https://dreamcancel.com/w/api.php?action=feedcontributions&user=Sunset+Sullivan&feedformat=atomDream Cancel Wiki - User contributions [en]2024-03-28T08:56:31ZUser contributionsMediaWiki 1.37.1https://dreamcancel.com/w/index.php?title=XV_Broken/Ryuji_Yamazaki&diff=61531XV Broken/Ryuji Yamazaki2023-02-17T01:30:41Z<p>Sunset Sullivan: /* Pit Viper */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a devastating mid-range character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear.<br />
| pros= <br />
* '''Devious Neutral''': All of Yamazaki's approach and defense options in neutral are excellent and offer high reward. His pokes are solid, his j.D is an amazing jumpin, he has numerous huge anti-air buttons, and Serpent Slash alone is one of the most messed-up specials in the game. Playing a proper Yamazaki can let you control the screen and adapt to any matchup.<br />
* '''Huge Toolbox''': Yamazaki has a special for everything. Serpent Slash controls the ground and sky very well, while his reflector lets him counter zoning and his counter stance can punish mash-happy players. On offense, he has a command grab ''and'' an instant overhead that causes HKD, allowing him to consistently mixup his opponents very easily.<br />
* '''Excellent Pressure''': Using 623D > 214BD lets Yamazaki stay very plus, giving him great stagger and corner pressure in general. His variety of options and high reward on hit make him very frightening to deal with up close. <br />
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand.<br />
* '''Meter Dump Damage''': Yamazaki is infamous for how much reward he gets off of meter dumps, whether that be his EX Specials or his Pit Viper super. The flexibility with which he can dump meter means that he can generally play any role and do above-average damage. Pit Viper alone is an absurd super as it deals ''unscaled damage'' through poison, giving him ''huge'' conversions if he has a meter bank. <br />
* '''Any Position''': All of the above points boil down to a character that can play any role and excel. On point, his meter gain and strong neutral can secure an early lead. On mid, his meter dumps and great metered corner carry can easily defeat the enemy point or mid while reserving bar for your anchor. On anchor, his full meter dumps are easy to perform, deal incredible damage, and he can easily convert any of them into good pressure or push for a kill. <br />
* 🔥🔥🔥: Just look at that coat.<br />
| cons= <br />
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure.<br />
* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge.<br />
* '''High Difficulty:''' While every aspect of Yamazaki is strong, every aspect of him also requires a lot of forethought and executional prowess. <br />
** '''Complex Execution:''' Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a 6B cancel confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. While his combos aren't very hard, his pressure will put the weight of the world on your hands.<br />
** '''Committal Neutral''': Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all ''by far''. Yamazaki has numerous neutral tools that are all good, but many are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punish his poor neutral plays.<br />
** '''Bad Defense''': A lack of a meterless reversal and slow abare buttons make it so that Yamazaki crumbles on pressure if you aren't careful. His huge frame makes him a prime target for overheads and defensive air-to-airs if he tries to jump out of the corner, so defending as him can be a nightmare. <br />
}}<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Kachikomi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Whackdown Wallop - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Eviscerator - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slam - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Serpent Slash - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
┗Serpent Slash (Keep) (After [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] Serpent Slash) - Hold Button<br />
:┗Serpent Slash Cancel (After Serpent Slash (Keep)) - [[image:d.gif]]<br />
<br />
Bombshell Badda-bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Spray Sand - [[image:dp.gif]] + [[image:d.gif]]<br />
<br />
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] (*)<br />
<br />
Todome - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pit Viper - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) <br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Drill - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Mash [[image:a.gif]] / [[image:c.gif]])<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B>2A>5B>623D~214C = 185 DMG<br/><br />
cl.C>6B>632146C = 216 DMG<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B>2A>236AC>6B>623D~214A>214C = 293 DMG<br/><br />
cl.C>6B>214AC>2B>2A>623D~214C = 322 DMG<br/><br />
cl.C>6B>236AC>6B>214A>623D~623B = 378 DMG<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B>2A>5B>623D~214C>2141236P = 269+ DMG<br/><br />
cl.C>6B>214AC>236AC>6B>623K~214A>214C = 418 DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Quick Max<br/><br />
|<br />
cl.C>6B>623D>236236AC = 448 DMG<br/><br />
cl.C>6B>214AC>236AC>6B>623K~214A>214C>2141236P = 493+ DMG<br/><br />
6A>BC>c.D>6B>236AC>6B>623D~214A>236236P = 296 DMG<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fa<br />
|name=far A<br />
|input=f.A<br />
|description=Big jab.<br />
* Great anti-hop.<br />
* Can be ducked under.<br />
Main anti-hop normal for getting out of pressure in a safe way.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fb<br />
|name=far B<br />
|input=f.B<br />
|description= Main confirm tool after crouching lights.<br />
* Has much higher hitstun than 2A.<br />
* Frame traps from 2A on block while comboing on hit with correct timing.<br />
The most threatening 5B in the game. On block, it's a pressure situation. On hit, you might just die. Yamazaki can easily hit-confirm this into 623D~214C to get ridiculous damage off a super confirm. Go-to frame trap tool. Go-to close poke. If it caught hoppers this button would be broken.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fc<br />
|name=far C<br />
|input=f.C<br />
|description=Incredibly slow whiffing far normal.<br />
* Cancelable on hit or whiff.<br />
* Leads to very, very good reward on hit. Use this to punish from afar.<br />
* You should be canceling this into Serpent Slash all the time, especially on whiff.<br />
Good for punishes and limited poking. But it's a bit slow and linear.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fd<br />
|name=far D<br />
|input=f.D<br />
|description= Supermassive kick.<br />
* Doesn't catch hops.<br />
This button exists to make Yamazaki work on anchor. The reach cannot be understated, as it is nearly as long as Krohnen's 2C. Because of the strength of Yamazaki's MAX Mode confirms, you probably won't hit this a lot vs many opponents, as they'll be too scared to try and be around it. But that just means you control an insane amount of space by merely existing.<br />
<br />
Just FYI, it is very slow recovering. So don't just whip it out willy nilly or you might get jump punished. However, Yamazaki does do well with anti airs, so you might just want them to try and start jumping at you anyway.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cla<br />
|name=close A<br />
|input=cl.A<br />
|description= Generic close A.<br />
* Not much to say about this.<br />
}}<br />
<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clb<br />
|name=close B<br />
|input=cl.B<br />
|description= Very plus close B.<br />
* The height of this button means it can catch characters with lower aerial hurtboxes like Geese and Vanessa.<br />
You won't find much use out of this as a button in and of itself due to Yamazaki's pressure game being better than just utilizing this. But mixing something 'lower level' in between harsher pressure is indeed a good privilege to have.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=Typical cl.C.<br />
* Go-to heavy combo starter.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=Slow, but with very little pushback. Good for punishes as it will combo into 6A for much more damage than 6B.<br />
<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2a<br />
|name=crouch A<br />
|input=2A<br />
|description= Frame 5 jab with good advantage.<br />
* Can frame trap into command normals.<br />
Your main confirm tool. 2B2A5B 623D 214C will be your main low confirm for the most part. While you can get a 236AC off 2B2A, this isn't really an easy confirm. <br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=The rare 5f even on block low. <br />
* Quite long, actually.<br />
Not only is this long, but unlike many lows it's not minus on block while also being frame 5 ''AND'' having good confirm options. <br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=Best-er anti-hop normal that doubles as an anti-air. Slightly slower than 5A and with trash range but great reward.<br />
* Can be canceled on hit and whiff.<br />
* Leads to insane reward on Counter Hit with special cancels.<br />
* Like f.C, it has so much recovery you always want to cancel this into something.<br />
Incredible anti-air thanks to its speed and reward. When stance cancelled it will give you a lot more advantage than most anti-airs, and on Counter Hit you can react with 236AC or 214A for big damage. Learn to use this.<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2d<br />
|name=crouch D<br />
|input=2D<br />
|description= Long sweep that's rather slow.<br />
* Canceling this into 214[C] delay release allows you to get an OTG HKD. Great for ending corner combos.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_ha,yamazaki_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2= Average jump jab. <br />
* Quite active.<br />
Not much reason to use this over his j.B for counter poking, but it is good at catching whiffs and has a nice angle.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hb,yamazaki_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= REALLY LONG and relatively fast air normal. Great as an air-to-air and even as a jump-in due to these aspects.<br />
* So big that it'll stuff out most air approaches.<br />
* Can still hit crouchers for some reason.<br />
* Farthest range jumping normal.<br />
Because Yamazaki is slow, this normal is incredible for jump-ins from a distance where his other normals won't hit. <br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hc,yamazaki_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Air-to-air and pretty much just that. Very active and hits above him, good shit.<br />
* Kinda stubby.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hd,yamazaki_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Great jump pressure normal that synergizes well with Yamazaki's jump arc and height.<br />
* Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage.<br />
Absolutely incredible normal for pressure. Great for making braindead frame traps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D).<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_rush1,yamazaki_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=Decent stand CD that's great cause of Yamazaki's toolkit.<br />
* Doesn't catch jumps as well as some other 5CDs.<br />
You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236cd<br />
|name=Shatter Strike<br />
|input=236CD<br />
|description= Average SS but with good reward.<br />
* Air connect can mess with routing, get good at judging how high they were bounced.<br />
Because of Yamazaki's juggle combos, his Shatter Strike has very good reward, especially with meter. Shatter Strike > juggle > Pit Viper is truly diabolic in nature.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hcd,yamazaki_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= Pretty good j.CD because of its coverage.<br />
* Whiffs on small crouchers.<br />
}}<br />
<br />
==Throws==<br />
===Kachikomi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cthrow<br />
|name=Kachikomi<br />
|input=(close) 4/6C<br />
|description= Forward throw with bad midscreen oki as per Yamazaki normality.<br />
* 2C after grants a full jump safe jump.<br />
}}<br />
<br />
===Whackdown Wallop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_dthrow<br />
|name=Whackdown Wallop<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Eviscerator===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6a<br />
|name=Eviscerator<br />
|input=6A<br />
|description= SLOOOOOW overhead.<br />
* Highest potential damage in the game of any standing overhead.<br />
* Also quite safe.<br />
The speed is bad on paper, but you will eventually get this to land due to Yamazaki's pressure game. While the cancel version loses its overhead property, it's still a great automatic frame trap from a 2A or close B; 6A (cancel) > 623D > 214[C] is an extremely hit-confirmable and safe sequence that can lead to big damage if they mash into it.<br />
}}<br />
<br />
===Slam===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6b<br />
|name=Slam<br />
|input=6B<br />
|description=Supermassive kick that has more whiff recovery than the average toxic fume inhaler.<br />
* You kind of want to use this over 214B for the most part.<br />
* Grants great reward on hit as it combos into 214A at almost all ranges.<br />
You can confirm with this button by buffering a 214A and reacting to if they block or not with either release or cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===Serpent Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_214a,yamazaki_214b,yamazaki_214c,yamazaki_214ac,yamazaki_214d<br />
|name=Serpent Slash<br />
|input=214A/B/C/AC<br />
(A/B/C hold OK)<br />
|description4= Fast, quick, long ranged strike.<br />
* A version cannot hit standing.<br />
* C version will out-poke most moves and even CDs.<br />
This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral, with C version even hitting OTG in certain circumstances (this is your main corner combo ender, with 2D into 214[C] delay release to get the OTG). B version is a fantastic tool to call out a wide variety of approaches from hop height and below, and the EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen and can be used as a large, active poke that leads to crazy damage on ground hit.<br />
|description5= Stance cancel.<br />
* Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals.<br />
* Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals.<br />
* Leaves Yamazaki +5 on block when canceled from stand CD.<br />
This move is ''also'' your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.<br />
}}<br />
<br />
===Bombshell Badda-Bing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146p,yamazaki_632146ac<br />
|name=Bombshell Badda-Bing<br />
|input=632146A/C/AC<br />
|captions= You'll only see this animation if you whiffed. Just reminding you not to do that.<br />
|description2=Decent damage command grab that gives good oki. Was frame 1 in previous installments, but now activates after five frames (meterless) or 3 frames ('''EX'''). Yamazaki has full body invincibility on the frame before the grab activates, meaning that the move will not lose to attacks that activate on the same frame as the throw, but will against moves used before the invincibility.<br />
* EX version just deals more damage and gives better oki.<br />
* EX version can be landed meaty in the corner after EX Todome.<br />
One of your few tools midscreen that grants a safe jump, though it has to be manually timed. In the corner you can follow up with an OTG for some extra damage. Good for mixups. Has so much range that after most 623D214CD cancels you can microwalk and connect this.<br />
}}<br />
<br />
===Double Return===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236p,yamazaki_236p_reflect,yamazaki_236ac,yamazaki_236ac_reflect,<br />
|name=Double Return<br />
|input=236A/C/AC<br />
|description4=<br />
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles.<br />
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored.<br />
* C version immediately launches the fireball instead.<br />
* AC version launches notably faster and sets up a juggle.<br />
* A/C versions of the fireball function like EX projectiles.<br />
* EX version of the fireball functions like a super projectile.<br />
}}<br />
<br />
===Sadomaso===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_41236k,yamazaki_41236bd<br />
|name=Sadomaso<br />
|input=41236B/BD<br />
|description2= Stupidly active high and mid counter if reacting to jumps isn't your cup of tea. <br />
* BD version juggles.<br />
Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.<br />
}}<br />
<br />
===Spray Sand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623d<br />
|name=Spray Sand<br />
|captions= Goes hard tbh.<br />
|input=623D<br />
|description=Very slow whiffing, very active far poke, combo and confirm tool that Yamazaki can cancel into Fight of Tempering or Serpent Slash.<br />
* Places the opponent in approximately a year of hitstun to let you confirm into Serpent Slash with ease.<br />
* Combos into 623B in corners during juggles.<br />
* Has barely any pushback and moves you forward, making it great for staying close during pressure.<br />
* Disjointed. Duh. It's sand.<br />
}}<br />
<br />
===Fight of Tempering===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623b,yamazaki_623bd<br />
|name=Fight of Tempering<br />
|captions= RIGHT FOOT LET'S STOMP<br />
|input=623B/BD<br />
|description2= Weird overhead move.<br />
* BD version is safe and unreactable.<br />
The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed.<br />
}}<br />
<br />
===Todome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146k,yamazaki_632146bd<br />
|name=Todome<br />
|captions=LEFT FOOT LET'S STOMP<br />
|input=632146B/D/BD<br />
|description2= OTG.<br />
* Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.<br />
Go-to for forcing the opponent to take full damage from Pit Viper. EX version is particularly potent in the corner; leaves you plus enough to get a meaty CD, meaty 214C, or meaty 623D. This gives Yamazaki a strike/throw mixup opportunity that, while not without counterplay, can lead to massive damage and/or a loop into the same situation as long as Yamazaki has at least 0.5 meter (SPOILER: he always does) if the opponent guesses incorrectly.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Guillotine===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236236p,yamazaki_236236ac<br />
|name=Guillotine<br />
|input=236236A/C/AC<br />
|description2=<br />
* Deals more damage than his Pit Viper super, but does not see common use in combos.<br />
* Essentially an extremely damaging anti-air super.<br />
<br />
Yamazaki leaps into the air with an uppercut. If he grabs an opponent, he will slam them into the ground and drag them across the stage before tossing them far off. In previous games this super has been used to anti-air opponents and as a combo ender, but due to the return of Yamazaki's OTG stomp move, this super does not see as much use as Pit Viper does.<br />
}}<br />
<br />
===Pit Viper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236p,yamazaki_2141236ac<br />
|name=Pit Viper<br />
|captions= 🥶<br />
|input=2141236A/C/AC<br />
|description2=<br />
* Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.<br />
* Lets you OTG after.<br />
* Excellent range.<br />
<br />
Probably the best level 1 super in the game. Yamazaki lunges forward with a knife-hand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super and causing the opponent to sustain all of Pit Viper's bleed damage. A basic hop normal > 5C > 6B > 623D > 214C > Pit Viper chain deals around 480 damage. EX kicks the opponent fullscreen which can make it harder for Todome to work, but combos fine in the corner.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Drill===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236cd<br />
|name=Drill<br />
|input=2141236CD (mash A and C)<br />
|description= Frame 1 command grab super.<br />
* Mash the punch buttons to deal more damage.<br />
<br />
Yamazaki slams the opponent to the ground and enters a pose before rushing the opponent with a barrage of attacks and launching them far off. By mashing the punch buttons, the player can cause Yamazaki to enter a more aggressive pose followed by a sound which signifies that Yamazaki will perform a different move that deals more damage.<br />
<br />
'''Level 1:''' Performs his Slam command normal, followed by his Fight of Tempering special and lastly his Todome special, before kicking the opponent into the air and performing his Drill uppercut.<br />
<br />
'''Level 2:''' Causes a cinematic where Yamazaki stomps the opponent (shown from their point of view) before kicking them into the air and performing his Drill uppercut.<br />
<br />
'''Level 3:''' Whacks the opponent with a randomly chosen object (could be a giant fish, a bench, a traffic cone, a billboard, or an animatronic head) that launches them into the air; Yamazaki follows up with his Drill uppercut.<br />
<br />
'''Level 4:''' Yamazaki goes insane and viciously assaults the opponent with a barrage of Serpent Slashes, before grabbing them and slamming them into the ground with his Drill attack.<br />
}}<br />
<br />
==Misc==<br />
<br />
This data is out of date. Always use level 4.<br />
{| class="wikitable"<br />
|+ Drill Damage<br />
|-<br />
! Scaling !! Initial Slam !! Level 3 !! Level 4<br />
|-<br />
| 100% || 40 || 450 || '''470'''<br />
|-<br />
| 95% || 38 || '''421''' || 417<br />
|-<br />
| 90% || 36 || 405 || '''408'''<br />
|-<br />
| 85% || 34 || 376 || '''385'''<br />
|-<br />
| 80% || 32 || 360 || '''376'''<br />
|-<br />
| 75% || 30 || '''331''' || 323<br />
|-<br />
| 70% || 28|| '''315''' || 314<br />
|-<br />
| 65% || 26 || 286 || '''291'''<br />
|-<br />
| 60% || 24 || 270 || '''282'''<br />
|-<br />
| 55% || 22 || '''241''' || 229<br />
|-<br />
| 50% || 20 || '''225''' || 220<br />
|}<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ryuji Yamazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Kyo_Kusanagi&diff=59484XV Broken/Kyo Kusanagi2023-01-24T05:12:07Z<p>Sunset Sullivan: /* 182 Shiki */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Stubby Range''': Outside of his rekkas, Kyo lacks normals that allow him to control or challenge neutral as well as other characters. While he still functions well within his space, he is often beaten out by specialists who dominate their chosen ranges.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=Note: This is NOT Sol f.S<br />
|description=<br />
* Can be cancelled into specials, even on whiff.<br />
Stepping gut punch. This normal doesn't have as much range as 5B, but it does more damage and is special in that it moves Kyo forward and can be cancelled into specials on hit/block for pressure or combos.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
Has the longest range and most damage of Kyo's far normals, and it also moves him forward a small bit. Similar to 5B, very useful for hitting hops that come up short and checking space for a little more damage. This move can technically go over lows but the window is not large enough to be something to be relied upon.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Style 100: Demon Burning"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Style 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up. <br />
* Covers a lot of airspace. <br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher. <br />
* If stand blocked it's always -4, which is a tight but guaranteed punish. If ducked it ranges from safe to plus on block, but might also whiff completely. Of course you can also not do the follow-up, but that carries its own risk. <br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + super cancel)<br />
*Low -> Overhead (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Style 114: Wild Bite"<br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Style 128: Nine Wounds"<br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Style 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Style: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Style 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Style 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Outer Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Style 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Style 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Style 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Style 212: Harp Moon of Heaven"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
Kyo's go-to combo ender when meterless. Grants good damage, corner carry, and even Okizeme on connection. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Style 108: Serpentine Mowdown"<br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. After pausing and holding his hand above his head, Kyo lashes outwards with a whip of flame. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is it's ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Style 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
<br />
Kyo rushes forward, clobbering his opponent with fire-empowered blows. He ends the assault in a huge explosion that puts opponents in a generous knockdown. <br />
<br />
Ultimately, your choice as Kyo is to decide between whether to use this move as a combo ender or to go for Orochinagi. They both have their pros and cons. Orochinagi will deal higher damage (especially if you loop it once) but 182 Shiki gives the better oki, so make a decision wisely. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Style 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Kyo_Kusanagi&diff=59483XV Broken/Kyo Kusanagi2023-01-24T05:08:04Z<p>Sunset Sullivan: /* Ura 108 Shiki • Orochinagi */</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<section end="image"/><br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestsu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Gameplay Summary==<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will take players far no matter their skill level.<br />
{{StrengthsAndWeaknesses<br />
| intro = '''''{{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up.''''' <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Stubby Range''': Outside of his rekkas, Kyo lacks normals that allow him to control or challenge neutral as well as other characters. While he still functions well within his space, he is often beaten out by specialists who dominate their chosen ranges.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
* '''Many Choices''': Many of Kyo's listed upsides don't necessarily exist at the same time. Without meter, he loses out on oki, corner carry, defense, mixups, and his best punishment. As such, he must often make choices that other similarly powerful characters don't. Understanding when and how to use these choices is paramount in using Kyo to his fullest potential.<br />
}}<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 63214B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=Note: This is NOT Sol f.S<br />
|description=<br />
* Can be cancelled into specials, even on whiff.<br />
Stepping gut punch. This normal doesn't have as much range as 5B, but it does more damage and is special in that it moves Kyo forward and can be cancelled into specials on hit/block for pressure or combos.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
Has the longest range and most damage of Kyo's far normals, and it also moves him forward a small bit. Similar to 5B, very useful for hitting hops that come up short and checking space for a little more damage. This move can technically go over lows but the window is not large enough to be something to be relied upon.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*Slightly slower than cl.C but stronger.<br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
<br />
Probably the best CD in the game between its egregious hitbox, hurtbox displacement, relative safety, and massive whiff cancels.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_rush1,kyo_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|captions="Tempered Iron"<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|captions="Instant Carry"<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|captions="Outer Style: Roaring Axe of Heaven"<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|captions="Style 88"<br />
|description=<br />
* Two hits, both low<br />
* First hit is cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. First hit is cancellable even if not cancelled into. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|captions="Outer Style: Hell Drop"<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if it slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|captions="Style 100: Demon Burning"<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
*Can also punish moves that have high pushback on block if they are minus enough<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|captions="Rainbow Energy Dynamite Kick"<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|captions="Style 75: Revision"<br />
|description3=<br />
* This two-part launcher is a staple of Kyo's combo game. <br />
* Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
* B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up. <br />
* Covers a lot of airspace. <br />
* '''EX''' version allows for a continued juggle if 236K,K has already been used. If 236BD is used first, you can still perform the meterless 236K,K<br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher. <br />
* If stand blocked it's always -4, which is a tight but guaranteed punish. If ducked it ranges from safe to plus on block, but might also whiff completely. Of course you can also not do the follow-up, but that carries its own risk. <br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* '''EX''' version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + super cancel)<br />
*Low -> Overhead (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions="Style 114: Wild Bite"<br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|captions="Style 128: Nine Wounds"<br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|captions="Style 125: Seven Rapids"<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|captions="Outer Style: Moment Drill"<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|captions="Style 124: Six Hammers"<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|captions="Style 427: Flattening Iron"<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236BD > 236A > 632146C~236A/C to start the loop. <br />
*Can also be followed up into 236A > 236A midscreen with a well timed B/D as midscreen ender, the A/C follow up can be done in the corner for abit of meterless damage and oki, he can also super cancel the second rekka hit for meter cashout<br />
*Can be combo'ed into 236BD in the corner for longer combos or can go directly into DP for Orochinagi ender<br />
*Can also use 236A > 624A/C > 624B/D follow up in the corner for his hitgrab ender<br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|captions="Outer Style: Well Bucket Drop"<br />
|description=<br />
* Do not get fooled this is a mid. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
* Can catch rolls<br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|captions="Style 115: Poison Bite"<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|captions="Style 401: Crime Composition"<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|captions="Style 402: Punishment Composition"<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|captions="Style 212: Harp Moon of Heaven"<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
<br />
Kyo's go-to combo ender when meterless. Grants good damage, corner carry, and even Okizeme on connection. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|captions="Reverse Style 108: Serpentine Mowdown"<br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
<br />
Kyo's signature super move. After pausing and holding his hand above his head, Kyo lashes outwards with a whip of flame. Does rather high damage at all points in a combo, making it an effective choice when going for a metered ender.<br />
<br />
An important element of Orochinagi is it's ability to loop into itself. If Kyo has hit his opponent with Orochinagi after they've been launched (usually after 236D, D > 236C > 623C), then he can hit them while they're falling with 623C and launch them back into the move. This lets Kyo deal over 750 damage with four bars, giving him incredible kill potential as an anchor. These are called the '''Orochinagi Loops''', and [https://youtu.be/B1lO7-nHXMc can be seen demonstrated in this clip.] <br />
<br />
Orochinagi Loops are high damage and great reward, but are known for being pretty finnicky. They are also extremely hard to do if you perform the normal inputs of 623C~2141236C, so instead use KOF shortcuts and perform the setup as 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|captions="Style 182"<br />
|description2=* Just as his Orochinagi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|captions="Reverse Style 1212: Eight Clouds"<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Ryuji_Yamazaki&diff=58406XV Broken/Ryuji Yamazaki2022-12-11T19:08:31Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a devastating mid-range character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear.<br />
| pros= <br />
* '''Devious Neutral''': All of Yamazaki's approach and defense options in neutral are excellent and offer high reward. His pokes are solid, his j.D is an amazing jumpin, he has numerous huge anti-air buttons, and Serpent Slash alone is one of the most messed-up specials in the game. Playing a proper Yamazaki can let you control the screen and adapt to any matchup.<br />
* '''Huge Toolbox''': Yamazaki has a special for everything. Serpent Slash controls the ground and sky very well, while his reflector lets him counter zoning and his counter stance can punish mash-happy players. On offense, he has a command grab ''and'' an instant overhead that causes HKD, allowing him to consistently mixup his opponents very easily.<br />
* '''Excellent Pressure''': Using 623D > 214BD lets Yamazaki stay very plus, giving him great stagger and corner pressure in general. His variety of options and high reward on hit make him very frightening to deal with up close. <br />
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand.<br />
* '''Meter Dump Damage''': Yamazaki is infamous for how much reward he gets off of meter dumps, whether that be his EX Specials or his Pit Viper super. The flexibility with which he can dump meter means that he can generally play any role and do above-average damage. Pit Viper alone is an absurd super as it deals ''unscaled damage'' through poison, giving him ''huge'' conversions if he has a meter bank. <br />
* '''Any Position''': All of the above points boil down to a character that can play any role and excel. On point, his meter gain and strong neutral can secure an early lead. On mid, his meter dumps and great corner carry can easily defeat the enemy point or mid while reserving bar for your anchor. On anchor, his full meter dumps are easy to perform, deal incredible damage, and he can easily convert any of them into good pressure or push for a kill. <br />
* 🔥🔥🔥: Just look at that coat.<br />
| cons= <br />
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure.<br />
* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge.<br />
* '''High Difficulty:''' While every aspect of Yamazaki is strong, every aspect of him also requires a lot of forethought and executional prowess. <br />
** '''Complex Combos:''' Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a 6B cancel confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. <br />
** '''Committal Neutral''': Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all ''by far''. Yamazaki has numerous neutral tools that are all good, but many are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punish his poor neutral plays.<br />
** '''Bad Defense''': A lack of a meterless reversal and slow abare buttons make it so that Yamazaki crumbles on pressure if you aren't careful. His huge frame makes him a prime target for overheads and defensive air-to-airs if he tries to jump out of the corner, so defending as him can be a nightmare. <br />
}}<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Kachikomi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Whackdown Wallop - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Eviscerator - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slam - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Serpent Slash - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
┗Serpent Slash (Keep) (After [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] Serpent Slash) - Hold Button<br />
:┗Serpent Slash Cancel (After Serpent Slash (Keep)) - [[image:d.gif]]<br />
<br />
Bombshell Badda-bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Spray Sand - [[image:dp.gif]] + [[image:d.gif]]<br />
<br />
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] (*)<br />
<br />
Todome - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pit Viper - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) <br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Drill - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Mash [[image:a.gif]] / [[image:c.gif]])<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fa<br />
|name=far A<br />
|input=f.A<br />
|description=Big jab.<br />
* Great anti-hop.<br />
* Can be ducked under.<br />
Main anti-hop normal for getting out of pressure in a safe way.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fb<br />
|name=far B<br />
|input=f.B<br />
|description= Main confirm tool after crouching lights.<br />
* Has much higher hitstun than 2A.<br />
* Frame traps from 2A on block while comboing on hit with correct timing.<br />
The most threatening 5B in the game. On block, it's a pressure situation. On hit, you might just die. Yamazaki can easily hit-confirm this into 623D~214C to get ridiculous damage off a super confirm. Go-to frame trap tool. Go-to close poke. If it caught hoppers this button would be broken.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fc<br />
|name=far C<br />
|input=f.C<br />
|description=Incredibly slow whiffing far normal.<br />
* Cancelable on hit or whiff.<br />
* Leads to very, very good reward on hit. Use this to punish from afar.<br />
* You should be canceling this into Serpent Slash all the time, especially on whiff.<br />
Good for punishes and limited poking. But it's a bit slow and linear.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fd<br />
|name=far D<br />
|input=f.D<br />
|description= Supermassive kick.<br />
* Doesn't catch hops.<br />
This button exists to make Yamazaki work on anchor. The reach cannot be understated, as it is nearly as long as Krohnen's 2C. Because of the strength of Yamazaki's MAX Mode confirms, you probably won't hit this a lot vs many opponents, as they'll be too scared to try and be around it. But that just means you control an insane amount of space by merely existing.<br />
<br />
Just FYI, it is very slow recovering. So don't just whip it out willy nilly or you might get jump punished. However, Yamazaki does do well with anti airs, so you might just want them to try and start jumping at you anyway.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cla<br />
|name=close A<br />
|input=cl.A<br />
|description= Generic close A.<br />
* Not much to say about this.<br />
}}<br />
<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clb<br />
|name=close B<br />
|input=cl.B<br />
|description= Very plus close B.<br />
* The height of this button means it can catch characters with lower aerial hurtboxes like Geese and Vanessa.<br />
You won't find much use out of this as a button in and of itself due to Yamazaki's pressure game being better than just utilizing this. But mixing something 'lower level' in between harsher pressure is indeed a good privilege to have.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=Typical cl.C.<br />
* Go-to heavy combo starter.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=Slow. Good for punishes.<br />
<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2a<br />
|name=crouch A<br />
|input=2A<br />
|description= Frame 5 jab with good advantage.<br />
* Can frame trap into command normals.<br />
Your main confirm tool. 2B2A5B 623D 214C will be your main low confirm for the most part. While you can get a 236AC off 2B2A, this isn't really an easy confirm. <br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=The rare 5f even on block low. <br />
* Quite long, actually.<br />
Not only is this long, but unlike many lows it's not minus on block while also being frame 5 ''AND'' having good confirm options. <br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=Best-er anti-hop normal that doubles as an anti-air. Slightly slower than 5A and with trash range but great reward.<br />
* Can be canceled on hit and whiff.<br />
* Leads to insane reward on Counter Hit with special cancels.<br />
* Like f.C, it has so much recovery you always want to cancel this into something.<br />
Incredible anti-air thanks to its speed and reward. When stance cancelled it will give you a lot more advantage than most anti-airs, and on Counter Hit you can react with 236AC or 214A for big damage. Learn to use this.<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2d<br />
|name=crouch D<br />
|input=2D<br />
|description= Long sweep that's rather slow.<br />
* Canceling this into 214[C] delay release allows you to get an OTG HKD. Great for ending corner combos.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_ha,yamazaki_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2= Average jump jab. <br />
* Quite active.<br />
Not much reason to use this over his j.B for counter poking, but it is good at catching whiffs and has a nice angle.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hb,yamazaki_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= REALLY LONG and relatively fast air normal. Great as an air-to-air and even as a jump-in due to these aspects.<br />
* So big that it'll stuff out most air approaches.<br />
* Can still hit crouchers for some reason.<br />
* Farthest range jumping normal.<br />
Because Yamazaki is slow, this normal is incredible for jump-ins from a distance where his other normals won't hit. <br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hc,yamazaki_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Air-to-air and pretty much just that. Very active and hits above him, good shit.<br />
* Kinda stubby.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hd,yamazaki_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Great jump pressure normal that synergizes well with Yamazaki's jump arc and height.<br />
* Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage.<br />
Absolutely incredible normal for pressure. Great for making braindead frame traps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D).<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_rush1,yamazaki_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=Decent stand CD that's great cause of Yamazaki's toolkit.<br />
* Doesn't catch jumps as well as some other 5CDs.<br />
You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236cd<br />
|name=Shatter Strike<br />
|input=236CD<br />
|description= Average SS but with good reward.<br />
* Air connect can mess with routing, get good at judging how high they were bounced.<br />
Because of Yamazaki's juggle combos, his Shatter Strike has very good reward, especially with meter. Shatter Strike > juggle > Pit Viper is truly diabolic in nature.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hcd,yamazaki_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= Pretty good j.CD because of its coverage.<br />
* Whiffs on small crouchers.<br />
}}<br />
<br />
==Throws==<br />
===Kachikomi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cthrow<br />
|name=Kachikomi<br />
|input=(close) 4/6C<br />
|description= Forward throw with bad midscreen oki as per Yamazaki normality.<br />
* 2C after grants a full jump safe jump.<br />
}}<br />
<br />
===Whackdown Wallop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_dthrow<br />
|name=Whackdown Wallop<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Eviscerator===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6a<br />
|name=Eviscerator<br />
|input=6A<br />
|description= SLOOOOOW overhead.<br />
* Highest potential damage in the game of any standing overhead.<br />
* Also quite safe.<br />
The speed is bad on paper, but you will eventually get this to land due to Yamazaki's pressure game. While the cancel version loses its overhead property, it's still a great automatic frame trap from a 2A or close B; 6A (cancel) > 623D > 214[C] is an extremely hit-confirmable and safe sequence that can lead to big damage if they mash into it.<br />
}}<br />
<br />
===Slam===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6b<br />
|name=Slam<br />
|input=6B<br />
|description=Supermassive kick that has more whiff recovery than the average toxic fume inhaler.<br />
* You kind of want to use this over 214B for the most part.<br />
* Grants great reward on hit as it combos into 214A at almost all ranges.<br />
You can confirm with this button by buffering a 214A and reacting to if they block or not with either release or cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===Serpent Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_214a,yamazaki_214b,yamazaki_214c,yamazaki_214ac,yamazaki_214d<br />
|name=Serpent Slash<br />
|input=214A/B/C/AC<br />
(A/B/C hold OK)<br />
|description4= Fast, quick, long ranged strike.<br />
* B version is punishable on hit.<br />
* A version cannot hit standing.<br />
* C version will out-poke most moves and even CDs.<br />
This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral, with C version even hitting OTG in certain circumstances (this is your main corner combo ender, with 2D into 214[C] delay release to get the OTG). B version is slightly less useful due to its horrible frame data on hit, but it can come in handy sometimes. EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen and can be used as a large, active poke that leads to crazy damage on ground hit.<br />
|description5= Stance cancel.<br />
* Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals.<br />
* Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals.<br />
* Leaves Yamazaki +5 on block when canceled from stand CD.<br />
This move is ''also'' your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.<br />
}}<br />
<br />
===Bombshell Badda-Bing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146p,yamazaki_632146ac<br />
|name=Bombshell Badda-Bing<br />
|input=632146A/C/AC<br />
|captions= You'll only see this animation if you whiffed. Just reminding you not to do that.<br />
|description2=Decent damage command grab that gives good oki.<br />
* EX version just deals more damage and gives better oki.<br />
* EX version can be landed meaty in the corner after EX Todome.<br />
One of your few tools midscreen that grants a safe jump, though it has to be manually timed. In the corner you can follow up with an OTG for some extra damage. Good for mixups. Has so much range that after most 623D214CD cancels you can microwalk and connect this.<br />
}}<br />
<br />
===Double Return===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236p,yamazaki_236p_reflect,yamazaki_236ac,yamazaki_236ac_reflect,<br />
|name=Double Return<br />
|input=236A/C/AC<br />
|description4=<br />
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles.<br />
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored.<br />
* C version immediately launches the fireball instead.<br />
* AC version launches notably faster and sets up a juggle.<br />
* A/C versions of the fireball function like EX projectiles.<br />
* EX version of the fireball functions like a super projectile.<br />
}}<br />
<br />
===Sadomaso===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_41236k,yamazaki_41236bd<br />
|name=Sadomaso<br />
|input=41236B/BD<br />
|description2= Stupidly active high and mid counter if reacting to jumps isn't your cup of tea. <br />
* BD version juggles.<br />
Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.<br />
}}<br />
<br />
===Spray Sand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623d<br />
|name=Spray Sand<br />
|captions= Goes hard tbh.<br />
|input=623D<br />
|description=Very slow whiffing, very active far poke, combo and confirm tool that Yamazaki can cancel into Fight of Tempering or Serpent Slash.<br />
* Places the opponent in approximately a year of hitstun to let you confirm into Serpent Slash with ease.<br />
* Combos into 623B in corners during juggles.<br />
* Has barely any pushback and moves you forward, making it great for staying close during pressure.<br />
* Disjointed. Duh. It's sand.<br />
}}<br />
<br />
===Fight of Tempering===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623b,yamazaki_623bd<br />
|name=Fight of Tempering<br />
|captions= RIGHT FOOT LET'S STOMP<br />
|input=623B/BD<br />
|description2= Weird overhead move.<br />
* BD version is safe and unreactable.<br />
The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed.<br />
}}<br />
<br />
===Todome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146k,yamazaki_632146bd<br />
|name=Todome<br />
|captions=LEFT FOOT LET'S STOMP<br />
|input=632146B/D/BD<br />
|description2= OTG.<br />
* Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.<br />
Go-to for forcing the opponent to take full damage from Pit Viper. EX version is particularly potent in the corner; despite leaving Yamazaki at only +5, it creates the perfect spacing to allow close B, 2C, or command throw to connect with no additional movement. This gives Yamazaki a strike/throw mixup opportunity that, while not without counterplay, can lead to massive damage and/or a loop into the same situation as long as Yamazaki has at least 0.5 meter (SPOILER: he always does) if the opponent guesses incorrectly.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Guillotine===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236236p,yamazaki_236236ac<br />
|name=Guillotine<br />
|input=236236A/C/AC<br />
|description2=<br />
* Deals more damage than his Pit Viper super, but does not see common use in combos.<br />
* Essentially an extremely damaging anti-air super.<br />
<br />
Yamazaki leaps into the air with an uppercut. If he grabs an opponent, he will slam them into the ground and drag them across the stage before tossing them far off. In previous games this super has been used to anti-air opponents and as a combo ender, but due to the return of Yamazaki's OTG stomp move, this super does not see as much use as Pit Viper does.<br />
}}<br />
<br />
===Pit Viper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236p,yamazaki_2141236ac<br />
|name=Pit Viper<br />
|captions= 🥶<br />
|input=2141236A/C/AC<br />
|description2=<br />
* Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.<br />
* Normal version lets you OTG after.<br />
* Excellent range.<br />
<br />
Probably the best level 1 super in the game. Yamazaki lunges forward with a knife-hand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super and causing the opponent to sustain all of Pit Viper's bleed damage. He can also use low Serpent Slash to get less damage with more oki, enough for a manually timed safe jump.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Drill===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236cd<br />
|name=Drill<br />
|input=2141236CD (mash A and C)<br />
|description= Frame 1 command grab super.<br />
* Mash the punch buttons to deal more damage.<br />
* Either Level 3 or Level 4 Drill does more damage depending on scaling percentage. Use Level 3 if you activated from Quick Max.<br />
<br />
Yamazaki slams the opponent to the ground and enters a pose before rushing the opponent with a barrage of attacks and launching them far off. By mashing the punch buttons, the player can cause Yamazaki to enter a more aggressive pose followed by a sound which signifies that Yamazaki will perform a different move that deals more damage. Most people will choose to perform the Level 3 if they activate the Climax during Quick Max, but outside of that, you are probably better off using Level 4.<br />
<br />
'''Level 1:''' Performs his Slam command normal, followed by his Fight of Tempering special and lastly his Todome special, before kicking the opponent into the air and performing his Drill uppercut.<br />
<br />
'''Level 2:''' Causes a cinematic where Yamazaki stomps the opponent (shown from their point of view) before kicking them into the air and performing his Drill uppercut.<br />
<br />
'''Level 3:''' Whacks the opponent with a randomly chosen object (could be a giant fish, a bench, a traffic cone, a billboard, or an animatronic head) that launches them into the air; Yamazaki follows up with his Drill uppercut.<br />
<br />
'''Level 4:''' Yamazaki goes insane and viciously assaults the opponent with a barrage of Serpent Slashes, before grabbing them and slamming them into the ground with his Drill attack.<br />
}}<br />
<br />
==Misc==<br />
{| class="wikitable"<br />
|+ Drill Damage<br />
|-<br />
! Scaling !! Initial Slam !! Level 3 !! Level 4<br />
|-<br />
| 100% || 40 || 450 || '''470'''<br />
|-<br />
| 95% || 38 || '''421''' || 417<br />
|-<br />
| 90% || 36 || 405 || '''408'''<br />
|-<br />
| 85% || 34 || 376 || '''385'''<br />
|-<br />
| 80% || 32 || 360 || '''376'''<br />
|-<br />
| 75% || 30 || '''331''' || 323<br />
|-<br />
| 70% || 28|| '''315''' || 314<br />
|-<br />
| 65% || 26 || 286 || '''291'''<br />
|-<br />
| 60% || 24 || 270 || '''282'''<br />
|-<br />
| 55% || 22 || '''241''' || 229<br />
|-<br />
| 50% || 20 || '''225''' || 220<br />
