to moving when playing KOFXIII. While it is pretty basic stuff learning your hops will be very important as mentioned in the roadmap.
The Gauge System may be a bit difficult to those new to King of Fighters XIII. The biggest difficulty with the Gauge System tutorial is getting the timing on the Drive Cancel and MAX Cancel. Through a little trial and error you will come to understand the timing with the cancels, you have to input them REALLY FAST for the cancel to happen.
During the Tutorial you will see two unique icons that aren't in Trial mode:
: Drive Cancel
: MAX Cancel
These icons don't mean anything special they are just there as an indicator of what will happen once you do the input correctly. Additionally there is one more icon that may unknown to new players:
: Hyper Drive Mode
This icon should appear at the end of the Gauge System Tutorial, all it means is that you must go into Hyper Drive Mode which is done by pressing .
Under Customization select Profile, from here you have three options to edit:
Customize Team allows you put a preset 3 character team attached to your profile so that anytime you play online you have the option to just select your profile team opposed to selecting each individual character separately. Your Icon is just your KOF Icon that players will see in the pregame lobby before you face team as well as the Custom message right next to it which could say things like "Thanks for the games" or "Training" and whatever else is in the preset list of Messages. After you have set a profile team, icon and message the trophy will unlock.
To "create" 10 characters you must select Character under Customization from the main menu. Here you will be able to create multiple color palates for each character in the game. To unlock more colors and special items for certain character you must continue to use that character in various modes, once you have selected team 40 times they will have star show up next to their name indicating you have unlocked everything for them.
After you finish customizing a character press to confirm the changes and save it, do this for 10 characters and your trophy will unlock.
To face Billy Kane you must fulfill certain criteria in ARCADE. During each of your rounds before the end of Match 3 you perform as little Target Actions as you can, on average 2 per round is good. Once reach Match 4 the screen should prompt you with a "New Challenger" and Billy should be your 1 man team opponent.
To face Saiki you must fulfill certain criteria in ARCADE. During each of your rounds before the end of Match 3 you perform as many Target Actions as you can, on average 6 per round is good so long as you end with 50 Target Actions before Match 4. Once reach Match 4 the screen should prompt you with a "New Challenger" and Saiki should be your 1 man team opponent.
To face Ash you must fulfill certain criteria in ARCADE. During each of your rounds before the end of Match 5 you perform as many Target Actions as you can just as you did with Ash. After performing enough you should be prompted with a "Here comes a new challenger" after Match 5 in Arcade Mode.
For this trophy the best possible settings to play under would be:
Difficulty: Very Easy
Timer: 30 Seconds
During the first 6 matches you can easily zone out the opponents with projectiles however the real challenge is with Saiki and Dark Ash. Against these bosses you want to utilize the 3 on 1 playing field. With your first character you want to get as many good sweeps in on him as you can, whenever Saiki or Dark Ash looks as if they are in a walking animation towards you once they get close enough hit them with a for moderate damage and continue this cycle. Don't try to go in attacking especially if you are unsure of yourself as a player, Saiki and Dark Ash have deadly projectiles and can move quite freely. Keep your defenses up while throwing out the when they get too close and run out the time with more health then them.
While this may sound like a you have quite the handicap if you do so happen to fail. Whenever you lose you have the option to select one of these Continue Services:
POWER GAUGE - HD GAUGE MAX
CPU's Life Reduced by 75%
Attack Power Up - Defense Up
Out of the 3 beneficial bonuses the best would have to be CPU's Life Reduced by 75% as it means 75% less work for you to defeat the opponent. Also to fight the final bosses Saiki and Dark Ash you must accumulate at least 2,500,000 in your arcade score by the end of the sixth match, if you can avoid building your score you can avoid two frustration boss battles, if you can't avoid them utilize the Continue Services.
Time Attack is a mode where you face a set of random characters for 10 rounds, any damage you take during each match will carry over for the next match with a slight health regeneration from that damage. The opponents of Time Attack are pretty advanced however their defense level is pretty low. Simply hopping and spacing them out with fast and then once your pokes no longer reach them you can go in for sweep for decent damage. After that sweep you can go in for another jump in attack and repeat for each of your matches.
Some characters may not have such a fast so you may just want to defend and rely on your sweeps using your own good judgement on when you think its safe to pull it out.
Survival Mode is a endless mode where you continue to face enemy CPU characters until you die out. Just like in Time Attack any damage you take during each match will carry over for the next match with a slight health regeneration from that damage. The difficulty with Survival Mode slowly increases with every 5 victories, once you hit 30 wins the opponents become quite challenging which is the point before your trophy.