|}<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ryuji Yamazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/B.Jenet&diff=58366XV Broken/B.Jenet2022-12-04T17:46:03Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV B Jenet Pro.png|thumb|The leader of a band of pirates known as the Lillien Knights, B. JENET has traveled the world far and wide. Daughter of the Behrn family, an influential international cartel, she became bored of her luxurious but tedious life and ran away to form the Lillien Knights. After the tumultuous events of the previous KOF, B. JENET has her suspicions that the worst is not over yet and sets her sights on joining this KOF to see what’s in store.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character who specializes in both rushdown with her various Special Moves and zoning with her projectile. Making her a somewhat good character for beginners<br />
| pros=<br />
* '''Air Game From Hell''': B. Jenet has bar none some of the best air control and anti-air prowess in the entire game, to the point of needing multiple pros to break it all down. <br />
** '''The Best Anti-Air''': EX The Hind is a frame 8, incredibly large, ''full combo on hit'' anti air on a 236 motion. It is very possible for Jenet to react with this move to the majority of her opponent's air movement. Additionally, 'grappler jumps' do not work thanks to how far Jenet jumps forward, either completely dodging their grab or punishing them for the attempt. Combine this with her exquisite ground game and you get a character who is profoundly obnoxious to approach. This move also grants her confirms from quite literally any range.<br />
** '''Powerful Air-To-Airs and Buttons''': Jenet not only has great air buttons for duking it out, but she is also one of the few characters with an air throw, making her challenging to fight with slower characters. Her j.B is a great crossup normal and her j.D is a good jumpin, making contesting her from the ground annoying. <br />
** '''Air Movement''': Harrier Bee is both a combo tool and a unique aerial approach option unto itself. All of Jenet's combos using this move have excellent corner carry, and she can cancel into it off of 3D on block to perform weird-looking air strings that let her be plus if timed properly.<br />
* '''Great Oki and Damage''': Off most of her BnBs Jenet gets fireball oki with Baffrass, allowing her to confirm if the opponent did a reversal or not, and act accordingly. With her high damage, this often lets B. Jenet snowball rounds very fast, especially against impatient opponents. <br />
* '''Best of Both Worlds in Normals''': Jenet's normals are huge, fast, have low recovery, and have great conversions. Her high average damage and aformentioned strong air game make her a menace no matter where she is on the screen. <br />
* '''Ridiculously Safe Pressure''': It's like Benimaru but broken. Jenet can reset pressure, go for sneaky overheads, and back off of pretty much any situation she desires. Baffrass is plus on block anywhere, allow Jenet to back off or push forward depending on the matchup. <br />
* '''Ridiculous Skill Cap''': Jenet's current status as it is already is quite powerful. Yet, her skill cap allows her to play the neutral even better than her outstanding basic tools suggest and get great opportunities from greedy pressure. She has high long-term reward for players who decide to invest into her playstyle. <br />
| cons=<br />
* '''No Non-Super Reversals''': Jenet will have to stick to her great abare in order to get out of pressure, meaning characters with tighter pressure can run her down.<br />
* '''Viciously Meter Hungry''': Jenet's oki, confirms, and damage all become multitudes less powerful without at least one bar to spend on both EX 'The Hind' and EX Harrier Bee.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Bye-Bye Boo - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Broach - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Falling Crush - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Rolling Thunder - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Baffrass - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Crazy Ivan - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gulf Tomahawk - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Harrier Bee - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
The Hind - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Brake - [ [[image:d.gif]] The Hind] [[image:a.gif]]+[[image:b.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Many Many Torpedoes - [Air OK] [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Aurora - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ennui Mademoiselle - [in time with opponent's attack] [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
<br />
A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well. <br />
<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
<br />
Jenet sticks her foot out. Range is short, same as her 2B but hits mid. Not terribly useful, but can't be ducked.<br />
<br />
}}<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fc<br />
|name=far C<br />
|input=f.C<br />
|description=*Amazing neutral poke. Extremely fast for the range it covers, and can be buffered into 214A safely during pressure.<br />
Hit confirm into 214AC for a high-damage starter from mid-range.<br />
*Whiff cancels to specials.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fd<br />
|name=far D<br />
|input=f.D<br />
|description=* Whiffs on crouchers<br />
<br />
A high angled kick with forward movement. Better at pre-emptively stopping hops. Can't hit crouchers.<br />
}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=* Plus on block<br />
<br />
A small slap across the face. Plus on block making it useful in pressure, but accidentally getting far A and having it be ducked can be troublesome. This is also B. Jenet's 4f normal.<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=* Plus on block<br />
<br />
A quick knee. Has as many plus frames as cl.A, but is 1f slower. <br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=* Forces stand<br />
<br />
A close uppercut. Standard close C. Can be used to anti-air as well.<br />
}}<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=* Forces stand<br />
<br />
A high split kick. Hits twice and leads to her max damage combos.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=* Plus on block<br />
<br />
A crouching slap. Shorter range than 2B, but plus on block.<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
<br />
Standard KOF 2B. Can low profile making it better than most. Use to open people up low.<br />
<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
<br />
A lunging elbow. One of Jenet's best pokes, being cancellable on hit and whiff. Reaches almost as far as her sweep while moving her forward.<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=A handstanding sweep. Jenet's furthest reaching normal outside of her Blowback. Recovers relatively quickly and is whiff cancellable for extra coverage.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_ha,bjenet_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=Jenet sticks her hand out in front of her. Her fastest air normal, making it a potentially useful air-to-air. Misses crouchers however.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hb,bjenet_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Can cross up<br />
<br />
Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox, including a cross-up hitbox, and more active frames. Useful for space control and mix-ups.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hc,bjenet_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Jenet spins while attacking. Hits twice, but the hits aren't spaced apart enough for this to have a significant impact on its frame advantage. The extra hit does let it be active longer for contesting in the air easier.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hd,bjenet_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=A downwards stomp. The low angle makes this best for beating low profile anti airs. When done instantly from a hop, this can hit crouchers overhead as well.<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_rush1,bjenet_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=A backwards kick. Jenet's longest reaching normal. The hitbox is good and it can be cancelled into command normals.<br />
}}<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=Good hitbox that covers a lot of ranges.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hcd,bjenet_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=An aerial elbow drop. Ok jumping blowback. Has to be delayed from a hop to hit a crouching opponent.<br />
}}<br />
<br />
==Throws==<br />
===Bye-Bye Boo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cthrow<br />
|name=Bye-Bye Boo<br />
|input=(close) 4/6C<br />
|description=Jenet tosses her opponent a little too far to get a strong mix-up, but you can at least get a meaty.<br />
}}<br />
===Broach===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_dthrow<br />
|name=Broach<br />
|input=(close) 4/6D<br />
|description=Even less advantage than her forward throw.<br />
}}<br />
<br />
===Falling Crush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_athrow<br />
|name=Falling Crush<br />
|input=(close) j.4/6C<br />
|description=An air throw, giving B.Jenet an alternate anti air. You're left close enough to get a meaty hop.<br />
}}<br />
<br />
==Command Moves==<br />
===Rolling Thunder===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_3d<br />
|name=Rolling Thunder<br />
|input=3D<br />
|description=B.Jenet kicks upwards before diving back down. This can be cancelled in the air with her Harrier Bee special, allowing for strong combos. This can also be used as a combo ender, as the last hit is a hard knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===Baffrass===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236a,bjenet_236c,bjenet_236ac<br />
|name=Baffrass<br />
|input=236A/C/AC<br />
|description3= * A version stays in place<br />
* C and EX version travels forward<br />
<br />
Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals.<br />
<br />
The EX version can hit OTG, and still allows for safe jumps if it does.<br />
}}<br />
===Crazy Ivan===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214a,bjenet_214c,bjenet_214ac<br />
|name=Crazy Ivan<br />
|input=214A/C/AC<br />
|description3=* A version cancel out projectiles<br />
*C version reflects projectiles<br />
<br />
Jenet swipes her dress forward. This works as both a hit-confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The C version can also be used in confirms to score a hard knockdown. 214A/214C can be punishable at point-blank, but are usually safe from far C due to pushback. Even though Jenet is down frames, she can threaten pressure resets because her far C is so strong. If opponents carelessly press buttons after blocking 214A/214C, they may get whiff punished.<br />
<br />
The EX version causes a crumple, allowing for strong combos.<br />
}}<br />
<br />
===Gulf Tomahawk===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214b,bjenet_214d,bjenet_214bd<br />
|name=Gulf Tomahawk<br />
|input=214B/D/BD<br />
|description3=* D and EX versions hit overhead<br />
<br />
Jenet jumps forward with an axe kick. This move covers a lot of vertical space and can be used to cover space safely. <br />
<br />
The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching.<br />
<br />
The D version is much slower and travels further while hitting overhead and causing a hard knockdown. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being plus on block. It's also an good option after air resets to set up a meaty overhead.<br />
<br />
The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round.<br />
<br />
}}<br />
===Harrier Bee===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2b,bjenet_j2b2,bjenet_j2b3,bjenet_j2b4,bjenet_j2b5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description5=<br />
<br />
Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific.<br />
<br />
The B version is notable for causing B.Jenet to fall incredibly fast if no additional inputs are used, giving Jenet an option to go low from a jump.<br />
<br />
The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit.<br />
<br />
See below the following for the D and EX versions' frame data.<br />
}}<br />
<br />
===Harrier Bee D and EX===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2d,bjenet_j2d2,bjenet_j2d3,bjenet_j2d4,bjenet_j2d5,bjenet_j2bd,bjenet_j2bd2,bjenet_j2bd3,bjenet_j2bd4,bjenet_j2bd5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description10=<br />
<br />
This table is listed for D and EX versions' frame data.<br />
<br />
<br />
<br />
}}<br />
<br />
===The Hind===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236b,bjenet_236d,bjenet_236d_ab,bjenet_236bd<br />
|name=The Hind<br />
|input=236B/D/BD<br />
|description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools.<br />
<br />
The B version is fast but is the most unsafe. It combos from lights and causes a hard knockdown. It also has air attack invincibility, making it a useful reaction anti air.<br />
<br />
The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked.<br />
<br />
The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. Just like the B version, this also has upper body invincibility making this an easy to use and rewarding anti-air.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Many Many Torpedoes===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236p,bjenet_j236236p,bjenet_236236ac,bjenet_j236236ac<br />
|name=Many Many Torpedoes<br />
|input=j.236236A/C/AC air okay<br />
|description4=<br />
<br />
B. Jenet spins around while firing torpedoes. This has some start-up invincibility but less than 236236K. This has more forward movement however, making it useful to go through fireball blockstrings. This can be used in the air which can be useful in adding damage from 236K or Harrier Bee.<br />
<br />
}}<br />
<br />
===Aurora===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236k,bjenet_236236bd<br />
|name=Aurora<br />
|input=236236B/D/BD<br />
|description2= Jenet does a series of uppercuts before ending in a kiss. This is a very fast super and B.Jenet's most reliable reversal. However be careful as it has some issues locking opponents in, and sometimes opponents can fall out of the animation if they are hit at a weird spacing.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ennui Mademoiselle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2141236cd<br />
|input=2141236CD<br />
|description=B.Jenet poses to get ready for a strike. This is a 1f parry, making this even beat safe jumps. When used in a Rush combo, Super Cancel, Advanced Cancel, or Climax Cancel, this instead becomes a strike that leads to the same cinematic while dealing an additional 10 damage with the initial kick.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:B.Jenet]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/B.Jenet&diff=58362XV Broken/B.Jenet2022-12-03T22:47:11Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV B Jenet Pro.png|thumb|The leader of a band of pirates known as the Lillien Knights, B. JENET has traveled the world far and wide. Daughter of the Behrn family, an influential international cartel, she became bored of her luxurious but tedious life and ran away to form the Lillien Knights. After the tumultuous events of the previous KOF, B. JENET has her suspicions that the worst is not over yet and sets her sights on joining this KOF to see what’s in store.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character who specializes in both rushdown with her various Special Moves and zoning with her projectile. Making her a somewhat good character for beginners<br />
| pros=<br />
* '''Air Game From Hell''': B. Jenet has bar none some of the best air control and anti-air prowess in the entire game, to the point of needing multiple pros to break it all down. <br />
** '''The Best Anti-Air''': EX The Hind is a frame 8, incredibly large, ''full combo on hit'' anti air on a 236 motion. It is very possible for Jenet to react with this move to the majority of her opponent's air movement. Additionally, 'grappler jumps' do not work thanks to its range, often putting her outside their throw range. Combine this with her exquisite ground game and you get a character who is profoundly obnoxious to approach. This move also grants her confirms from quite literally any range.<br />
** '''Powerful Air-To-Airs''': Jenet not only has great air buttons for duking it out, but she is also one of the few characters with an air throw, making her challenging to fight with slower characters. Her j.B is a great crossup normal and her j.D is a good jumpin, making contesting her from the ground annoying. <br />
** '''Air Movement''': Harrier Bee is both a combo tool and a unique aerial approach option unto itself. All of Jenet's combos using this move have excellent corner carry, and she can cancel into it off of 3D on block to perform weird-looking air strings that let her be plus if timed properly.<br />
* '''Great Oki and Damage''': Off most of her BnBs Jenet gets fireball oki with Baffrass, allowing her to confirm if the opponent did a reversal or not, and act accordingly. With her high damage, this often lets B. Jenet snowball rounds very fast, especially against impatient opponents. <br />
* '''Best of Both Worlds in Normals''': Jenet's normals are huge, fast, have low recovery, and have great conversions. Her high average damage and aformentioned strong air game make her a menace no matter where she is on the screen. <br />
* '''Ridiculously Safe Pressure''': It's like Benimaru but broken. Jenet can reset pressure, go for sneaky overheads, and back off of pretty much any situation she desires. Baffrass is plus on block anywhere, allow Jenet to back off or push forward depending on the matchup. <br />
* '''Ridiculous Skill Cap''': Jenet's current status as it is already is quite powerful. Yet, her skill cap allows her to play the neutral even better than her outstanding basic tools suggest and get great opportunities from greedy pressure. She has high long-term reward for players who decide to invest into her playstyle. <br />
| cons=<br />
* '''No Non-Super Reversals''': Jenet will have to stick to her great abare in order to get out of pressure, meaning characters with tighter pressure can run her down.<br />
* '''Viciously Meter Hungry''': Jenet's oki, confirms, and damage all become multitudes less powerful without at least one bar to spend on both EX 'The Hind' and EX Harrier Bee.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Bye-Bye Boo - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Broach - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Falling Crush - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Rolling Thunder - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Baffrass - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Crazy Ivan - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gulf Tomahawk - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Harrier Bee - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
The Hind - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Brake - [ [[image:d.gif]] The Hind] [[image:a.gif]]+[[image:b.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Many Many Torpedoes - [Air OK] [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Aurora - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ennui Mademoiselle - [in time with opponent's attack] [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
<br />
A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well. <br />
<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
<br />
Jenet sticks her foot out. Range is short, same as her 2B but hits mid. Not terribly useful, but can't be ducked.<br />
<br />
}}<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fc<br />
|name=far C<br />
|input=f.C<br />
|description=*Amazing neutral poke. Extremely fast for the range it covers, and can be buffered into 214A safely during pressure.<br />
Hit confirm into 214AC for a high-damage starter from mid-range.<br />
*Whiff cancels to specials.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fd<br />
|name=far D<br />
|input=f.D<br />
|description=* Whiffs on crouchers<br />
<br />
A high angled kick with forward movement. Better at pre-emptively stopping hops. Can't hit crouchers.<br />
}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=* Plus on block<br />
<br />
A small slap across the face. Plus on block making it useful in pressure, but accidentally getting far A and having it be ducked can be troublesome. This is also B. Jenet's 4f normal.<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=* Plus on block<br />
<br />
A quick knee. Has as many plus frames as cl.A, but is 1f slower. <br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=* Forces stand<br />
<br />
A close uppercut. Standard close C. Can be used to anti-air as well.<br />
}}<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=* Forces stand<br />
<br />
A high split kick. Hits twice and leads to her max damage combos.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=* Plus on block<br />
<br />
A crouching slap. Shorter range than 2B, but plus on block.<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
<br />
Standard KOF 2B. Can low profile making it better than most. Use to open people up low.<br />
<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
<br />
A lunging elbow. One of Jenet's best pokes, being cancellable on hit and whiff. Reaches almost as far as her sweep while moving her forward.<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=A handstanding sweep. Jenet's furthest reaching normal outside of her Blowback. Recovers relatively quickly and is whiff cancellable for extra coverage.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_ha,bjenet_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=Jenet sticks her hand out in front of her. Her fastest air normal, making it a potentially useful air-to-air. Misses crouchers however.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hb,bjenet_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Can cross up<br />
<br />
Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox, including a cross-up hitbox, and more active frames. Useful for space control and mix-ups.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hc,bjenet_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Jenet spins while attacking. Hits twice, but the hits aren't spaced apart enough for this to have a significant impact on its frame advantage. The extra hit does let it be active longer for contesting in the air easier.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hd,bjenet_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=A downwards stomp. The low angle makes this best for beating low profile anti airs. When done instantly from a hop, this can hit crouchers overhead as well.<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_rush1,bjenet_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=A backwards kick. Jenet's longest reaching normal. The hitbox is good and it can be cancelled into command normals.<br />
}}<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=Good hitbox that covers a lot of ranges.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hcd,bjenet_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=An aerial elbow drop. Ok jumping blowback. Has to be delayed from a hop to hit a crouching opponent.<br />
}}<br />
<br />
==Throws==<br />
===Bye-Bye Boo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cthrow<br />
|name=Bye-Bye Boo<br />
|input=(close) 4/6C<br />
|description=Jenet tosses her opponent a little too far to get a strong mix-up, but you can at least get a meaty.<br />
}}<br />
===Broach===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_dthrow<br />
|name=Broach<br />
|input=(close) 4/6D<br />
|description=Even less advantage than her forward throw.<br />
}}<br />
<br />
===Falling Crush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_athrow<br />
|name=Falling Crush<br />
|input=(close) j.4/6C<br />
|description=An air throw, giving B.Jenet an alternate anti air. You're left close enough to get a meaty hop.<br />
}}<br />
<br />
==Command Moves==<br />
===Rolling Thunder===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_3d<br />
|name=Rolling Thunder<br />
|input=3D<br />
|description=B.Jenet kicks upwards before diving back down. This can be cancelled in the air with her Harrier Bee special, allowing for strong combos. This can also be used as a combo ender, as the last hit is a hard knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===Baffrass===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236a,bjenet_236c,bjenet_236ac<br />
|name=Baffrass<br />
|input=236A/C/AC<br />
|description3= * A version stays in place<br />
* C and EX version travels forward<br />
<br />
Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals.<br />
<br />
The EX version can hit OTG, and still allows for safe jumps if it does.<br />
}}<br />
===Crazy Ivan===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214a,bjenet_214c,bjenet_214ac<br />
|name=Crazy Ivan<br />
|input=214A/C/AC<br />
|description3=* A version cancel out projectiles<br />
*C version reflects projectiles<br />
<br />
Jenet swipes her dress forward. This works as both a hit-confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The C version can also be used in confirms to score a hard knockdown. 214A/214C can be punishable at point-blank, but are usually safe from far C due to pushback. Even though Jenet is down frames, she can threaten pressure resets because her far C is so strong. If opponents carelessly press buttons after blocking 214A/214C, they may get whiff punished.<br />
<br />
The EX version causes a crumple, allowing for strong combos.<br />
}}<br />
<br />
===Gulf Tomahawk===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214b,bjenet_214d,bjenet_214bd<br />
|name=Gulf Tomahawk<br />
|input=214B/D/BD<br />
|description3=* D and EX versions hit overhead<br />
<br />
Jenet jumps forward with an axe kick. This move covers a lot of vertical space and can be used to cover space safely. <br />
<br />
The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching.<br />
<br />
The D version is much slower and travels further while hitting overhead and causing a hard knockdown. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being plus on block. It's also an good option after air resets to set up a meaty overhead.<br />
<br />
The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round.<br />
<br />
}}<br />
===Harrier Bee===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2b,bjenet_j2b2,bjenet_j2b3,bjenet_j2b4,bjenet_j2b5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description5=<br />
<br />
Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific.<br />
<br />
The B version is notable for causing B.Jenet to fall incredibly fast if no additional inputs are used, giving Jenet an option to go low from a jump.<br />
<br />
The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit.<br />
<br />
See below the following for the D and EX versions' frame data.<br />
}}<br />
<br />
===Harrier Bee D and EX===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2d,bjenet_j2d2,bjenet_j2d3,bjenet_j2d4,bjenet_j2d5,bjenet_j2bd,bjenet_j2bd2,bjenet_j2bd3,bjenet_j2bd4,bjenet_j2bd5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description10=<br />
<br />
This table is listed for D and EX versions' frame data.<br />
<br />
<br />
<br />
}}<br />
<br />
===The Hind===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236b,bjenet_236d,bjenet_236d_ab,bjenet_236bd<br />
|name=The Hind<br />
|input=236B/D/BD<br />
|description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools.<br />
<br />
The B version is fast but is the most unsafe. It combos from lights and causes a hard knockdown. It also has air attack invincibility, making it a useful reaction anti air.<br />
<br />
The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked.<br />
<br />
The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. Just like the B version, this also has upper body invincibility making this an easy to use and rewarding anti-air.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Many Many Torpedoes===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236p,bjenet_j236236p,bjenet_236236ac,bjenet_j236236ac<br />
|name=Many Many Torpedoes<br />
|input=j.236236A/C/AC air okay<br />
|description4=<br />
<br />
B. Jenet spins around while firing torpedoes. This has some start-up invincibility but less than 236236K. This has more forward movement however, making it useful to go through fireball blockstrings. This can be used in the air which can be useful in adding damage from 236K or Harrier Bee.<br />
<br />
}}<br />
<br />
===Aurora===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236k,bjenet_236236bd<br />
|name=Aurora<br />
|input=236236B/D/BD<br />
|description2= Jenet does a series of uppercuts before ending in a kiss. This is a very fast super and B.Jenet's most reliable reversal. However be careful as it has some issues locking opponents in, and sometimes opponents can fall out of the animation if they are hit at a weird spacing.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ennui Mademoiselle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2141236cd<br />
|input=2141236CD<br />
|description=B.Jenet poses to get ready for a strike. This is a 1f parry, making this even beat safe jumps. When used in a Rush combo, Super Cancel, Advanced Cancel, or Climax Cancel, this instead becomes a strike that leads to the same cinematic while dealing an additional 10 damage with the initial kick.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:B.Jenet]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/B.Jenet&diff=58361XV Broken/B.Jenet2022-12-03T22:32:44Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV B Jenet Pro.png|thumb|The leader of a band of pirates known as the Lillien Knights, B. JENET has traveled the world far and wide. Daughter of the Behrn family, an influential international cartel, she became bored of her luxurious but tedious life and ran away to form the Lillien Knights. After the tumultuous events of the previous KOF, B. JENET has her suspicions that the worst is not over yet and sets her sights on joining this KOF to see what’s in store.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character who specializes in both rushdown with her various Special Moves and zoning with her projectile. Making her a somewhat good character for beginners<br />
| pros=<br />
* '''The Best Anti-Air''': EX The Hind is a frame 8, incredibly large, ''full combo on hit'' anti air on a 236 motion. It is very possible for Jenet to react with this move to the majority of her opponent's air movement. Additionally, 'grappler jumps' do not work thanks to its range, often putting her outside their throw range. Combine this with her exquisite ground game and you get a character who is profoundly obnoxious to approach. This move also grants her confirms from quite literally any range.<br />
* '''Great Oki and Damage''': Off most of her BnBs Jenet gets fireball oki with Baffrass, allowing her to confirm if the opponent did a reversal or not, and act accordingly. With her high damage, this often lets B. Jenet snowball rounds very fast, especially against impatient opponents. <br />
* '''Best of Both Worlds in Normals''': Jenet's normals are huge, fast, have low recovery, and have great conversions. Her high average damage and aformentioned strong air game make her a menace no matter where she is on the screen. <br />
* '''Ridiculously Safe Pressure''': It's like Benimaru but broken. Jenet can reset pressure, go for sneaky overheads, and back off of pretty much any situation she desires. Baffrass is plus on block anywhere, allow Jenet to back off or push forward depending on the matchup. <br />
* '''Ridiculous Skill Cap''': Jenet's current status as it is already is quite powerful. Yet, her skill cap allows her to play the neutral even better than her outstanding basic tools suggest and get great opportunities from greedy pressure. She has high long-term reward for players who decide to invest into her playstyle. <br />
| cons=<br />
* '''No Non-Super Reversals''': Jenet will have to stick to her great abare in order to get out of pressure, meaning characters with tighter pressure can run her down.<br />
* '''Viciously Meter Hungry''': Jenet's oki, confirms, and damage all become multitudes less powerful without at least one bar to spend on both EX 'The Hind' and EX Harrier Bee.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Bye-Bye Boo - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Broach - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Falling Crush - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Rolling Thunder - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Baffrass - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Crazy Ivan - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gulf Tomahawk - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Harrier Bee - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
The Hind - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Brake - [ [[image:d.gif]] The Hind] [[image:a.gif]]+[[image:b.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Many Many Torpedoes - [Air OK] [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Aurora - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ennui Mademoiselle - [in time with opponent's attack] [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
<br />
A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well. <br />
<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
<br />
Jenet sticks her foot out. Range is short, same as her 2B but hits mid. Not terribly useful, but can't be ducked.<br />
<br />
}}<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fc<br />
|name=far C<br />
|input=f.C<br />
|description=*Amazing neutral poke. Extremely fast for the range it covers, and can be buffered into 214A safely during pressure.<br />
Hit confirm into 214AC for a high-damage starter from mid-range.<br />
*Whiff cancels to specials.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fd<br />
|name=far D<br />
|input=f.D<br />
|description=* Whiffs on crouchers<br />
<br />
A high angled kick with forward movement. Better at pre-emptively stopping hops. Can't hit crouchers.<br />
}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=* Plus on block<br />
<br />
A small slap across the face. Plus on block making it useful in pressure, but accidentally getting far A and having it be ducked can be troublesome. This is also B. Jenet's 4f normal.<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=* Plus on block<br />
<br />
A quick knee. Has as many plus frames as cl.A, but is 1f slower. <br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=* Forces stand<br />
<br />
A close uppercut. Standard close C. Can be used to anti-air as well.<br />
}}<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=* Forces stand<br />
<br />
A high split kick. Hits twice and leads to her max damage combos.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=* Plus on block<br />
<br />
A crouching slap. Shorter range than 2B, but plus on block.<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
<br />
Standard KOF 2B. Can low profile making it better than most. Use to open people up low.<br />
<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
<br />
A lunging elbow. One of Jenet's best pokes, being cancellable on hit and whiff. Reaches almost as far as her sweep while moving her forward.<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=A handstanding sweep. Jenet's furthest reaching normal outside of her Blowback. Recovers relatively quickly and is whiff cancellable for extra coverage.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_ha,bjenet_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=Jenet sticks her hand out in front of her. Her fastest air normal, making it a potentially useful air-to-air. Misses crouchers however.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hb,bjenet_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Can cross up<br />
<br />
Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox, including a cross-up hitbox, and more active frames. Useful for space control and mix-ups.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hc,bjenet_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Jenet spins while attacking. Hits twice, but the hits aren't spaced apart enough for this to have a significant impact on its frame advantage. The extra hit does let it be active longer for contesting in the air easier.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hd,bjenet_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=A downwards stomp. The low angle makes this best for beating low profile anti airs. When done instantly from a hop, this can hit crouchers overhead as well.<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_rush1,bjenet_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=A backwards kick. Jenet's longest reaching normal. The hitbox is good and it can be cancelled into command normals.<br />
}}<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=Good hitbox that covers a lot of ranges.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hcd,bjenet_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=An aerial elbow drop. Ok jumping blowback. Has to be delayed from a hop to hit a crouching opponent.<br />
}}<br />
<br />
==Throws==<br />
===Bye-Bye Boo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cthrow<br />
|name=Bye-Bye Boo<br />
|input=(close) 4/6C<br />
|description=Jenet tosses her opponent a little too far to get a strong mix-up, but you can at least get a meaty.<br />
}}<br />
===Broach===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_dthrow<br />
|name=Broach<br />
|input=(close) 4/6D<br />
|description=Even less advantage than her forward throw.<br />
}}<br />
<br />
===Falling Crush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_athrow<br />
|name=Falling Crush<br />
|input=(close) j.4/6C<br />
|description=An air throw, giving B.Jenet an alternate anti air. You're left close enough to get a meaty hop.<br />
}}<br />
<br />
==Command Moves==<br />
===Rolling Thunder===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_3d<br />
|name=Rolling Thunder<br />
|input=3D<br />
|description=B.Jenet kicks upwards before diving back down. This can be cancelled in the air with her Harrier Bee special, allowing for strong combos. This can also be used as a combo ender, as the last hit is a hard knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===Baffrass===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236a,bjenet_236c,bjenet_236ac<br />
|name=Baffrass<br />
|input=236A/C/AC<br />
|description3= * A version stays in place<br />
* C and EX version travels forward<br />
<br />
Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals.<br />
<br />
The EX version can hit OTG, and still allows for safe jumps if it does.<br />
}}<br />
===Crazy Ivan===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214a,bjenet_214c,bjenet_214ac<br />
|name=Crazy Ivan<br />
|input=214A/C/AC<br />
|description3=* A version cancel out projectiles<br />
*C version reflects projectiles<br />
<br />
Jenet swipes her dress forward. This works as both a hit-confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The C version can also be used in confirms to score a hard knockdown. 214A/214C can be punishable at point-blank, but are usually safe from far C due to pushback. Even though Jenet is down frames, she can threaten pressure resets because her far C is so strong. If opponents carelessly press buttons after blocking 214A/214C, they may get whiff punished.<br />
<br />
The EX version causes a crumple, allowing for strong combos.<br />
}}<br />
<br />
===Gulf Tomahawk===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214b,bjenet_214d,bjenet_214bd<br />
|name=Gulf Tomahawk<br />
|input=214B/D/BD<br />
|description3=* D and EX versions hit overhead<br />
<br />
Jenet jumps forward with an axe kick. This move covers a lot of vertical space and can be used to cover space safely. <br />
<br />
The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching.<br />
<br />
The D version is much slower and travels further while hitting overhead and causing a hard knockdown. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being plus on block. It's also an good option after air resets to set up a meaty overhead.<br />
<br />
The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round.<br />
<br />
}}<br />
===Harrier Bee===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2b,bjenet_j2b2,bjenet_j2b3,bjenet_j2b4,bjenet_j2b5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description5=<br />
<br />
Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific.<br />
<br />
The B version is notable for causing B.Jenet to fall incredibly fast if no additional inputs are used, giving Jenet an option to go low from a jump.<br />
<br />
The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit.<br />
<br />
See below the following for the D and EX versions' frame data.<br />
}}<br />
<br />
===Harrier Bee D and EX===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2d,bjenet_j2d2,bjenet_j2d3,bjenet_j2d4,bjenet_j2d5,bjenet_j2bd,bjenet_j2bd2,bjenet_j2bd3,bjenet_j2bd4,bjenet_j2bd5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description10=<br />
<br />
This table is listed for D and EX versions' frame data.<br />
<br />
<br />
<br />
}}<br />
<br />
===The Hind===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236b,bjenet_236d,bjenet_236d_ab,bjenet_236bd<br />
|name=The Hind<br />
|input=236B/D/BD<br />
|description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools.<br />
<br />
The B version is fast but is the most unsafe. It combos from lights and causes a hard knockdown. It also has air attack invincibility, making it a useful reaction anti air.<br />
<br />
The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked.<br />
<br />
The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. Just like the B version, this also has upper body invincibility making this an easy to use and rewarding anti-air.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Many Many Torpedoes===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236p,bjenet_j236236p,bjenet_236236ac,bjenet_j236236ac<br />
|name=Many Many Torpedoes<br />
|input=j.236236A/C/AC air okay<br />
|description4=<br />
<br />
B. Jenet spins around while firing torpedoes. This has some start-up invincibility but less than 236236K. This has more forward movement however, making it useful to go through fireball blockstrings. This can be used in the air which can be useful in adding damage from 236K or Harrier Bee.<br />
<br />
}}<br />
<br />
===Aurora===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236k,bjenet_236236bd<br />
|name=Aurora<br />
|input=236236B/D/BD<br />
|description2= Jenet does a series of uppercuts before ending in a kiss. This is a very fast super and B.Jenet's most reliable reversal. However be careful as it has some issues locking opponents in, and sometimes opponents can fall out of the animation if they are hit at a weird spacing.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ennui Mademoiselle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2141236cd<br />
|input=2141236CD<br />
|description=B.Jenet poses to get ready for a strike. This is a 1f parry, making this even beat safe jumps. When used in a Rush combo, Super Cancel, Advanced Cancel, or Climax Cancel, this instead becomes a strike that leads to the same cinematic while dealing an additional 10 damage with the initial kick.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:B.Jenet]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/B.Jenet&diff=58360XV Broken/B.Jenet2022-12-03T22:32:25Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV B Jenet Pro.png|thumb|The leader of a band of pirates known as the Lillien Knights, B. JENET has traveled the world far and wide. Daughter of the Behrn family, an influential international cartel, she became bored of her luxurious but tedious life and ran away to form the Lillien Knights. After the tumultuous events of the previous KOF, B. JENET has her suspicions that the worst is not over yet and sets her sights on joining this KOF to see what’s in store.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character who specializes in both rushdown with her various Special Moves and zoning with her projectile. Making her a somewhat good character for beginners<br />
| pro<br />
* '''The Best Anti-Air''': EX The Hind is a frame 8, incredibly large, ''full combo on hit'' anti air on a 236 motion. It is very possible for Jenet to react with this move to the majority of her opponent's air movement. Additionally, 'grappler jumps' do not work thanks to its range, often putting her outside their throw range. Combine this with her exquisite ground game and you get a character who is profoundly obnoxious to approach. This move also grants her confirms from quite literally any range.<br />
* '''Great Oki and Damage''': Off most of her BnBs Jenet gets fireball oki with Baffrass, allowing her to confirm if the opponent did a reversal or not, and act accordingly. With her high damage, this often lets B. Jenet snowball rounds very fast, especially against impatient opponents. <br />
* '''Best of Both Worlds in Normals''': Jenet's normals are huge, fast, have low recovery, and have great conversions. Her high average damage and aformentioned strong air game make her a menace no matter where she is on the screen. <br />
* '''Ridiculously Safe Pressure''': It's like Benimaru but broken. Jenet can reset pressure, go for sneaky overheads, and back off of pretty much any situation she desires. Baffrass is plus on block anywhere, allow Jenet to back off or push forward depending on the matchup. <br />
* '''Ridiculous Skill Cap''': Jenet's current status as it is already is quite powerful. Yet, her skill cap allows her to play the neutral even better than her outstanding basic tools suggest and get great opportunities from greedy pressure. She has high long-term reward for players who decide to invest into her playstyle. <br />
| cons=<br />
* '''No Non-Super Reversals''': Jenet will have to stick to her great abare in order to get out of pressure, meaning characters with tighter pressure can run her down.<br />
* '''Viciously Meter Hungry''': Jenet's oki, confirms, and damage all become multitudes less powerful without at least one bar to spend on both EX 'The Hind' and EX Harrier Bee.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Bye-Bye Boo - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Broach - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Falling Crush - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Rolling Thunder - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Baffrass - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Crazy Ivan - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gulf Tomahawk - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Harrier Bee - [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
The Hind - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Brake - [ [[image:d.gif]] The Hind] [[image:a.gif]]+[[image:b.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Many Many Torpedoes - [Air OK] [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Aurora - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ennui Mademoiselle - [in time with opponent's attack] [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
<br />
A high jab. Jenet's furthest reaching light normal. Check hops with this. Cancellable as well. <br />
<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
<br />
Jenet sticks her foot out. Range is short, same as her 2B but hits mid. Not terribly useful, but can't be ducked.<br />
<br />
}}<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fc<br />
|name=far C<br />
|input=f.C<br />
|description=*Amazing neutral poke. Extremely fast for the range it covers, and can be buffered into 214A safely during pressure.<br />
Hit confirm into 214AC for a high-damage starter from mid-range.<br />
*Whiff cancels to specials.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_fd<br />
|name=far D<br />
|input=f.D<br />
|description=* Whiffs on crouchers<br />
<br />
A high angled kick with forward movement. Better at pre-emptively stopping hops. Can't hit crouchers.<br />
}}<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=* Plus on block<br />
<br />
A small slap across the face. Plus on block making it useful in pressure, but accidentally getting far A and having it be ducked can be troublesome. This is also B. Jenet's 4f normal.<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=* Plus on block<br />
<br />
A quick knee. Has as many plus frames as cl.A, but is 1f slower. <br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=* Forces stand<br />
<br />
A close uppercut. Standard close C. Can be used to anti-air as well.<br />
}}<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=* Forces stand<br />
<br />
A high split kick. Hits twice and leads to her max damage combos.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=* Plus on block<br />
<br />
A crouching slap. Shorter range than 2B, but plus on block.<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
<br />
Standard KOF 2B. Can low profile making it better than most. Use to open people up low.<br />
<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
<br />
A lunging elbow. One of Jenet's best pokes, being cancellable on hit and whiff. Reaches almost as far as her sweep while moving her forward.<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=A handstanding sweep. Jenet's furthest reaching normal outside of her Blowback. Recovers relatively quickly and is whiff cancellable for extra coverage.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_ha,bjenet_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=Jenet sticks her hand out in front of her. Her fastest air normal, making it a potentially useful air-to-air. Misses crouchers however.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hb,bjenet_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Can cross up<br />
<br />
Jenet sticks her foot out. Only 1f slower than j.A with a better hitbox, including a cross-up hitbox, and more active frames. Useful for space control and mix-ups.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hc,bjenet_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Jenet spins while attacking. Hits twice, but the hits aren't spaced apart enough for this to have a significant impact on its frame advantage. The extra hit does let it be active longer for contesting in the air easier.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hd,bjenet_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=A downwards stomp. The low angle makes this best for beating low profile anti airs. When done instantly from a hop, this can hit crouchers overhead as well.<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_rush1,bjenet_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=A backwards kick. Jenet's longest reaching normal. The hitbox is good and it can be cancelled into command normals.<br />
}}<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=Good hitbox that covers a lot of ranges.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_hcd,bjenet_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=An aerial elbow drop. Ok jumping blowback. Has to be delayed from a hop to hit a crouching opponent.<br />
}}<br />
<br />
==Throws==<br />
===Bye-Bye Boo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_cthrow<br />
|name=Bye-Bye Boo<br />
|input=(close) 4/6C<br />
|description=Jenet tosses her opponent a little too far to get a strong mix-up, but you can at least get a meaty.<br />
}}<br />
===Broach===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_dthrow<br />
|name=Broach<br />
|input=(close) 4/6D<br />
|description=Even less advantage than her forward throw.<br />
}}<br />
<br />
===Falling Crush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_athrow<br />
|name=Falling Crush<br />
|input=(close) j.4/6C<br />
|description=An air throw, giving B.Jenet an alternate anti air. You're left close enough to get a meaty hop.<br />
}}<br />
<br />
==Command Moves==<br />
===Rolling Thunder===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_3d<br />
|name=Rolling Thunder<br />
|input=3D<br />
|description=B.Jenet kicks upwards before diving back down. This can be cancelled in the air with her Harrier Bee special, allowing for strong combos. This can also be used as a combo ender, as the last hit is a hard knockdown.<br />
}}<br />
<br />
==Special Moves==<br />
===Baffrass===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236a,bjenet_236c,bjenet_236ac<br />
|name=Baffrass<br />
|input=236A/C/AC<br />
|description3= * A version stays in place<br />
* C and EX version travels forward<br />
<br />
Jenet tosses out a tornado across the ground. The A version stays in place and hits multiple times. This is a pressure reset tool. The start-up is slow, but if you get your opponent to block it, you're rewarded with plus frames. The active frames make it potentially able to stop ground approaches, but generally the C and EX versions are better for that. These versions act like traditional projectiles, travelling fullscreen and controlling ground space. This recovers slower than average compared to other fireball specials, but generally is able to leave Jenet safe on block if there is enough pushback from your normals.<br />
<br />
The EX version can hit OTG, and still allows for safe jumps if it does.<br />
}}<br />
===Crazy Ivan===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214a,bjenet_214c,bjenet_214ac<br />
|name=Crazy Ivan<br />
|input=214A/C/AC<br />
|description3=* A version cancel out projectiles<br />
*C version reflects projectiles<br />
<br />
Jenet swipes her dress forward. This works as both a hit-confirm tool and an anti-projectile tool. You can use the A version to just negate a projectile or the slower, forward-moving C version to reflect it. The C version can also be used in confirms to score a hard knockdown. 214A/214C can be punishable at point-blank, but are usually safe from far C due to pushback. Even though Jenet is down frames, she can threaten pressure resets because her far C is so strong. If opponents carelessly press buttons after blocking 214A/214C, they may get whiff punished.<br />
<br />
The EX version causes a crumple, allowing for strong combos.<br />
}}<br />
<br />
===Gulf Tomahawk===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_214b,bjenet_214d,bjenet_214bd<br />
|name=Gulf Tomahawk<br />
|input=214B/D/BD<br />
|description3=* D and EX versions hit overhead<br />
<br />
Jenet jumps forward with an axe kick. This move covers a lot of vertical space and can be used to cover space safely. <br />
<br />
The B version is a frame trap when cancelled from heavy normals, and only loses to 4f normals when cancelled from light normals. The pushback from normals will usually prevent this from going over crouching opponents, but it is still possible. The reward on hit is fairly low, but this can keep your opponent on their toes when defending. This can be blocked standing or crouching.<br />
<br />
The D version is much slower and travels further while hitting overhead and causing a hard knockdown. It's too slow and too specific of a range to be a reliable mix-up option, but it still covers a lot of space while being plus on block. It's also an good option after air resets to set up a meaty overhead.<br />
<br />
The EX version travels a very short distance making it more consistent at close range. At only 18f start-up this is a very hard to react to overhead that is safe on block. Jenet gets no significant additional reward off of this, but this is an easy way to close out a round.<br />
<br />
}}<br />
===Harrier Bee===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2b,bjenet_j2b2,bjenet_j2b3,bjenet_j2b4,bjenet_j2b5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description5=<br />
<br />
Jenet glides forward, doing additional kicks with additional inputs. This is one of Jenet's most unique tools, giving her a unique aerial approach option. If the 3rd hit is delayed properly enough, Jenet can be plus on block upon landing. You can also do this from a backdash to act as a counter against lows. In combos, 3D and 236BD can also be cancelled into this, and if delayed enough, you can combo after she lands. This is a major contributor to why B.Jenet is considered to be a higher execution character, as the timing to these combos are quite specific.<br />
<br />
The B version is notable for causing B.Jenet to fall incredibly fast if no additional inputs are used, giving Jenet an option to go low from a jump.<br />
<br />
The EX version provides more frame advantage on block on the first three hits, and causes a higher launch on the 4th hit.<br />
<br />
See below the following for the D and EX versions' frame data.<br />
}}<br />
<br />
===Harrier Bee D and EX===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_j2d,bjenet_j2d2,bjenet_j2d3,bjenet_j2d4,bjenet_j2d5,bjenet_j2bd,bjenet_j2bd2,bjenet_j2bd3,bjenet_j2bd4,bjenet_j2bd5<br />
|name=Harrier Bee<br />
|input=j.2B/D/BD<br />
|description10=<br />
<br />
This table is listed for D and EX versions' frame data.<br />
<br />
<br />
<br />
}}<br />
<br />
===The Hind===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236b,bjenet_236d,bjenet_236d_ab,bjenet_236bd<br />
|name=The Hind<br />
|input=236B/D/BD<br />
|description4=Jenet leaps forward with a knee, then does a spinning uppercut. This is an advancing special that can leap over lows. This is a big potential threat in Jenet's neutral, as well as one of her best combo tools.<br />
<br />
The B version is fast but is the most unsafe. It combos from lights and causes a hard knockdown. It also has air attack invincibility, making it a useful reaction anti air.<br />
<br />
The D version is too slow to combo from cancels, but has a brake option by pressing AB when Jenet is about to do the uppercut, on whiff or hit. When braked, the special is safe on block yet still offers a launch on hit. Considering the safety and reward, this is an important option to consider when playing footsies against Jenet. While this is generally safe, an aware opponent can Guard Cancel Roll the first hit to be able to punish the move even when braked.<br />
<br />
The EX version is fast and the uppercut can be cancelled into her Harrier Bee series. This allows for strong combos, even from light normals. Just like the B version, this also has upper body invincibility making this an easy to use and rewarding anti-air.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Many Many Torpedoes===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236p,bjenet_j236236p,bjenet_236236ac,bjenet_j236236ac<br />
|name=Many Many Torpedoes<br />
|input=j.236236A/C/AC air okay<br />
|description4=<br />
<br />
B. Jenet spins around while firing torpedoes. This has some start-up invincibility but less than 236236K. This has more forward movement however, making it useful to go through fireball blockstrings. This can be used in the air which can be useful in adding damage from 236K or Harrier Bee.<br />
<br />
}}<br />
<br />
===Aurora===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_236236k,bjenet_236236bd<br />
|name=Aurora<br />
|input=236236B/D/BD<br />
|description2= Jenet does a series of uppercuts before ending in a kiss. This is a very fast super and B.Jenet's most reliable reversal. However be careful as it has some issues locking opponents in, and sometimes opponents can fall out of the animation if they are hit at a weird spacing.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ennui Mademoiselle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bjenet_2141236cd<br />
|input=2141236CD<br />
|description=B.Jenet poses to get ready for a strike. This is a 1f parry, making this even beat safe jumps. When used in a Rush combo, Super Cancel, Advanced Cancel, or Climax Cancel, this instead becomes a strike that leads to the same cinematic while dealing an additional 10 damage with the initial kick.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:B.Jenet]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Kula_Diamond&diff=58359XV Broken/Kula Diamond2022-12-03T20:52:59Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Kula Profile.png|thumb|Kula Diamond is a strawberry sorbet loving cybernetically modified human, crafted by the syndicate NESTS in order to exterminate K'. The results of such modifications do have their drawbacks, as she looks and behaves like a child, the cryokinesis she has acquired, allows her to instantly turn water molecules in the air into ice.<br/>After the destruction of NESTS, she teamed up with K' and his allies. However, all of that came undone after a fight with K', causing her to run away from the group. All alone, she was snatched up by Krohnen and Ángel, where she was added to their team.]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Ice Coffin - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] <br />
<br />
Ice Sledge - close [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
One Inch - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slider Shoot - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Crow Bite - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Diamond Breath - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Counter Shell - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Ray Spin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
:'''┗''' Ray Spin (Stand), [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
:'''┗''' Ray Spin (Sit), [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Falling Snowman - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Diamond Edge - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Frozen Arena - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Desperation Move'''<br />
<br />
Glacier Ridge - [[image:qcb.gif]] [[image:db.gif]] [[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2B > 5B > 623C = 176 DMG<br/><br />
c.C(1) > 6A > 214B > 6D, 623C = 228 DMG<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2B > 5B > 214BD, (delay) 6D, 623C = 255 DMG<br/><br />
c.C(1) > 6A > 236AC, 214D, 623C = 283 DMG<br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2B > 5B > 623C > 236236B/D = 296 DMG<br/><br />
c.C(1) > 6A > 214B > 6D, 623C > 236236A/C = 326 DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B > 2B > 5B > Quick Max, c.C(1) > 6A > 236AC, 214D, 623C > 236236A/C = 352 DMG<br/><br />
c.C(1) > 6A > 236AC, 214BD > (delay) 6D, 623C > 236236A/C = 409 DMG<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a well-rounded character who wants to use her projectiles and pokes to keep her opponents out, while also using her powerful normals to keep opponents locked down. Her ability to swap playstyles depending on her match-up is her best quality. Her main downside is her ability to convert meter into damage. Because of this she is most commonly played on point.<br />
| pros=<br />
* '''Point Princess''': Kula is an excellent point character thanks to several factors. Her incredible meter gain, good neutral buttons, strong reversal and overall excellent Okizeme and pressure tools make her effective regardless of the matchup. The versatility inherent in her kit makes her great for contesting against any other point archetype, whether that be a speedy rushdown, annoying zoner, or close-range grappler. This makes it very easy to slot her into a point position and reap all the possible benefits while deploying more specialized characters on the mid and anchor positions, without worrying about team stability.<br />
* '''Strong Neutral''': Kula's B normals reach ridiculously far for their speed, and her air normals allow her to contest airspace very well. She also has numerous anti-zoning tools like Crow Bite and especially Counter Shell. Ray Spin lets her high-profile numerous low pokes too. <br />
* '''Meter Economy''': Despite building tons of meter, Kula barely uses any of it for her combos, which have good reward and Okizeme without meter. As a result she can spend small amounts of meter in other places to enhance her gameplan while still stocking up for her mid and anchor. <br />
* '''Corner-Carry of the Gods''': Kula's corner carry is very good, arguably the best in the game, and she does not sacrifice Okizeme or pressure for getting it. <br />
| cons=<br />
* '''''Low Damage''''': Kula's greatest weakness is her low damage. While her reward from combos is good, they top out in terms of damage very fast, even with meter extensions. Similarly, her reliance on her B normals for poking means it is difficult for her to get any sizeable reward from neutral exchanges. Overall, Kula can find it difficult to get any kind of meaningful damage out of her kit without heavy investment and risk, relegating her to a low-damage (but effective) style of play. <br />
* '''Slow''': Kula's run speed is very slow, and her jump arcs also similarly very slow. This makes it very easy for opponents to stuff air approaches and necessitates she fight on the ground. <br />
<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_sta<br />
|description= <br />
* Can hit crouchers.<br />
Kula jabs her hand out with some freezing ice on it. Great range, stops hops well, and does not whiff on crouching unlike many other far 5A normals. It can also cancel, so it's nice to use as a fast counterpoke. Overshadowed, however, by f.B.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_stb<br />
|description=<br />
* Chainable from light normals<br />
* Can hit crouchers<br />
A far-reaching kick. Better than f.A in almost every way, doing 5 more damage, starting up 1f faster, and recovering 1f faster. A good poke that can whiff punish well and hits crouchers as well as hops. Incredible button.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_stc<br />
|description=<br />
* Special Cancellable <br />
Kula steps forward and hits with a big ball of ice. Slow startup, but the forward movement allows it to hit outside of the range of 5A/5B and it can combo into more specials. Unfortunately none of Kula's special moves have enough range to consistently combo from f.C at all ranges, which can leave Kula very wide open if she whiffs a special. Normally a far cancellable heavy is a strong tool to have, but the inconsistency and speed makes this risky to use. You can cancel into 3D and that works consistently, but the reward is minimal and is unsafe if spaced incorrectly.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_std<br />
|description=<br />
Kula leans back and kicks forward. Less range than her other normals, but makes for a good pre-emptive anti-air thanks to the lean back and high hitbox. Too slow to use on reaction. Cancellable into specials, though 214B and 236A will whiff at max range. 214D generally connects though.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_cla<br />
|description=<br />
* Starts her Rush combo series<br />
A quick ice covered jab. Tied with cl.C and 2B for her fastest normal, and chains into other normals and her rush so it's ok in a scramble. Ok at stopping hops at close range if they're delayed. Plus on block.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_clb<br />
|description=<br />
* 0 on hit<br />
Kula does a backward spin kick. Slow for a light normal and not useful. Does not go over lows, which the animation might imply.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_clc<br />
|description=<br />
* Both hits cancellable<br />
Kula does a fast uppercut followed by a shoulder to the chest. Fast 2 hit heavy for hitconfirming, and the first hit reaches high and fast enough to be a close anti-air in the right situations. Use over c.A for point blank hops.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_cld<br />
|description=<br />
* Both hits cancellable<br />
A kick up followed by an axe kick down covered in ice. Kula's highest damage close normal. c.C is better for confirming from jump-ins, but use this in punishes to get as much damage as you can. Can double as an anti-air as well, but c.C is still better for that.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_cra<br />
|description=<br />
Kula kicks upward slightly. Nice to help confirm light strings, and hits higher than 2B. Can chain into itself and other light normals. Plus on block.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_crb<br />
|captions= There's always gotta be one.<br />
|description=<br />
* Can be whiff cancelled<br />
A low kick, classic KOF move. 4f start-up, chainable, and great range. Great for long confirms. Most notably is Kula's short hurtbox when using this move; you can duck under many jump-ins, especially early ones, and punish with a light confirm as they land. It is also Kula's only whiff cancel.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_crc<br />
|description=<br />
Kula freezes her hair and stabs it upwards. Active for a long time. Another good anti-air, and used in conjunction with far 5D and her DP make her fairly good at stopping jumps. Be careful of its slow speed and lack of a hitbox directly above or behind Kula. Can be cancelled.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_crd<br />
|description=<br />
A great sweep. Cancelled into moves like 236C or 214BD it allows Kula to pressure from very far, and get in range for a 2B string combo. Combine with short hops to have a varied rushdown. Unlike many other 2Ds, Kula's cannot be whiff cancelled.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_ha,kula_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2= Kula puts her hand directly below her and freezes the air. Kula's most reliable cross-up tool. On block, 2B > 2A > full jump forward > j.A leads to a cross-up on standing opponents, and doing a hyper hop instead crosses-up a crouching opponent. It can also hit crouching opponents on the way up during a short hop, leading to an instant overhead.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_hb,kula_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= A quick kick. Fast air-to-air, good to hop in place with these and create a wall. Plays a large part in Kula's zoning. Hitbox is angled high so it can be low profiled if used carelessly. Shrinks Kula's hurtbox slightly so can be used to help hop over projectiles.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_hc,kula_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2= Kula freezes both hands and spikes her opponent. Beefy jump-in, that hits lower to the ground than jA out of shorthop, making is a viable alternative vs animations with a lower hurtbox. Can be mixed her 6F jD to vary your timings, it’s also able to hit crouching opponents on the way up during a hop.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_hd,kula_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2= Kula swings her leg downward. Her fastest air normal. More horizontal range than j.C but less vertical; use if you aren't sure you can land the j.C. Use as an offensive poke, keeping opponents honest at max range. Can be an air-to-air pre-emptively, but j.B is better in most situations, albeit less rewarding.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_cd<br />
|captions="Plus on whiff"<br />
|description=<br />
Kula swings a huge ball of ice. Slightly below average speed for a CD, but has a large hitbox and quick recovery. Throw this out as a safe poke and pressure tool.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcf+cd<br />
|description=<br />
Kula's Shatter Strike. The large range of her CD makes this an above average Shatter Strike.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_hcd,kula_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= A spinning air kick. Hitbox doesn't actually start until the ice effect appears on her second leg, so the startup is quite slow. Hits all around her however, good at controlling air space and late hit jump mixups.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_rush1,kula_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Ice Coffin===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_cthrow<br />
|input=4/6C<br />
|description= <br />
Kula freezes the opponent in ice before blowing them up. Hard knockdown; they get thrown just too far for a 22C meaty setup, but you can still safely summon it if you want it to zone with or run forward for a meaty jump in or 2B. In the corner, whiff f.A > short hop > j.C is a safe jump. <br />
}}<br />
<br />
===Ice Sledge===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_dthrow<br />
|input=4/6D<br />
|description= <br />
Kula leapfrogs over the opponent, tossing them far behind her. Thrown too far for any real oki, so unless you want the sideswap C throw is a bit better.<br />
}}<br />
<br />
==Command Moves==<br />
<br />
===One Inch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_6a<br />
|input=6A<br />
|description= <br />
A slow punch. On normal hit, it crumples a ground opponent and juggles an airborne opponent, allowing for combos after. If cancelled into, it becomes much faster and cancellable which makes it useful for combos from heavies and frame traps from lights. Absolutely no use in neutral. When using in cancels, be careful not to accidentally input a 623A when cancelling into 236A on block. Inputting as 2369A can alleviate the issue.<br />
<br />
Although the raw version is not cancellable, it can be Quick Max Cancelled, which allows for mid juggle Quick Max combos in the corner.<br />
}}<br />
<br />
===Slider Shoot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_3d<br />
|input=3D<br />
|description= <br />
Kula's slide. Nice as a fireball deterrent, goes pretty far and has good low profile. Remains the same when cancelled into, making for an easy combo ender. Its active frames are long, making it easy to punish high jump-ins by having them fall into the slide. Can be spaced to be made safe on block, even plus.<br />
}}<br />
<br />
==Special Moves==<br />
===Crow Bite===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_dp+a,kula_dp+c,kula_dp+ac<br />
|input=623A/C/AC<br />
|description3=<br />
* Reversal and combo ender.<br />
* All versions have full body invulnerability frames, however only A and EX cover their entire startup<br />
<br />
Kula's uppercut. Anti air and reversal tool. Also her main combo ender for damage routes.<br />
----<br />
The '''A version''' is one hit and stays relatively close to Kula. It also has full invincibility. It's the slowest out of all her DPs so it's prone to even not perfect safe jumps. This is an easy super cancel, and since it's only one hit you get the full damage when cancelled. When used as a combo ender, Kula has enough time to force a throw/low mix-up on quick rise, even midscreen.<br />
----<br />
The '''C version''' is 2 hits and travels very far forward. Has some startup invincibility but will trade if mashed into a meaty. Main combo ender for damage and also useful for anti-airs. Grants little oki midscreen. Hard knockdown if only the first strike hits.<br />
----<br />
The '''EX version''' is fast and has full invincibility. A great reversal, and is mainly used on defense and anti air.<br />
}}<br />
<br />
===Diamond Breath===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcf+a,kula_qcf+c,kula_qcf+ac<br />
|input=236A/C/AC<br />
|description3= <br />
* Zoning and pressure tool<br />
* Counts as a projectile<br />
<br />
Kula breathes an icy breath. Great for zoning and putting on pressure midscreen as it reaches quite far and is very safe on block. The breath does not disappear when Kula is hit, potentially hitting your opopnents away even if they are able to get in. Functions like a melee attack but counts as a projectile, meaning it can be reflected.<br />
----<br />
The '''A version''' is a fast midrange breath, good for general zoning and blockstrings. Poke around with it in neutral to keep your opponent out. It has a lot of active frames so opponents can easily fall or run into it. Acts as a frame trap when cancelled immediately from light normals and delayed from heavy normals. If it hits counterhit, Kula can juggle after, but this doesn't apply often, even in the corner.<br />
----<br />
The '''C version''' is a more committal tool made more for pressure than zoning. Slow startup but huge range and is very plus on block. On hit, you can convert depending on range, generally you can at least get a 2D or 3D but closer allows for combos into f.C > 214D. On block, you can mix-up a sweep or a hop. Immediate 236A is also a useful trap, often causing the breath to trade in your favor if they press buttons.<br />
----<br />
The '''EX version''' is the same speed and range as the A version, but crumples on hit to allow combos after. Unlike the others, this is specifically for combos as it is not as safe on block and the A version zones better for no meter cost.<br />
}}<br />
<br />
===Counter Shell===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcb+a,kula_qcb+c,kula_qcb+ac<br />
|input=214A/C/AC<br />
|description3=<br />
* Data in [] represent values for the reflected projectile.<br />
* Projectile reflector and hard knockdown tool.<br />
<br />
An icy hand swipe. Great for counter zoning in conjunction with 236A/C. Like Yamazaki's Double Return reflector, it is able to no sell almost any projectile including Climaxes and Terry's Power Geyser. Used to be useful for building meter, but that has been nerfed from previous games.<br />
----<br />
The '''A version''' is the fastest and will only nullify a projectile. A combo ended in this results in a hard knockdown and a meaty 22C setup at the cost of some damage. If juggled into, two hops will set up a safe jump.<br />
----<br />
The '''C version''' is a bit slower but has Kula send out her own projectile on projectile hit. This projectile has the priorities of a normal projectile. On air hit this will cause a juggle for extended combos.<br />
----<br />
The '''EX version''' sends an EX ice ball back, which knocks down on hit. Like the C version, the swipe also causes a juggle state, but is hard to combo into due to its very limited range. Can't be juggled into.<br />
}}<br />
<br />
===Ray Spin===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcb+b,kula_qcb+d,kula_qcb+bd<br />
|input=214B/D/BD<br />
|description3=<br />
* Combo move, and has some applications in blockstrings<br />
* Can evade low moves<br />
Kula's spinning kicks. Has a variety of uses, with the Stand and Sit followups also giving it more variety. Many ways to get good damage, be safe or even plus on block, and mix an opponent up. <br />
----<br />
The '''B version''' kicks once, and leaves the opponent grounded. Meterless combo move, as it leads to the highest damage without needing to juggle the opponent. Least safe on block. Goes over lows, making it very useful in neutral to catch errant jumps or pokes. <br />
----<br />
The '''D version''' is a launcher and hits twice. Mainly used in places where the B version won't connect properly, like after a crumple, at max range f.C, and in some corner combos. Safe on block, but completely whiffs on crouchers (except for Maxima, Antonov, and KoD), so risky to use against a knowledgeable opponent. This also cannot be whiff cancelled into its follow ups.<br />
----<br />
The '''EX version''' is the fastest, and can combo from light hits. It also changes the properties of the followups to be generally more powerful. Safest on block, and being 0 you can usually try for pressure afterwards, especially against characters without or with poor 4f moves. However, if your opponent Guard Cancel Rolls the first hit backwards, you can get punished.<br />
}}<br />
<br />
===Ray Spin (Stand)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcb+b~6b,kula_qcb+d~6b,kula_qcb+bd~6b<br />
|input=6B after any Ray Spin<br />
|description3=<br />
* Safe or plus ender, and corner combo extender<br />
Kula kicks a leg up and shoots out an ice ball similar to when she reflects a projectile with Counter Shell. Mainly seen as a usually safe blockstring ender, but it does allow followup juggles in the corner. Note that when used in blockstrings, there is a gap between the Ray Spin and the follow-up, allowing reversals to go through. This gap does act as a natural frame trap, however.<br />
----<br />
The '''Meterless version''' sees use as the above, as with a delay you can hit both the kick and ice ball before juggling in the corner. Can be used as a zoning tool after a 214B but whiffing the Ray Spin leaves you open.<br />
----<br />
The '''EX version''' is plus on block, making it great for use in pressure as you can run a mixup between a few different options. There's still a gap however, so better players will reversal through it. Does no more damage than the meterless versions, meaning there's not much use for it in corner combos.<br />
}}<br />
<br />
===Ray Spin (Sit)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcb+b~6d,kula_qcb+d~6d,kula_qcb+bd~6d<br />
|input=6D after any Ray Spin<br />
|description3=<br />
* Juggle extender<br />
Kula slides with a slide similar to 3D, but it launches instead of knocking down. Great for juggling into her two enders, but unsafe on block so be sure to confirm it.<br />
----<br />
The '''Meterless version''' is used to combo into 623C or 214A in her meterless combos, and is very unsafe on block. It also whiffs against all airborne opponents, making it impossible to hit after a 214D.<br />
----<br />
The '''EX version''' contains all the same properties, but is able to connect with airborne opponents and launches very high, making it very useful in juggles.<br />
}}<br />
<br />
<br />
===Falling Snowman===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_dd+a,kula_dd+c,kula_dd+ac<br />
|input=22A/C/AC<br />
|description3=<br />
* Oki and zoning tool<br />
Kula summons a snowman at the top of the screen, which hangs for a bit before falling. Useful in meaty setups and zoning, but Kula has to whiff a long animation (56f) before she can act again. The snowman takes about 25f to be summoned, and if Kula is interrupted after that point, the snowman will still be active. The snowman will be active after 58f since when she starts up the move.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Kula_22P(2)_ima.png|x300px|center]]</div><br />
<br />
<br />
----<br />
The '''A version''' summons about 1/4th of the screen away, and is good to use when the opponent is very far as it can cover you from them approaching as you use 236A/C to zone.<br />
----<br />
The '''C version''' summons about 3/4th of the screen away, and is used when the opponent is knocked down after a 214A to set up meaties. Can also be used for zoning if an opponent is stubborn about approaching, but the lengthy animation and the fact it really doesn't cover you means 22A is superior at this.<br />
----<br />
The '''EX version''' summons 2 snowmen, one right above the opponent and one slightly behind. Great for zoning as it can easily force an opponent to move, and can be used for oki setups as well without the need for a 214A. The first snowman also causes a juggle, but the second snowman causes a knockdown that you can't convert from<br />
}}<br />
<br />
==Super Special Moves==<br />
===Diamond Edge===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcfqcf+a/c,kula_qcfqcf+ac<br />
|input=236236A/C/AC<br />
|description2= <br />
Kula shoots a giant spire of ice from the ground. No invincibility makes it hard to use defensively. A great juggle ender, but does do slightly less damage than her other super in grounded connects. Ideal after landing a reversal or anti air 623A. <br />
<br />
Max version does 3 hits, more damage, is faster, and has invincibility. Note that the 3rd hit tends to miss in the corner.<br />
}}<br />
<br />
===Frozen Arena===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcfqcf+b/d,kula_qcfqcf+bd<br />
|input=236236B/D/BD<br />
|description2= <br />
Kula slides forward and shoots out ice spikes behind her. Switches sides unless in the corner. Also has some invincibilty, but not a lot so don't use as a reversal. No projectile invincibility so can't be used to go through projectiles. Does more damage than Diamond Edge, but has an issue with falling out of the hits during juggles unless timed well. <br />
<br />
Max version has 3 hits and more damage. Max version also has issues with getting every hit, even on grounded connects: you have to be somewhat close for the first hit to connect.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Glacier Ridge===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kula_qcbhcf+cd<br />
|input=2141236CD<br />
|description= <br />
*Counts as a projectile.<br />
*Covers about 80% of the screen.<br />
<br />
Kula sticks out her tongue and sends out a wave of ice spikes. On connect, she freezes the opponent in a giant block of ice before shattering it. Standard climax, big damage ender that you can use if you have the resources. Can be used to beat a projectile, but this only goes about 80% of the screen so be careful. Can be reflected, oddly.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|t9xfCKwhc_U|||'''Kula Diamond Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kula Diamond]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Orochi_Chris&diff=58358XV Broken/Orochi Chris2022-12-03T20:26:30Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Orochi Chris Profile.png|thumb|Chris revealed his true form as one of the Four Heavenly Kings of Orochi. Chris joins forces with Yashiro and Shermie for the purpose of reviving Orochi. With a cruel smile and contempt for humans, Chris openly damns his opponents and burns them mercilessly with purple flames.]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Chi no Batsu - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Ten no Tsumi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Muyou no Ono - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Jyukei no Oni - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Setsudan no koto - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Taiyou O Iru Honoo - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Tsuki O Tsumu Honoo - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Kagami O Hofuru Honoo - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Shishi O Kamu Honoo - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ankoku Orochi Nagi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Hold OK)<br />
<br />
Daichi ni Hisomu Gouka - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Hirameki Kogaretaru Tamashi(sic)- [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is the flame imbued version of Chris. He shares all the same normals and frame data as regular Chris but with a completely different special movelist. Orochi Chris is a character that trades regular Chris' mixup potential for raw damage output. <br />
<br />
| pros=<br />
* '''Ungodly Damage Potential''': O.Chris is all about damage, damage, damage. His metered damage potential is among the highest, if not ''the highest'', in the entire game. His 1 bar combos can deal 50% in the corner, while his 3-5 bar dumps can deal upward of 80 or even 90% total damage wherever he is on the screen. The sheer threat of this damage potential makes an Anchor O.Chris extremely frightening to fight, as one small move will result in most of your health bar dying followed by a safejump or further pressure. <br />
* '''Speedy''': Orochi Chris shares many of the same stats as his normal counterpart, which includes his fast run speed and aggressive hops. This gives O.Chris a lot of good movement potential, whether that's defensive or offensive.<br />
* '''Strike/Throw Mixups''': Shishi O Kamu Honoo is a 1f command grab that leads to good damage on hit and is very easy to combo into, giving O.Chris lots of ways to either put pressure on his opponents or punish them for mistakes. The EX Version functions as a combo starter due to putting enemies in the juggle state, giving a meter-stocked O.Chris a huge threat boost.<br />
* '''Good Pressure''': While O.Chris has none of the the mixup potential of his regular counterpart, he instead has very aggressive normals, good hop mixup buttons, and solid pressure options like cl.A. <br />
| cons=<br />
* '''Stubby''': O.Chris's short limbs make it difficult for him to contest space with them, often forcing him to rely on his movement to navigate neutral.<br />
* '''Bad Defense''': With no meterless reversal, bad anti-air buttons and severely punishable specials, O.Chris can be difficult to play while on the back foot. He wants to get in, blow you up, and end the game quickly, so laming things out can make life difficult for him.<br />
* '''Don't Miss''': O.Chris's meter dumps are effective, but require decent execution and are spacing dependent. If you want to maximize his damage, you need to consistently know where to route, and how to do it. Since all of his biggest hits are supers, you need to be able to hit them properly- a whiff not only drops the combo, but kills a lot of his momentum too. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_fa<br />
|description= <br />
* A quick jab that can stop hops at a close range.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_fb<br />
|description=<br />
* Chris' longest light attack, which isn't saying much. <br />
* Mid-height poke. <br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_fc<br />
|description=<br />
* Hits twice, if you're in range for it. <br />
* 1st hit is cancel-able by command normals, which can be a saving grace is you were attempting a Close C but got this instead. <br />
* 2nd hit is cancel-able by special moves.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_fd<br />
|description=<br />
* This wild looking roundhouse kick has stubby range but it can be used to stop counter hops or jumps at a very close distance.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_cla<br />
|description=<br />
* A special cancel-able close jab, very plus on block. You can link into cl.C and 2C on hit.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_clb<br />
|description=<br />
* Special cancel-able and can chains from light normals.<br />
* More reliable for strings than Close A. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_clc<br />
|description=<br />
* Chris' main combo heavy. Used during combos after a jump-in attack or by itself to punish whiffed special moves or supers. Lots of pushback on block.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_cld<br />
|description=<br />
* This high aiming split kick can be used to stop opponents jumping over Chris. Has a fair amount of pushback on block.<br />
* Sometimes whiffs against crouching opponents. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2a<br />
|description=<br />
* This crouching jab can be chained from light normals. Fast at 4f and plus on block. Has longer range than far A and combos into 6A.<br />
* Frame traps when cancelled into either of Chris' command normals, but Chris can be thrown during this.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2b<br />
|description=<br />
* Hits low, comes out quick, useful for starting combos, great horizontal range, special cancel-able & chains into other light normals. Chain into 2A > 6A for stronger combos if you're in range.<br />
* This can't be whiff cancelled, meaning if you buffer 214A behind it and the 2B whiffs, you'll get a far A instead, which can stop hop attempts on the 2B. This is a useful buffer in fishing for stray 2B hits.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2c<br />
|description=<br />
* 2 hits, both special cancel-able, though the 2nd whiffs vs crouch block. <br />
** Usually not punishable if this happens.<br />
* Possible use as an anti-air, but the weird forward lean can make him pass under the opponent. <br />
** Better against further distance hops.<br />
* Frame traps from 2A.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2d<br />
|description=<br />
* Low profiling sweep that can be used for anti-airing or ducking projectiles. <br />
* Special cancel-able. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_ha,ochris_ja<br />
|name=Jump A<br />
|input=j.A<br />
|description2=* Short air-to-air button. Not much reason to use this. <br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_hb,ochris_jb<br />
|name=Jump B<br />
|input=j.B<br />
|description2=* Great air to air that can still catch grounded opponents if needed. Supplement alongisde his fantastic downward angled j.D and j.CD.<br />
}}<br />
<br />
====Netural Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_h8b,ochris_j8b<br />
|name=Jump 8B<br />
|input=8j.B<br />
|description2=* Air to air. Use similarly to forward jump B.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_hc,ochris_jc<br />
|name=Jump C<br />
|input=j.C<br />
|description2=* Worse overall than j.D. Doesn't reach as far out or low.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_hd,ochris_jd<br />
|name=Jump D<br />
|input=j.D<br />
|description2=* Has a small cross-up hitbox, but hard to take advantage of on standing opponents. Overall your best jump-in for combos.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_cd<br />
|description=<br />
* Chris' longest normal.<br />
* Low invulnerable. <br />
* Has tons of pushback when not canceled out of. <br />
* Hard to punish but still fairly negative.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_236cd<br />
|description=<br />
* Same great properties as regular CD. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_hcd,ochris_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* The money maker. <br />
* Really aggressive, downward angled jump CD. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_rush1,ochris_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Auto combo. Ending in B will have Chris do his 623A as the ender. Less damage than his normal combos so avoid using this. <br />
}}<br />
<br />
==Throws==<br />
===Chi no Batsu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_cthrow<br />
|name=Chi no Batsu <br />
|input=(close) 4/6C<br />
|description=* While it throws the opponent across the screen Chris is fast enough to get pressure after. <br />
}}<br />
<br />
===Ten no Tsumi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_dthrow<br />
|name=Ten no Tsumi <br />
|input=(close) 4/6D<br />
|description=* While it throws the opponent across the screen Chris is fast enough to get pressure after. <br />
}}<br />
<br />
==Command Moves==<br />
===Muyou no Ono===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_6a<br />
|name=Muyou no Ono <br />
|input=6A<br />
|description=* Cancellable long poke. <br />
* Combos from light attacks on hit and frame traps on block.<br />
* Causes a juggle on air hit.<br />
}}<br />
<br />
===Jyukei no Oni===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_6b,ochris_6b_cancel<br />
|name=Jyukei no Oni <br />
|input=6B<br />
|description2=* Overhead. <br />
* Hits twice when cancelled into. <br />
* In cancels does the same damage and scaling as 6A.<br />
}}<br />
<br />
===Setsudan no koto===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_3d<br />
|name=Setsudan no koto <br />
|input=3D<br />
|description=* Slide kick. <br />
* Low even if cancelled into. <br />
* Only ever cancels into Super & Max Mode. <br />
* Unsafe if spaced badly, even on hit, but can be made plus on block. <br />
}}<br />
<br />
==Special Moves==<br />
===Taiyou O Iru Honoo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_236a,ochris_236c,ochris_236ac<br />
|name=Taiyou O Iru Honoo<br />
|input=236A/C/AC<br />
|description3=<br />
* 236A shoots 2 fireballs<br />
* 236C shoots 3 fireballs<br />
* 236AC shoots 4 fireballs<br />
<br />
Fireball move meant to help Chris approach his opponents and close space. When used from far away the frame advantage is best when the last fireball hits for each version. The A version is safe to use upclose when ending blockstrings midscreen. C and EX versions have a deadzone in front of Chris so watch your spacing. All versions are terrible on whiff and leave Chris open to jumps. In the corner most of the fireballs will go off screen so avoid using it when your opponent is cornered or you leave yourself open. <br />
}}<br />
<br />
===Tsuki O Tsumu Honoo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_623a,ochris_623c,ochris_623ac<br />
|name=Tsuki O Tsumu Honoo <br />
|input=623A/C/AC<br />
|description3=<br />
* A version will hit once<br />
* C version will have him do two DPs.<br />
* EX version is similar to A version but with a bigger hitbox.<br />
<br />
Chris' DP move that is primarily combo filler. The A version only has head invulnerability so it can be used as an anti-air but it tends to trade if you use it too early. The C version has ZERO invincibility of any kind and is meant for combos only. EX version has full invincibility and can be used on wakeup as a reversal and anti-air. <br />
<br />
A version is a fast 5f startup which makes it ideal for DP juggle links and also combos easily into either of his supers. It also noticeably has infinite juggle property so it can be reused as many times as you can fit it in juggle combos. <br />
}}<br />
<br />
===Kagami O Hofuru Honoo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_214a,ochris_214c,ochris_214ac<br />
|name=Kagami O Hofuru Honoo<br />
|input=214A/C/AC<br />
|description3=<br />
* 214A is fast and good for hit confirms.<br />
* 214C is incredible slow but + on block.<br />
* 214AC is for combo extensions.<br />
<br />
Chris' air leap special, every version will put him airborne. A and EX versions are best for combos and the EX will ground bounce making it an important combo tool. They're very unsafe on block however, so be careful with your execution or you may end up dying for mistiming your cancels. C version can be used as a pressure reset but it's slow startup makes it very easy to respond to, use sparingly or when your opponent is sleeping. <br />
<br />
}}<br />
<br />
===Shishi O Kamu Honoo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_41236b,ochris_41236d,ochris_41236bd<br />
|name=Shishi O Kamu Honoo<br />
|input=41236B/D/BD<br />
|description3=<br />
* 41236B is a command grab and can cancel into only 623A on hit<br />
* 41236D is a strike for combos and can cancel into only 623A or any super on hit.<br />
* 41236BD is a command grab but can also be combo'd into, and can cancel into any special on hit but cannot be super cancelled. <br />
<br />
Chris' command grab special. The B and EX version are strong options for opening up an opponent and punishing rolls. Chris' fast run makes it very easy for him to get into grab range and enforce some scary strike/throw mixups. D version is the version you will be using most when confirming a 6A or 6B hit.<br />
<br />
Note that EX version will only combo from cl.A or cl.B since every other normal Chris has will push him out of the command grab range.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ankoku Orochi Nagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2141236a,ochris_2141236c,ochris_2141236ac<br />
|name=Ankoku Orochi Nagi<br />
|input=2141236A/C/AC<br />
|description3= <br />
<br />
Chris' version of the orochinagi super. Functions similarly to Kyo's and can be held to increase damage. Each level is indicated by the glowing aura that increases when you hold down the button.<br />
<br />
Has invincibility but has slow startup making it a mediocre reversal option.<br />
<br />
}}<br />
<br />
===Daichi ni Hisomu Gouka===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_236236b,ochris_236236d,ochris_236236bd<br />
|name=Daichi ni Hisomu Gouka<br />
|input=236236B/D/BD<br />
|description3=<br />
<br />
Chris' fireball super. New move that practically defines the character due to the amazing damage output and combos you get from cancelling into this move. Combos readily from his DPs and command grab. The 1 bar version has a smaller launch which can make it more difficult to link afterwards. 2 bar version launches them very high which gives you time to activate raw MAX in the corner.<br />
<br />
Not a reversal.<br />
}}<br />
<br />
===Hirameki Kogaretaru Tamashi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ochris_2141236cd<br />
|name=Hirameki Kogaretaru Tamashi<br />
|input=2141236CD<br />
|description=<br />
<br />
Chris' Climax. Has invincible startup and Chris will lunge forward 3/4th of the screen. Can be used as an anti-fireball call out or as a big combo ender. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|fnQ3zwO5N_A|||'''TEAM AWAKENED OROCHI Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Orochi Chris]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Mai_Shiranui&diff=58356XV Broken/Mai Shiranui2022-12-03T08:21:27Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Mai Profile.png|thumb|Mai is a kunoichi and successor of the Shiranui style of ninja arts. Her opponents are at the mercy of her graceful movements and fascinating attire.<br/>Using large fans as weapons, her fighting style is to "float like a butterfly, sting like a bee".]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done on both the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Shiranui Gorin - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fuusha Kuzushi - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Yume-Zakura - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Ukihane - [[image:dn.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
Koukaku no Mai - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Sankaku-Tobi - [[image:uf.gif]] (Near Wall) (Midair Only)<br />
<br />
Target Combo - ''(close)'' [[image:b.gif]] > [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Ryuuenbu - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Kachousen - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Hissatsu Shinobi-Bachi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Musasabi no Mai * Front - [[image:dn.gif]] ~ [[image:uf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Musasabi no Mai * Back - [[image:dn.gif]] ~ [[image:ub.gif]] / [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Musasabi no Mai (Air) - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (Midair Only) (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Chou Hissatsu Shinobi-Bachi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Air Chou Hissatsu Shinobi-Bachi - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Midair Only) (!)<br />
<br />
Kagerou no Mai - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Shiranui-Ryuu Ougi * Kuzunoha - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Air OK)<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Mai is an all-round character who focuses on controlling the neutral. Her fast, safe and long ranged pokes can slowly drain the opponent's health. As an all-rounder, she can play rushdown, zoning, apply setups and be extremely mobile in the air, should the situation arise. Not to mention her combo structure allows for so much creativity, as the majority of her moves are launchers or combo extenders.<br />
<br />
Mai is a beginner firendly character with great neutral and lots of combo options. Her moveset allows her to apply pressure, zone and perform all sorts of aerial tricks. Mai functions the best in the Anchor positions, because her best potential requires tons of meter.<br />
<br />
Mai is a perfect character for players who want a tool for every situation, who are always on the move and who like amazing mobility options.<br />
| pros=<br />
* '''Easy and Straightforward''' Mai's poking gameplan is easy to grasp, easy to perform, and easy to adjust to in a match. Rarely does she ever have to put much effort into making tough decisions, which lets Mai focus more on the match than her moveset.<br />
* '''Versatile''': Mai has tons of utility in her kit. Lots of good normals, including several that are great pokes, compliment her diverse special move list. Fireballs, DPs, mobility moves... she's got it all.<br />
* '''Good Pressure''': Mai has good pressure and can easily perform crossups out of the end of her combos.<br />
* '''Anti-Zoning''': While a decent zoner herself, Mai is known for her powerful anti-zoning. She can compete in the fireball war well with her fan projectiles, and outmanuver slower zoners easily with her mobility.<br />
| cons=<br />
* '''Meter Dependent''': While Mai can do good damage with meter, without it her damage is pitiful. Large confirms, alongside a true reversal, are locked behind having a good amount of meter.<br />
* '''Mediocre Mix''': Without a standing overhead, Mai is somewhat in a paradox; she needs meter for threat, but can't spend it on a big mixup into a kill, meaning her use of Quick Max is small.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_fa<br />
|description=<br />
* This quick swipe using her fan is good for stopping hops at a close range distance. Has a small amount of frame advantage on block. Can be chained from her crouching light normals. Hits crouching opponents and cannot be special canceled.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_fb<br />
|description=<br />
* Mai performs a quick kick aimed at the opponents head. Can stop hops at a farther distance than far A & can be used a close to mid-range poke. Whiffs on a majority of characters that are crouching unless they're in hitstun.<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_fc<br />
|description=<br />
* Mai swings her fan from above her head towards the ground. Can be used to stop hops at a mid-range or stop attempts from the opponents jumping over Mai's head. Has a fair amount of recovery frames if whiffed.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_fd<br />
|description=<br />
* This roundhouse kick can be used to anti-air jumps at a close range and even hyper hops at a mid-range distance away from Mai. <br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cla<br />
|description= * Cancelable into specials and command moves. Plus on block. Leads into good autocombo options.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_clb<br />
|description=<br />
* Cancelable. Low hit. Leads into her Target Combo (cl.B > D).<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_clc<br />
|description=<br />
* Cancelable. Plus on block. Go-to button to start combos and apply restand situations.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cld<br />
|description=<br />
* Cancelable. Does more damage than cl.C.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_2a<br />
|description=<br />
* Cancelable, good range.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_2b<br />
|description=<br />
* Low poke.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_2c<br />
|description=<br />
* Great range, cancelable. Usually used in combos and reset situations.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_2d<br />
|description=<br />
* Cancelable, low sweep.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_ha,mai_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Covers the perfect angle right in front and below Mai, very active.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hb,mai_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Not very good range, but is usually used as a crossup.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hc,mai_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* The only cancelable jump normal.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hd,mai_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Covers good area.<br />
}}<br />
<br />
===Rush Moves===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_rush1,mai_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cd<br />
|description= Mai spins and hits the opponent with her tail.<br />
* Probably the best Blowback in the game. It has huge range because Mai also moves closer while doing it. Also can go over lows. Leads into damaging hit confirms with enough meter to spare.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_hcd,mai_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=Mai spins and hits the opponent with her tail.<br />