A good character to use for this trophy would be Goro Daimon and his Jiraishin ( + ) The is a feint and you really don't need to worry about fooling a CPU opponent so don't worry about using that version.
Goro Daimon's Jiraishin's earthquake is an excellent full screen attack and hits any moving and unblocking enemy, the downside to his move is that it leaves him open to opponents who jump in on him. Once you get to the later stages you don't want to spam it out too much otherwise you'll get caught up in big damage. Use any meter you get to perform the EX Jiraishin ( + ) which will come out faster however it'll still do close to the same amount of damage.
Please refer to Yes! I'm the best! for more information. The easiest character to perform all the trials for would have to be Maxima, His trials give you a little time in between inputs to time the moves unlike other character's challenges where you have to input them out at fast speeds and with the games strict timing.
For this trophy you must complete 200/330 (360 including DLC characters) trials which isn't entirely bad however King of Fighters XIII has proven to be tougher than any other fighting game trial mode to date. The game gives you a lot of room for mistake but even so this proves to be a very daunting task. Unlike some other trial modes you can however add your own moves and cancels into the combo so long as you do the combo order in that order, anything added in between is fine. Here is an example with Takuma Sakasaki:
As you can see there were additional moves added into the combo without penalization, some combos may already be hard as is but if you can find ways around strict timing links at least you won't be penalized for it.
If watching the timing from Vespers videos aren't enough feel free to as the rest of the PS3T for tips at the Trial Mode Tips Thread as some of them may have successfully completed trials that you are having trouble on .
You can view your trial completion progress under "Player Date" in your Player Records in the main menu. Your progress will be displayed in percentages, here are the numbers you'll need to reach for your trophy depending on the characters you have unlocked:
31 Characters: 64.5%
32 Characters: 62.5%
33 Characters: 60.6%
There are 3 DLC Characters whom should have Trial mode missions bundled with them, purchasing all 3 will give you more of a chance at unlocking the trophy however they do not add to the percentage ion the menu so you will have to manually keep count of how many you have added from them.
For this trophy you must simply create 10 player match rooms in online mode. From the main menu select "Playstation Network" and then select Player Matches. Create a room and then simply exist out , recreate the room 9 more times and the trophy will unlock. Unlike Super Street Fighter IV you don't need to play any matches for the created rooms to register.
For this and all the above trophies you must simply play out 300 online matches from start to finish whether you win or lose. This may seem like a tedious task but think about it this way, if you decide to boost the 100 online wins with someone that almost means you need to boost them 100 wins too, that's 200 matches played right there. Then you need to win 10 ranked matches in a row for Yeah! I did it! which leaves you with 100 matches for trial in error when you aim for the 10 wins.
The biggest difficulty in going for this trophy is dealing with King of Fighters XIII's netcode. As mentioned multiple times this game has very strict timing and fast inputs, trying to use high level combos may be difficulty making this a difficult feat for moderate players. Please utilize these tips in approaching Ranked Match:
Team Order While this may not be like Ultimate Marvel vs Capcom 3 while you don't have nasty assist everywhere so it may not seem like team order matters... it actually does. The two important character of the team will be your point character and your anchor (first and last character). Depending on the characters on your team you want to have a good meter building character on point for a anchor character such as Kyo Kusanagi who can make use of all that meter. Your middle character is sort of like a neutral between meter building and actually using the meter but you don't want to leave your last character with no tools at their disposal.
Gauge Management Remember that the gauge doesn't fill up as fast as games such as Blazblue and Ultimate Marvel vs Capcom 3, while it does give us much more than Street Fighter IV the same also applies to your opponent so look out for his and your meter and look out for any drive cancel mix ups that may pull out.
Spacing / Footises Just like in various other trophies you want to space out your opponent well with attacks and throw out a when you see an opening.
Match-Ups Know the characters you are going up again, know how fast their projectiles are, how well their pressure game is and how your character(s) can manage against it. Only through experience will you be able to understand your characters capabilities and how they should be approaching specific other characters.
Quit to the XMB: I DO NOT RECOMMEND THIS METHOD, KOFXIII's was already easily the target of constant disconnections due to the 3 on 3 matches giving players more than enough time to decide to escape to the XMB. Your win streak towards this trophy will still be maintained even after you disconnect to the XMB during a match however this will give you a bad reputation.
I do not encourage players to ragequit using this method for the sake of their trophy however if you are feeling desperate and want to maintain a high win streak (such as 8 or 9) for your trophy than you have the option to do so.