* Just like the grounded version, it has big range (Possibly disjointed?).<br />
}}<br />
<br />
==Throws==<br />
===Shiranui Gorin===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_cthrow<br />
|name=Shiranui Gorin <br />
|input=(close) 4/6C<br />
|description=* Mai holds the opponent by their shoulders, flips over them and throws them.<br />
* Sends the opponent almost fullscreen distance. Hard knockdown upon contact. Good situation to use C or EX Kachousen afterwards as an oki tool.<br />
}}<br />
===Fuusha Kuzushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_dthrow<br />
|name=Fuusha Kuzushi <br />
|input=(close) 4/6D<br />
|description=* Mai holds her opponent by their neck with her legs, flips herself over and slams them to the ground.<br />
* Same properties and options as Shiranui Gorin, except Mai throws the opponent backwards.<br />
}}<br />
===Yume-Zakura===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_athrow<br />
|name=Yume-Zakura <br />
|input=(air close) 4/6C<br />
|description=* Mai catches her opponent in the air, drives her knees in their abdomen and slams them in the ground.<br />
* Hard knockdown upon contact. Usually done as a combo ender in the corner.<br />
}}<br />
<br />
==Command Moves==<br />
<br />
===Ukihane===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_j2b<br />
|name=Ukihane <br />
|input=j.2B<br />
|description=* Mai floats slightly upwards and falls down.<br />
* Its main use is altering the jump arc, as well as applying ambiguous crossup situations. Must be blocked standing and grants hard knockdown on hit, forcing yet another guessing situation. Unsafe on block, but can be made plus as a meaty attack. If you want to make yourself safer on block, make sure to cancel Ukihane into Air Musassabi no Mai.<br />
}}<br />
<br />
===Koukaku no Mai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_3d<br />
|name=Koukaku no Mai <br />
|input=3D<br />
|description=* Mai does a sliding kick, ending with another kick.<br />
* Hits Low and it's unsafe when done raw. Go-to combo extender from cancelable normals. Its big range and lingering hitbox makes it possible to do a combo even from the furthest range of some moves.<br />
}}<br />
===Sankaku-Tobi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_walljump<br />
|name=Sankaku-Tobi <br />
|input=<br />
|description=* Mai jumps off of the wall.<br />
* The wall doesn't have to be a literal wall in the corner, it can also simply be the edge of the screen.<br />
* Mai can jump so high off the wall that she is barely visible on the screen. This, accompanied with her aerial options, makes her very hard to pin down.<br />
}}<br />
<br />
===Target Combo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_bd<br />
|name=Target Combo <br />
|input=B~D<br />
|description=* Mai does a two-kick attack.<br />
* Only possible from cl.B<br />
* Second hit forces stand<br />
* Serves as a damaging low starter<br />
}}<br />
<br />
==Special Moves==<br />
===Ryuuenbu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_214a,mai_214c,mai_214ac<br />
|name=Ryuuenbu<br />
|input=214A/C/AC<br />
|description3=* Mai spins and creates a trail of fire with her tail. Nullifies projectiles upon contact.<br />
* '''A version''' = Hits somewhat later, launcher in the corner. pretty safe on block, and can be made plus if done meaty or from further away.<br />
* '''C version''' = Hits almost instantly and hits twice. Because its first hit lands faster than A version, using the C version makes certain combos possible. Normally unsafe on block, but can be made plus if done meaty.<br />
* '''EX version''' = Go-to launcher for every situation, regardless of the position in the stage or during a combo. Hits 3 times and has faster startup than the C version.<br />
}}<br />
<br />
===Kachousen===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_236a,mai_236c,mai_236ac<br />
|name=Kachousen<br />
|input=236A/C/AC<br />
|description3=* Mai's projectile. Despite being a projectile, its main purpose is usually not the zoning, but rather space control.<br />
* '''A version''' = The projectile travels slowly and Mai recovers quickly afterwards, giving her an opportunity to run behind it to apply pressure. This is an ok way to end blockstrings, though the blockstun is quite short and could actually leave Mai punishable if she's too close. Regardless, it's still a good method of forcing the opponent to block on oki or after a restand situation. Mai can also use this version to deal extra damage in stun combos, since Mai can retreat to fullscreen distance, throw A Kachousen, run behind it and do whatever she wants next.<br />
* '''C version''' = The projectile travels faster, but Mai doesn't racover quickly. This version can also be used during blockstrings and restands, but Mai can't really do much afterwards due to the slower recovery. Therefore, this version is more used as a pure zoning tool.<br />
* '''EX version''' = The projectile travels the same speed as the C version, but Mai recovers faster now. Hits twice, regardless if it gets blocked or if it hits. It just needs to collide with the opponent in order to activate the second part. It destroys projectiles, but depending on which projectile it collided with, different outcomes happen:<br />
1) If it collides with a regular projectile, it will nullify it and continue its path.<br />
<br />
2) If it beats one projectile and collides with a second projectile, it will get nullified and the opponent's projectile will keep going.<br />
<br />
3) If it collides with Supermove projectiles, it will get nullified.<br />
}}<br />
<br />
===Hissatsu Shinobi-Bachi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_236b,mai_236d,mai_236bd<br />
|name=Hissatsu Shinobi-Bachi<br />
|input=236B/D/BD<br />
|description3=* Mai does a cartwheel and flies forwards with her elbow. Unsafe on block, but can be safer if a crouching opponent blocks it.<br />
* '''B version''' = Has faster startup, meaning it is the go-to version to end small combos, like off of 2A.<br />
* '''D version''' = Most damaging meterless combo ender.<br />
* '''EX version''' = Launcher, hits 5 times on its own and usually 3 times during combos.<br />
}}<br />
===Musasabi no Mai • Front===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_29a,mai_29c,mai_29ac<br />
|name=Musasabi no Mai • Front<br />
|input=[2]9A/C/AC<br />
|description3=* Mai performs a huge leap across the stage, depending on which direction is chosen. Cancelable into Ukihane (j.d+B) at any point. If there is no wall nearby, she will just end up performing a jump. If there is a wall, she can either keep holding the button to perform Air Mussatatsbi no Mai, or do nothing to drop slowly to the ground. While she's dropping Mai can perform an air normal, though she cannot do j.2B, j.CD, or supers.<br />
* There seems to be no difference between A and C versions, but it does affect the angles of the followup Air Mussatatsbi no Mai.<br />
* '''EX version''' = This has a hitbox on the jumping portion of the move which acts as a launcher. Can go into Ukihane (j.d+B) if needed, however, there is a better option. By doing j.214AC, Mai will perform EX Air Mussatatsbi no Mai. This is the part of this move that allows further combos. Despite the input itself being like an EX move, it does not cost extra meter. During combos, it can either hit 2 or 3 times, but this doesn't really affect the options she can do afterwards.<br />
<br />
The EX version also has some projectile invincibility, giving Mai an extra edge in zoner match-ups.<br />
}}<br />
===Musasabi no Mai • Back===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_27a,mai_27c,mai_27ac<br />
|name=Musasabi no Mai • Back<br />
|input=[2]7A/C/AC<br />
|description3=* Everything is the same as Musasabi no Mai • Front, except the fact this Backwards version cannot be used for combos.<br />
}}<br />
===Musasabi no Mai (Air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_j214a,mai_j214c,mai_j214ac<br />
|name=Musasabi no Mai (Air)<br />
|input=j.214A/C/AC<br />
|description3=* Mai flips in the air and flies at an downward angle. Frame data on this move is variable depending on the height of the jump, so it can be unsafe, slightly unsafe and even neutral on block.<br />
* '''A version''' = Mai flies at a 30° angle.<br />
* '''B version''' = Mai flies at a 45° angle.<br />
* '''EX version''' = Launcher. Hits 3 times if done high enough and is slightly minus on block.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Chou Hissatsu Shinobi-Bachi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_214236k,mai_214236bd<br />
|name=Chou Hissatsu Shinobi-Bachi<br />
|input=214236B/D/BD<br />
|description2=* Mai does a cartwheel, engulfs herself in fire and flies towards the opponent. Go-to Supermove due to the fact it can be done both on the ground and in the air. Hard knockdown upon contact.<br />
* Level 2 version goes through projectiles during the startup. The invulnerability stops once she has performed the cartwheel.<br />
}}<br />
===Air Chou Hissatsu Shinobi-Bachi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_j214236k,mai_j214236bd<br />
|name=Air Chou Hissatsu Shinobi-Bachi<br />
|input=j.214236B/D/BD<br />
|description2=* Same as the grounded version. This aerial version is usually done after doing Hissatsu Shinobi-Bachi, since that move leaves Mai in an airborne state.<br />
}}<br />
===Kagerou no Mai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_236236p,mai_236236ac<br />
|name=Kagerou no Mai<br />
|input=236236A/C/AC<br />
|description2=* Mai creates a huge pillar of fire around herself. Due to its lack of horizontal range, it must be done up close in order to connect. Can be followed up in the corner with specific conditions. Hard knockdown upon contact.<br />
* Nullifies projectiles, including Supermove projectiles. Level 1 version loses to Level 2 projectile Supers, but Level 2 version beats them. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Shiranui-Ryuu Ougi • Kuzunoha===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=mai_214236cd<br />
|input=2141236CD<br />
|description=* can be done both on the ground and in the air. Goes through the projectiles (probably fully invincible for all attacks?), hits fullscreen and does huge damage. Integral part for Blowback hit confirms, as well as simply whiff punishing stuff on reaction. Can also be cancelled from Air Mussatatsbi no Mai.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|WULO-M2wOYs|||'''Mai Shiranui Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Mai Shiranui]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=The_King_of_Fighters_XV/Yuri_Sakazaki&diff=58346The King of Fighters XV/Yuri Sakazaki2022-12-03T05:18:20Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV Yuri Profile.png|thumb|Ryo Sakazaki's younger sister managed to learn deadly techniques in less than one year after joining the Kyokugenryu Dojo. As a fighting genius, Yuri has brought her own personal touch to the martial art.<br/>She joins this KOF to once and for all prove her strength to her brother.]]<section end="image"/><br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Hold OK) = Can be held for a different effect.<br />
<br />
'''Throws'''<br />
<br />
Oni Harite - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Silent Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Enyoku - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Yuri Raijin Kyaku - [[image:df.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
Shien - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Ko-Ou Ken - [[image:Qcf.gif]] + [[image:A.gif]] / [[image:C.gif]] (*) (Hold OK)<br />
<br />
Kuuga (Yuri chou Upper) - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
Saiha - [[image:Qcb.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
Raiou Ken - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*) (Midair Only)<br />
<br />
Hyakuretsu Binta - [[image:Hcb.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
<br />
Houyoku - [[image:Dp.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Hein Souha - [[image:a.gif]] / [[image:c.gif]]<br />
:┗Yuri Raijin Kyaku - [[image:b.gif]] / [[image:d.gif]] <br />
:┗Tsubame Otoshi - [[image:a.gif]] [[image:c.gif]]<br />
:┗Raiou Ken - [[image:Qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Chou Saiha (Kyokugenryu • Raiha) - [[image:qcb.gif]] [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hien Houou Kyaku - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Haoh Shoukou Ken - [[image:fd.gif]] [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Chou! Ryuuko Ranbu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Yuri appears to be another shoto-like character, but in reality has many unique tools that give her a terrifying offense. Between her command jump in 623B/D, command grab in 61234B/D, and infamous dive kick, Yuri excels at cracking a defensive opponent open. When the opponent tries to mount an offense back, she can defend well with a plethora of anti-airs, including the unique ability to combo after anti-air normals. Her primary weakness is a somewhat lackluster ground game, outside of her sweep and fireball, and short range on her specials, making confirming some combos difficult. Yuri works well as a point, where defensive options are fewer, or mid, where her medium bar damage combos can shine.<br />
| pros=<br />
* '''Queen of Hops''': Yuri is extremely fast on the ground and in the air. Her jump arcs are huge and difficult to track thanks to her small frame and quick movement, while her run speed is solid. Complimenting this are many fast buttons. <br />
* '''Mini-Akuma''': Between her command jumps, her command grab, her great pressure buttons, her solid pressure enders, her great crossup buttons and her aforementioned jump arcs, Yuri has fantastic pressure capabilities and can open people up very easily.<br />
* '''Dive Kick''': Yuri's j.3D is an absurd button with incredible creative potential. With it, Yuri zips around the screen and resets pressure while punish low abare attempts. <br />
* '''Burst Damage''': While Yuri's damage with a full tank of meter is nothing to sneeze at, her 0.5 to 1.5 meter damage is completely absurd. Yuri can get over ''480 damage midscreen'' with good execution and 0.5 bars, which is a competitive advantage to have when your pressure is this good. <br />
* '''Anti-Air and Space Control''': Yuri's fireballs and long normals are great at stuffing aggressive approaches. She also has many anti-airs for covering numerous angles and approach types. <br />
| cons=<br />
* '''Short Limbs''': Yuri's ground normals are a tad stubby outside of sweep and 3D, making the midrange poking game difficult for her. She wants to get in. <br />
* '''Limited Meter Dumps''': While Yuri's full bar combos are good and deal good damage, they are often location specific and require her to dump all five bars to get any reward. Routing into her climax in particular can be annoying, maxing it difficult for her to make use of Quick Max effectively. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
===far A===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
* Whiffs on crouchers.<br />
* Plus on block.<br />
<br />
A quick jab. Standard KOF jab; stop hops pre-emptively with it. Can hit crouchers. Cannot cancel into 3D for some reason.<br />
}}<br />
===far B===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
* Can be chained into.<br />
<br />
Yuri sticks her foot out up high. Can function even better than f.A at stopping hops. This has a bigger hitbox and doesn't whiff on crouchers. Only 1f slower, which can come into play, but rarely. Use over f.A when possible. Also your primary light cancel option.<br />
}}<br />
===far C===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_fc<br />
|name=far C<br />
|input=f.C<br />
|description=<br />
* Whiffs on crouchers.<br />
<br />
Yuri does a big punch. Angled high and fantastic at stopping hops. Cannot be cancelled however which limits its reward despite its higher damage than f.B. Still a strong tool to throw out. Be wary of sweeps. This is also your best option for Quick Max confirms with its speed and range.<br />
}}<br />
===far D===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_fd<br />
|name=far D<br />
|input=f.D<br />
|description=<br />
* Whiffs on crouchers.<br />
<br />
A high angled roundhouse. Only ok as an anti air. Also whiffs on crouchers so be careful when using this on the ground.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_cla<br />
|description=<br />
* Plus on block.<br />
* Links into 2C on hit.<br />
* Can be chained from and into.<br />
<br />
A short elbow. Plus on block and hits crouchers; great for pressure, but overshadowed by 2A. Has a hitbox inside of Yuri's hurtbox, potentially making it better that blocking over the head jump ins in the corner than close C or 2C.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_clb<br />
|description=<br />
* Hits low.<br />
* Plus on block.<br />
<br />
A small foot stomp. Hits low and is plus on hit and block, but Yuri has better options.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_clc<br />
|description=<br />
An uppercut. Fast at 4f and covers above Yuri's head. Good anti-air and punish option. Be careful when using this while cornered; Yuri's hurtbox moves forward during this, leaving her open to cross-ups that normally wouldn't happen.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_cld<br />
|description=<br />
A knee to the chest. Strongest combo starter Yuri has. Use in punishes when possible.<br />
}}<br />
<br />
===Crouch Normals===<br />
===crouch A===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=<br />
* Plus on block.<br />
* Links into 2C on hit.<br />
* Can be chained from and into.<br />
<br />
A small low punch. Better than close A generally, being able to be used at more distances. It also causes less pushback, which makes it easier to combo into 2C after. Use to keep the pressure up.<br />
}}<br />
<br />
===crouch B===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
* Hits low.<br />
* Can be chained from and into.<br />
<br />
A low kick. Yuri has several 4f normals, but this one is one of the best at beating bad blockstrings and punishing jump ins or unsafe moves. Use frequently to get openings.<br />
}}<br />
===crouch C===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
A crouching uppercut. Great option after a blocked 2A or close A to catch someone pressing buttons on block. Also combos from those normals if they hit. Also works as an anti-air directly above Yuri's head. The range is similar to the range at which close C will come out instead of far C, so the uses are similar, but the lack of promiximity requirement for 2C can make it more reliable. This can also have the hurtbox-moving issue that close C has, so be wary of cross-ups. Note that it cannot be cancelled later into its active frames.<br />
}}<br />
<br />
===crouch D===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=<br />
* Hits low.<br />
<br />
A sweep at the legs. Yuri's longest reaching normal, fantastic at punishing opponents to like to pre-emptively jab to stop air approaches. Cancellable on whiff which helps its safety.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_ha,yuri_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
A small air punch. One of Yuri's fastest air normals. Use to fake an empty jump.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_hb,yuri_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Whiffs on crouchers.<br />
* Not special cancellable.<br />
<br />
An upwards air kick. Good at stopping air approaches. Can easily be low profiled and punished so be careful of overuse.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_hc,yuri_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
A two-handed hammer slam. Great downwards hitbox making this a great jump in, epsecially against low profile moves. Horizontal range is lacking however. Can cross up, such as after two blocked 2As > '''hyper hop''' > j.C.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_hd,yuri_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
A classic shoto-style air kick. Better horizontal hitbox than j.C, with a slightly worse downwards hitbox. Use to jump in at a range. Can also cross-up, such as after two blocked 2As > '''full jump''' > j.D. Notice the difference in the j.C and j.D set-ups. Knowing when to use j.C vs j.D is an important part of Yuri's offense.<br />
}}<br />
<br />
===Rush Moves===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_rush1,yuri_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_cd<br />
|description=<br />
A big upwards slap. Terrible horizontal range but fantastic vertical range and speed. The extra block stun is useful for Yuri as it allows her to string into her slower moves such as 623B/D or 236C, which can help her offense and also lead to combos if the CD hits.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_236cd<br />
|description=<br />
The unique range of Yuri's Blowback makes this easy to anti-air with, but harder to use on the ground. Unfortunately Shatter Strike cancels completely whiff with Yuri due to the short range.<br />
<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_hcd,yuri_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
A forward facing air kick. Has the largest horizontal range of Yuri's air normals. Great for controlling air space and poking at a distance. An important part of Yuri's neutral.<br />
}}<br />
<br />
==Throws==<br />
===Oni Harite===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_cthrow<br />
|name=C throw<br />
|input=(close) 4/6C<br />
|description=<br />
A quick slap across the face. Leave Yuri at the perfect distance to set up an ambiguous cross up with a super jump, depending on how far she runs before hand. In the corner, leaves you point blank, ready for a mix-up.<br />
<br />
}}<br />
===Silent Nage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_dthrow<br />
|name=D throw<br />
|input=(close) 4/6D<br />
|description=<br />
Flips Yuri's opponent over. Can be followed-up similarly to her forward throw.<br />
}}<br />
<br />
==Command Moves==<br />
===Enyoku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_6a<br />
|name=Enyoku <br />
|input=6A<br />
|description=<br />
* values in [] indicate when move has been cancelled into<br />
* Overhead<br />
* Variable frame advantage depending on distance.<br />
<br />
Yuri shoots her butt forward. Hits overhead and has great range, but overall unrewarding, as it cannot be followed up in any way. Unsafe point blank, but safer the further away the spacing is. When cancelled into it loses the overhead property and becomes completely useless barring an unrewarding frame trap. At proper spacings Yuri can get plus frames in blockstun, but she's pushed far back making it difficult to press the advantage after.<br />
}}<br />
<br />
===Yuri Raijin Kyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_j3b<br />
|name=Yuri Raijin Kyaku <br />
|input=j.3B<br />
|description=<br />
* Can be performed any time during a jump.<br />
* Can be performed after the apex of a hop.<br />
* Frame advantage varies depending on how deep the kick connects.<br />
* Hits mid.<br />
<br />
Yuri's signature dive kick. This drastically opens up Yuri's offense, allowing her to throw off the opponent's anti air timing, fake a retreat, quickly avoid grounded moves, and much more, depending on the players creativity. It can easily be comboed after if the kick connects around below waist level, so aiming this properly can lead to great reward. It can only be negative if used directly on top of a standing opponent, so avoid those situations. Note that although Yuri has cancellable air normals, Yuri cannot cancel air normals into 3B.<br />
}}<br />
===Shien===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_3d<br />
|name=Shien <br />
|input=3D<br />
|description=<br />
* Hits low.<br />
<br />
A quick low kick. Being only 1f slower than 2D with slightly shorter range, this can be an alternative low option that Yuri can combo from at a distance. This is also used in Yuri's combo and block strings, giving her access to a quick low mid string and heavy combos even from lights.<br />
<br />
}}<br />
<br />
==Special Moves==<br />
===Ko-Ou Ken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_236a,yuri_236c,yuri_236ac<br />
|name=Ko-Ou Ken<br />
|input=236A/C/AC<br />
|description3=<br />
* Short projectile, full screen projectile when charged (46 frames)<br />
* A version is quick and recovers slower<br />
* C version is slower and has frame advantage<br />
* EX version is can combo from lights<br />
<br />
<br />
Yuri throws out a quick burst of fire from her hand. Counts as a projectile but behaves like a poke. The range is slightly larger than 2D, and can be used in the KOF rock-paper-scisscors game of hop-jab-sweep. Its safety and large hitbox, especially vertically, makes it very strong for this application.<br />
<br />
All versions of this move can be charged to fire a fullscreen projectile as well. This doesn't mean Yuri can necessarily zone; against any other zoner she would lose in the fireball war without question, since the extra start-up via the charge time cripples the fireball as a zoning tool. But if your opponent refuses to approach it can pressure them a little.<br />
----<br />
The A version is quick and can combo from heavies. This keeps your blockstrings gapless, and can be confirmed into further combos in the corner. Cancelling 2D or CD on whiff into this can cover a lot of ground at once. When charged this fires a slow fireball. Yuri recovers fast enough to follow behind it to apply pressure from full screen.<br />
----<br />
The C version is slower but has slightly more range and better recovery. This makes it plus on block, especially when spaced. At midscreen Yuri doesn't get a lot of options to keep the pressure up, but in the corner she can go for a 2D, re-hop, or another fireball to keep the opponent guessing. When learning match-ups it can be useful to know what options your opponent has after a blocked fireball to keep your pressure strong. Charged, this fires a fast projectile.<br />
----<br />
The EX version has larger range and more speed, being comboable off of lights, but slightly worse frame advantage. The speed can make it useful in neutral as a fast poke or in blockstrings for a tighter plus blocked ender. When charged, this fires a fast, 2-hit projectile. This can go through other single hit projectiles.<br />
<br />
}}<br />
<br />
===Kuuga (Yuri chou Upper)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623a,yuri_623c,yuri_623ac<br />
|name=Kuuga (Yuri chou Upper)<br />
|input=623A/C/AC<br />
|description3=<br />
* Reversal dragon punch<br />
* A is full invuln, C has none<br />
* EX has full invuln<br />
<br />
Yuri does a rising uppercut. Classic DP (dragon punch) style move. <br />
----<br />
The A version has full invincibility and the fastest start-up. Use for anti-airs and reversals. The forward movement can be problematic at times, as it gives Yuri a deadzone right above her head. Be careful at that range and opt for close C or 2C instead.<br />
----<br />
The C version has no invincibility whatsoever and should only be used for combos.<br />
----<br />
The EX version has only 4f of startup, invincibility, and does two uppercuts. It has more forward movement than the A version which can make it more consistent at going through certain blockstrings, such as normal > fireball. <br />
<br />
}}<br />
===Saiha===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_214a,yuri_214c,yuri_214ac<br />
|name=Saiha<br />
|input=214A/C/AC<br />
|description3=<br />
* Pre-emptive anti air tool<br />
* A version is fast and weaker, C version is slow and stronger<br />
* EX version is your primary combo starter<br />
<br />
Yuri holds up a shield-like blast above her head. This is a very rewarding anti air option that gives Yuri a unique defensive gameplan.<br />
----<br />
The A version is the fastest version. It's not quite fast enough to be used on reaction, except potentially to full or super jumps. It offers a limited juggle state that can only be comboed with Super Cancels or short juggles in the corner. Whiffing this at range is a good way to build meter.<br />
----<br />
The C version is slower but stronger and recovers slightly faster. Yuri can get a free juggle combo after this connects. This is the ideal version to use when expecting a jump, but it must be done on prediction. Use when possible, but be careful as this can easily be punished by staying on the ground and waiting for the animation to finish.<br />
----<br />
The EX version is primarily used as a combo tool, as it's fast enough to combo from heavies and causes a juggle state. Unfortunately the range is very short, meaning your confirms into this must be done quickly. Incorporating this into your combo game can greatly amplify your damage however, so it's worth going for.<br />
<br />
}}<br />
<br />
===Raiou Ken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_j236b,yuri_j236d,yuri_j236bd<br />
|name=Raiou Ken<br />
|input=j.236B/D/BD<br />
|description3=<br />
* Air fireball<br />
* B version halts air momentum, D version keeps air momentum<br />
* EX version fires two fireballs and keeps momentum<br />
* No height limit<br />
<br />
Yuri throws a fireball downwards in the air. This is a very unique tool for Yuri that allows her to vary her air game. Yuri has substantial recovery when she lands from all versions however. Because of this they should not be used as your primary air option; rather, they should be used to throw your opponent off or briefly create space. These can be cancelled from all of Yuri's air normals except for j.B, but isn't recommended as it is usually negative, even on hit.<br />
----<br />
B version halts Yuri's momentum in place as she throws the fireball. The halt can throw off your opponents' anti-air game potentially, but the extended recovery makes it hard to Yuri to take advantage of this. 3B is usually better at that job. When used for zoning, the angles you can cover are effective at discouraging approaches, but the halt makes it extremely punishable if the fireball is avoided. Can be an overall useful tool to throw off someone's gameplan, but shouldn't be abused as it's easy to take advantage of.<br />
----<br />
D version keeps Yuri's momentum. Doing this instantly off of a forward hop or jump can allow her to approach while covering unusual ranges that can potentially be hard for opponents to deal with, especially if they try to anti-air Yuri without an invincible move. The frame advantage tends to be minimal however, so be careful about pressing too much advantage when it hits or is blocked. Using this while jumping backwards can make it difficult for opponents trying to get through the B air fireball. It's also useful for nullifying other projectiles.<br />
----<br />
The EX fires two fireballs, and otherwise functions similar to the D version. The second fireball travels at a lower trajectory than the first fireball. This doesn't cover more ground that would be useful generally speaking, and the second fireball doesn't help in the frame advantage at all. Outside of certain combos, there are likely better uses for your meter.<br />
}}<br />
<br />
===Hyakuretsu Binta===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_63214b,yuri_63214d,yuri_63214bd<br />
|name=Hyakuretsu Binta<br />
|input=63214B/D/BD<br />
|description3=* Command throw<br />
* B is quick, D is a running grab<br />
* EX is a hit grab, causes hard knockdown<br />
<br />
Yuri's command throw. This gives her an extra edge to deal with a turtling opponent.<br />
<br />
----<br />
<br />
B version is a stationary command grab that's not instant, but still quick. Has slightly more range than regular throw range. The slight start-up can be a blessing in some cases, as it makes it easier to connect the throw after the opponent's throw invincibility is gone. Only causes a soft knockdown which makes it inferior to a regular throw for oki situations, but can be strong in the corner as a quick rise sets them up to be vulnerable to another throw. Scaring your opponent into jumping can be beneficial for Yuri as she can convert into substantial damage on an airborne opponent if you're prepared.<br />
<br />
----<br />
<br />
D version has Yuri run for a bit before grabbing the opponent. The run animation is near identical to her regular run animation, aside from a puff of smoke. 16f start-up is on the cusp of reactability, but that's assuming point blank range, which usually is not the situations this version is used. Rather, it's ideally used after a blocked normal or two to mix up your opponent's defensive response. As soon as your opponent catches on they can jump and land a full punish however, so be very careful not to make this your dominant strategy. The run during this version makes this a consistent combo ender from heavies, although the oki isn't as good as ending in 623C.<br />
<br />
----<br />
<br />
EX version is not a grab, but instead a hit that goes into the grab animation. Not only is this a good combo option off of lights and 3D chains, but it causes a hard knockdown which sets up a safe jump with a simple full jump > hop D or super jump > hyper hop D. The speed of this can potentially make it useful as a whiff punish option, but be careful as it's unsafe on block. This had invincibility in previous games, but that is not true for XV.<br />
}}<br />
<br />
===Houyoku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623k,yuri_623bd<br />
|name=Houyoku<br />
|input=623B/D/BD<br />
|description2=* B version goes up at nearly the same angle as regular jump forward<br />
* D version goes at the same angle as hyper hop forward but goes much further. <br />
* BD version goes the same as D version but covers more horizontal distance<br />
<br />
Yuri's command jump, also referred commonly as "Demon Flip". The jumps cover similar ranges to universal hops and jumps, but being a special move means that Yuri can cancel into this jump from normals. Although this tactic is prone to reversals and anti-airs when done on block, if your opponent has been conditioned to sit still, Yuri can get away with lots of pressure reset situations and steal back her turn. You can also use it after air resets to set up strong meaty options on your opponents wake-up. The B version is higher but is easier to connect with an opponent midscreen. The D version is shallower and best in the corner where the issue of going over your opponent's head disappears. The EX version travels about 80% of the screen and can go into its follow-ups faster than the meterless versions, while also giving the follow-ups new properties.<br />
<br />
}}<br />
====Houyoku Follow ups====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623p_p,yuri_623ac_p<br />
|name=Hein Souha<br />
|input=623B/D/BD~A/C<br />
|description2=*Overhead.<br />
<br />
Yuri does a move similar to her j.C. Acts like a standard jumping attack, hitting high, but the floater fall speed of the 623B/D can make it harder to be advantageous after. This move has a surprisingly small hurtbox, meaning it can be hard to anti air. This follow-up is in general good for pressure, whether after a blocked normal or an air reset, and should be mixed with the dive kick follow-up to keep your opponent on their toes. If this hits air-to-air, you get a soft knockdown. It is also cancelable into j.236B/D.<br />
<br />
When done from an EX flip, this causes a groundbounce instead. This comes into play in many of Yuri's metered combos. Has no particular use on block. Against larger opponents, you can do this instantly off of EX flip for an overhead. This would otherwise normally whiff on crouching opponents when done as early as possible. This technique is unsafe on block, however.<br />
}}<br />
<!--Yuri Raijin Kyaku--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623p_k,yuri_623ac_k<br />
|name=Yuri Raijin Kyaku<br />
|input=623B/D/BD~B/D<br />
|description2=<br />
<br />
Yuri does her j.3B. This is almost identical to the command normal, and should be used in similar ways: aim below the waist for the most frame advantage as possible, or use to fake a high and go low after. This follow up is the most prone to anti-airs out of all the follow-ups, so only go for after your opponent has been conditioned to sit still.<br />
<br />
When done from an EX flip it always hits low enough for maximum frame advantage. It also does slightly more damage.<br />
}}<br />
<!--Tsubame Otoshi--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623p_ac,yuri_623ac_ac<br />
|name=Tsubame Otoshi<br />
|input=623B/D/BD~AC<br />
|description2=* Air throw<br />
* Has anywhere juggle property.<br />
<br />
Yuri grabs the opponent in the air an does an izuna drop. At first glance this seems like just an option against opponents who jump out of her flip mix-ups, which is a common option, and it does work in those situations. The grab has another property however; it is capable of comboing opponents even if they are in an air reset state. This means something such as an anti-air 2C > 623B ~ AC will fully combo. This causes Yuri's anti air game to be much more damaging that the rest of the cast. Something to note is that after landing this, Yuri swaps sides and is sent full screen. In some situations, especially in the corner, it can be worth not going for this to not give up screen space.<br />
<br />
This does more damage from an EX flip.<br />
}}<br />
<!--Raiou Ken--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_623p_236b,yuri_623ac_236b,yuri_623p_236d,yuri_623ac_236d<br />
|name=Raiou Ken<br />
|input=623B/D/BD~236B/D<br />
|description4=<br />
<br />
Yuri uses her j.236B/D. As mentioned earlier Yuri's air fireballs are useful for creating space and discouraging approaches, but when done off of 623B/D which only moves Yuri forward, this is almost completely useless. The one situation this can be useful, particularly the B fireball, is causing a reversal to whiff, though this is character specific and also incredibly dangerous if they don't go for the reversal.<br />
<br />
This can be used in juggle combos when done off of an EX flip.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Chou Saiha (Kyokugenryu • Raiha)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_214214p,yuri_214214ac<br />
|name=Chou Saiha (Kyokugenryu • Raiha)<br />
|input=214214A/C/AC<br />
|description2=* Invincible start-up<br />
<br />
Giant Saiha. Your go-to reversal super and Advanced Cancel filler. Has a hitbox behind Yuri making it effective against cross ups as well. Has a lot of knockdown advantage making this a good safe jump starter.<br />
<br />
EX version does more damage but knocks Yuri back after it hits and has very little knockdown advantage, leading to less oki afterwards. Burn your 2 bars on her other supers.<br />
}}<br />
<br />
===Hien Houou Kyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2363214k,yuri_2363214bd<br />
|name=Hien Houou Kyaku<br />
|input=2363214B/D/BD<br />
|description2=* Level 2 version has invincibility.<br />
<br />
Yuri's classic ranbu super. The range lets this be used from 3D strings if you're fast enough.<br />
<br />
Level 2 version is Yuri's fastest super and has start-up invincibility, making it her ideal level 2 reversal.<br />
<br />
Note that Yuri cannot Advanced or Climax cancel from this super.<br />
}}<br />
<br />
===Haoh Shoukou Ken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_641236a,yuri_641236c,yuri_641236ac<br />
|name=Haoh Shoukou Ken<br />
|input=641236A/C/AC<br />
|description3=* A version is slow, C version is fast.<br />
<br />
Fireball super. Yuri can do extended juggle combos with the super. It has potential in neutral, especially the C version is incredibly fast and very good at punishing fireballs. This has enough pushback to where its hard to punish on block, meaning Yuri can potentially go for 623A > 641236A for a "safe" dp. It is still punishable though, but the opponent might need to use a dedicated option, such as Yuri's own 63214BD.<br />
<br />
The EX version is about as fast as the C version and and is stronger.<br />
<br />
Be careful when using this in neutral, as the input tends to overlap with 623P.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Chou! Ryuuko Ranbu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yuri_2141236cd<br />
|input=2141236CD<br />
|description=* Invincible<br />
<br />
Super ranbu super! Goes about 75% of the screen and has enough invincibility to go through a projectile.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|-kpwZvG5gZ4|||'''Yuri Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Yuri Sakazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Ryuji_Yamazaki&diff=58293XV Broken/Ryuji Yamazaki2022-11-27T23:04:10Z<p>Sunset Sullivan: cleanup edit</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a devastating mid-range character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear.<br />
| pros= <br />
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand.<br />
* '''Nigh Unmatched Anti-Air Game:''' Serpent Slash, a variety of massive buttons, and Yamazaki's combo routes all lend fantastically to anti-air conversions. Better yet, if he gets a Counter Hit he can go straight into BnB combos.<br />
* '''Incredible Neutral:''' Yamazaki's combination of messed up mid-range, a powerful reflect, relative safety, massive range and speed on many buttons, and great conversions gives Yamazaki the capabilities to outplay almost anyone in neutral and oftentimes get away with murder.<br />
* '''Insane Pressure:''' Yamazaki's Serpent Slash cancels allow him to stay advantageous as long as the player has the execution. Additionally, 623D into Serpent Slash allows him to get ambiguous pressure extensions that deal high guard damage and keep him close. Coupled with a massive command grab, an instant overhead, a fantastic j.D, great meter economy, and ridiculous CD conversions, Yamazaki's pressure is nothing short of spectacular, and is comfortably among the best in the game.<br />
* '''High Damage Across the Board:''' Whether he's on point, mid, or anchor, Yamazaki's damage is well above average. His basic BnBs deal good damage with or without meter, but his supers deal unbelievable amounts of damage. Pit Viper in particular deals bleed damage over a period of time, making his meter dumps extremely powerful. The average super confirm with Yamazaki will deal ''at least'' 100 more damage than any other character's, and that's assuming a weak starter.<br />
* '''Uncanny Reward From Standing Overhead:''' Pit Viper allows Yamazaki to deal ''unscaled damage'', making it a prime candidate for extremely high damage conversions off Yamazaki's standing overhead.<br />
* '''Any Position:''' Because of the previously mentioned pros, Yamazaki's able to fall within any position on a team you want. Point, mid, or anchor, Yamazaki performs highly and excels. <br />
* 🔥🔥🔥: Just look at that coat.<br />
| cons= <br />
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure.<br />
* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge.<br />
* '''High Difficulty:''' While every aspect of Yamazaki is strong, every aspect of him also requires a lot of forethought and executional prowess. <br />
** '''Complex Combos:''' Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a 6B cancel confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. <br />
** '''Committal Neutral''': Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all ''by far''. Yamazaki has numerous neutral tools that are all good, but all of them are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punish his poor neutral plays.<br />
** '''Bad Defense''': A lack of a meterless reversal and slow abare buttons make it so that Yamazaki crumbles on pressure if you aren't careful. His huge frame makes him a prime target for overheads and defensive air-to-airs if he tries to jump out of the corner, so defending as him can be a nightmare. <br />
}}<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Kachikomi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Whackdown Wallop - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Eviscerator - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slam - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Serpent Slash - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
┗Serpent Slash (Keep) (After [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] Serpent Slash) - Hold Button<br />
:┗Serpent Slash Cancel (After Serpent Slash (Keep)) - [[image:d.gif]]<br />
<br />
Bombshell Badda-bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Spray Sand - [[image:dp.gif]] + [[image:d.gif]]<br />
<br />
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] (*)<br />
<br />
Todome - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pit Viper - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) <br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Drill - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Mash [[image:a.gif]] / [[image:c.gif]])<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fa<br />
|name=far A<br />
|input=f.A<br />
|description=Big jab.<br />
* Great anti-hop.<br />
Main anti-hop normal for getting out of pressure in a safe way.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fb<br />
|name=far B<br />
|input=f.B<br />
|description= Main confirm tool after crouching lights.<br />
* Has much higher hitstun than 2A.<br />
* Frame traps from 2A on block while comboing on hit with correct timing.<br />
The most threatening 5B in the game. On block, it's a pressure situation. On hit, you might just die. Yamazaki can easily hit-confirm this into 623D~214C to get ridiculous damage off a super confirm. Go-to frame trap tool. Go-to close poke. If it caught hoppers this button would be broken.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fc<br />
|name=far C<br />
|input=f.C<br />
|description=Incredibly slow whiffing far normal.<br />
* Cancelable on hit or whiff.<br />
* Leads to very, very good reward on hit. Use this to punish from afar.<br />
* You should be canceling this into Serpent Slash all the time, especially on whiff.<br />
Good for punishes and limited poking. But it's a bit slow and linear.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fd<br />
|name=far D<br />
|input=f.D<br />
|description= Supermassive kick.<br />
* Doesn't catch hops.<br />
This button exists to make Yamazaki work on anchor. The reach cannot be understated, as it is nearly as long as Krohnen's 2C. Because of the strength of Yamazaki's MAX Mode confirms, you probably won't hit this a lot vs many opponents, as they'll be too scared to try and be around it. But that just means you control an insane amount of space by merely existing.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cla<br />
|name=close A<br />
|input=cl.A<br />
|description= Generic close A.<br />
* Not much to say about this.<br />
}}<br />
<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clb<br />
|name=close B<br />
|input=cl.B<br />
|description= Very plus close B.<br />
* The height of this button means it can catch characters with lower aerial hurtboxes like Geese and Vanessa.<br />
You won't find much use out of this as a button in and of itself due to Yamazaki's pressure game being better than just utilizing this. But mixing something 'lower level' in between harsher pressure is indeed a good privilege to have.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=Typical cl.C.<br />
* Go-to heavy combo starter.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=Slow. Good for punishes.<br />
<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2a<br />
|name=crouch A<br />
|input=2A<br />
|description= Frame 5 jab with good advantage.<br />
* Can frame trap into command normals.<br />
Your main confirm tool. 2B2A5B 623D 214C will be your main low confirm for the most part. While you can get a 236AC off 2B2A, this isn't really an easy confirm. <br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=The rare 5f even on block low. <br />
* Quite long, actually.<br />
Not only is this long, but unlike many lows it's not minus on block while also being frame 5 ''AND'' having good confirm options. <br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=Best-er anti-hop normal that doubles as an anti-air. Slightly slower than 5A and with trash range but great reward.<br />
* Can be canceled on hit and whiff.<br />
* Leads to insane reward on Counter Hit with special cancels.<br />
* Like f.C, it has so much recovery you always want to cancel this into something.<br />
Incredible anti-air thanks to its speed and reward. When stance cancelled it will give you a lot more advantage than most anti-airs, and on Counter Hit you can react with 236AC or 214A for big damage. Learn to use this.<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2d<br />
|name=crouch D<br />
|input=2D<br />
|description= Long sweep that's rather slow.<br />
* Canceling this into 214[C] delay release allows you to get an OTG HKD. Great for ending corner combos.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_ha,yamazaki_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2= Average jump jab. <br />
* Quite active.<br />
Not much reason to use this over his j.B for counter poking, but it is good at catching whiffs and has a nice angle.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hb,yamazaki_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= REALLY LONG and relatively fast air normal. Great as an air-to-air and even as a jump-in due to these aspects.<br />
* So big that it'll stuff out most air approaches.<br />
* Can still hit crouchers for some reason.<br />
* Farthest range jumping normal.<br />
Because Yamazaki is slow, this normal is incredible for jump-ins from a distance where his other normals won't hit. <br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hc,yamazaki_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Air-to-air and pretty much just that. Very active and hits above him, good shit.<br />
* Kinda stubby.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hd,yamazaki_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Great jump pressure normal that synergizes well with Yamazaki's jump arc and height.<br />
* Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage.<br />
Absolutely incredible normal for pressure. Great for making braindead frame traps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D).<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_rush1,yamazaki_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=Decent stand CD that's great cause of Yamazaki's toolkit.<br />
* Doesn't catch jumps as well as some other 5CDs.<br />
You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236cd<br />
|name=Shatter Strike<br />
|input=236CD<br />
|description= Average SS but with good reward.<br />
* Air connect can mess with routing, get good at judging how high they were bounced.<br />
Because of Yamazaki's juggle combos, his Shatter Strike has very good reward, especially with meter. Shatter Strike > juggle > Pit Viper is truly diabolic in nature.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hcd,yamazaki_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= Pretty good j.CD because of its coverage.<br />
* Whiffs on small crouchers.<br />
}}<br />
<br />
==Throws==<br />
===Kachikomi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cthrow<br />
|name=Kachikomi<br />
|input=(close) 4/6C<br />
|description= Forward throw with bad midscreen oki as per Yamazaki normality.<br />
* 2C after grants a full jump safe jump.<br />
}}<br />
<br />
===Whackdown Wallop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_dthrow<br />
|name=Whackdown Wallop<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Eviscerator===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6a<br />
|name=Eviscerator<br />
|input=6A<br />
|description= SLOOOOOW overhead.<br />
* Highest potential damage in the game of any standing overhead.<br />
* Also quite safe.<br />
The speed is bad on paper, but you will eventually get this to land due to Yamazaki's pressure game. While the cancel version loses its overhead property, it's still a great automatic frame trap from a 2A or close B; 6A (cancel) > 623D > 214[C] is an extremely hit-confirmable and safe sequence that can lead to big damage if they mash into it.<br />
}}<br />
<br />
===Slam===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6b<br />
|name=Slam<br />
|input=6B<br />
|description=Supermassive kick that has more whiff recovery than the average toxic fume inhaler.<br />
* You kind of want to use this over 214B for the most part.<br />
* Grants great reward on hit as it combos into 214A at almost all ranges.<br />
You can confirm with this button by buffering a 214A and reacting to if they block or not with either release or cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===Serpent Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_214a,yamazaki_214b,yamazaki_214c,yamazaki_214ac,yamazaki_214d<br />
|name=Serpent Slash<br />
|input=214A/B/C/AC<br />
(A/B/C hold OK)<br />
|description4= Fast, quick, long ranged strike.<br />
* B version is punishable on hit.<br />
* A version cannot hit standing.<br />
* C version will out-poke most moves and even CDs.<br />
This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral, with C version even hitting OTG in certain circumstances (this is your main corner combo ender, with 2D into 214[C] delay release to get the OTG). B version is slightly less useful due to its horrible frame data on hit, but it can come in handy sometimes. EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen and can be used as a large, active poke that leads to crazy damage on ground hit.<br />
|description5= Stance cancel.<br />
* Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals.<br />
* Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals.<br />
* Leaves Yamazaki +5 on block when canceled from stand CD.<br />
This move is ''also'' your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.<br />
}}<br />
<br />
===Bombshell Badda-Bing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146p,yamazaki_632146ac<br />
|name=Bombshell Badda-Bing<br />
|input=632146A/C/AC<br />
|captions= You'll only see this animation if you whiffed. Just reminding you not to do that.<br />
|description2=Decent damage command grab that gives good oki.<br />
* EX version just deals more damage and gives better oki.<br />
* EX version can be landed meaty in the corner after EX Todome.<br />
One of your few tools midscreen that grants a safe jump, though it has to be manually timed. In the corner you can follow up with an OTG for some extra damage. Good for mixups. Has so much range that after most 623D214CD cancels you can microwalk and connect this.<br />
}}<br />
<br />
===Double Return===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236p,yamazaki_236p_reflect,yamazaki_236ac,yamazaki_236ac_reflect,<br />
|name=Double Return<br />
|input=236A/C/AC<br />
|description4=<br />
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles.<br />
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored.<br />
* C version immediately launches the fireball instead.<br />
* AC version launches notably faster and sets up a juggle.<br />
* A/C versions of the fireball function like EX projectiles.<br />
* EX version of the fireball functions like a super projectile.<br />
}}<br />
<br />
===Sadomaso===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_41236k,yamazaki_41236bd<br />
|name=Sadomaso<br />
|input=41236B/BD<br />
|description2= Stupidly active high and mid counter if reacting to jumps isn't your cup of tea. <br />
* BD version juggles.<br />
Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.<br />
}}<br />
<br />
===Spray Sand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623d<br />
|name=Spray Sand<br />
|captions= Goes hard tbh.<br />
|input=623D<br />
|description=Very slow whiffing, very active far poke, combo and confirm tool.<br />
* Places the opponent in approximately a year of hitstun to let you confirm into Serpent Slash with ease.<br />
* Combos into 623B in corners during juggles.<br />
* Has barely any pushback and moves you forward, making it great for staying close during pressure.<br />
* Disjointed. Duh. It's sand.<br />
}}<br />
<br />
===Fight of Tempering===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623b,yamazaki_623bd<br />
|name=Fight of Tempering<br />
|captions= RIGHT FOOT LET'S STOMP<br />
|input=623B/BD<br />
|description2= Weird overhead move.<br />
* BD version is safe and unreactable.<br />
The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed.<br />
}}<br />
<br />
===Todome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146k,yamazaki_632146bd<br />
|name=Todome<br />
|captions=LEFT FOOT LET'S STOMP<br />
|input=632146B/D/BD<br />
|description2= OTG.<br />
* Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.<br />
Go-to for forcing the opponent to take full damage from Pit Viper. EX version is particularly potent in the corner; despite leaving Yamazaki at only +5, it creates the perfect spacing to allow close B, 2C, or command throw to connect with no additional movement. This gives Yamazaki a strike/throw mixup opportunity that, while not without counterplay, can lead to massive damage and/or a loop into the same situation as long as Yamazaki has at least 0.5 meter (SPOILER: he always does) if the opponent guesses incorrectly.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Guillotine===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236236p,yamazaki_236236ac<br />
|name=Guillotine<br />
|input=236236A/C/AC<br />
|description2=<br />
* Deals more damage than his Pit Viper super, but does not see common use in combos.<br />
* Essentially an extremely damaging anti-air super.<br />
<br />
Yamazaki leaps into the air with an uppercut. If he grabs an opponent, he will slam them into the ground and drag them across the stage before tossing them far off. In previous games this super has been used to anti-air opponents and as a combo ender, but due to the return of Yamazaki's OTG stomp move, this super does not see as much use as Pit Viper does.<br />
}}<br />
<br />
===Pit Viper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236p,yamazaki_2141236ac<br />
|name=Pit Viper<br />
|captions= 🥶<br />
|input=2141236A/C/AC<br />
|description2=<br />
* Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.<br />
* Normal version lets you OTG after.<br />
* Excellent range.<br />
<br />
Probably the best level 1 super in the game. Yamazaki lunges forward with a knife-hand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super and causing the opponent to sustain all of Pit Viper's bleed damage. He can also use low Serpent Slash to get less damage with more oki, enough for a manually timed safe jump.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Drill===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236cd<br />
|name=Drill<br />
|input=2141236CD (mash A and C)<br />
|description= Frame 1 command grab super.<br />
* Mash the punch buttons to deal more damage.<br />
* Either Level 3 or Level 4 Drill does more damage depending on scaling percentage. Use Level 3 if you activated from Quick Max.<br />
<br />
Yamazaki slams the opponent to the ground and enters a pose before rushing the opponent with a barrage of attacks and launching them far off. By mashing the punch buttons, the player can cause Yamazaki to enter a more aggressive pose followed by a sound which signifies that Yamazaki will perform a different move that deals more damage. Most people will choose to perform the Level 3 if they activate the Climax during Quick Max, but outside of that, you are probably better off using Level 4.<br />
<br />
'''Level 1:''' Performs his Slam command normal, followed by his Fight of Tempering special and lastly his Todome special, before kicking the opponent into the air and performing his Drill uppercut.<br />
<br />
'''Level 2:''' Causes a cinematic where Yamazaki stomps the opponent (shown from their point of view) before kicking them into the air and performing his Drill uppercut.<br />
<br />
'''Level 3:''' Whacks the opponent with a randomly chosen object (could be a giant fish, a bench, a traffic cone, a billboard, or an animatronic head) that launches them into the air; Yamazaki follows up with his Drill uppercut.<br />
<br />
'''Level 4:''' Yamazaki goes insane and viciously assaults the opponent with a barrage of Serpent Slashes, before grabbing them and slamming them into the ground with his Drill attack.<br />
}}<br />
<br />
==Misc==<br />
{| class="wikitable"<br />
|+ Drill Damage<br />
|-<br />
! Scaling !! Initial Slam !! Level 3 !! Level 4<br />
|-<br />
| 100% || 40 || 450 || '''470'''<br />
|-<br />
| 95% || 38 || '''421''' || 417<br />
|-<br />
| 90% || 36 || 405 || '''408'''<br />
|-<br />
| 85% || 34 || 376 || '''385'''<br />
|-<br />
| 80% || 32 || 360 || '''376'''<br />
|-<br />
| 75% || 30 || '''331''' || 323<br />
|-<br />
| 70% || 28|| '''315''' || 314<br />
|-<br />
| 65% || 26 || 286 || '''291'''<br />
|-<br />
| 60% || 24 || 270 || '''282'''<br />
|-<br />
| 55% || 22 || '''241''' || 229<br />
|-<br />
| 50% || 20 || '''225''' || 220<br />
|}<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ryuji Yamazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Ryuji_Yamazaki&diff=58292XV Broken/Ryuji Yamazaki2022-11-27T23:02:38Z<p>Sunset Sullivan: reworking this and removing the doomposting</p>
<hr />
<div>{{CharNavbox_XV}}<br />
<section begin="image"/>[[File:KOFXV_Yamazaki_Profile.png|thumb|Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.]]<section end="image"/><br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a devastating mid-range character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear.<br />
| pros= <br />
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand.<br />
* '''Nigh Unmatched Anti-Air Game:''' Serpent Slash, a variety of massive buttons, and Yamazaki's combo routes all lend fantastically to anti-air conversions. Better yet, if he gets a Counter Hit he can go straight into BnB combos.<br />
* '''Incredible Neutral:''' Yamazaki's combination of messed up mid-range, a powerful reflect, relative safety, massive range and speed on many buttons, and great conversions gives Yamazaki the capabilities to outplay almost anyone in neutral and oftentimes get away with murder.<br />
* '''Insane Pressure:''' Yamazaki's Serpent Slash cancels allow him to stay advantageous as long as the player has the execution. Additionally, 623D into Serpent Slash allows him to get ambiguous pressure extensions that deal high guard damage and keep him close. Coupled with a massive command grab, an instant overhead, a fantastic j.D, great meter economy, and ridiculous CD conversions, Yamazaki's pressure is nothing short of spectacular, and is comfortably among the best in the game.<br />
* '''High Damage Across the Board:''' Whether he's on point, mid, or anchor, Yamazaki's damage is well above average. His basic BnBs deal good damage with or without meter, but his supers deal unbelievable amounts of damage. Pit Viper in particular deals bleed damage over a period of time, making his meter dumps extremely powerful. The average super confirm with Yamazaki will deal ''at least'' 100 more damage than any other character's, and that's assuming a weak starter.<br />
* '''Uncanny Reward From Standing Overhead:''' Pit Viper allows Yamazaki to deal ''unscaled damage'', making it a prime candidate for extremely high damage conversions off Yamazaki's standing overhead.<br />
* '''Any Position:''' Because of the previously mentioned pros, Yamazaki's able to fall within any position on a team you want. Point, mid, or anchor, Yamazaki performs highly and excels. <br />
* 🔥🔥🔥: Just look at that coat.<br />
| cons= <br />
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure.<br />
* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average as he cannot push you past the screen's edge.<br />
* '''Mediocre Defense:''' Yamazaki's abare may be large, but he has no 4f far normals. Additionally, a lack of reversals (Yamazaki requires TWO BARS for any reversal) also means the player must be more adamant on their defense than with most characters.<br />
* '''High Difficulty:''' While every aspect of Yamazaki is strong, every aspect of him also requires a lot of forethought and executional prowess. <br />
** '''Complex Combos:'' Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a 6B cancel confirm can make Yamazaki terrifying to play in high-pressure situations, as a drop can spell the round or the game. <br />
** '''Committal Neutral''': Of the characters with good neutral, Yamazaki probably has the most difficult neutral of them all ''by far''. Yamazaki has numerous neutral tools that are all good, but all of them are extremely committal and require heavy forethought before use. It can be very easy to predict a Yamazaki and punish his poor neutral plays.<br />
** '''Bad Defense''': A lack of meterless reversal and awful abare buttons make it so that Yamazaki crumbles on pressure if you aren't careful. His huge frame makes him a prime target for overheads and defensive air-to-airs if he tries to jump out of the corner, so defending as him can be a nightmare. <br />
}}<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Kachikomi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Whackdown Wallop - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Eviscerator - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slam - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Serpent Slash - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
┗Serpent Slash (Keep) (After [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] Serpent Slash) - Hold Button<br />
:┗Serpent Slash Cancel (After Serpent Slash (Keep)) - [[image:d.gif]]<br />
<br />
Bombshell Badda-bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Spray Sand - [[image:dp.gif]] + [[image:d.gif]]<br />
<br />
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] (*)<br />
<br />
Todome - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pit Viper - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) <br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Drill - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Mash [[image:a.gif]] / [[image:c.gif]])<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fa<br />
|name=far A<br />
|input=f.A<br />
|description=Big jab.<br />
* Great anti-hop.<br />
Main anti-hop normal for getting out of pressure in a safe way.<br />
}}<br />
<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fb<br />
|name=far B<br />
|input=f.B<br />
|description= Main confirm tool after crouching lights.<br />
* Has much higher hitstun than 2A.<br />
* Frame traps from 2A on block while comboing on hit with correct timing.<br />
The most threatening 5B in the game. On block, it's a pressure situation. On hit, you might just die. Yamazaki can easily hit-confirm this into 623D~214C to get ridiculous damage off a super confirm. Go-to frame trap tool. Go-to close poke. If it caught hoppers this button would be broken.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fc<br />
|name=far C<br />
|input=f.C<br />
|description=Incredibly slow whiffing far normal.<br />
* Cancelable on hit or whiff.<br />
* Leads to very, very good reward on hit. Use this to punish from afar.<br />
* You should be canceling this into Serpent Slash all the time, especially on whiff.<br />
Good for punishes and limited poking. But it's a bit slow and linear.<br />
}}<br />
<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fd<br />
|name=far D<br />
|input=f.D<br />
|description= Supermassive kick.<br />
* Doesn't catch hops.<br />
This button exists to make Yamazaki work on anchor. The reach cannot be understated, as it is nearly as long as Krohnen's 2C. Because of the strength of Yamazaki's MAX Mode confirms, you probably won't hit this a lot vs many opponents, as they'll be too scared to try and be around it. But that just means you control an insane amount of space by merely existing.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cla<br />
|name=close A<br />
|input=cl.A<br />
|description= Generic close A.<br />
* Not much to say about this.<br />
}}<br />
<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clb<br />
|name=close B<br />
|input=cl.B<br />
|description= Very plus close B.<br />
* The height of this button means it can catch characters with lower aerial hurtboxes like Geese and Vanessa.<br />
You won't find much use out of this as a button in and of itself due to Yamazaki's pressure game being better than just utilizing this. But mixing something 'lower level' in between harsher pressure is indeed a good privilege to have.<br />
}}<br />
<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=Typical cl.C.<br />
* Go-to heavy combo starter.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=Slow. Good for punishes.<br />
<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2a<br />
|name=crouch A<br />
|input=2A<br />
|description= Frame 5 jab with good advantage.<br />
* Can frame trap into command normals.<br />
Your main confirm tool. 2B2A5B 623D 214C will be your main low confirm for the most part. While you can get a 236AC off 2B2A, this isn't really an easy confirm. <br />
}}<br />
<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=The rare 5f even on block low. <br />
* Quite long, actually.<br />
Not only is this long, but unlike many lows it's not minus on block while also being frame 5 ''AND'' having good confirm options. <br />
}}<br />
<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=Best-er anti-hop normal that doubles as an anti-air. Slightly slower than 5A and with trash range but great reward.<br />
* Can be canceled on hit and whiff.<br />
* Leads to insane reward on Counter Hit with special cancels.<br />
* Like f.C, it has so much recovery you always want to cancel this into something.<br />
Incredible anti-air thanks to its speed and reward. When stance cancelled it will give you a lot more advantage than most anti-airs, and on Counter Hit you can react with 236AC or 214A for big damage. Learn to use this.<br />
}}<br />
<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2d<br />
|name=crouch D<br />
|input=2D<br />
|description= Long sweep that's rather slow.<br />
* Canceling this into 214[C] delay release allows you to get an OTG HKD. Great for ending corner combos.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_ha,yamazaki_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2= Average jump jab. <br />
* Quite active.<br />
Not much reason to use this over his j.B for counter poking, but it is good at catching whiffs and has a nice angle.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hb,yamazaki_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= REALLY LONG and relatively fast air normal. Great as an air-to-air and even as a jump-in due to these aspects.<br />
* So big that it'll stuff out most air approaches.<br />
* Can still hit crouchers for some reason.<br />
* Farthest range jumping normal.<br />
Because Yamazaki is slow, this normal is incredible for jump-ins from a distance where his other normals won't hit. <br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hc,yamazaki_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Air-to-air and pretty much just that. Very active and hits above him, good shit.<br />
* Kinda stubby.<br />
}}<br />
<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hd,yamazaki_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Great jump pressure normal that synergizes well with Yamazaki's jump arc and height.<br />
* Because Yamazaki is a massive guy who lands quite quickly, this move can be used in a way where it won't combo on hit, but will catch late abare and still give you advantage.<br />
Absolutely incredible normal for pressure. Great for making braindead frame traps (a godsend as Yamazaki), normal jump-in pressure, and instant overheads that most characters cannot punish (hop back j.D).<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_rush1,yamazaki_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=Decent stand CD that's great cause of Yamazaki's toolkit.<br />
* Doesn't catch jumps as well as some other 5CDs.<br />
You almost always want to stance cancel this button. On whiff or block it'll recover quicker. On hit, follow up with dash > 6B > 623D > 214A > ender. If you suspect they will jump high over you can cancel into 214A for a cheeky anti-air.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236cd<br />
|name=Shatter Strike<br />
|input=236CD<br />
|description= Average SS but with good reward.<br />
* Air connect can mess with routing, get good at judging how high they were bounced.<br />
Because of Yamazaki's juggle combos, his Shatter Strike has very good reward, especially with meter. Shatter Strike > juggle > Pit Viper is truly diabolic in nature.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hcd,yamazaki_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= Pretty good j.CD because of its coverage.<br />
* Whiffs on small crouchers.<br />
}}<br />
<br />
==Throws==<br />
===Kachikomi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cthrow<br />
|name=Kachikomi<br />
|input=(close) 4/6C<br />
|description= Forward throw with bad midscreen oki as per Yamazaki normality.<br />
* 2C after grants a full jump safe jump.<br />
}}<br />
<br />
===Whackdown Wallop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_dthrow<br />
|name=Whackdown Wallop<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Eviscerator===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6a<br />
|name=Eviscerator<br />
|input=6A<br />
|description= SLOOOOOW overhead.<br />
* Highest potential damage in the game of any standing overhead.<br />
* Also quite safe.<br />
The speed is bad on paper, but you will eventually get this to land due to Yamazaki's pressure game. While the cancel version loses its overhead property, it's still a great automatic frame trap from a 2A or close B; 6A (cancel) > 623D > 214[C] is an extremely hit-confirmable and safe sequence that can lead to big damage if they mash into it.<br />
}}<br />
<br />
===Slam===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6b<br />
|name=Slam<br />
|input=6B<br />
|description=Supermassive kick that has more whiff recovery than the average toxic fume inhaler.<br />
* You kind of want to use this over 214B for the most part.<br />
* Grants great reward on hit as it combos into 214A at almost all ranges.<br />
You can confirm with this button by buffering a 214A and reacting to if they block or not with either release or cancel.<br />
}}<br />
<br />
==Special Moves==<br />
===Serpent Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_214a,yamazaki_214b,yamazaki_214c,yamazaki_214ac,yamazaki_214d<br />
|name=Serpent Slash<br />
|input=214A/B/C/AC<br />
(A/B/C hold OK)<br />
|description4= Fast, quick, long ranged strike.<br />
* B version is punishable on hit.<br />
* A version cannot hit standing.<br />
* C version will out-poke most moves and even CDs.<br />
This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral, with C version even hitting OTG in certain circumstances (this is your main corner combo ender, with 2D into 214[C] delay release to get the OTG). B version is slightly less useful due to its horrible frame data on hit, but it can come in handy sometimes. EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen and can be used as a large, active poke that leads to crazy damage on ground hit.<br />
|description5= Stance cancel.<br />
* Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals.<br />
* Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals.<br />
* Leaves Yamazaki +5 on block when canceled from stand CD.<br />
This move is ''also'' your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.<br />
}}<br />
<br />
===Bombshell Badda-Bing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146p,yamazaki_632146ac<br />
|name=Bombshell Badda-Bing<br />
|input=632146A/C/AC<br />
|captions= You'll only see this animation if you whiffed. Just reminding you not to do that.<br />
|description2=Decent damage command grab that gives good oki.<br />
* EX version just deals more damage and gives better oki.<br />
* EX version can be landed meaty in the corner after EX Todome.<br />
One of your few tools midscreen that grants a safe jump, though it has to be manually timed. In the corner you can follow up with an OTG for some extra damage. Good for mixups. Has so much range that after most 623D214CD cancels you can microwalk and connect this.<br />
}}<br />
<br />
===Double Return===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236p,yamazaki_236p_reflect,yamazaki_236ac,yamazaki_236ac_reflect,<br />
|name=Double Return<br />
|input=236A/C/AC<br />
|description4=<br />
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles.<br />
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored.<br />
* C version immediately launches the fireball instead.<br />
* AC version launches notably faster and sets up a juggle.<br />
* A/C versions of the fireball function like EX projectiles.<br />
* EX version of the fireball functions like a super projectile.<br />
}}<br />
<br />
===Sadomaso===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_41236k,yamazaki_41236bd<br />
|name=Sadomaso<br />
|input=41236B/BD<br />
|description2= Stupidly active high and mid counter if reacting to jumps isn't your cup of tea. <br />
* BD version juggles.<br />
Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.<br />
}}<br />
<br />
===Spray Sand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623d<br />
|name=Spray Sand<br />
|captions= Goes hard tbh.<br />
|input=623D<br />
|description=Very slow whiffing, very active far poke, combo and confirm tool.<br />
* Places the opponent in approximately a year of hitstun to let you confirm into Serpent Slash with ease.<br />
* Combos into 623B in corners during juggles.<br />
* Has barely any pushback and moves you forward, making it great for staying close during pressure.<br />
* Disjointed. Duh. It's sand.<br />
}}<br />
<br />
===Fight of Tempering===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623b,yamazaki_623bd<br />
|name=Fight of Tempering<br />
|captions= RIGHT FOOT LET'S STOMP<br />
|input=623B/BD<br />
|description2= Weird overhead move.<br />
* BD version is safe and unreactable.<br />
The B version of this is your staple easy ender in corner juggles, as it leads to a safe jump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed.<br />
}}<br />
<br />
===Todome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146k,yamazaki_632146bd<br />
|name=Todome<br />
|captions=LEFT FOOT LET'S STOMP<br />
|input=632146B/D/BD<br />
|description2= OTG.<br />
* Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.<br />
Go-to for forcing the opponent to take full damage from Pit Viper. EX version is particularly potent in the corner; despite leaving Yamazaki at only +5, it creates the perfect spacing to allow close B, 2C, or command throw to connect with no additional movement. This gives Yamazaki a strike/throw mixup opportunity that, while not without counterplay, can lead to massive damage and/or a loop into the same situation as long as Yamazaki has at least 0.5 meter (SPOILER: he always does) if the opponent guesses incorrectly.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Guillotine===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236236p,yamazaki_236236ac<br />
|name=Guillotine<br />
|input=236236A/C/AC<br />
|description2=<br />
* Deals more damage than his Pit Viper super, but does not see common use in combos.<br />
* Essentially an extremely damaging anti-air super.<br />
<br />
Yamazaki leaps into the air with an uppercut. If he grabs an opponent, he will slam them into the ground and drag them across the stage before tossing them far off. In previous games this super has been used to anti-air opponents and as a combo ender, but due to the return of Yamazaki's OTG stomp move, this super does not see as much use as Pit Viper does.<br />
}}<br />
<br />
===Pit Viper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236p,yamazaki_2141236ac<br />
|name=Pit Viper<br />
|captions= 🥶<br />
|input=2141236A/C/AC<br />
|description2=<br />
* Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.<br />
* Normal version lets you OTG after.<br />
* Excellent range.<br />
<br />
Probably the best level 1 super in the game. Yamazaki lunges forward with a knife-hand strike, afflicting any enemies hit with an Orochi curse that deals "bleed" damage. Because of this bleed damage, this super is typically chosen over his Guillotine super, as it leads to a hard knockdown right in front of Yamazaki and allows him to follow up with his Todome OTG special, letting him tack on extra damage that he otherwise cannot do with his Guillotine super and causing the opponent to sustain all of Pit Viper's bleed damage. He can also use low Serpent Slash to get less damage with more oki, enough for a manually timed safe jump.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Drill===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236cd<br />
|name=Drill<br />
|input=2141236CD (mash A and C)<br />
|description= Frame 1 command grab super.<br />
* Mash the punch buttons to deal more damage.<br />
* Either Level 3 or Level 4 Drill does more damage depending on scaling percentage. Use Level 3 if you activated from Quick Max.<br />
<br />
Yamazaki slams the opponent to the ground and enters a pose before rushing the opponent with a barrage of attacks and launching them far off. By mashing the punch buttons, the player can cause Yamazaki to enter a more aggressive pose followed by a sound which signifies that Yamazaki will perform a different move that deals more damage. Most people will choose to perform the Level 3 if they activate the Climax during Quick Max, but outside of that, you are probably better off using Level 4.<br />
<br />
'''Level 1:''' Performs his Slam command normal, followed by his Fight of Tempering special and lastly his Todome special, before kicking the opponent into the air and performing his Drill uppercut.<br />
<br />
'''Level 2:''' Causes a cinematic where Yamazaki stomps the opponent (shown from their point of view) before kicking them into the air and performing his Drill uppercut.<br />
<br />
'''Level 3:''' Whacks the opponent with a randomly chosen object (could be a giant fish, a bench, a traffic cone, a billboard, or an animatronic head) that launches them into the air; Yamazaki follows up with his Drill uppercut.<br />
<br />
'''Level 4:''' Yamazaki goes insane and viciously assaults the opponent with a barrage of Serpent Slashes, before grabbing them and slamming them into the ground with his Drill attack.<br />
}}<br />
<br />
==Misc==<br />
{| class="wikitable"<br />
|+ Drill Damage<br />
|-<br />
! Scaling !! Initial Slam !! Level 3 !! Level 4<br />
|-<br />
| 100% || 40 || 450 || '''470'''<br />
|-<br />
| 95% || 38 || '''421''' || 417<br />
|-<br />
| 90% || 36 || 405 || '''408'''<br />
|-<br />
| 85% || 34 || 376 || '''385'''<br />
|-<br />
| 80% || 32 || 360 || '''376'''<br />
|-<br />
| 75% || 30 || '''331''' || 323<br />
|-<br />
| 70% || 28|| '''315''' || 314<br />
|-<br />
| 65% || 26 || 286 || '''291'''<br />
|-<br />
| 60% || 24 || 270 || '''282'''<br />
|-<br />
| 55% || 22 || '''241''' || 229<br />
|-<br />
| 50% || 20 || '''225''' || 220<br />
|}<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ryuji Yamazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Dolores&diff=54521XV Broken/Dolores2022-06-23T14:24:09Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Dolores Profile.png|thumb|A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Salaba - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hilzuni - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]] <br />
<br />
'''Special Moves'''<br />
<br />
Burj - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Qabl - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Khalfi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Nesh - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Altariq - [[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ghadab - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hadir - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Khalaq ai'ard - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an unorthodox grappler who can use her ground projectiles to harass from afar, reset pressure, and safely end it. <br />
| pros=<br />
* '''Excellent Pressure''': Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. Altariq/Teleport also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.<br />
* '''Huge Toolbox''': Dolores can zone ''and'' grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly depending on the matchup or situation.<br />
* '''Tons of Knockdowns''': Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki. Alternatively, Dolores can spend 0.5 bars to perform 22AC or 22BD to instantly close the gap on her opponent and resume pressure. <br />
* '''Excellent Metered Damage''': While her meterless damage is solid, her metered damage is incredibly high. She can reach close to 500 damage with just 1.5 bars, letting her be a very meter-efficient anchor. <br />
* '''Superb Pokes''': Fantastic buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.<br />
* '''Surprisingly Easy''': Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity. <br />
| cons=<br />
* '''Poor Defense''': Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre. <br />
* '''Execution Heavy at High Levels''': Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match. <br />
}}<br />
<br />
Dolores enters into KOFXV with a massive kit and serious damage potential backing her up. One of the rare zoner/grappler archetypes, Dolores can play at whatever range she feels like while threatening fullscreen command grabs at nearly all times. This powerful combination between good neutral, looping pressure with a command grab, and high damage makes her a force to be reckoned with on any position. However, Dolores players will find themselves having to work much harder for their damage and pressure outside of an Anchor position, and the lack of a meterless reversal can be rather scary to deal with. Regardless, her attributes make her consistently placed among the best characters. Whether you like boxing opponents out and capitalizing on pokes with MAX confirms, being an aggressive grappler who is equal parts hard to read and to punish, or a vortex monster with left/rights for days, Dolores is for you.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fa<br />
|description=<br />
* Short hop stopper.<br />
* Cancel-able, so anti-air combos are possible. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fb<br />
|description=<br />
* Great poke / hop stopper. It's only drawback is that it's duckable. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fc<br />
|description=<br />
* Big, cancel-able poke. <br />
* Despite its looks it's a normal like any other. Very few active frames too. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fd<br />
|description=<br />
* Massive poke. This cannot be ducked and it can often stop hops pre-emptively. Commonly used for Quick Max confirms if you see your opponent whiff something.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cla<br />
|description=<br />
* Huge frame advantage, allowing you to link into Close C after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clb<br />
|description=<br />
* Not bad, but overshadowed by her other great close normals. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clc<br />
|description=<br />
* Fast and hits twice, making it a good hitconfirm.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cld<br />
|description=<br />
* Part of her Close D > C target combo. <br />
* On it's own it's a situational anti-air, and not a very good one. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2a<br />
|description=<br />
* Her fastest mashable light attack. <br />
* Terribly short range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2b<br />
|description=<br />
* Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example). <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2c<br />
|description=<br />
* High reaching anti-air. Cancel-able. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2d<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_ha,dolores_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Quick air-to-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hb,dolores_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hc,dolores_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Air-to-air that puts the opponent in a juggle-able state. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hd,dolores_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Very deep jump-in.<br />
*Crosses up. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_rush1,dolores_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Remarkably good frames on hit & block. <br />
* Can't be delayed to frametrap the opponent. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hcd,dolores_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under. <br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_dthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
====Forward A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_6a<br />
|description=<br />
* Incredible combo/string enabler. <br />
}}<br />
====Target Combo====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_tc1<br />
|description=<br />
* More damaging string starter than Close 5 > 6A. <br />
* Puts the opponent in a juggle-able state. <br />
* On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that. <br />
}}<br />
<br />
==Special Moves==<br />
===Burj===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_63214a,dolores_63214c,dolores_63214ac<br />
|name=Burj<br />
|input=63214A/C/AC<br />
|description3=* Super Cancel-able command grab. <br />
* A version can be used for tick-throws by late canceling her light normals into it. <br />
* C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close. <br />
* EX version is actually a low attack, making it a combo tool more than anything. <br />
}}<br />
===Qafas Qabl===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236a,dolores_236c,dolores_236ac<br />
|name=Qafas Qabl<br />
|input=236A/C/AC<br />
|description3=* Dolores uses her mud to push the opponent back. <br />
* A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark. <br />
* EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward. <br />
* Negates projectiles. But EX is needed to negate EX projectiles. <br />
}}<br />
<br />
===Qafas Khalfi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236b,dolores_236d,dolores_236bd<br />
|name=Qafas Khalfi<br />
|input=236B/D/BD<br />
|description3=* Dolores uses her mud to push the opponent ''towards'' her.<br />
* B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block. <br />
* D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners. <br />
* EX version hits first with 236C and then a launching version of 236D. <br />
}}<br />
<br />
===Nesh===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_4214b,dolores_4214d,dolores_4214bd<br />
|name=Nesh<br />
|input=4214B/D/BD<br />
|description3=<br />
* Super Cancel-able anti-air. <br />
* B version is prefered as it has upper body invincibility. <br />
* D version hits grounded opponents if close enough, so it has use in combos. <br />
* EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!<br />
}}<br />
<br />
===Altariq===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_22a,dolores_22ac<br />
|name=Altariq<br />
|input=22A/B/C/D/AC/BD<br />
|description2=<br />
* Teleport. <br />
* Startup indicates total frames until Dolores can move. <br />
* A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings. <br />
* B stays in place, and D retreats. <br />
* AC always moves in front of the opponent, and BD always moves behind. Both are faster than regular teleports. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ghadab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_214214a,dolores_214214c,dolores_214214ac<br />
|name=Ghadab<br />
|input=214214A/C/AC<br />
|description3=* A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps. <br />
* MAX version is a 1f grab and can be a threatening situational punisher. <br />
}}<br />
===Hadir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236236a,dolores_236236c,dolores_236236ac<br />
|name=Hadir<br />
|input=236236A/C/AC<br />
|description3=* A medium range projectile. <br />
* Doesn't cancel into Ghadab super. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Khalaq ai'ard===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2141236cd<br />
|input=2141236CD<br />
|description=* Another medium range projectile. Unsafe on block at any distance.<br />
* No time for wake-up pressure after. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|DA58h0LXS_c|||'''Dolores Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Ash_Crimson&diff=54329XV Broken/Ash Crimson2022-06-09T19:50:51Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Ash Profile.png|thumb|A descendent of Saiki, the leader of Those from the Past, this young man was once thought to be erased from time.</br>Wielding flames of emerald and an arrogant smile, Ash teams with Kukri to help him complete his goal.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Récompenses - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Vertus - - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Floreal - [[image:bk.gif]] + [[image:b.gif]]<br />
<br />
Floreal - [[image:bk.gif]] + [[image:d.gif]]<br />
<br />
Floreal • Instant - [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Ventose - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Nivose - [[image:dn.gif]] ~ [[image:up.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Genie - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
Germinal Caprice - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Thermidor - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pluviose - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Sans-culotte - [[image:a.gif]] , [[image:b.gif]] , [[image:c.gif]] , [[image:d.gif]]<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Espoir - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Meet the Guile of KOF. Ash Crimson is a zoner-type charge-based character, with the signature projectile and uppercut gameplay ubiquitous with the genre. What Ash brings to the table however, is explosive combo potential with his Sans-Culotte install super. Since he lacks strong offense and mix-up potential, this trait turns him into a OHKO style of character that wants to force his opponent to make some sort of mistake and punish them with their life. Ash can function ok as a point character, as characters will have less anti-fireball tools when meterless, but he excels in the anchor position where he can cash out on your meter to finish a game.<br />
| pros=<br />
* '''Strong Zoning''': Ash comes with a great Guile-style fireball/uppercut gameplan. His uppercut is a charge motion making it easy to react to jumps, and it covers an excellent angle directly in front and above himself. His fireballs are similarly strong, being pretty fast and easy to spam. He even has an Okizeme option in Genie.<br />
* '''Install:''' Sans-Culotte turns Ash from a turtle zoning character into an explosive and high-damage oneshot. During this state, Ash gains access to amazing combo potential with good execution. He gains absurd benefits like removing charge from his specials and allowing special moves to be cancelled into command normals. Effective use of this state can realistically ToD most of the cast. <br />
* '''Solid Defensive Normals''': Ash is blessed with both great air normals and a suite of good mobility tools/pokes in his Sobat normals. <br />
* '''Snowball Potential''': All of the above makes Ash very scary to approach. As his great zoning wears you down and forces you to approach him, he waits for the right opportunity to pop Sans-Culotte. One wrong move and into the ToD blender you go. Thus, Ash can be a great comeback character and is terrifying to fight without meter or strong mobility options. <br />
* '''Charge Character''': Having charge means Ash can react to the options opponents bring much quicker and much easier than normal, and his anti air can't get crossed up.<br />
*Damn boi, he pretty. ♥<br />
| cons=<br />
* '''Stubby''': Ash has many short range normals, making midrange and close range combat difficult.<br />
* '''Low Damage Without Meter''': Without Sans-Culotte, Ash tends to deal low amounts of damage. His zoning game is also predicated on keeping people out, meaning he tends not to have much opportunity for big damage anyways. <br />
* '''Some Dexterity Required''': Confirming into Sans-Culotte combos can be difficult, and actually performing them more so. Ash players must have good fundamentals and great execution to consistently have access to his high damage. <br />
* '''Charge Character''': Requires charge for many of his specials, which removes access to meterless reversal at times and limits punish options.<br />
* '''Limited Mixup''': Ash has mediocre mixup at best. He relies a lot on making opponents come to him, so forcing mistakes is a must. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_fa<br />
|description=<br />
*Plus on block.<br />
*Whiffs on crouchers.<br />
A flick of the wrist. Has the shortest horizontal hitbox out of all of Ash's light normals, but has good vertical range, as well as a long active hitbox window for a light normal, making it a functional defense against hops. Not cancellable unfortunately, but plus on block. Whiffs on crouchers.}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_fb<br />
|description=<br />
*Hits low.<br />
A casual toe tap. Hits low, which is rare for a standing normal. The horizontal range is surprisingly large, but the lack of vertical range makes is very prone to hops. It's also not very rewarding, being uncancellable and negative on block, but at least plus on hit. You can chain into this from light normals but there's little reason to.}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_fc<br />
|description=<br />
A high palm strike. The hitbox on this is good at stopping hops, but its speed holds it back. Although it's slow, it is cancellable, giving him some strong confirms at further ranges than normal if you're sharp.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_fd<br />
|description=<br />
A high angled roundhouse. Strong anti air for jumps in front of Ash. Having a good anti air game meshes well with Ash's kit, so it's recommended to learn the ranges of this move. Whiffs on crouchers unless up close. Unfortunately because Ash has a command normal set to 4D, it can be easy to get that move on accident when using this to defend, so be careful.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_cla<br />
|description=<br />
*Plus on block.<br />
*Links into close C.<br />
A small backhanded slap. This is Ash's most advantageous normal, making it good at setting up frame traps at close ranges. You can link after this with close C. You can also chain this into other lights if desired. Also does well against hops.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_clb<br />
|description=<br />
*Hits low.<br />
Another toe tap. Just like f.B, this is a standing normal that hits low, but this one is cancellable and chains into other lights. This does more damage than 2B, making it the ideal light low starter, but you are forced to lose charge, even back charge, since he has a 4B command normal.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_clc<br />
|description=<br />
An upwards swipe. Standard close C, fast enough to link after cl.A and functions as a good anti air and punish starter.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_cld<br />
|description=<br />
*Hits low.<br />
A standing sweep. Stronger than cl.C, but has a shorter activation range. Just like Ash's standing B normals, this hits low. Having a low hitting heavy starter can lead to some strong combos. However, this cannot be used while holding a back charge due to overlap with 4D.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_2a<br />
|description=<br />
*Plus on block.<br />
A crouching tap. Fast and plus on block, and can easily be chained from chainable normals. Ending your blockstrings with this, or setting up your blockstrings so that you can end with this, can help your pressure game. For example, using 2B > 2A on block, stopping there if it is blocked, then going for more pressure, or if it hits, adding another 2B and finishing the combo.<br />
<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_2b<br />
|description=<br />
*Hits low.<br />
A low kick. Ash's standard low starter. The range is good and since Ash's main combo options off of lights move him forward (4B and [4]6B/BD), being out of range for combos is usually not an issue. This chains into itself and is neutral on block. You will use this normal frequently.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_2c<br />
|description=<br />
*Forces stand.<br />
An uppercut. This can cover ranges too far for c.C and too near for f.D. It's also cancellable, letting Ash set projectiles for your opponent to deal with when they recover. On the ground, this can be used as a alternative to c.C or c.D to start heavy combos when you are out of range for close normals. This can come into play especially for Ash since you will need to stay put at times to keep charge. It also allows you keep back charge without accidentally throwing the opponent by inputting this normal as 1C. This normal also forces stand, but stand vs. crouch doesn't play a part in any of Ash's combos, so this is a minor note.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_2d<br />
|description=<br />
*Hits low.<br />
*Causes a soft knockdown.<br />
*Whiff cancellable.<br />
A sweep at the legs. In the context of Ash this is a very useful sweep. It is cancellable on hit, block, and whiff, and Ash has excellent cancel options in his command normals or projectiles. You can use this to safely pester the opponent with soft knockdowns and chip damage, barring any smart rolls from the opponent. While this technique is effective, consider the reward you get for landing a 2D compared to a hit confirmed 2B. They have near identical range, and 2B can lead to a combo, which is especially threatening with meter, while 2D will only ever give you a soft knockdown. With that in mind, be careful not to rely on this normal too much, especially considering it has poor range compared to other characters' 2D.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_ha,ash_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=A downwards air poke. This is Ash's fastest air normal. Use late to fake an empty jump and catch an opponent crouching.<br />
}}<br />
<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_hb,ash_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=A horizontal leg poke. A good air to air normal, important for playing defense as Ash. Can hit crouchers which can potentially turn a defensive play into an offensive reward.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_hc,ash_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
*Whiffs on crouchers.<br />
A high air punch. Functions exclusively as an air to air. Angled much higher than j.B, to where it cannot hit crouchers. The range isn't as good horizontally, but the extra vertical range can help it when using defensive air-to-airs.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_hd,ash_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=A downwards arcing kick. This is Ash's best jump in if you want to land a combo. It has a large forwards and downwards hitbox, good for offense and defense. Hop back j.D can hit standing opponents for a defensive option against a ground approach.<br />
<br />
This normal can also cross-up, although its cross-up hitbox is quite small.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_cd<br />
|description=<br />
A double cross chop. The range is below average of CDs, but it still functions as a high blockstun cancellable option. Also moves Ash forward slightly when cancelled. For the optimizers out there, CD is essential to some of Ash's optimal corner Quick Max combos. Does not have enough range to hit opponents that roll backwards midscreen.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_236cd<br />
|description=<br />
Shatter Strike. Especially useful as Ash as the crumple gives him plenty of time to charge and get his full damage combos.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_hcd,ash_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=A jumping double chop. Very good downwards hitbox but little horizontal hitbox. Use for offense, not defense.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_rush1,ash_rush2<br />
|name=rush<br />
|input=cl.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Récompenses===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_cthrow<br />
|name=Récompenses<br />
|captions="Retribution"<br />
|input=(close) 4/6C<br />
|description=* Headpats for days!<br />
<br />
Ash grabs the opponent and lights their face on fire. Leaves the opponent directly in front of Ash. Ash can set up a free Genie with this.<br />
}}<br />
<br />
===Vertus===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_dthrow<br />
|name=Vertus<br />
|captions="Honor"<br />
|input=(close) 4/6D<br />
|description=Ash kicks his opponent on the side. The oki is worse overall than his C throw, but stealing the corner can turn the game around for Ash.<br />
}}<br />
<br />
==Command Moves==<br />
===Floreal===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_4b<br />
|captions="Flower"<br />
|description=<br />
A forwards sobat kick. One of Ash's three sobat kicks. Despite similar animations, then all have slightly different properties that greatly affect how they are used. 4B moves Ash forward. This sobat is plus on hit but slightly negative on block. Unfortunately, despite the animation, this doesn't go over lows; this applies to all of his sobats. This is Ash's hit confirm sobat, as it allows for easy Max mode and super conversions off of lights. It can also be used to pester opponents at midscreen distance, and move forward while keeping charge. The vertical hitbox is not that high so jumping opponents can cause a problem. It also is the slowest out of the three sobats. One thing to note is that on hit, this move is plus enough to link a [2]8B or a 2A after. The timing is very tight for the [2]8B link however; you barely have enough time to charge 2 before the hitstun wears off. It also drops at further ranges. This is a low priority link to learn now that Ash has a more consistent light combo option in [4]6B. In juggle combos this offers no juggle potential, but is used in side swapping Sans-Coulette combos.<br />
}}<br />
<br />
===Floreal===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_4d<br />
|description=<br />
A backwards sobat kick. Another one of Ash's three sobat kicks. This one moves Ash backwards, pushing him back especially far on block and hit. Plus on hit and on block, but due to the backwards movement, these advantages are hard to utilize. Nonetheless it helps guarantee the safety and cements this sobat as the safe, defensive sobat. Whiff cancelling 2D into 4D and 4B can be confusing for the opponent to deal with. You can also hit poorly spaced jump ins with this. While useful, it's important to think about screen control, as you give up positioning every time you use this move. In juggles this offers the most juggle potential, and will be essential to your extended corner combos.<br />
}}<br />
<br />
===Floreal • instant===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_6d<br />
|description=<br />
An in-place sobat kick. The last of Ash's three sobat kicks. Ash stays in place for this one, which makes it less unique of a command normal, but still functions as a solid poke. The frame data and start up is the same as 4D, but the extra speed is more notable here when used for poking. The range is about the same as 2B and 2D, but is harder to hop over. In juggles this grants a limited juggle state, and is useful for super cancels. Be careful not to accidentally use [4]6D when attempting this move.<br />
<br />
}}<br />
<br />
==Special Moves==<br />
===Ventose===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_46a,ash_46c,ash_46ac<br />
|input=[4]6A/C/A+C<br />
|captions="Wind"<br />
|description3=<br />
* Projectile<br />
*A version throws a slow projectile, C version does a melee attack, then throws a fast projectile<br />
*EX throws two fast projectiles<br />
<br />
Ash's projectile, also referred to as his "Sonic Boom", alluding to Guile from Street Fighter. This is the core of Ash's neutral game, and important in either forcing your opponent to approach recklessly, or using it to approach yourself. <br />
----<br />
'''A version:''' This throws out a slow moving, single fireball. Ash recovers from his fireball quicker than most other characters, both allowing him to run behind it to start an offense, or to more easily punish opponents trying to jump or roll around it, and as a result is very useful in his zoning game. The quick recovery also makes it safer on block (-1 at point blank compared to most other characters' -4~-6), and allows Ash to get more plus frames more often, and from more favorable spacings of his projectile. Be wary for Guard Cancel rolls, as they can escape and possibly even hard punish pressure strings with this.<br />
----<br />
'''C version:''' Ash swipes in front of him, then throws a faster fireball. The first swipe has short range, but can nullify other fireballs, excluding EX fireballs. The fireball follow-up recovers faster than the A version, has a higher hitbox, and has an extra hitbox on the swiping motion itself, making it harder to hop over. It also has higher projectile priority than most regular fireballs, eating through them if they clash. This version is a godsend in fireball match-ups against other zoners. You can also use this to mix up your fireball throws with the A version as the first swipe can bait a jump out of the opponent, just for them to get hit out of the air by the real one. <br />
----<br />
'''EX version'''= Ash throws out two fireballs in quick succession. These fireballs move fast and can beat out other projectiles, as well as throw off your opponent's approach. Be careful not to overuse, as the meter could be spent on conversions.<br />
}}<br />
<br />
===Nivose===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_28b,ash_28d,ash_28bd<br />
|input=[2]8B/D/B+D<br />
|captions="Snow"<br />
|description3=*Anti air special<br />
*B version is fast with no invincibility, D version is slower with invincibility<br />
*EX version is fast and invincible<br />
*Super Cancellable on the first hit<br />
<br />
A flaming uppercut kick, also referred to as "Flash Kick". This is Ash's uppercut, and in is important in establishing a threatening neutral game in tandem with his fireball. The motion requires charge meaning you can't use it on demand all the time, but as long as you have charge, the motion makes it very easy to react to jumps with this. In general when these connect, Ash has enough time to run up and throw his opponent even if they quick rise.<br />
----<br />
'''B version''' = The faster of the two uppercuts, at 4f start-up. However this version only has a small amount of head invincibility, making it prone to trade or lose entirely to jump-ins. Primarily you should only use this for combos. This version recovers quickly relatively speaking, allowing for some gimmicky uses such as whiffing it fullscreen to bait an unsuccessful punish or crossing up the opponent after a forward throw.<br />
----<br />
'''D version''' = This version is slower but has full invincibility. This is the preferred version to use as an anti-air or reversal.<br />
----<br />
'''EX version''' = 1f faster start-up than the D version, with just as much invincibility. A strong uppercut, but often unnecessary to use instead of the D version unless the extra 51 dmg will kill. Saving your meter for a stronger conversion down the line could be a more useful usage of meter.<br />
}}<br />
<br />
===Genie===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_214a,ash_214b,ash_214c,ash_214d,ash_214ac,ash_214bd<br />
|captions="Spirit"<br />
|description4=<br />
* 17f before a flame spawns.<br />
* 24f before a flame can explode.<br />
* 55f startup total before Ash can move. <br />
* A is closest to Ash, then B, then C, with D being the furthest away.<br />
* Does not disappear if Ash is hit.<br />
<br />
Ash places a flame on screen which explodes when the opponent walks near it. A unique trap-like projectile that can give Ash a lot of block or hit advantage if it works. Placing one somewhere on screen while throwing fireballs can make for a difficult to navigate maze of hitboxes. However, the explosion is not very large and not very damaging, so the threat is minimal, especially against aggressive opponents that will likely just run past it. However it can be useful to keep turtling opponents stuck, as well as an oki option against unaware opponents.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Ranges" data-collapsetext="Hide">[[File:XV_Ash_214atk_ima.png|x200px|center]]</div><br />
<br />
|description5=* Places a flame inbetween where 214A and 214B would place a flame.<br />
* Combo starter<br />
<br />
This flame is designed to be placed specifically where your opponent would be pushed back if cancelled from a heavy normal. This leads to some of Ash's strongest combos as it causes a launch. It's also safe on block making it non-committal, aside from the meter usage. Because this only combos from heavy normals, and Ash doesn't have any multi-hitting heavies or cancellable command normals, knowing when Ash gets a guaranteed heavy normal punish can vastly improve your overall damage.<br />
|description6=* Places a flame directly wherever the opponent is standing.<br />
* Has higher start-up than 214AC.<br />
<br />
This flame tracks the opponent, allowing you to tag opponents from anywhere. This is a fantastic anti-zoning tool as you don't have to worry about clashing fireballs. The start up is slower than 214AC so you can't combo into this, but it recovers faster leading to much more block and hit advantage.<br />
}}<br />
<br />
===Germinal Caprice===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_46b,ash_46d,ash_46bd<br />
|captions="Fleeting Spring"<br />
|description3=A dash into an uppercut. This is a combo-focused special move, with some niche uses to catch people off guard in neutral.<br />
----<br />
'''B version''' = This is the fast variant of the special that can combo from lights. On grounded hit, this leads to nothing afterwards aside from super cancels. On air hit, you get a short juggle window. Using this alongside fireballs can be effective, as many don't expect such sudden forward movement from someone who's zoning. The move is punishable and has no upper body invincibility however so be careful.<br />
----<br />
'''D version''' = The slower variant; can only combo from heavy normals. This version does cause a juggle state, and leads to some of Ash's biggest combos. The slower speed and shorter range makes it hard to use in neutral. This move has no limit on how many times it can be used in a juggle, though because of it's speed, it usually requires setting up to do so.<br />
----<br />
'''EX version''' = Fast enough to combo from lights and causes a juggle state. Has the same range as the B version. Easy way to increase your light confirm damage. There's also many ways to extend a juggle combo with this. However the second hit that causes the high juggle only works once in a combo; after the first time, only the first hit will connect leading to a more limited juggle. The speed of this special is notable; you can punish some things that are harder to punish as other characters.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Thermidor===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_236236a,ash_236236c,ash_236236ac<br />
|name=Thermidor <br />
|captions="Gift of Flame"<br />
|input=236236A/C/AC<br />
|description3=* Multi-hit projectile.<br />
* Travels slowly, recovers quickly.<br />
<br />
Ash tosses out a large, multi-hitting fireball. This has potential to be a strong neutral tool, as the threat of getting hit by this is high and it covers a lot of the screen at once, but spending bar for the chance of a hit is often not worth it in KOF, especially in one with half-bar EX moves. This super is instead incredibly useful for extending combos, particularly in the corner. <br />
<br />
The 2 bar version has virtually the same frame data, but the projectile itself launches higher and allows for better combos.<br />
<br />
}}<br />
<br />
===Pluviose===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_236236b,ash_236236d,ash_236236bd<br />
|name=Pluviose <br />
|captions="Rain"<br />
|input=236236B/D/BD<br />
|description3=* Invincible start-up.<br />
*Best for Advanced and Climax Cancels.<br />
<br />
Ash does three Flash Kicks in succession. Comboing into this is much simpler than 236236P, and will usually be used to end combos unless you have more meter for an Advanced or Climax Cancel. The horizontal movement is sometimes not as far as it could ideally be; particularly late cancels from 4B can sometimes cause this to whiff the first kick, causing the combo to drop, so be careful. It also acts as a reversal or anti-air, although usually [2]8D will serve you fine in that regard. [4]6P can be cancelled into this on whiff to catch people trying to evade your projectile by jumping or using a projectile invincible move.<br />
<br />
The EX version does more damage with a different ender. The start-up and knockdown advantage is the same.<br />
}}<br />
<br />
===Sans-culotte===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_abcd<br />
|name=Sans-culotte<br />
|captions="Revolutionary"<br />
|input=A~B~C~D<br />
|description=* Does an initial invincible launcher, then leaving Ash in Sans-Culotte mode for 4 seconds<br />
* Makes your command normals special cancellable<br />
* Special moves require no charge<br />
* Special moves can be cancelled into command normals<br />
* Ash does not build meter or cause stun during the install<br />
<br />
Ash's signature "install" super, alluding to Sol's "Dragon Install" from Guilty Gear. This is Ash's most defining feature. On activation, Ash causes an explosion around him that launches the opponent directly upwards. This a fast and rewarding anti-air, though the input makes it difficult to do without buffering it behind another move. Works well as a reversal however, as you can buffer the A~B~C input behind the knockdown animation. After the initial explosion, Ash will be free to act and glow green for 4 seconds, showing that he is in the Sans-Culotte state (note that this 4 second window doesn't tick during hitstop, so it lasts longer realistically during combos). During this state, his command normals become special cancellable, his special moves that normally require charge can now be executed without charge, and his [2]8K and [4]6K specials are cancellable into command normals. All this combined gives Ash incredible extended juggle combos. Knowing these combos is the key to unlocking Ash's full potential. Note the block disadvantage this move has. Combine that with the 2 bar cost, and this super doesn't have much use outside of combos. If you drop your Sans-Culotte combo, you might be able to use its benefits to re-pick up a combo or safely cause guard damage, but this should never be something to rely upon.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Espoir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=ash_2141236cd<br />
|name=Espoir <br />
|captions="Hope"<br />
|input=2141236CD<br />
|description=* Active sooner at closer ranges.<br />
* Counts as a projectile.<br />
<br />
Ash throws out a fan of fire that causes a cinematic when it connects. Huge range, but the hitbox travels from Ash up to about 75% of the screen, meaning that it hits sooner the closer Ash is to the opponent. Works as a good anti air. In theory could be used to beat fireballs, but the longer start-up at max range makes it hard to use as such. You should use this in your combos to close out rounds to avoid messing up your more damaging Sans-Culotte combos, but otherwise try to spend the meter on a Sans-Culotte combo instead when applicable.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|L_wUiLbw97g|||'''Ash Crimson Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ash Crimson]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Heidern&diff=54027XV Broken/Heidern2022-06-02T23:11:19Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Heidern Profile.png|thumb|Heidern commands the mercenary unit in which Ralf and Clark belong. He fights his enemies using a combination of martial arts and self-taught assassination techniques. Naturally, he maintains a cold and strict demeanor, much like any hardened soldier.<br/>He joins forces with Isla and Dolores this KOF to find out the mystery behind the strange being known as Verse.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Lead Belcher - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstabbing - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Shooter Narnagel - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Cross Cutter - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Moon Slasher - [[image:dn.gif]] ~ [[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Storm Bringer - ''(close)'' [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Stinger - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Assault Saber - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Heidern End - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Heidern Slash - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Gae Bolg - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low Confirm<br/><br />
Anywhere <br/><br />
|<br />
2B > 2A > [2]8C = 134 dmg<br/><br />
Close D > 6B > 623P = 204 dmg + Life Steal<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Anywhere<br/><br />
|<br />
Close D > 6B > 623AC > [2]8C = 275 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Low Confirm<br/><br />
Anywhere<br/><br />
|<br />
2B > 2A > [2]8C > 214236D = 291 dmg <br/><br />
Close D > 6B > 623AC > 624AC = 318 dmg + Life Steal<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
MAX Confirm<br/><br />
|<br />
Close D > 6B > MAX > Close D > 6B > 623AC > 2D > 214214P = 326 dmg + Mixup <br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a zoner using charge inputs, and the master of lame fighting. <br />
<br />
Though quite capable of bursts of offense, it's usually to land his life stealing command grab to ensure the lead so he can go back to zoning. <br />
<br />
Spends his meter on safe mixups* rather than big guaranteed damage (*see his locking-down super and the unreactable crossup in EX Assault Saber). <br />
<br />
| pros=<br />
* '''Strong Zoning''': Heidern loves to play it safe with his zoning game. His fireball either moves very slowly or very quickly, and Moon Slasher covers a fantastic angle in a semi-circle around his body.<br />
* '''Lifesteal''': Heidern's command grab, Storm Bringer, heals him for 40 points on hit. This allows him to retain the lead very easily, wherein he can back off and begin zoning once again. Heidern also gets a safejump off of Storm Bringer if he wants to remain in the pressure game. <br />
* '''Meter Burn''': All of Heidern's EX moves have great utility, allowing him to open his enemies up or capitalize off of a big read. <br />
* '''Lanky''': Heidern has a series of great normals thanks to his unusually long limbs. His cr.D is one of the longest sweeps in the game, while all of his Far normals have exceptional range. <br />
| cons=<br />
* '''Low Damage''': Heidern's general gameplan and overall combo structure means he has to spend much more meter than most other characters to achieve respectable damage. As well, Heidern is often better at spending meter to guarantee safe mixup attempts, which means he has to choose how he wants to spend meter wisely. <br />
* '''Charge Character''': Which inherently prevents some of his options from being available on reaction, such as Moon Slasher. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_fa<br />
|description=<br />
* Rapid fire anti-air. It has practically no recovery so you can fire off almost 10 of these badboys per second. <br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_fb<br />
|description=<br />
* Long mid poke. Possible Max Mode starter. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_fc<br />
|description=<br />
* Massive high poke. <br />
* Duckable. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_fd<br />
|description=<br />
* Massive anti-air. <br />
* Super cancel it into meaty 214214P shenanigans. <br />
* Duckable. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_cla<br />
|description=<br />
* Heidern's fastest normal. <br />
* Leaves you close enough to trap with close C/D after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_clb<br />
|description=<br />
* Rapid fire low. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_clc<br />
|description=<br />
* 2 hits. <br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_cld<br />
|description=<br />
* The main combo starter due to its speed. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2a<br />
|description=<br />
* Rapid fire jab. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2b<br />
|description=<br />
* Low with great range. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2c<br />
|description=<br />
* Cancelable poke. <br />
* Slightly longer range than 2B. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2d<br />
|description=<br />
* Sweep with great range. <br />
* Low profile anti-air. <br />
* Cancel into a light Cross Cutter for meaty pressure. <br />
* Whiff cancellable into 6B command normal. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_ha,heidern_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_hb,heidern_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_hc,heidern_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Crossup. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_hd,heidern_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Great range. Hits deep. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_cd<br />
|description=<br />
* Amazing range and safe on block.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_236cd<br />
|name=Shatter Strike<br />
|description=<br />
* Easily usable due to the massive range. <br />
* Is actually faster than regular CD. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_hcd,heidern_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Lead Belcher===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_cthrow<br />
|name=Lead Belcher<br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Backstabbing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_dthrow<br />
|name=Backstabbing<br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Shooter Narnagel===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_6b<br />
|name=Shooter Narnagel<br />
|input=6B<br />
|description=* Overhead. <br />
* Gains a second hit if cancelled into, but it is not special cancellable. <br />
* Causes hard knockdown vs airborne opponents. <br />
}}<br />
<br />
==Special Moves==<br />
===Cross Cutter===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_46a,heidern_46c,heidern_46ac<br />
|name=Cross Cutter <br />
|input=[4]6A/C/AC<br />
|description3=* Projectile with extreme ends of slow-fast spectrum. <br />
* EX version starts out as a slow moving shield before accelerating. Much bigger and can't be hopped. <br />
}}<br />
===Moon Slasher===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_28a,heidern_28c,heidern_28ac<br />
|name=Moon Slasher<br />
|input=[2]8A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* C & EX versions have full invulnerability.<br />
* Whiffing a Moon Slasher powers up the next Storm Bringer by ~25%. <br />
}}<br />
<br />
===Storm Bringer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_63214a,heidern_63214c,heidern_63214ac<br />
|name=Storm Bringer<br />
|input=63214A/C/AC<br />
|description3=* Life draining grab. <br />
* A version is a command grab, and must be jumped to be avoided.<br />
* C and EX versions are hit grabs, allowing them to be used in juggles.<br />
* Regular version heals for ~40 points, while EX heals for ~50. <br />
* Allows for safe jump set ups.<br />
}}<br />
<br />
===Stinger===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_623a,heidern_623c,heidern_623ac<br />
|name=Stinger <br />
|input=623A/C/AC<br />
|description3=<br />
* Finger gun. Can be used as an anti-air but only pre-emptively. All versions can also negate projectiles.<br />
* A version is fast and can combo from lights. Useful if you don't have charge for [2]8C.<br />
** Its short duration allows you to loop it during 214214P combos.<br />
* C version is slow but has some pushback making it safer on block.<br />
** This has some armor making it even better as a pre-emptive anti-air.<br />
** Leaves a gap when used in cancels.<br />
** Causes a wall splat on counter hit, potentially leading to more damage.<br />
* EX version causes a wall bounce. Useful for extended combos.<br />
}}<br />
<br />
===Assault Saber===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_214b,heidern_214d,heidern_214bd<br />
|name=Assault Saber<br />
|input=214B/B/BD<br />
|description3=* Runs through the enemy and cuts them from behind. <br />
* Super-cancellable. <br />
* B version is very hard to react to, but unsafe and interruptible by mashing. <br />
* D version is easier to react to but generally safe on block. <br />
* EX version is neither reactable nor punishable. Easily goes under fireballs. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Heidern End===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2141236b,heidern_2141236d,heidern_2141236bd<br />
|name=Heidern End<br />
|input=2141236B/D/BD<br />
|description3=* Conventional combo super. <br />
* D & MAX versions goes much further than B. <br />
* Only the MAX version has reliable invulnerability. <br />
}}<br />
<br />
===Heidern Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_214214a,heidern_214214c,heidern_214214ac<br />
|name=Heidern Slash <br />
|input=214214A/C/AC<br />
|description3=<br />
* Multi-hitting projectile that locks down the opponent while you mix them up / add more damage. <br />
* A version travels short, while C travels far. <br />
* Distance of the MAX version can be adjusted by holding back or forward (or neutral). <br />
* Regular versions does 16 hits, while MAX version does 24 hits. <br />
}}<br />
<br />
===Climax===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=heidern_2141236cd<br />
|name=Gae Bolg <br />
|input=2141236CD<br />
|description=* Unblockable High but can be ducked or jumped. <br />
* Homes in on the opponent. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|NLGECr6GfZQ|||'''Heidern Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Heidern]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Rock_Howard&diff=54009XV Broken/Rock Howard2022-06-02T13:08:11Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV_Rock_Profile.png|thumb|Though he’s the son of the fearsome Geese Howard, this young fighter with a complicated past was raised by Terry Bogard. A virtual prodigy when it comes to fighting, Rock has learned to utilize fighting styles passed down from both his father and stepfather. B. JENET convinces him to join Team GAROU this KOF.]]<br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an all-rounder with not only a variety of tools suited for most situations but great reward off from his confirms even without meter.<br />
| pros=<br />
* '''Jack of All Trades''': Rock has an option for almost every situation. He has great anti-air options, solid confirms thanks to 6A, great space control with Reppuken and Hard Edge, and tons of great punish options in Rage Run and Crack Counter. <br />
* '''Air Control''': Rock's air normals are very strong and cover wide ranges. j.D in particular is amazing for stuff poor air approaches. <br />
* '''Fantastic Damage Output''': Rock's damage output is fantastic both with and without meter. Due to 623C being cancellable, Rock can convert anything into a high-damage launcher that leads into great corner carry. <br />
* '''Multiple Mix-ups''': A Quick Max-cancellable overhead and a command grab make Rock surprisingly scary to defend against in the corner. His command grab even allows for combos afterward.<br />
* '''Meter Efficient:''' Rock not only uses meter really well, but he can also build it back as quickly as he uses it. This makes him ideal for any position. <br />
* '''Install''': Deady Rave EXT causes Rock to gain OTG properties on many of his moves, which allows him to combo his supers together for massive damage. This alone makes him a deadly anchor. <br />
| cons=<br />
* '''Bad Crossups''': Rock's crossup options in his jumping normals are mediocre, which can make it difficult to open people up off of a jump-in. <br />
* '''Slow Mix-ups''': While he has multiple mix-up options, such as his overheads and command grab, they are slower than average. If you are looking for a character with hard to beat mix-ups, you should look elsewhere. That being said, Rock has good pressure options and normals, meaning his mixup potential is far from bad- instead, he relies heavily on conditioning. <br />
}}<br />
Rock Howard, the protagonist of Garou: Mark of the Wolves, the biological son of Geese Howard and later the adoptive son of the Hungry Wolf himself, Terry Bogard, is a very well-rounded character that has just about all you need. He has a great projectile to zone with in Reppuken (236P), multiple anti-air options (i.e., 2C and Rising Tackle), an approach tool that covers distance in Hard Edge (214P), a very solid command grab in Shinkuu Nage (632146P), and normals with good range that make for excellent pokes, especially f.B and f.C.<br />
<br />
Compared to his prior outing in KOF XIV, Rock has seen some tremendous gains that make him an even better character than he already was before. Notably, Rising Tackle, which was formerly a charge input ([2]~8P) is now a motion input (623P) that can be used at any given time. Pair this with the ability to break the move in the middle of the animation (623C~AB) - something which his teammates (B.Jenet and Gato) also carry over from Garou - and Rock's combo game is as flexible as it is damaging. Another key change is in his f.B - notably, the fact 6A can now chain into it, further increasing his meterless combo potential off of his light confirms. And finally, he has gained a brand-new move in the returning Overhead Kick (623K), formerly his T.O.P. attack. This move is different than how it was in Garou, notably the EX version caused a ground bound, which his EX Rage Run: Type Dunk (214BD) - itself having seen an overhaul for this installment - did previously.<br />
<br />
Speaking of which, Rage Run has been overhauled for this installment. Whereas before, all he got was either a dunk (214B) or a side switch (214D), now he has multiple options out of his command run. New options include the ability to stop the run (214K~A), go straight into his Hard Edge (214K~C), or go straight into his Overhead Kick (214K~6K). Pair this with the prior options, and Rock's approach game is much more varied than it was previously.<br />
<br />
Rock is also one of the lucky few characters in KOF XV to have more than two special cancelable far standing normals. f.A, f.B (which was already special cancelable in XIV), and f.C are all special cancelable and cover a decent amount of range, especially with the latter. This allows Rock to punish the opponent at a considerable range in addition to getting solid damage off of a relatively quick poke, especially if he has meter to spare.<br />
<br />
Unfortunately, though, Rock isn't without his weaknesses. The biggest one is that - like any jack of all trades - he doesn't excel at any particular field. Furthermore, he also lacks good cross-ups, which hurts his mix-ups quite a bit. Some of his basic tools - such as his Command Grab - are also slower than average, making him prone to counter hits on a hard read.<br />
Overall, though, Rock is a very versatile, reliable, quick, and damaging character that can work in almost any position. Without meter, he can do plenty of damage thanks in part to Rising Tackle's Break and the ability to chain his f.B into 6A. With meter, however, Rock can rack up the damage very quickly and gain meter back as quickly as he uses it.<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Fangs and Claws - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kokusen - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Elbow Spike - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Parabola Kick - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Reppuken - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Hard Edge - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Rising Tackle - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗Brake - [ [[image:c.gif]] Rising Tackle] [[image:a.gif]][[image:b.gif]]<br />
<br />
Rage Run - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Stop - [[image:a.gif]]<br />
:┗Type: Dunk - [[image:b.gif]]<br />
:┗Type: Hard Edge - [[image:c.gif]]<br />
:┗Type: Shift - [[image:d.gif]]<br />
:┗Type: Overhead Kick - [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Crack Counter - [in time with opponent's attack] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Shinkuu Nage - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗Brake - [ [[image:a.gif]] or [[image:c.gif]] Shinkuu Nage] [[image:a.gif]][[image:b.gif]]<br />
<br />
Overhead Kick - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) <br />
<br />
'''Super Special Moves'''<br />
<br />
Shine Knuckle - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Raging Storm - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) [Hold OK]<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Neo Deadly Rave - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
Deadly Rave EXT - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Ranged confirm/Punish<br/><br />
Blowback Combo<br/><br />
Low Confirm<br/><br />
Jump in Confirm<br/><br />
|<br />
f.C > 214C = 180 dmg<br/><br />
CD > 214B, (delay) 623C~AB, 214C = 218 dmg<br/><br />
2B > 2B > 5B > 6A > 623C~AB, 214C = 261 dmg<br/><br />
h.D > c.C > 6A > 623C~AB, 214C = 324 dmg<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Blowback Combo<br/><br />
Ranged confirm/Punish<br/><br />
Low Confirm<br/><br />
Jump in Confirm<br/><br />
|<br />
CD > 214BD~6K, 623C~AB, 214C = 294 dmg<br/><br />
f.C > 214AC, 623C~AB, 214C = 314 dmg<br/><br />
2B > 2B > 5B > 6A > 623BD, 623C~AB, 214C = 332 dmg<br/><br />
h.D > c.C > 6A > 623BD, 623C~AB, 214C = 400 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Command grab combo<br/><br />
Low confirm<br/><br />
Ranged confirm/Punish<br/><br />
Jump-in confirm, Super Cancel<br/><br />
Jump-in confirm<br/><br />
|<br />
632146AC, 623BD, 623C~AB, 214C = 297 dmg<br/><br />
2B > 2B > 5B > 6A > 214AC, 623BD, 623C~AB, 214C = 389 dmg<br/><br />
f.C > 214AC, 623BD, 623C~AB, 214C = 390 dmg<br/><br />
h.D > c.C > 6A > 623C~AB > 214C > 236236B/D = 450 dmg<br/><br />
h.C > c.C > 6A > 214AC, 623BD, 623C~AB, 214C = 462 dmg<br/> <br />
|-<br />
| '''2 Meters'''<br />
|<br />
Blowback Quick MAX into Super <br/><br />
Low Confirm into Quick MAX <br/><br />
Low Confirm, Super Cancel<br/><br />
Jump-in Confirm, MAX Super Cancel<br />
Jump-in Confirm<br />
|<br />
CD > BC > [MAX] 214BD~6K, 623C~AB, 214C > [SC] 236236P = 376 dmg <br/><br />
2B > 2B > 5B > 6A > BC > [MAX] c.D > 6A > 214AC, 623BD, 623C~AB, 214C = 399 dmg<br/><br />
2B > 2B > 5B > 6A > 214AC, 623BD, 623C~AB, 214C > [SC] 236236P = 489 dmg<br/><br />
j.D > c.D > 6A > 214C > [SC] 236236AC = 551 dmg<br/><br />
j.D > c.D > 6A > 214AC, 623BD, 623C~AB, 214C > [SC] 236236P = 582 dmg<br/> <br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
* Standard anti-hop tool and Rock's fastest ranged, standing normal. <br />
* Whiffs on crouchers.<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
* One of Rock's best combo fillers for light confirms due to its range and chain into 6A.<br />
* Despite the animation, this is a mid.<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_fc<br />
|name=far C<br />
|input=f.C<br />
|description=<br />
* A very fast poke for its range.<br />
* Can be hit confirmed into 214A/C/AC for potentially massive damage.<br />
* Advances slightly.<br />
* Hits crouchers.<br />
}}<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_fd<br />
|name=far D<br />
|input=f.D<br />
|description=<br />
* Excellent anti-air against ranged jumps and hops.<br />
* Can be cancelled into any of Rock's supers off an anti-air on counter hit.<br />
* Hits crouchers at close range.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=<br />
* Tied with 2A and 2C for Rock's fastest normals.<br />
* Solid anti-hop option paired with f.A<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_clb<br />
|name=close B<br />
|input=cl.B<br />
|caption= Special-cancellable Far normal of the gods<br />
|description=<br />
* Combos into 6A on hit making f.B an even better normal for pressure and confirms.<br />
* Can function as an anti-air.<br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=<br />
* Primary close normal after a jump-in. Despite c.D doing more damage, this normal's faster speed and stronger far version makes this a more reliable option.<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_cld<br />
|name=close D<br />
|caption= Stop hopping<br />
|input=cl.D<br />
|description=<br />
* Tied with f.C for Rock's highest damage grounded normal.<br />
* Since both this and far D are acceptable anti-airs, D is the preferred button to mash when expecting a hop reset.<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=<br />
* Tied with c.A and 2C for Rock's fastest normals.<br />
* Shorter range than 2B.<br />
* f.B makes this move more or less irrelevant for confirms and pressure.<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2b<br />
|name=crouch B<br />
|caption=Great crouching poke<br />
|input=2B<br />
|description=<br />
* Primary low poke, f.B > 6A can connect after two 2B's at point blank, but it's most reliable to do a single 2B into f.B and confirm with 6A.<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2c<br />
|name=crouch C<br />
|caption= Outta the sky!<br />
|input=2C<br />
|description=<br />
* Has almost no horizontal range but hits very high above and slightly behind Rock.<br />
* Extremely fast for a C normal, making it a strong anti-hop and jump tool at point blank.<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=<br />
* Mostly standard sweep in terms of range and speed.<br />
* Whiff cancellable into specials.<br />
* Advances slightly, can be used to do advancing fireballs.<br />
* Can function as an anti-air.<br />
}}<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_ha,rock_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Not especially useful as it isn't faster than j.B or j.D and has no unique properties<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_hb,rock_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Primary air-to-air button, great speed and range.<br />
* Jump version can crossup if spaced especially well<br />
* Hop version doesn't hit crouchers. <br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_hc,rock_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Not especially useful as it is slower than j.D while also having less horizontal and vertical range.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_hd,rock_jd<br />
|name=jump D<br />
|caption= Get ready to see this a lot<br />
|input=j.D<br />
|description2=<br />
* Primary jump-in button, great range and speed as well as reliably comboing into c.C.<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_rush1,rock_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* A ender for normal climax<br />
* B ender for 214A<br />
* C ender for 236236B/D<br />
* D ender for 236236BD<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=<br />
* Average range.<br />
* Moves Rock forward, so it can be used to perform advancing fireballs.<br />
* On grounded hit be confirmed into good damage and oki.<br />
}}<br />
<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=<br />
* Panic defense / neutral option, punishable on block.<br />
* Strong reward on both grounded and air hit.<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_hcd,rock_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Solid jump-in and air to air as well Rock's longest range air normal.<br />
}}<br />
<br />
==Throws==<br />
===Fangs and Claws===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_cthrow<br />
|name=Fangs and Claws<br />
|input=(close) 4/6C<br />
|description=<br />
* Will most often use this throw as c.C / f.C are the more useful of your standing C and D normals.<br />
* Grants strong [[The_King_of_Fighters_XV/Rock_Howard/Strategy#Okizeme| okizeme]] anywhere, though slightly better in the corner.<br />
}}<br />
<br />
===Kokusen===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_dthrow<br />
|name=Kokusen<br />
|input=(close) 4/6D<br />
|description=<br />
* Also has strong [[The_King_of_Fighters_XV/Rock_Howard/Strategy#Okizeme| okizeme]] anywhere, though slightly better with back to the corner.<br />
}}<br />
<br />
==Command Moves==<br />
===Elbow Spike===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_6a<br />
|name=Elbow Spike<br />
|input=6A<br />
|caption=Incredible hit confirm button<br />
|description=<br />
* Combos from close lights, close heavies, and f.B.<br />
* Key combo and pressure tool, hit-confirm into 623C~AB on hit.<br />
* Will whiff at max f.B range.<br />
* Hits crouchers<br />
* Advances Rock forward.<br />
}}<br />
<br />
===Parabola Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_6b<br />
|name=Parabola Kick<br />
|input=6B<br />
|caption=Slow overhead, scary with meter<br />
|description=<br />
* Values in [] indicated when move is cancelled into.<br />
* Cancelled version will not combo after any normal.<br />
* Max mode cancellable<br />
* Can be early cancelled into 632146A/C/AC.<br />
}}<br />
<br />
==Special Moves==<br />
===Reppuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_236a,rock_236c,rock_236ac,rock_236a_install,rock_236c_install,<br />
|name=Reppuken<br />
|input=236A/C/AC<br />
|caption= Daddy dearest's own fireball<br />
|description5=<br />
* Primary keep away tool, a grounded fireball that cannot be low profiled.<br />
* Has three versions with different properties:<br />
** A version travels the slowest and is the most advantageous on block/hit.<br />
*** Useful as an [[The_King_of_Fighters_XV/Rock_Howard/Strategy#Meaty_236A| okizeme]] tool in many situations.<br />
** C version travels faster than the A version but is less advantageous on block/hit.<br />
** EX has two hits. The first is a smaller hitbox in front of Rock. The second is a very fast fireball that beats other meterless fireballs and trades with most other EX fireballs.<br />
*** Due to its speed it is always safe on block but generally less advantageous than the A version.<br />
*** Knocks down standing characters and juggles airborne characters.<br />
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:<br />
** A and C versions do additional damage and can OTG.<br />
}}<br />
<br />
===Hard Edge===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214a,rock_214c,rock_214ac,rock_214a_install,rock_214c_install<br />
|name=Hard Edge<br />
|caption= Default combo ender, hard knockdown enforcer<br />
|input=214A/C/AC<br />
|description5=<br />
* Grounded lariat, useful as a combo, confirm, and neutral tool.<br />
* Has three versions, with different properties:<br />
** A version travels about half of the screen, has a single hit, and can be fairly safe on block from range.<br />
*** Primarily used as a confirm tool and random neutral option.<br />
** C version travels about two-thirds of the screen, has two hits, and is very unsafe on block no matter the spacing.<br />
*** Primarily used as a combo tool as it grants hard knockdown.<br />
** AC version travels about three-quarters of the screen, has two hits, and is very unsafe on block no matter the spacing.<br />
*** Crumples opponents on grounded hit.<br />
*** Primarily used as a combo extender, hit confirm tool, and to call out grounded fireballs.<br />
* Neo Deadly Rave EXT grants additional properties to the A and C versions when landed:<br />
** A Install version does additional damage and can be cancelled into 623A on hit or block.<br />
** C Install version gains a third hit, dealing additional damage and becoming much safer on block. It also hard knocks down and allows a guaranteed OTG followup.<br />
<br />
{{{!}} class="mw-collapsible mw-collapsed wikitable"<br />
! colspan=3 {{!}} 214AC vs Grounded Fireballs &nbsp;<br />
{{!}}-<br />
! Character !! Beats !! Loses to<br />
{{!}}-<br />
{{!}} '''B.Jenet''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -<br />
{{!}}-<br />
{{!}} '''Gato''' {{!}}{{!}} - {{!}}{{!}} 214B~A, 214BD~A<br />
{{!}}-<br />
{{!}} '''Iori''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -<br />
{{!}}-<br />
{{!}} '''Isla''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -<br />
{{!}}-<br />
{{!}} '''Joe''' {{!}}{{!}} - {{!}}{{!}} 41236A/C/AC<br />
{{!}}-<br />
{{!}} '''Krohnen''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC<br />
{{!}}-<br />
{{!}} '''Kukri''' {{!}}{{!}} - {{!}}{{!}} 236A/C/AC<br />
{{!}}-<br />
{{!}} '''Rock''' {{!}}{{!}} 236A/C {{!}}{{!}} 236AC<br />
{{!}}-<br />
{{!}} '''Rugal''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -<br />
{{!}}-<br />
{{!}} '''Terry''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} -<br />
{{!}}-<br />
{{!}}}<br />
}}<br />
<br />
===Rising Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_623a,rock_623c,rock_623c_ab,rock_623ac<br />
|name=Rising Tackle<br />
|input=623A/C/AC<br />
|caption= Stepdaddy dearest's own DP<br />
|description4=<br />
* Rising Uppercut, useful as a defensive option, anti-air, and combo extender.<br />
* Has three versions with different properties:<br />
** A version is fully invulnerable from frame 1 and is tied for the fastest meterless reversal in the game.<br />
*** Moves forward slightly meaning it can whiff if an opponent jumps at close range.<br />
*** Primarily used as a wakeup option and as an anti-air.<br />
** C version has no invulnerability but is a key part of Rock's combos.<br />
*** Inputting AB after the C version turns it into a single hit launcher that can link into other specials.<br />
** EX version is fully invulnerable from frame 1 and is tied for the fastest metered reversal in the game.<br />
*** Moves far forward meaning it can be used more effectively in pressure but can whiff on an opponent jumping at close range.<br />
*** Primarily used as a wakeup option and as an anti-air, only a frame faster than the A version but does a good amount more damage.<br />
}}<br />
<br />
===Rage Run===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214b,rock_214d,rock_214bd<br />
|name=Rage Run<br />
|caption= It's good this time<br />
|input=214B/D/BD<br />
|description3=* Placeholder<br />
}}<br />
===Rage Run Followups===<br />
<!--Stop--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214k_a,rock_214bd_a<br />
|name=Stop<br />
|input=214B/D/BD~A<br />
|description2=* Exactly what it says on the tin. Rock stops in his tracks. <br />
* Regular version doesn't recover fast enough to prevent him from being hit by an incoming projectile if he's already running.<br />
* EX version recovers much quicker, enough to block an incoming attack in time. <br />
}}<br />
<!--Type: Dunk--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214k_b,rock_214bd_b,rock_214k_b_install<br />
|name=Type: Dunk<br />
|input=214B/D/BD~B<br />
|description3=* Rock jumps up and slam dunks the opponent. <br />
* As expected of the animation, this can go over low projectiles (e.g., Power Wave, Yamibarai) and punish them at a sizeable range. <br />
* Overhead that leads to a hard knockdown on hit. <br />
* EX version is much faster but less damaging. <br />
}}<br />
<!--Type: Hard Edge--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214k_c,rock_214bd_c<br />
|name=Type: Hard Edge<br />
|input=214B/D/BD~C<br />
|description2=* Rock lunges at the opponent with an empowered palm strike similar to the second hit of his 214C. <br />
* Regular version is a standard knockdown for 80 DMG.<br />
* Install version is a hard knockdown for 100 DMG.<br />
* EX version is a hard knockdown for 120. <br />
}}<br />
<!--Type: Shift--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214k_d,rock_214bd_d<br />
|caption= Nothing personnel, kid. <br />
|name=Type: Shift<br />
|input=214B/D/BD~D<br />
|description2=* Rock runs behind the opponent once close enough. <br />
* Can be used to escape the corner on some occasions, though it doesn't recover fast enough to save Rock from eating a punish for his troubles. <br />
* If timed right, it can dodge projectiles and end up behind the opponent, especially in neutral range. Heavily match-up dependant and situational otherwise, though. <br />
<br />
}}<br />
<!--Type: Overhead Kick--><br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_214k_6b,rock_214k_6d,rock_214bd_6k<br />
|name=Type: Overhead Kick<br />
|input=214B/D/BD~6B/D<br />
|description3=* Identical to the standard (623K) version. <br />
}}<br />
<br />
===Crack Counter===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_236b,rock_236d,rock_236bd<br />
|name=Crack Counter<br />
|input=236B/D/BD<br />
|caption= PREDICTABO<br />
|description3=<br />
* B version parries mids and highs on frame 5.<br />
** Grants hard knockdown on a successful parry<br />
* D version parries lows on frame 3.<br />
** Grants hard knockdown on a successful parry<br />
* EX version parries mids and highs on frame 1, as well having head invulnerability on frame 1.<br />
** Strong option against safejumps and jump-ins.<br />
** Launches on successful parry for combo.<br />
}}<br />
<br />
===Shinkuu Nage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_632146p,rock_632146p_ab,rock_632146ac,rock_632146p_install<br />
|name=Shinkuu Nage<br />
|input=632146A/C/AC<br />
|description4=* Rock, like his father, tosses the opponent behind him and strikes a pose. Leads to a Hard Knockdown.<br />
* As with Heavy Rising Tackle, this can be broken with 632146P~AB, guaranteeing a Hard Edge at mid-screen and an EX Overhead Kick in the (left) corner.<br />
* EX version leads to a wall bounce on hit for better combo routes. EX version also has some invulnerability and will beat GCCD attempts.<br />
* Install versions deal more damage with a hard knockdown Rasetsu with a guaranteed OTG follow up with C Reppuken.<br />
* Normal versions can only combo from or lights or lights > 6A. EX version has longer range and can combo from c.C/D > 6A with a tricky late cancelled 6A. However, it is generally not worth using in an EX combo over EX Hard Edge or EX Overhead Kick because it applies a heavy 30% scaling penalty.<br />
<br />
Perfectly timing this command grab so it connects meaty after a knockdown will make it very hard to deal with even if they guess right, as most characters will have to buffer a short hop to punish. Twofold with the EX version, as its invulnerability means they won't be able to mash or reversal either.<br />
}}<br />
<br />
===Overhead Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_623b,rock_623d,rock_623bd<br />
|name=Overhead Kick<br />
|input=623B/D/BD<br />
|description3=* B Version is +1~3 on crouching opponents. Command grab is the perfect speed to connect after B version is blocked crouching.<br />
* B/D versions will go over most projectiles (with some exceptions) in the game if timed right, making it good for punishing fireballs thrown at neutral range. <br />
* EX version is harder to use compared to B/D version to call out aerial projectiles with. Has to be on reaction. <br />
<br />
{{{!}} class="mw-collapsible mw-collapsed wikitable"<br />
! colspan=3 {{!}} 623K vs Airborne Fireballs &nbsp;<br />
{{!}}-<br />
! Character !! Beats !! Loses to !! Notes<br />
{{!}}-<br />
{{!}} '''Andy''' {{!}}{{!}} 214A/C/AC (D ver.) {{!}}{{!}} 214AC (B ver.) {{!}}{{!}} <br />
{{!}}-<br />
{{!}} '''Ash''' {{!}}{{!}} [4]~6A (Both)/C (D ver.) {{!}}{{!}} 4~6C (B ver.)/AC (Both) {{!}}{{!}} First hit of [4]~6C is liable to smack Rock out of the air. <br />
{{!}}-<br />
{{!}} '''Athena''' {{!}}{{!}} 214A/C/AC (D ver.) {{!}}{{!}} 214AC (B ver.) {{!}}{{!}} Rarely does 623B go over Athena's 214AC (Rock is also juggled for his troubles on top of that), making 623D the more reliable option. <br />
{{!}}-<br />
{{!}} '''Heidern''' {{!}}{{!}} [4]~6A/C (Both)/AC (D ver.) {{!}}{{!}} [4]~6AC (B ver.) {{!}}{{!}} Rock has to be close to Heidern for either version to connect after his [4]~6A/C. <br />
{{!}}-<br />
{{!}} '''K'''' {{!}}{{!}} 236A/C/AC~6B {{!}}{{!}} - {{!}}{{!}}<br />
{{!}}-<br />
{{!}} '''King''' {{!}}{{!}} 236/B/D {{!}}{{!}} 236BD (B. ver, Trade) {{!}}{{!}} 623B will trade with King's 236BD while 623D will only hit at tip range. <br />
{{!}}-<br />
{{!}} '''Kula''' {{!}}{{!}} 214B/BD~6B {{!}}{{!}} - {{!}}{{!}} Projectile from Kula's 214D~6B only connects on hit. Up close, 623B has the tendency to trade. <br />
{{!}}-<br />
{{!}} '''Mai''' {{!}}{{!}} 236A/C (Both)/AC (D ver.) {{!}}{{!}} 236AC (B. ver, Trade) {{!}}{{!}} Humorously enough, 623B trades with Mai's 236AC more often than it connects, making 623D the more reliable option. <br />
{{!}}-<br />
{{!}} '''Robert''' {{!}}{{!}} 236A/C/AC {{!}}{{!}} - {{!}}{{!}}<br />
{{!}}-<br />
{{!}} '''Ryo''' {{!}}{{!}} - {{!}}{{!}} 236AC {{!}}{{!}} 623D has to already be in the air to even connect at all. <br />
{{!}}-<br />
{{!}} '''Yuri''' {{!}}{{!}} 236A*/C*/AC* {{!}}{{!}} 236AC* (B ver., Trade) {{!}}{{!}} The charge time on Yuri's 236P* is so slow you can easily hit her out of it before she even gets it out. <br />
{{!}}}<br />
}}<br />
<br />
==Super Special Moves==<br />
===Shining Knuckle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_236236k,rock_236236bd<br />
|name=Shining Knuckle<br />
|input=236236B/D/BD<br />
|description2=<br />
* All versions are fully invul frame 1<br />
* B/D version has invul to projectiles until the first active frame, however it travels just short of fullscreen.<br />
* One gimmick that Rock has is using a 236A at fullscreen and cancelling it into a 236236K. Rock will travel across the screen and be up in front of the opponent with the projectile from 236A following behind him to protect him from being punished. This is far from a foolproof strategy and is likely a waste of meter, but it can catch your opponent by surprise.<br />
}}<br />
<br />
===Raging Storm===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_236236p,rock_236236ac,rock_236236p_install,rock_236236ac_install<br />
|name=Raging Storm<br />
|input=236236A/C/AC<br />
|description4=<br />
* All versions are full invul on frame 1<br />
* Install version hits OTG<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Neo Deadly Rave===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2141236cd,rock_2141236cd_install<br />
|name=Neo Deadly Rave<br />
|input=2141236CD<br />
|description2=<br />
* Full invul on frame 1<br />
}}<br />
<br />
===Deadly Rave EXT===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=rock_2363214cd,rock_2363214cd_install<br />
|name=Neo Deadly Rave<br />
|input=2363214CD<br />
|description2=<br />
* Full invul on frame 1<br />
* Does slightly less damage than 2141236CD but Rock gains enhanced properties on several of his specials and supers for the remainder of the round.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Rock Howard]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Chris&diff=54008XV Broken/Chris2022-06-02T12:44:44Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Chris Profile.png|thumb|Chris is the vocalist of the rock group C.Y.S. Like his bandmates Shermie and Yashiro, Chris is also a member of the Four Heavenly Kings of Orochi. Though he has no experience in martial arts, his attacks utilize his small frame and speed to overwhelm his opponents.<br/>At first glance, Chris seems like a well-mannered young boy, however his angelic smile hides his devilish demeanor.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Step Turn - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Aerial Drop - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spinning Array - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Reverse Anchor Kick - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Carry Off Kick - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Hunting Air - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Glider Stomp - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (Midair Only) (*)<br />
<br />
Shooting Dancer Thrust - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Shooting Dancer Step - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Direction Change - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Scramble Dash - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Chain Slide Touch - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Twister Drive - [[image:qcb.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Onslaught Mirage - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an rushdown character who bursts his opponents down at incredibly high speed. <br />
| pros=<br />
* Rushdown beast. <br />
* Pro #2<br />
| cons=<br />
* Stubby normals. <br />
* Con #2<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_fa<br />
|description= <br />
* A quick jab that can stop hops at a close range.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_fb<br />
|description=<br />
* Chris' longest light attack, which isn't saying much. <br />
* Mid-height poke. <br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_fc<br />
|description=<br />
* Hits twice, if you're in range for it. <br />
* 1st hit is cancel-able by command normals, which can be a saving grace is you were attempting a Close C but got this instead. <br />
* 2nd hit is cancel-able by special moves. It has enough hitstun to combo into 214C.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_fd<br />
|description=<br />
* This wild looking roundhouse kick has stubby range but it can be used to stop counter hops or jumps at a very close distance.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_cla<br />
|description=<br />
* A special cancel-able close jab, very plus on block. You can link into cl.C and 2C on hit.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_clb<br />
|description=<br />
* Special cancel-able and can chains from light normals.<br />
* More reliable for strings than Close A. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_clc<br />
|description=<br />
* Chris' main combo heavy. Used during combos after a jump-in attack or by itself to punish whiffed special moves or supers. Lots of pushback on block.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_cld<br />
|description=<br />
* This high aiming split kick can be used to stop opponents jumping over Chris. Has a fair amount of pushback on block.<br />
* Sometimes whiffs against crouching opponents. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_2a<br />
|description=<br />
* This crouching jab can be chained from light normals. Fast at 4f and plus on block. Has longer range than far A and combos into 6A.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_2b<br />
|description=<br />
* Hits low, comes out quick, useful for starting combos, great horizontal range, special cancel-able & chains into other light normals. Chain into 2A > 6A for stronger combos if you're in range.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_2c<br />
|description=<br />
* 2 hits, both special cancel-able, though the 2nd whiffs vs crouch block. <br />
* Possible use as an anti-air, but the weird forward lean can make him pass under the opponent. <br />
* Anti-air counter hit conversions exist. <br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_2d<br />
|description=<br />
* Low profiling sweep that can be used for anti-airing or ducking projectiles. <br />
* Special cancel-able. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_ha,chris_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Anti-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_hb,chris_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Placeholder<br />
}}<br />
====Netural jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_h8b,chris_j8b<br />
|name=jump 8B<br />
|input=8j.B<br />
|description2=* Anti-air. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_hc,chris_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_hd,chris_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Has a small cross-up hitbox, but hard to take advantage of.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_cd<br />
|description=<br />
* Chris' longest normal.<br />
* Low invulnerable. <br />
* Has tons of pushback when not canceled out of. <br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_236cd<br />
|description=<br />
* Same great properties as regular CD. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_hcd,chris_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* The money maker. <br />
* Really aggressive, downward angled jump CD. <br />
}}<br />
<br />
==Throws==<br />
===Step Turn===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_cthrow<br />
|name=Step Turn <br />
|input=(close) 4/6C<br />
|description=* While it throws the opponent across the screen Chris is fast enough to get pressure after. <br />
}}<br />
===Aerial Drop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_dthrow<br />
|name=Aerial Drop <br />
|input=(close) 4/6D<br />
|description=* While it throws the opponent across the screen Chris is fast enough to get pressure after. <br />
}}<br />
<br />
==Command Moves==<br />
===Spinning Array===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_6a<br />
|name=Spinning Array <br />
|input=6A<br />
|description=* Cancellable long poke. <br />
* Combos from light attacks. <br />
}}<br />
===Reverse Anchor Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_6b,chris_6b_cancel<br />
|name=Reverse Anchor Kick <br />
|input=6B<br />
|description2=* Overhead. <br />
* Hits twice when cancelled into. <br />
}}<br />
===Carry Off Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_3d<br />
|name=Carry Off Kick <br />
|input=3D<br />
|description=* Slide kick. <br />
* Low even if cancelled into. <br />
* Only ever cancels into Super & Max Mode. <br />
* Unsafe if spaced badly, even on hit, but can be made plus on block. <br />
}}<br />
<br />
==Special Moves==<br />
===Hunting Air===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_623b,chris_623d,chris_623bd<br />
|name=Hunting Air <br />
|input=623B/D/BD<br />
|description3=* Reversal/anti-air. <br />
* All versions have full invincibility. <br />
* Damage and start-up aren't great. <br />
}}<br />
===Glider Stomp===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_j236b,chris_j236d,chris_j236bd<br />
|name=Glider Stomp<br />
|input=j.236B/D/BD<br />
|description3=* Divekick. <br />
* Not an overhead. <br />
* Must be spaced correctly. Always target the opponents legs. Can be made plus on block. <br />
* EX version launches the opponent. <br />
}}<br />
===Shooting Dancer Thrust===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_214a,chris_214c,chris_214ac<br />
|name=Shooting Dancer Thrust <br />
|input=214A/C/AC<br />
|description3=<br />
* Elbow strike into kick follow-up (A & EX hits low). Combo ender. <br />
* A version combos from lights, and leaves the opponent standing for immediate pressure. <br />
* C version knocks down but only combos from heavy attacks. <br />
* EX combos from lights and causes a hard knockdown. <br />
}}<br />
<br />
===Shooting Dancer Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_214b,chris_214d,chris_214bd<br />
|name=Shooting Dancer Step <br />
|input=214B/D/BD<br />
|description3=<br />
* Elbow strike into overhead follow-up. <br />
* The bounce off at the end differs depending on version used, and can be canceled into divekick. <br />
* The overhead is interruptable by stand jabs. <br />
* EX version no overhead, but instead combos into EX divekick for combo extentions. If you don't follow up with divekick, you get a hard knockdown.<br />
}}<br />
===Direction Change===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_623a,chris_623c,chris_623ac<br />
|name=Direction Change <br />
|input=623A/C/AC<br />
|description3=* Chris's command grab.<br />
* Due to its slow speed it's best canceled into for string resets. <br />
}}<br />
<br />
===Scramble Dash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_236b,chris_236d,chris_236bd<br />
|name=Scramble Dash<br />
|input=236B/D/BD<br />
|description3=* A dash that crosses through the opponent. <br />
* Has no invulnerability except for the EX going through projectiles. <br />
* Used to get back in at the end of blockstrings, and to confuse the opponent. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Chain Slide Touch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_236236a,chris_236236c,chris_236236ac<br />
|name=Chain Slide Touch <br />
|input=236236AC<br />
|description3=* Combo super. <br />
* Regular version does 5 hits, MAX version 10. <br />
}}<br />
===Twister Drive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_214214b,chris_214214d,chris_214214bd<br />
|name=Twister Drive <br />
|input=214214BD<br />
|description3=* Reversal/anti-air super. <br />
* Has weird timing for comboing into Climax.<br />
}}<br />
<br />
===Onslaught Mirage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=chris_2141236cd<br />
|name=Onslaught Mirage <br />
|input=2141236CD<br />
|description=* A tackle that goes near full screen and has full invincibility throughout. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|zCJ0M1nraec|||'''Chris Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Chris]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Krohnen&diff=54007XV Broken/Krohnen2022-06-02T12:40:29Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<br />
{{TOClimit|3}} <br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Krohnen is a defensive midrange character, who harasses his opponents with oppressive normals before punishing their jump-in attempts. <br />
<br />
| pros=<br />
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, his cl.C is a fantastic hit-confirm button, and his 2C is a bonkers midrange sweep. <br />
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also build good guard bar on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. <br />
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match. <br />
* '''Rewarding Offense''': Due to Heat Shield being his default ender, most of Krohnen's combos end in hard knockdown very close to him. This allows him to immediately continue his offense with a safejump and makes him a monster when he gets ahead. Being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure easily as well. <br />
* ''' Incredibly Threatening Defense:''' With a little bit of execution, any reversal or anti-air Krohnen does can turn into anything from 30% to full on ''assured death'' depending on how much meter he has. This makes Krohnen uniquely terrifying to offend against, as any wrong move can lead to the game itself.<br />
| cons=<br />
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.<br />
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear, with defined answers to most of the problems he'll face in a match. For example, due to his lack of anti-air normals, he's very reliant on Heat Shield to punish a jumpin. As such, the player themselves will have to get very creative with system mechanics or capitalize heavily off every opening rather than relying entirely on his toolkit to succeed.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Front Crash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spiral Smash - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Emergency Slide - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Blaze Thrower - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Heat Shield - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strike Slash - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Infernal Prominence - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Fusion Blaster - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Calamity Overdrive - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
2B - 2B - 6A = 133 dmg<br/><br />
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/><br />
c.5C - 3D xx 214B - 623A = 243 dmg<br/><br />
c.5D - c.5D = 115 dmg <br/><br />
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
c.5C - 6A/3D xx 236236P = 238~279 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg<br/><br />
(spaced) 236C - 623A xx 236236P = 347 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
|<br />
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg <br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_sta<br />
|description=<br />
* Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Cancels on hit or block.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stb<br />
|description=<br />
* Below average poke with meager reward on hit and block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stc<br />
|description=<br />
* Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.<br />
* Cancellable on the first three hits.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_std<br />
|description=<br />
* Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clb<br />
|description=<br />
* Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clc<br />
|captions= Godlike button #1<br />
|description=<br />
* Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cld<br />
|captions= Godlike button #2<br />
|description=<br />
* A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cra<br />
|captions= Godlike button #3<br />
|description=<br />
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crb<br />
|description=<br />
* Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crc<br />
|captions= Godlike button #4<br />
|description= *''The'' neutral. Longest non slide non whip button in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward, this is an important tool in neutral for Krohnen that helps him absolutely dominate the ground game and outpoke basically everything. Can even go under some fireballs. If he lands this close enough it can even go into his DP loops. Nothing short of fantastic.<br />
*The first hit has considerable forward movement, but the second hit has massive pushback ''only when blocked''. In fact, there's no pushback on hit whatsoever.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crd<br />
|description=<br />
* Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_ha,krohnen_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hb,krohnen_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hc,krohnen_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hd,krohnen_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cd<br />
|description=<br />
* Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_qcf+cd<br />
|description=<br />
* Uses a different animation than his CD, giving it a more reliable hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hcd,krohnen_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.<br />
}}<br />
<br />
==Throws==<br />
===Front Crash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cthrow<br />
|name=Front Crash<br />
|input=(close) 4/6C<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
===Backstab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_dthrow<br />
|name=Backstab<br />
|input=(close) 4/6D<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_f+A<br />
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.<br />
*<br />
*<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_3d<br />
|description= * Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.<br />
*<br />
*<br />
}}<br />
<br />
==Special Moves==<br />
===Blaze Thrower===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac<br />
|description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes<br />
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner.<br />
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.<br />
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.<br />
}}<br />
<br />
===Heat Shield===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac<br />
|captions= Godlike defensive tool<br />
|description3= <br />
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away. Generally very active and deals good damage especially with super cancels. One of, if not the best DP in the game. <br />
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels. This launches the opponent diagonally forwards.<br />
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos.<br />
* EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions. Moves Krohnen forward slightly, increasing the effective range of the move itself and its subsequent juggles. 623AC > 623A > 236236A does incredible amounts of damage for the cost. <br />
<br />
}}<br />
<br />
===Strike Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd<br />
|captions= Pressure reset and combo filler<br />
|description3= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him.<br />
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.<br />
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.<br />
* EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.<br />
*<br />
*<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Infernal Prominence===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236p,krohnen_236236ac<br />
|captions= Combo ender and kill confirm extraordinaire<br />
|description2= * A much larger version of Krohnen's Heat Shield with considerable invincibility.<br />
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.<br />
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board.<br />
}}<br />
<br />
===Fusion Blaster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236k,krohnen_236236bd<br />
|captions= Like this character needed any more punish options<br />
|description2= * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.<br />
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.<br />
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.<br />
*<br />
*<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
===Calamity Overdrive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_2141236cd<br />
|captions= Shades of Doc-Ock<br />
|description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos.<br />
*<br />
*<br />
}}<br />
<br />
==Notes==<br />
===Alternate input for Super Special Moves===<br />
<br />
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as [[image:db.gif]][[image:hcb.gif]][[image:df.gif]] + [[image:a.gif]] / [[image:c.gif]], the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as [[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]] like with K9999's and Nameless' SDMs back in Vanilla '02 and ''UM'', respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.<br />
<br />
==Changes from K9999/Nameless==<br />
* First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos. <br />
* Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.<br />
* Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow. <br />
* As is the norm in ''XV'', Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case. <br />
* Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.<br />
* qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner. <br />
* Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.<br />
* Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B. <br />
* Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from ''Spider-Man 2''!" flavor, among other things. <br />
* Finally, he looks more like a biker now.<br />
<br />
==Videos==<br />
{{#ev:youtube|Yk3gD1bk9vQ|||'''Dune_KOF's Krohnen Guide'''|frame}}<br />
<br />
{{#ev:youtube|creVWhLYGbY|||'''Kakuge / Fighting Games Krohnen Combo Video'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Krohnen]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Shermie&diff=53901XV Broken/Shermie2022-05-29T07:24:25Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Shermie Profile.png|thumb|Charming but dangerous, Shermie is both a fashion designer and the lead keyboardist for the band C.Y.S. Her true nature is the same as Yashiro and Chris, as she herself is a member of the Four Heavenly Kings of Orochi.<br/>She incorporates her love for pro wrestling into her attacks, where she relies on her flexibility to toss her opponents around. Shermie is very amicable to those around her, and though she seems quite laid back, nobody really knows if this, too, is an act.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Shermie Flash Original - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Front Flash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Shermie Stand - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Shermie Spiral - ''(close)'' [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' Shermie Cute - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] <br />
<br />
Shermie Whip - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Shermie Clutch - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:'''┗''' Shermie Cute - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Shermie Shoot - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Accel Spin Kick - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Shermie Shock - [[image:qcf.gif]] [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Shermie Carnival - ''(close)'' [[image:hcf.gif]] [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Shermie Exposition - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
(2B > 5A)/(cl.D > 6B) > 41236A/C ~ 236B/D <br/><br />
|<br />
( = 204/278 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A <br/><br />
|<br />
( = 376/448 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
(2B > 2A > 5A)/(cl.D > 6B) > 214BD, 623BD ~ 236K, run, 214A > 236236B/D<br/><br />
(2B > 2A > 5B)/(cl.D > 6B (2 hits)) > BC, cl.D > 6B > 214BD, 623B/D, 4123641236A/C <br/><br />
|<br />
( = 475/556 dmg <br/><br />
( = 414/508 dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a Rushdown Pixie Grappler who utilizes her strong buttons, large variety of tools, and fantastic damage to overwhelm the opponent when within her vicinity through sheer threat alone. Use your buttons and sometimes specials to get in close, and set your eyes on landing that command grab because once you do: Life is going to get a lot harder for your foe.<br />
| pros=<br />
* '''Incredible Damage''': Shermie's damage off her main mixups, which is 50/50 left/right, is absolutely ridiculous. It's not out of the ordinary to see her take lives with just three good hits, or barring that, a fully stocked meter dump. <br />
* '''Insane Specials''': Shermie's command grabs are among the best in the game. What they lack in armor and breakthrough capabilities they make up for in terrifying offensive power. Shermie Spiral is fast and has great reach, Shermie Whip C has ground invulnerability, Shermie Cluth has air invulnerability, and Shermie Shoot is a running command grab. All of her command grabs set up for her devious left/right 50/50 game, which can lead to her snowballing off just a single guess. This is even more potent with EX moves.<br />
* '''Good Wakeup Game for a Grappler''': EX Shermie Clutch allows Shermie to call out anything short of a perfectly timed safejump with ease, and then put the opponent into a hellish guessing game.<br />
* '''Fantastic Buttons''': Many of Shermie's buttons - such as j.CD, 2C, and 5B - are large, active, and quick all at once. Combined with her mobility, this makes her midscreen neutral surprisingly good.<br />
* '''Very Low Execution''': With the exception of microdash 214A combos, Shermie's execution barrier is among, if not the lowest in the cast. This means she is incredibly consistent.<br />
| cons=<br />
* '''Difficult Defense''': Although her reversals are strong, they require more precision to use, making Shermie somewhat weak on wake up.<br />
* '''Poor Blowback''': Her standing CD is not very good in terms of range, which in turn leads to having a poor Shatter Strike.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_fa<br />
|description=<br />
* A quick slap.<br />
* Chains from other light normals. Useful for confirming into Shermie Spiral from crouching lights.<br />
* Hitbox is higher than the animation suggests, so this can be useful in stuffing hops.<br />
* Has the longer range than 2A. Be aware, however, that it's also negative on block.<br />
<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_fb<br />
|description=<br />
* Shermie kicks twice.<br />
* First hit is special-cancellable.<br />
* Both hits are super-cancellable.<br />
* Chains from other light normals. <br />
* Good range and only -1 on block, making it useful on neutral.<br />
* A viable option to safely end blockstrings if they're out of 2A's reach.<br />
<br />
}}<br />
<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_fc<br />
|description=<br />
* Shermie bonks the opponent with a downwards chop.<br />
* Despite what the animation might suggest, this is NOT an overhead attack.<br />
* Fairly good button on neutral due to its range and arcing hitbox, which lets it act as a counterpoke AND an anti-hop measure.<br />
<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_fd<br />
|description=<br />
* A spinning high kick aimed at the opponent's head.<br />
* Decent as an anti-air option due to its speed and the height of its hitbox.<br />
* Whiffs on crouchers, which makes it a little less valuable on neutral than f.C.<br />
<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_cla<br />
|description=<br />
* A quick slap from up close.<br />
* Tied with 2A for her fastest button.<br />
* Can be chained from and into other light normals.<br />
* Moves Shermie slightly forward, which can lead to weird cross ups if Shermie is cornered that normally wouldn't happen otherwise, so be careful when jabbing on defense.<br />
<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_clb<br />
|description=<br />
* Shermie kicks twice. Again.<br />
* For the most part, this functions the same way as her f.B.<br />
* Characters with 1f moves (such as Dinosaur, Clark and Shermie herself) can punish this button from point-blank distance.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_clc<br />
|description=<br />
* Shermie spreads her arms out. <br />
* One of her main combo starters.<br />
* Hitbox is about as high as Shermie's head, making it ok as an anti-air.<br />
* Interestingly, like the animation implies, this hits both in front and behind Shermie, but the times this can come in handy are few and far between.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_cld<br />
|description=<br />
* A knee strike to the opponent's gut.<br />
* A little slower than cl.C, but still a great combo starter.<br />
* Has a unique property where it's invincible to throws (airborne?) near the beginning of its active frames. If timed properly this can beat wake-up throws clean, even command grabs.<br />
<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_2a<br />
|description=<br />
* A light tap to the opponent's knees.<br />
* Tied with cl.A for her fastest button.<br />
* Chains from and into other light normals.<br />
* Good for blockstring pressure, since it's plus on block and can lead to combos by linking into cl.c or 2C or chaining into far B.<br />
<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_2b<br />
|description=<br />
* Shermie sits on the ground and performs a very low kick to the feet.<br />
* Chains into other light normals (but not into itself).<br />
* An important combo tool. Has great range, but confirming from it at max range might be difficult.<br />
* Can low profile certain moves such as projectiles and shallow jump-ins, although 2D does a better job at that.<br />
<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_2c<br />
|description=<br />
* Shermie quickly stands up with a chop, as if trying to swat the opponent off the air.<br />
* This move reaches very high above Shermie, making it one of her best anti-air options.<br />
* Has better horizontal range than the animation suggests, which can lead to punishes at close range. <br />
* While it can whiff on crouchers at further ranges, it also forces stand on hit, which makes linking into 6B consistent.<br />
* Shermie's hurtbox extends during this move, making it prone to trading if timed poorly.<br />
<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_2d<br />
|description=<br />
* A sweep that looks like it goes way too high to hit someone's feet, but will.<br />
* Can be whiff-cancelled.<br />
* Shrinks Shermie's hurtbox very close to the ground, allowing her to low profile high fireballs such as Robert's Ryuu-Geki Ken.<br />
<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_ha,shermie_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* A swipe above Shermie's head.<br />
* Not very useful. j.B and j.CD are both better air-to-air answers than this move.<br />
<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_hb,shermie_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= <br />
* Shermie lifts her knee up in the air.<br />
* Can cross up (though not her best tool for that).<br />
* Same startup as j.A, but with a bigger hitbox, which makes it a great air-to-air option.<br />
<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_hc,shermie_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2= <br />
* Shermie performs an elbow drop.<br />
* An integral part of Shermie's offense, thanks to its fantastic hitbox coupled with the ability to cross up.<br />
* Shrinks Shermie's hurtbox vertically, allowing her to avoid high fireballs during hops.<br />
<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_hd,shermie_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2= <br />
* A standard-looking jumping kick.<br />
* Can cross up (although not as good for this purpose as j.C).<br />
* Decent hitbox, can be used as a jump in or as an aerial poke.<br />
<br />
}}<br />
<br />
====Neutral Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_njd<br />
|name=neutral jump D<br />
|input=nj.D<br />
|description=<br />
* A dropkick with Shermie's flamboyant flair.<br />
* Can only be done from a neutral jump - NOT from a neutral hop.<br />
* Has good range but only being able to be used from a neutral jump limits its use as a poke.<br />
* This does shrink Shermie's hurtbox, giving it some potential at avoiding anti-airs.<br />
<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_cd<br />
|description=<br />
* Shermie steps forward and does a very high kick.<br />
* The horizontal range on this is abysmal, but the vertical range is quite nice and can be used to call out hops or jumps.<br />
* The forward movement lets Shermie whiff cancel it to extend the range of her specials, but the start-up before she can cancel this is considerably long.<br />
* If Shermie juggles into this to end a combo, she gets a safe jump by hopping immediately.<br />
* Plus on block, though Shermie is not left in a range to where she can easily take advantage of it.<br />
<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_236cd<br />
|description=<br />
* Not the best Shatterstrike for the ground, but ok as an anti-air.<br />
* The forward movement will mean you need to space this properly, as it's possible to go under an airborne opponent.<br />
* Due to the poor horizontal range, it only works in cancels after 6B.<br />
<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_hcd,shermie_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* A wider dropkick than j.D.<br />
* Can cross up.<br />
* One of Shermie's best buttons in neutral and a great way to fish for knockdowns.<br />
* Just like j.C, this move shrinks her hurtbox vertically and lets her hop over projectiles.<br />
<br />
}}<br />
<br />
==Throws==<br />
===Shermie Flash Original===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_cthrow<br />
|name=Shermie Flash Original<br />
|input=(close) 4/6C<br />
|description= <br />
* A German suplex.<br />
* Sends the opponent fullscreen, so unless you're in the corner it can be hard to establish a mix-up after this. Better than her D throw though.<br />
<br />
}}<br />
<br />
===Front Flash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_dthrow<br />
|name=Front Flash<br />
|input=(close) 4/6D<br />
|description=<br />
* Shermie chucks her opponent backwards.<br />
* Worse oki than her C throw overall, not even truly giving Shermie the corner if her back was to the corner, as she gets pushed back.<br />
<br />
}}<br />
<br />
==Command Moves==<br />
===Shermie Stand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_6b,shermie_6b_cancel<br />
|name=Shermie Stand<br />
|input=6B<br />
|description2= <br />
Shermie does a forward-moving cartwheel kick, hitting the opponent on the way. A move with varying utility, depending on the version done.<br />
<br />
'''Regular version'''<br />
* The regular version refers to when the move is done on its own.<br />
* Hits once and overhead.<br />
* Decent mixup option if you have the meter to capitalize on it, be it via Quick Max activation or super cancel.<br />
----<br />
'''Cancel version'''<br />
* The cancel version refers to when the move is done as a linker after normals (example: cl.C > 6B).<br />
* Hits twice, but loses the overhead property (i.e. it can be crouch blocked).<br />
* Only the first hit is special-cancellable. Both hits can be super-cancelled.<br />
* The forward movement makes her combos very consistent, especially if you have meter to cancel into EX Accel Spin Kick afterwards.<br />
<br />
}}<br />
<br />
==Special Moves==<br />
===Shermie Spiral===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_41236a,shermie_41236c,shermie_41236ac<br />
|name=Shermie Spiral<br />
|input=41236A/C/AC<br />
|description3=<br />
* Her signature command grab.<br />
* Switches sides.<br />
<br />
Shermie climbs on top of the opponent, twists their head between her legs and brings them down with a spinning motion. Her most damaging meterless combo ender.<br />
<br />
1f startup guarantees punishes at point-blank range.<br />
<br />
Amazing frame advantage if you omit the Shermie Cute follow up, enough to run towards the opponent and attempt a crossup with j.C. This makes Shermie Spiral the main way to setup her left/right mixups.<br />
<br />
The '''A''' and '''C''' versions are identical - same damage, same frame advantage. The '''EX''' version actually enhances the follow up, not the grab itself. In fact, the EX Spiral does a little less damage to compensate for that.<br />
<br />
<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_41236p_236k,shermie_41236ac_236k<br />
|name=Shermie Cute (Spiral)<br />
|input=41236A/C/AC~236B/D<br />
|description2=<br />
* Follow up from Shermie Spiral.<br />
<br />
A knee drop to the opponent's chest.<br />
<br />
This extension trades the frame advantage from the command grab for more damage, resulting in much worse oki. Consider the flow of the match before committing to it every time.<br />
<br />
When done from the EX Spiral, this puts the opponent into a juggle state. Shermie can combo with a variety of things afterwards, including (but not limited to) f.C, 2D and 214A:<br />
* A note about comboing into light Shermie Whip (214A): to do it midscreen, you need to perform a microdash beforehand. The input is 663214A, but timing is strict.<br />
<br />
}}<br />
<br />
===Shermie Whip===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_214a,shermie_214c,shermie_214ac<br />
|name=Shermie Whip<br />
|input=214A/C/AC<br />
|description3=<br />
* Hit grab; not a throw.<br />
* C and EX versions have invincibility against grounded attacks.<br />
* Switches sides.<br />
<br />
Shermie's does a backflip that leads into a German suplex if it connects. For the most part this is a juggle ender for Shermie. <br />
<br />
The C and EX versions have a unique property of being invincible to grounded physical attacks. Because of this Shermie can use it as a reversal or even a counterpoke, and be rewarded well for it with a super cancel as well as stealing the corner if she was cornered. <br />
<br />
The move has a lot of recovery if it doesn't connect. Additionally, the disadvantage if blocked is enormous - be prepared to eat a full punish if the opponent blocks it.<br />
<br />
It also has no invincibility to projectiles and aerial attacks. Note also that when this is used as a juggle ender, the oki is fairly poor and you swap sides.<br />
<br />
}}<br />
<br />
===Shermie Clutch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_623b,shermie_623d,shermie_623bd<br />
|name=Shermie Clutch<br />
|input=623B/D/BD<br />
|description3=<br />
* Anti-air grab.<br />
* Invincible against airborne attacks.<br />
<br />
Shermie leads into the air and grabs her opponent. With invincibility to airborne attacks, this is your go-to anti air, as well as hard call-out against people trying to jump out of her command grab mixups. The invincibility and active frames last very long, making this almost guaranteed to win any aerial exchange. It also potentially can be used as a reversal against airborne attacks, although it's a little slow in this regard.<br />
<br />
Note that this cannot go through airborne projectiles, such as King's Air Venom Strike or Maxima's Air Vapor Cannon (yes, that counts as a projectile).<br />
<br />
If you don't do the follow up, you can Super Cancel into Shermie Carnival.<br />
<br />
In a manner similar to Shermie Spiral, the meterless versions are identical while the EX version modifies the follow up.<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_623k_236k,shermie_623bd236k<br />
|name=Shermie Cute (Clutch)<br />
|input=623B/D/BD~236B/D<br />
|description2=<br />
* Follow up from Shermie Clutch.<br />
<br />
See '''Shermie Cute (Spiral)'''.<br />
}}<br />
<br />
===Shermie Shoot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_41236b,shermie_41236d,shermie_41236bd<br />
|name=Shermie Shoot<br />
|input=41236B/D/BD<br />
|description3=* Running command grab<br />
* B version goes about half screen, D version goes about 60% of the screen<br />
* EX version is faster and goes about 80% of the screen<br />
<br />
Shermie slides forward to grab the opponent. This is a commital mix-up option that Shermie can threaten at a distance. The damage is less than 41236A/C however, with more risk than a run up 41236A/C, since Shermie is committed when she starts the dash and she doesn't have any invincibility to speak of, although she does mshrink her hurtbox slightly, allowing her to go under some things such as Rugal's 214K. Shermie can cancel into this from her normals to set up a pseudo-tick throw situation, but don't let your opponent catch on to this, lest they jump and punish you hard. When this connects, Shermie can easily set up a left-right mix up by running and super jumping with j.C, adjusting the run timing to hit from the front or back.<br />
<br />
EX version is faster, more damaging, and travels further; not much else to it.<br />
}}<br />
<br />
===Accel Spin Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_214b,shermie_214d,shermie_214bd<br />
|name=Accel Spin Kick<br />
|input=214B/D/BD<br />
|description3=* Auto-corrects if Shermie crosses up<br />
* B and D versions are invulnerable to projectiles during startup<br />
* EX version is a combo extender<br />
<br />
Shermie leaps forward and does a spin kick when she lands. This is a command jump of sorts. You can use this in cancels to make the opponent second guess their response to blockstrings. Shermie has no way to feint this move, so be wary of reversals. Both of the regular versions also go through projectiles, giving Shemrie an edge against zoners. She can only combo after this move with a Super Cancel, but hit-confirming the single hit into a super is difficult. After a Counter Hit however, she can juggle a 214A, 2D, or 214BD.<br />
<br />
----<br />
<br />
The '''B''' version jumps a short distance and is safe on block. If cancelled from a blocked heavy normal, the opponent has an 8f window to hit Shermie out of the special. From lights, a 15f window. From CD, a mere 1f window. This also can cause a very fast cross-up on crouching opponents if done at point blank.<br />
<br />
----<br />
<br />
The '''D''' version jumps far and is plus on block. More rewarding, but the overall longer start-up makes it harder to use. When used up close this will likely cross-up, but Shermie will turn around to do the spin kick. This can really only be used in cancels after a mid-range 2D; otherwise it's easy for Shermie to miss the opponent entirely. This could be used after some knockdowns for a cross-up setup, but the reward isn't that great on hit so it's generally more worth it to go for a j.C. If this counterhits in the corner somehow, you can juggle a 623D.<br />
<br />
----<br />
<br />
The '''EX''' version is fast and has a hitbox during the jump, meaning Shermie can use this to get juggle combos from even just light normals. Unlike the meterless versions this is unsafe however, so reserve only for combos.<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Shermie Shock===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_236236b,shermie_236236bd,<br />
|name=Shermie Shock<br />
|input=236236BD<br />
|description2=* Anti air grab<br />
* Can be juggled into<br />
<br />
Shermie leaps up and spirals the opponent. Only can hit airborne opponents. Essentially a souped up 623K that can even go through airborne projectiles. This technically has full invincibility, including against grounded moves, but there's likely no reason you'll utilize the grounded invincibility.<br />
}}<br />
===Shermie Carnival===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_4123641236p,shermie_4123641236ac,<br />
|name=Shermie Carnival<br />
|input=4123641236AC<br />
|description2=<br />
* Command grab.<br />
* Switches sides.<br />
<br />
A triple suplex command grab. Has bigger range than 41236P; almost as much range as her far A. This allows Shermie to pick up certain punishes other characters can't, such as a poorly spaced B Grand Saber from Leona. Keep this in mind when studying match-ups. Although the start-up is listed as 3f, those 3 frames are before the super flash, meaning your opponent cannot jump this on reaction to the flash.<br />
<br />
The EX version is 1 frame and has better range, making this even better at picking up punishes.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Shermie Exposition===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=shermie_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Anti air grab.<br />
<br />
Shermie leaps and attempts to grab the opponent. If succesful, she'll throw them and bring them down with a spinning drop, ending with a camel clutch.<br />
<br />
An even more souped up anti-air grab. This only combos from Shermie Whip, Accel Spin Kick, and either version of Shermie Carnival. Use this to cash out extra damage if you have the meter to spare. However, if comboing from 214P or 214K, Shermie Shock advanced canceled into MAX Shermie Carnival will net more damage than this.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|rbXDQND5EmU|||'''Shermie Reveal Trailer'''|frame}}<br />
<br />
Shermie Guides<br />
* Shermie Tips and Tricks by Rooflemonger: https://youtu.be/Iht1Fo4YRT0<br />
<br />
Combo Guides<br />
* Shermie Basic combos by Meno: https://youtu.be/bJnls5clCg4<br />
* Shermie Basic combos by Kakuge: https://youtu.be/fForEG3egJA<br />
<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Shermie]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53900XV Broken/Iori Yagami2022-05-29T06:36:32Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent. <br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
<br />
A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
<br />
Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
<br />
Once one of Iori's best tools, Far D has gone through a rough time. Its far slower than usual, far shorter than usual, and leads to overall less reward on hit. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
* Hard to low profile due to its animation. <br />
<br />
This is your go-to jumpin button on a safejump. Excellent frame data, good damage and high hitstun make this a brainlessly easy move to begin a jumpin combo with. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
<br />
Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
<br />
Inputting this after Yaotome will allow Iori to squeeze out a bit more damage. Very useful as a kill confirm or just getting out as much damage as possible, since it still gives hard knockdown and better Oki the closer to the corner you are. <br />
<br />
Functionally, there's no difference between inputting this versus the MAX version of Yaotome- both do the same amount of damage. That being said, the increased amount of individual hits in this move do cause it to scale better in longer combos, meaning it can be useful to perform in Iori's longer corner combos. <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
<br />
A weird move, but useful in some circumstances. It's primary purpose seems to be as an Oki tool, but Iori already gets tons of hard knockdown anyways and you can simply roll out of it. The MAX version has much better purpose as an extra damage tool tacked on at the end of Saika in the corner, which can really lay on the hurt. If you cancel into it after Saika and then immediately let go and slightly delay a 214A, you can relaunch them into it and retain hard knockdown. The resulting combo can easily deal close to 800 damage.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53899XV Broken/Iori Yagami2022-05-29T06:21:20Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent. <br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
<br />
A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
<br />
Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
<br />
Once one of Iori's best tools, Far D has gone through a rough time. Its far slower than usual, far shorter than usual, and leads to overall less reward on hit. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
* Hard to low profile due to its animation. <br />
<br />
This is your go-to jumpin button on a safejump. Excellent frame data, good damage and high hitstun make this a brainlessly easy move to begin a jumpin combo with. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
<br />
Ol' reliable. Maiden Masher aka Shiki Yaotome is Iori's go-to ender with meter. Decent damage for the cost, but the real prize is forcing Oki or being able to cancel into Saika (see below) for an immediate kill confirm. With this, Iori can confidently meter dump and still retain a safejump opportunity anywhere on the screen, making this a great tool. Plus, the quick animation means there's lots of places to combo into this super in Iori's combo structure- 623A and 236C being good examples. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
<br />
Inputting this after Yaotome will allow Iori to squeeze out a bit more damage. Very useful as a kill confirm or just getting out as much damage as possible, since it still gives hard knockdown and better Oki the closer to the corner you are. <br />
<br />
Functionally, there's no difference between inputting this versus the MAX version of Yaotome- both do the same amount of damage. That being said, the increased amount of individual hits in this move do cause it to scale better in longer combos, meaning it can be useful to perform in Iori's longer corner combos. <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
<br />
A weird move, but useful in some circumstances. It's primary purpose seems to be as an Oki tool, but Iori already gets tons of hard knockdown anyways and you can simply roll out of it. The MAx version has much better purpose as an extra damage tool tacked on at the end of Saika, which can really lay on the hurt. Make sure to delay it slightly as they drop out of Saika. Properly timing a 214A rekka will also allow you to retain hard knockdown. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53898XV Broken/Iori Yagami2022-05-29T06:09:03Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent. <br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
<br />
A generic midrange poke. Notably good for blockstrings, as Far A into 236A makes Iori somewhat plus. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
<br />
Since Far D got neutered, this is probably the best possible normal to throw out at semi-close range. Since it is not special cancellable, you won't get much on hit. Still good for contesting space.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
<br />
Once one of Iori's best tools, Far D has gone through a rough time. Its far slower than usual, far shorter than usual, and leads to overall less reward on hit. That being said, this move is still incredibly useful if you have Max Mode stocked, since you can easily cancel it into Quick Max > cl.C > 6B > 236C > Yaotome > Saika for big damage.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
If your opponent is conditioned to sit still on a jumpin, Close B can be a great way to empty low them. It instantly goes into 6A which then combos into whatever you want. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
* Hard to low profile due to its animation. <br />
<br />
This is your go-to jumpin button on a safejump. Excellent frame data, good damage and high hitstun make this a brainlessly easy move to begin a jumpin combo with. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
Iori's best jumping button for getting into his opponents grill. Hyperhop j.CD is a great way to force respect thanks to its aggressive angle and great hitbox. Can be hard for many characters to contest, even with anti-airs. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to put the fear of god into your opponent. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53856XV Broken/Iori Yagami2022-05-28T07:54:16Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Hard Knockdowns Galore''': Iori gets hard knockdown off of tons of stuff, like his rekka ender, his running command grab, and his Yaotome super. From here, Iori can get some great mixup potential and force it all over again, or back off and space out his opponent. <br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
This normal used to be exclusively for doing an overhead into a Quick Cancel, but the South Town patch has made this move into a combo filler for heavy starter combos. Excellent damage and the slow speed of the normal make it useful for cancelling into 236AC for big damage midscreen.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to spend meter. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Dolores&diff=53843XV Broken/Dolores2022-05-28T01:49:10Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Dolores Profile.png|thumb|A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Salaba - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hilzuni - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]] <br />
<br />
'''Special Moves'''<br />
<br />
Burj - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Qabl - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Khalfi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Nesh - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Altariq - [[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ghadab - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hadir - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Khalaq ai'ard - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an unorthodox grappler who can use her ground projectiles to harass from afar, reset pressure, and safely end it. All the while using her command grab to initiate tick throws from any string. This powerful combination between good neutral, looping pressure with a command grab, and high damage makes her a force to be reckoned with on any position. However, Dolores players will find themselves having to work much harder for their damage and pressure outside of an Anchor position. Regardless, her attributes make her consistently placed among the best characters. On the contrary, Dolores' lack of a reversal without super can make her awkward to play against more explosive characters. Whether you like boxing opponents out and capitalizing on pokes with MAX confirms, being an aggressive grappler who is equal parts hard to read and to punish, or a vortex monster with left/rights for days, Dolores is for you.<br />
| pros=<br />
* '''Excellent Pressure''': Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. Altariq/Teleport also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.<br />
* '''Huge Toolbox''': Dolores can zone ''and'' grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly depending on the matchup or situation.<br />
* '''Tons of Knockdowns''': Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki. Alternatively, Dolores can spend 0.5 bars to perform 22AC or 22BD to instantly close the gap on her opponent and resume pressure. <br />
* '''Excellent Metered Damage''': While her meterless damage is solid, her metered damage is incredibly high. She can reach close to 500 damage with just 1.5 bars, letting her be a very meter-efficient anchor. <br />
* '''Superb Pokes''': Fantastic buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.<br />
* '''Surprisingly Easy''': Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity. <br />
| cons=<br />
* '''Poor Defense''': Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre. <br />
* '''Execution Heavy at High Levels''': Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fa<br />
|description=<br />
* Short hop stopper.<br />
* Cancel-able, so anti-air combos are possible. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fb<br />
|description=<br />
* Great poke / hop stopper. It's only drawback is that it's duckable. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fc<br />
|description=<br />
* Big, cancel-able poke. <br />
* Despite its looks it's a normal like any other. Very few active frames too. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fd<br />
|description=<br />
* Massive poke. This cannot be ducked and it can often stop hops pre-emptively. Commonly used for Quick Max confirms if you see your opponent whiff something.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cla<br />
|description=<br />
* Huge frame advantage, allowing you to link into Close C after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clb<br />
|description=<br />
* Not bad, but overshadowed by her other great close normals. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clc<br />
|description=<br />
* Fast and hits twice, making it a good hitconfirm.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cld<br />
|description=<br />
* Part of her Close D > C target combo. <br />
* On it's own it's a situational anti-air, and not a very good one. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2a<br />
|description=<br />
* Her fastest mashable light attack. <br />
* Terribly short range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2b<br />
|description=<br />
* Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example). <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2c<br />
|description=<br />
* High reaching anti-air. Cancel-able. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2d<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_ha,dolores_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Quick air-to-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hb,dolores_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hc,dolores_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Air-to-air that puts the opponent in a juggle-able state. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hd,dolores_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Very deep jump-in.<br />
*Crosses up. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_rush1,dolores_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Remarkably good frames on hit & block. <br />
* Can't be delayed to frametrap the opponent. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hcd,dolores_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under. <br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_dthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
====Forward A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_6a<br />
|description=<br />
* Incredible combo/string enabler. <br />
}}<br />
====Target Combo====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_tc1<br />
|description=<br />
* More damaging string starter than Close 5 > 6A. <br />
* Puts the opponent in a juggle-able state. <br />
* On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that. <br />
}}<br />
<br />
==Special Moves==<br />
===Burj===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_63214a,dolores_63214c,dolores_63214ac<br />
|name=Burj<br />
|input=63214A/C/AC<br />
|description3=* Super Cancel-able command grab. <br />
* A version can be used for tick-throws by late canceling her light normals into it. <br />
* C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close. <br />
* EX version is actually a low attack, making it a combo tool more than anything. <br />
}}<br />
===Qafas Qabl===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236a,dolores_236c,dolores_236ac<br />
|name=Qafas Qabl<br />
|input=236A/C/AC<br />
|description3=* Dolores uses her mud to push the opponent back. <br />
* A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark. <br />
* EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward. <br />
* Negates projectiles. But EX is needed to negate EX projectiles. <br />
}}<br />
<br />
===Qafas Khalfi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236b,dolores_236d,dolores_236bd<br />
|name=Qafas Khalfi<br />
|input=236B/D/BD<br />
|description3=* Dolores uses her mud to push the opponent ''towards'' her.<br />
* B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block. <br />
* D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners. <br />
* EX version hits first with 236C and then a launching version of 236D. <br />
}}<br />
<br />
===Nesh===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_4214b,dolores_4214d,dolores_4214bd<br />
|name=Nesh<br />
|input=4214B/D/BD<br />
|description3=<br />
* Super Cancel-able anti-air. <br />
* B version is prefered as it has upper body invincibility. <br />
* D version hits grounded opponents if close enough, so it has use in combos. <br />
* EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!<br />
}}<br />
<br />
===Altariq===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_22a,dolores_22ac<br />
|name=Altariq<br />
|input=22A/B/C/D/AC/BD<br />
|description2=<br />
* Teleport. <br />
* Startup indicates total frames until Dolores can move. <br />
* A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings. <br />
* B stays in place, and D retreats. <br />
* AC always moves in front of the opponent, and BD always moves behind. Both are faster than regular teleports. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ghadab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_214214a,dolores_214214c,dolores_214214ac<br />
|name=Ghadab<br />
|input=214214A/C/AC<br />
|description3=* A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps. <br />
* MAX version is a 1f grab and can be a threatening situational punisher. <br />
}}<br />
===Hadir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236236a,dolores_236236c,dolores_236236ac<br />
|name=Hadir<br />
|input=236236A/C/AC<br />
|description3=* A medium range projectile. <br />
* Doesn't cancel into Ghadab super. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Khalaq ai'ard===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2141236cd<br />
|input=2141236CD<br />
|description=* Another medium range projectile. Unsafe on block at any distance.<br />
* No time for wake-up pressure after. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|DA58h0LXS_c|||'''Dolores Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53842XV Broken/Iori Yagami2022-05-28T00:26:00Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
<br />
This normal used to be exclusively for doing an overhead into a Quick Cancel, but the South Town patch has made this move into a combo filler for heavy starter combos. Excellent damage and the slow speed of the normal make it useful for cancelling into 236AC for big damage midscreen.<br />
<br />
Outside of combo filler, throwing this out in pressure and meterdumping is a great way to spend meter. <br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* While somewhat predictable, the threat of Iori's command grab and the sheer speed of his movement can open people up with this if you run enough pressure. <br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53841XV Broken/Iori Yagami2022-05-28T00:16:12Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. Extremely useful as a pickup from 236AC, as you can cancel it into C Rekkas to do good damage and corner carry. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53840XV Broken/Clark Still2022-05-27T23:45:33Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|captions= Movement and pressure tool<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|captions= You hopped?<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|captions= Get ready to see this move a lot<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|captions= This one too<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|captions= Big damage ender<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|captions= The traumatizer<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo on grounded opponents (the only way to do so).<br />
<br />
A Vulcan Punch stays in place and has lower recovery; the last hit is even on block if it connects, but it rarely does so due to pushback. C Vulcan Punch moves Clark forward during the attack and has no pushback, making confirms into it more consistent, and puts the opponent in a free juggle state on hit; however, the recovery is much longer than the A version, which limits follow-ups to this outside of the corner and makes it very unsafe.<br />
<br />
EX Vulcan Punch is far more useful in most situations, boasting the forward movement and non-existent pushback of the C version with the recovery of the A version. This keeps the opponent in grab range while leaving you even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab out of Gatling Attack. <br />
<br />
Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|captions= You're mashing?<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex.<br />
<br />
As of Patch 1.32, Clark builds additional meter when he poses upon no cancel to Flashing Elbow. This builds more meter than foregoing the follow-up but sacrifices the guaranteed oki, which is generally more useful. Clark is now also in grounded instead of aerial recovery if this whiffs, making him more susceptible to high-damage punishes and increasing the risk of this move. Regardless, it's a powerful reversal and mixup tool all-in-one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|captions= Combo ender, often does mediocre damage<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Clark grabs his opponent before performing the Argentine Backbreaker three times and the performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|captions= You whiffed a button?<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen extremely quickly while invlunerable to projectiles<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Krohnen&diff=53839XV Broken/Krohnen2022-05-27T23:39:31Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<br />
{{TOClimit|3}} <br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Krohnen is a defensive midrange character, who harasses his opponents with oppressive normals before punishing their jump-in attempts. <br />
<br />
| pros=<br />
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, his cl.C is a fantastic hit-confirm button, and his 2C is a bonkers midrange sweep. <br />
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also build good guard bar on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. <br />
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match. <br />
* '''Rewarding Offense''': Due to Heat Shield being his default ender, most of Krohnen's combos end in hard knockdown very close to him. This allows him to immediately continue his offense with a safejump and makes him a monster when he gets ahead. Being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure easily as well. <br />
* ''' Incredibly Threatening Defense:''' With a little bit of execution, any reversal or anti-air Krohnen does can turn into anything from 30% to full on ''assured death'' depending on how much meter he has. This makes Krohnen uniquely terrifying to offend against, as any wrong move can lead to the game itself.<br />
| cons=<br />
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.<br />
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear. As such, the player themselves will have to get very creative with system mechanics or capitalize heavily off every opening rather than relying entirely on his toolkit.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Front Crash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spiral Smash - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Emergency Slide - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Blaze Thrower - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Heat Shield - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strike Slash - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Infernal Prominence - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Fusion Blaster - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Calamity Overdrive - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
2B - 2B - 6A = 133 dmg<br/><br />
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/><br />
c.5C - 3D xx 214B - 623A = 243 dmg<br/><br />
c.5D - c.5D = 115 dmg <br/><br />
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
c.5C - 6A/3D xx 236236P = 238~279 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg<br/><br />
(spaced) 236C - 623A xx 236236P = 347 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
|<br />
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg <br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_sta<br />
|description=<br />
* Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Cancels on hit or block.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stb<br />
|description=<br />
* Below average poke with meager reward on hit and block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stc<br />
|description=<br />
* Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.<br />
* Cancellable on the first three hits.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_std<br />
|description=<br />
* Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clb<br />
|description=<br />
* Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clc<br />
|captions= Godlike button #1<br />
|description=<br />
* Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cld<br />
|captions= Godlike button #2<br />
|description=<br />
* A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cra<br />
|captions= Godlike button #3<br />
|description=<br />
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crb<br />
|description=<br />
* Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crc<br />
|captions= Godlike button #4<br />
|description= *''The'' neutral. Longest non slide non whip button in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward, this is an important tool in neutral for Krohnen that helps him absolutely dominate the ground game and outpoke basically everything. Can even go under some fireballs. If he lands this close enough it can even go into his DP loops. Nothing short of fantastic.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crd<br />
|description=<br />
* Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_ha,krohnen_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hb,krohnen_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hc,krohnen_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hd,krohnen_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cd<br />
|description=<br />
* Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_qcf+cd<br />
|description=<br />
* Uses a different animation than his CD, giving it a more reliable hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hcd,krohnen_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.<br />
}}<br />
<br />
==Throws==<br />
===Front Crash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cthrow<br />
|name=Front Crash<br />
|input=(close) 4/6C<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
===Backstab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_dthrow<br />
|name=Backstab<br />
|input=(close) 4/6D<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_f+A<br />
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.<br />
*<br />
*<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_3d<br />
|description= * Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.<br />
*<br />
*<br />
}}<br />
<br />
==Special Moves==<br />
===Blaze Thrower===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac<br />
|description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes<br />
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner.<br />
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.<br />
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.<br />
}}<br />
<br />
===Heat Shield===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac<br />
|captions= Godlike defensive tool<br />
|description3= <br />
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away. Generally very active and deals good damage especially with super cancels. One of, if not the best DP in the game. <br />
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels. This launches the opponent diagonally forwards.<br />
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos.<br />
* EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions. 623AC > 623A > 236236A does incredible amounts of damage for the cost. <br />
<br />
}}<br />
<br />
===Strike Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd<br />
|captions= Pressure reset and combo filler<br />
|description3= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him.<br />
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.<br />
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.<br />
* EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.<br />
*<br />
*<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Infernal Prominence===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236p,krohnen_236236ac<br />
|captions= Combo ender and kill confirm extraordinaire<br />
|description2= * A much larger version of Krohnen's Heat Shield with considerable invincibility.<br />
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.<br />
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board.<br />
}}<br />
<br />
===Fusion Blaster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236k,krohnen_236236bd<br />
|captions= Like this character needed any more punish options<br />
|description2= * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.<br />
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.<br />
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.<br />
*<br />
*<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
===Calamity Overdrive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_2141236cd<br />
|captions= Shades of Doc-Ock<br />
|description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos.<br />
*<br />
*<br />
}}<br />
<br />
==Notes==<br />
===Alternate input for Super Special Moves===<br />
<br />
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as [[image:db.gif]][[image:hcb.gif]][[image:df.gif]] + [[image:a.gif]] / [[image:c.gif]], the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as [[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]] like with K9999's and Nameless' SDMs back in Vanilla '02 and ''UM'', respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.<br />
<br />
==Changes from K9999/Nameless==<br />
* First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos. <br />
* Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.<br />
* Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow. <br />
* As is the norm in ''XV'', Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case. <br />
* Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.<br />
* qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner. <br />
* Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.<br />
* Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B. <br />
* Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from ''Spider-Man 2''!" flavor, among other things. <br />
* Finally, he looks more like a biker now.<br />
<br />
==Videos==<br />
{{#ev:youtube|Yk3gD1bk9vQ|||'''Dune_KOF's Krohnen Guide'''|frame}}<br />
<br />
{{#ev:youtube|creVWhLYGbY|||'''Kakuge / Fighting Games Krohnen Combo Video'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Krohnen]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Krohnen&diff=53837XV Broken/Krohnen2022-05-27T23:37:18Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<br />
{{TOClimit|3}} <br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Krohnen is a defensive midrange character, who harasses his opponents with oppressive normals before punishing their jump-in attempts. <br />
<br />
| pros=<br />
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, his cl.C is a fantastic hit-confirm button, and his 2C is a bonkers midrange sweep. <br />
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also build good guard bar on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. <br />
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match. <br />
* '''Rewarding Offense''': Due to Heat Shield being his default ender, most of Krohnen's combos end in hard knockdown very close to him. This allows him to immediately continue his offense with a safejump and makes him a monster when he gets ahead. Being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure easily as well. <br />
* ''' Incredibly Threatening Defense:''' With a little bit of execution, any reversal or anti-air Krohnen does can turn into anything from 30% to full on ''assured death'' depending on how much meter he has. This makes Krohnen uniquely terrifying to offend against, as any wrong move can lead to the game itself.<br />
| cons=<br />
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.<br />
* '''Linearity''': Though Krohnen is by no means bad, he is quite linear. As such, the player themselves will have to get very creative with system mechanics or capitalize heavily off every opening rather than relying entirely on his toolkit.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Front Crash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spiral Smash - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Emergency Slide - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Blaze Thrower - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Heat Shield - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strike Slash - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Infernal Prominence - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Fusion Blaster - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Calamity Overdrive - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
2B - 2B - 6A = 133 dmg<br/><br />
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/><br />
c.5C - 3D xx 214B - 623A = 243 dmg<br/><br />
c.5D - c.5D = 115 dmg <br/><br />
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
c.5C - 6A/3D xx 236236P = 238~279 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg<br/><br />
(spaced) 236C - 623A xx 236236P = 347 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
|<br />
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg <br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_sta<br />
|description=<br />
* Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Cancels on hit or block.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stb<br />
|description=<br />
* Below average poke with meager reward on hit and block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stc<br />
|description=<br />
* Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.<br />
* Cancellable on the first three hits.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_std<br />
|description=<br />
* Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clb<br />
|description=<br />
* Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clc<br />
|description=<br />
* Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cld<br />
|description=<br />
* A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cra<br />
|description=<br />
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crb<br />
|description=<br />
* Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crc<br />
|description= *''The'' neutral. Longest non slide non whip button in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward, this is an important tool in neutral for Krohnen that helps him absolutely dominate the ground game and outpoke basically everything. Can even go under some fireballs. If he lands this close enough it can even go into his DP loops. Nothing short of fantastic.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crd<br />
|description=<br />
* Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_ha,krohnen_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hb,krohnen_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hc,krohnen_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hd,krohnen_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cd<br />
|description=<br />
* Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_qcf+cd<br />
|description=<br />
* Uses a different animation than his CD, giving it a more reliable hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hcd,krohnen_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.<br />
}}<br />
<br />
==Throws==<br />
===Front Crash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cthrow<br />
|name=Front Crash<br />
|input=(close) 4/6C<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
===Backstab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_dthrow<br />
|name=Backstab<br />
|input=(close) 4/6D<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_f+A<br />
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.<br />
*<br />
*<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_3d<br />
|description= * Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.<br />
*<br />
*<br />
}}<br />
<br />
==Special Moves==<br />
===Blaze Thrower===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac<br />
|description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes<br />
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner.<br />
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.<br />
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.<br />
}}<br />
<br />
===Heat Shield===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac<br />
|captions= Godlike defensive tool<br />
|description3= <br />
Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away. Generally very active and deals good damage especially with super cancels. One of, if not the best DP in the game. <br />
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels. This launches the opponent diagonally forwards.<br />
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos.<br />
* EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions. 623AC > 623A > 236236A does incredible amounts of damage for the cost. <br />
<br />
}}<br />
<br />
===Strike Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd<br />
|captions= Pressure reset and combo filler<br />
|description3= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him.<br />
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.<br />
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.<br />
* EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.<br />
*<br />
*<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Infernal Prominence===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236p,krohnen_236236ac<br />
|captions= Combo ender and kill confirm extraordinaire<br />
|description2= * A much larger version of Krohnen's Heat Shield with considerable invincibility.<br />
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.<br />
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board.<br />
}}<br />
<br />
===Fusion Blaster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236k,krohnen_236236bd<br />
|captions= Like this character needed any more punish options<br />
|description2= * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.<br />
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.<br />
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.<br />
*<br />
*<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
===Calamity Overdrive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_2141236cd<br />
|captions= Shades of Doc-Ock<br />
|description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos.<br />
*<br />
*<br />
}}<br />
<br />
==Notes==<br />
===Alternate input for Super Special Moves===<br />
<br />
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as [[image:db.gif]][[image:hcb.gif]][[image:df.gif]] + [[image:a.gif]] / [[image:c.gif]], the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as [[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]] like with K9999's and Nameless' SDMs back in Vanilla '02 and ''UM'', respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.<br />
<br />
==Changes from K9999/Nameless==<br />
* First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos. <br />
* Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.<br />
* Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow. <br />
* As is the norm in ''XV'', Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case. <br />
* Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.<br />
* qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner. <br />
* Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.<br />
* Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B. <br />
* Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from ''Spider-Man 2''!" flavor, among other things. <br />
* Finally, he looks more like a biker now.<br />
<br />
==Videos==<br />
{{#ev:youtube|Yk3gD1bk9vQ|||'''Dune_KOF's Krohnen Guide'''|frame}}<br />
<br />
{{#ev:youtube|creVWhLYGbY|||'''Kakuge / Fighting Games Krohnen Combo Video'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Krohnen]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53836XV Broken/Iori Yagami2022-05-27T23:29:38Z<p>Sunset Sullivan: Iori's damage is actually pretty alright now.</p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, great jumping buttons, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode. His 0.5/1 bar combos are also highly damaging, with midscreen combos dealing close to 450 damage and corner combos dealing 500. <br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Athena_Asamiya&diff=53744XV Broken/Athena Asamiya2022-05-26T14:25:22Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Athena Profile.png|thumb|Athena is a high-school pop idol fighting evil to bring about world peace. Her fighting style is composed of the psychic powers she was born with and Chinese Kung Fu.<br/>She is a hard worker, both polite and serious. However, this KOF she's unexpectedly teamed up with Mai and Yuri...?]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in midair.<br />
<br />
(Air OK) = Can be done both on the ground and in midair.<br />
<br />
'''Throws'''<br />
<br />
Psychic Attack - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Psychic Throw - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Psychic Shoot - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Phoenix Bomb (Ground) - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Phoenix Bomb (Air) - [[image:fd.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
Psycho Ball Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Psycho Sword - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Psycho Reflector - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Phoenix Arrow - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)<br />
<br />
Psycho Reflector - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Psychic Teleport - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Psycho Shoot - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Shining Crystal Bit - [[image:hcb.gif]][[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) (Air OK)<br />
:┗Shining Crystal Bit (Cancel) - [[image:a.gif]]+[[image:b.gif]]<br />
<br />
Crystal Shoot - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Air OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Psycho Remix☆Spark! - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Midscreen<br/><br />
Placeholder<br/><br />
|<br />
cl.D > 6B > j.214D = 198 dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
cl.D > 6B > j.214D > 6321463214A/C = 342 dmg<br/><br />
cl.D > 6B > j.214BD > 214BD > 214B > 623A = 445 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Athena is a zoning character. She can annoy her opponents with a variety of projectiles from afar, but she has some tricks up her sleeve even when they manage to get close, such as a DP and a command grab. She also has a projectile reflect to use against characters who try to zone her out.<br />
<br />
Due to the nature of her gameplan, she doesn't really need meter to win, but she can certainly cash meter in for big damage when available. As opponents with meter may be able to counteract some of her zoning, she does great on point, though she is also able to take advantage of meter well and can function just as well in other positions. <br />
<br />
Athena is a strong zoning character who baits her opponents into unsafe methods of approach before punishing. <br />
| pros=<br />
* '''Reliable Zoning''': Athena's zoning gameplan is very strong and consistent. Her slow fireballs may seem like a detriment, but they force a reaction from your opponent which you can then react to and punish. If they roll, you can hit them with any number of Athena's long sweeps. If they jump, you can contest with her solid air normals or anti-airs. If they hop, you can poke back with her standing normals like 2C and f.D to push your opponent back out. <br />
* '''Defense''': Athena has numerous fireballs, a number of retreating moves to get her out of the opponents face, a multi-hit DP, and a reflector. This forces opponents to approach her, where she can begin her counterpoking game with great effectiveness. <br />
* '''Decent Offense''': For a hardcore zoner, Athena has a decent close range game. A command grab and her projectile reflector can allow her to contest space at ranges where most zoners crumble. She also has a teleport in 236B/D, making her good in matchups against other zoners. <br />
* '''High Corner Damage''': Athena can get surprisingly high damage in the corner with meter. While it is unlikely to happen for certain matchups who can counter her zoning better, characters like Clark and KoD might find themselves backed into the corner quite easily. <br />
| cons=<br />
* '''Low Midscreen Damage:''' Due to her zoning playstyle, Athena has difficulty converting into combos at range. As well, her midscreen combos do low damage and push your opponent back out.<br />
* '''Moon Jump''': Her high jump arc makes it easy to anti air Athena's air movement and makes her safejump game fairly poor. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_fa<br />
|description=<br />
* Plus on block.<br />
A short-range palm slap. Standard hop preventer.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_fb<br />
|description=<br />
An upwards-angled kick. Has limited use as an anti-air, but if the opponent is too close, cl.B will come out instead. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_fc<br />
|description=<br />
A short-range backhand palm thrust. Fast enough to link from A normals and is cancelable, leading to strong hit confirms if your spacing is right.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_fd<br />
|description=<br />
Athena hops into the air and does a long-range kick. Good poke. Despite its animation, Athena is treated as grounded for the duration of the move. <br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_cla<br />
|description=<br />
* Plus on block.<br />
* Links to 5C.<br />
A short elbow. Overshadowed by 2A usually, but does cause slightly less pushback allowing easier links to 5C.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_clb<br />
|description=<br />
* Plus on block.<br />
Standing low. Overshadowed by 2B, though plus on block.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_clc<br />
|description=<br />
A twin palm strike. Fast enough to link from her A normals.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_cld<br />
|description=<br />
A high split kick. Strong anti air button and is her max damage starter. The horizontal range is quite short which makes it hard to use after a jump-in however.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_2a<br />
|description=<br />
* Plus on block.<br />
<br />
A crouching palm. Works similarly to close A. Use for stagger pressure and hit confirms.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_2b<br />
|description=<br />
<br />
A low kick. Standard 2B, use to open an opponent up low.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_2c<br />
|description=<br />
A crouching lunging palm. This is one of Athena's defining normals. It allows her to get fireball pressure started at far ranges. It's even whiff cancelable which lets the move be less prone to hops. Unfortunately Athena does not have many cancels that will allow for combos at further ranges. Nonetheless, you will use this frequently.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_2d<br />
|description=<br />
A handstanging sweep. If they quick rise and you cancelled the 2D into a fireball, the fireball will usually hit meaty allowing Athena to set up fireball pressure. This can low profile high attacks as well.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_ha,athena_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=An air palm. Active for awhile, could be used for defense.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_hb,athena_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Can cross up.<br />
<br />
An air knee. You can cross your opponent up with this.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_hc,athena_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=An air slap. The range is not that different than j.D despite its smaller looking animation, but it is slower.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_hd,athena_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
An air kick. Your standard jump in to start a combo. The horizontal range is not that good which can make it hard to defend with at times.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_cd<br />
|description=<br />
A classic bajiquan shoulder tackle. The horizontal range isn't the best but serviceable, and the vertical hitbox is quite large. The forward movement can be used for some whiff cancels.<br />
<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_qcf+cd<br />
|description=<br />
Solid Shatter Strike, using far D's animation and hitbox.<br />
<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_hcd,athena_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=An air twin kick. The hitbox is huge and this will be your go-to aerial control move.<br />
<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_rush1,athena_rush2<br />
|name=rush<br />
|input=c.AA/c.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Psychic Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_cthrow<br />
|name=Psychic Attack<br />
|input=(close) 4/6C<br />
|description=The knockdown advantage is not very big, so you can't get a safe jump, but you are left close enough to establish pressure.<br />
}}<br />
===Psychic Throw===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_dthrow<br />
|name=Psychic Throw<br />
|input=(close) 4/6D<br />
|description=<br />
You can set up a safe jump if you were cornered, but midscreen you barely have enough time to get a jump in.<br />
<br />
}}<br />
===Psychic Shoot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_athrow<br />
|name=Psychic Shoot<br />
|input=air (close) 4/6C<br />
|description=<br />
Situational anti air and combo ender, switches sides. Meager reward in terms of pressure unless landed very low to the ground.<br />
}}<br />
<br />
==Command Moves==<br />
===Phoenix Bomb (ground)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_6b<br />
|name=Phoenix Bomb (ground)<br />
|input=6B<br />
|description=<br />
* Overhead when done raw<br />
* Can be cancelled<br />
Athena floats up and smacks her opponent with her hip. When done raw this hits overhead, giving her a mix up option, although since she jumps during the animation, this is easier to react to. This is cancellable into her one air special, j.214K, which lets her get a combo or try to mitigate the risk on block. This causes a juggle state on airborne it too, so it has it's place in combos. When cancelled into, this is a reliable option to get a confirm from heavies. Try to avoid doing this on block as you are forced to commit to a j.214K which can be risky.<br />
}}<br />
<br />
===Phoenix Bomb (Air)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_j6b<br />
|name=Phoenix Bomb (Air)<br />
|input=j.6B<br />
|description=This command normal can be done from the air as well. In neutral situations there isn't much use to it, since the reward on hit is not much better than a regular jump in normal and the risk is much greater. It has its uses in combos as well, since it causes a juggle on air hit.<br />
<br />
If done during a backdash, the backdash will travel further. This can make Athena hard to pin down as it's easy for her to make space if needed. When inputting during a backdash, 4B is an acceptable input for this.<br />
}}<br />
<br />
==Special Moves==<br />
===Psycho Ball Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_214a,athena_214c,athena_214ac<br />
|name=Psycho Ball Attack<br />
|input=214A/C/AC<br />
|description3=* '''A''' version travels slowly, '''C''' version travels quickly<br />
* '''EX''' version hits multiple times<br />
<br />
Athena's classic psychic fireball. This special will establish your zoning game. The '''A''' version is slow and recovers the fastest in the game for a regular fireball, tied with Joe, granting ample time to follow it in to apply pressure or respond to your opponent's counterplay. The '''C''' version is faster and can be used to throw off your opponent's timing or use in a blockstring. The '''EX''' version starts up the slowest and recovers as slow as the '''C''' version, but hits multiple times allowing Athena to start an offense if it's blocked.<br />
}}<br />
<br />
===Psycho Sword===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_623a,athena_623c,athena_623ac<br />
|name=Psycho Sword<br />
|input=623A/C/AC<br />
|description3= * '''C''' and '''EX''' version have full invincibility.<br />
<br />
Classic DP style special. This is somewhat harder to use than other classic shoryuken style anti airs as it is slow and moves forward, making it prone to whiffing on many jump angles. This requires the Athena player to be more selective about situations in which to use this move in. Use the '''C''' or '''EX''' version as these have invuln, with the '''EX''' version being faster. The A version should only be used for combos where the '''C''' version will not work, or for specific punishes, as it has no invuln. Since Athena has air supers, it's easier for her to convert extra damage from an uppercut than some other characters.<br />
}}<br />
<br />
===Psycho Reflector===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_214b,athena_214d,athena_214bd<br />
|name=Phoenix Reflector<br />
|input=214B/D/BD<br />
|description3=A barrier that can counter projectiles. The B version negates the projectile while the D version reflects them. Alongside a very strong fireball, this move rounds out Athena's set of extremely strong zoning tools. Dangerous to whiff in neutral, but serves as a strong general purpose anti air due to its very long active frames. Extremely useful in corner juggle combos.<br />
}}<br />
<br />
===Phoenix Arrow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_j214b,athena_j214d,athena_j214bd<br />
|name=Pheonix Arrow<br />
|input=j.214B/D/BD<br />
|description3=Athena does a psychic powered dive bomb. This move is what gives 6B its value, as she can cancel 6B into this. She can delay the cancel to vary the timing, making it more difficult to punish 6B. The '''B''' version is the safest but can still be thrown if done too close. Overall it's low risk but has almost no reward, unless spaced to allow a link into her 632146AC. The '''D''' version is good for combos as it causes a soft knockdown, but is very unsafe. The '''EX''' version is launches and allows for combos. It has similar block advantage to the '''B''' version but is still throw punishable.<br />
}}<br />
===Super Psychic Throw===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_632146a,athena_632146c,athena_632146ac<br />
|name=Super Psychic Throw<br />
|input=632146A/C/AC<br />
|description3=Athena does some psychokenesis and tosses her opponent into the air. This is her command grab and gives her more threat up close. The range is about half a character length. If you let the follow-up animation play out, your opponent will hit the ground and be in a hard knockdown state. However Athena can also perform a combo as they're falling. This is generally the preferred option in the corner; midscreen it can be better to use the knockdown for oki since her midscreen routes aren't that strong, especially without meter.<br />
<br />
The '''EX''' version has an even larger range and does more damage. The range makes it comboable when cancelled from normals. This can even link from j.214B at the proper spacings.<br />
}}<br />
===Psychic Teleport===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_236b,athena_236d,athena_236bd<br />
|name=Psycho Teleport<br />
|input=236B/D/BD<br />
|description3=Athena teleports forward. This can vary your movement, but this more punishable than running so should be used wisely. The '''B''' version has some upperbody invincibility, which lets you go through some projectiles and high pokes. The '''D''' version has no invincibility but can cross the opponent up. The '''EX''' version has projectile invincibility, but not on start-up. This can be a strong approach option, but it depends on what you're avoiding.<br />
<br />
If you juggle a 2C midscreen, for example after landing a j.214BD, you can cancel into the '''B''' version to cross up or stay in front, depending on how much you delay your cancel.<br />
}}<br />
<br />
===Psycho Shoot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_41236a,athena_41236c,athena_41236ac<br />
|name=Psycho Shoot<br />
|input=41236A/C/AC<br />
|description3=Athena throws a high powered psycho ball. This projectile is not ideal for zoning, as it takes much longer to come out and takes longer to recover than 214P. However, on hit, it causes a very high launch, making it high reward. The move shines in combos, epsecially the '''EX''' version which can combo from heavies.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Shining Crystal Bit===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_6321463214a,athena_j6321463214a,athena_6321463214c,athena_j6321463214c,athena_6321463214ac,athena_j6321463214ac<br />
|name=Shining Crystal Bit<br />
|input=6321463214A/A/AC (air okay)<br />
|description6=* Can be cancelled by pressing A+B<br />
<br />
Athena surrounds herself with two psycho balls. This is a reversal super, with start-up invuln on all versions. The way the active frames work can make it hard to punish; you must wait for her to start floating back to the ground. It also causes massive damage if cancelled from a CD in the corner because of how the two orbs will overlap. This will be one of your best post-stun combos.<br />
}}<br />
<br />
===Crystal Shoot===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_236236a,athena_j236236a,athena_236236c,athena_j236236c,athena_236236ac,athena_j236236ac<br />
|name=Crystal Shoot<br />
|captions= Grounded A version, Air A version, Grounded C version, Air C version<br />
|input=236236A/C/AC (air okay)<br />
|description6=* Can be held to delay when the attack comes out<br />
<br />
Athena shoots out a projectile. The range, air ok state, and varying angles on this move make it very flexible in combos. The projectile moves fast enough to punish fireballs as well.<br />
<br />
The '''EX''' version will follow the same trajectory as the A version on the ground (straight ahead) and the C version in the air (30 degree angle).<br />
<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Psycho Remix☆Spark!===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=athena_2141236cd<br />
|input=2141236CD<br />
|description=<br />
Athena initiates this cinematic Climax with a projectile. Unfortunately it's too slow to go through a projectile or even catch a jump over a fireball.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|y5uW5v66-4s|||'''Athena Asamiya Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Athena Asamiya]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Joe_Higashi&diff=53730XV Broken/Joe Higashi2022-05-26T03:12:08Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Joe Profile.png|thumb|Traveling alone to Thailand, Joe rose up the ranks to become a champion in Muay Thai Boxing. Though he has a playful and dynamic personality, Joe becomes far more serious when it comes down to training. He met Terry and Andy in South Town, and has remained good friends ever since.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Hiza-Jigoku (close)<br />
[[image:Bk.gif]] or [[image:Fd.gif]] + [[image:C.gif]]<br />
<br />
Joe Special 2 (close)<br />
[[image:Bk.gif]] or [[image:Fd.gif]] + [[image:D.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Step High Kick [[image:Fd.gif]] + [[image:B.gif]]<br />
<br />
Sliding [[image:Df.gif]] + [[image:D.gif]]<br />
<br />
High Kick [[image:Bk.gif]] + [[image:B.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Hurricane Upper [[image:Hcf.gif]] + [[image:A.gif]] or [[image:C.gif]](*)<br />
<br />
Tiger Kick [[image:Dp.gif]] + [[image:B.gif]] or [[image:D.gif]](*)<br />
<br />
Slash Kick [[image:Hcf.gif]] + [[image:B.gif]] or [[image:D.gif]](*)<br />
<br />
Bakuretsuken [[image:Dp.gif]] + [[image:A.gif]] or [[image:C.gif]](*)<br />
<br />
-- Bakuretsuken (Repeatedly mash) [[image:A.gif]] or [[image:C.gif]]<br />
<br />
-- Bakuretsuken Finish 1 [[image:Qcb.gif]] + [[image:A.gif]]<br />
<br />
-- Bakuretsuken Finish 2 [[image:Qcb.gif]] + [[image:C.gif]] <br />
<br />
Ougon no Kakato [[image:Qcb.gif]] + [[image:B.gif]] or [[image:D.gif]](*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Screw Upper [[image:Qcf.gif]][[image:Qcf.gif]] + [[image:A.gif]] or [[image:C.gif]](!)<br />
<br />
Baku-Sla Golden Tiger [[image:Qcf.gif]][[image:Hcb.gif]] + [[image:B.gif]] or [[image:D.gif]](!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Bakuretsu Screw Premium [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a great all-around character. Joe has tools for zoning and for keeping pressure on an opponent which allows you to choose different styles of play based on the match up.<br />
| pros=<br />
* '''Extreme Damage''': Joe has incredible damage potential. His EX moves give him solid 300-400 damage midscreen, and devastating stun combos in the corner.<br />
* '''Terrifying Pressure''': While Joe doesn't have much in the way of mix, his safety, the speed of his buttons, and the sheer risk he puts on the opponent more than make up for it. When Joe gets an opponent to the corner, they have a very hard time getting out. His pressure also tends to deal tons of Guard Bar, making it a viable alternative to to his lack of mixups. <br />
* '''Fantastic Zoning''': Hurricane Upper is a massive, fast recovering projectile that has the perks of both ground and mid fireballs. Coupled with his very large DP and amazing EX fireball which shoots THREE uppers, Joe can keep out an opponent better than the best.<br />
* '''Strong Confirms''': Joe's buttons chain into eachother quickly, and 4B and 6B make for fantastic, easy confirms from most hits. Even if they're not standing and able to be hit by 6B, the length of 4B's hitstun and hitstop makes his confirms realistic in any situation.<br />
* '''Great Defense''': Joe's great abare and massive DP make his defense hard to work around, especially when utilized by a keen player.<br />
* '''Versatility''': With Joe's fantastic kit, he works well on any spot. Be it point, mid, or anchor, Joe excels as a flex pick.<br />
| cons=<br />
* '''Jack of All Trades, Master of Five''': He don't got no mix 😭<br />
* '''Slow Air-to-Airs''': While his air to airs are not bad, you will have to use them slightly differently than other characters due to their speed.<br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_fa<br />
|description=<br />
* Hits mid <br />
* Joes best neutral poke <br />
* Can be cancelled and connects with high kick if used one character length away from a standing opponent <br />
* Can be cancelled and connects with high kick if used toe to toe length away from crouching opponent <br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_fb<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_fc<br />
|description=<br />
* Placeholder<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_fd<br />
|description=<br />
* Has long range which is good for whiff punishing and punishing unsafe moves <br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_cla<br />
|description=<br />
* Hits mid <br />
* Easier to cancel into high kick off crouch A hit confirm<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_clc<br />
|description=<br />
* Can connect with high kick on crouching opponents <br />
* Pushes opponent back on block but recommend following up with high kick if blocked as it's unsafe <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_cld<br />
|description=<br />
*Hits mid <br />
*Automatically stands crouched opponent which will allow you to use Step high kick in combos <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2a<br />
|description=<br />
* Good for keeping pressure on opponent <br />
* Have to keep very close to an opponent to land <br />
* Cancels into step high kick and high kick<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2b<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2c<br />
|description=<br />
* Placeholder<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2d<br />
|guard= low<br />
|description=<br />
* Has good range and can knock down opponent on hit<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_ha,joe_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_hb,joe_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Placeholder<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_hc,joe_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_hd,joe_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_rush1,joe_rush2<br />
|input=cl.AA/cl.AAX<br />
|description2=*cl. AAAA will end in super or climax depending on the meter available<br />
*cl. AAAB Joe will end with slash kick <br />
*cl. AAAC Joe will end with super if 1 meter is available <br />
*cl. AAAD Joe will end with max super if 2 meters are available<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_cd<br />
|description=<br />
* Has good range <br />
* Does not move Joe forward <br />
* Can be canceled into special moves <br />
One of the best stand CDs in the entire game. Leads to MUCH more damage than most CDs if it hits anywhere, and can lead to death in the corner.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_hcd,joe_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Hiza-Jigoku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_cthrow<br />
|name=Hiza-Jigoku <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Joe Special 2 (close)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_dthrow<br />
|name=Joe Special 2 (close) <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Step High Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_6b<br />
|name=Step High Kick <br />
|input=6B<br />
|description=* Joe does left high kick <br />
* Hits high <br />
* Moves joe slightly forward <br />
* Can be canceled into special moves and high kick <br />
}}<br />
===Sliding===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_3d<br />
|name=Sliding <br />
|input=3D<br />
|description=<br />
*Knocks opponent down on hit <br />
*Slide distance is the length of the characters at the beginning of a round <br />
* Has a low profile, making it possible to go under some jump-ins and projectiles<br />
}}<br />
<br />
===High Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_4b<br />
|name=High Kick <br />
|input=4B<br />
|description=* Joe does high right kick <br />
* Hits mid <br />
* Decent anti-air tool <br />
* Can be canceled into special moves and step High Kick <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===Hurricane Upper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_41236a,joe_41236c,joe_41236ac<br />
|name=Hurricane Upper<br />
|input=41236A/C/AC<br />
|description3=* Joe throws moving tornado at opponent <br />
* Version A tornado moves slow allows joe to run behind it to keep pressure on opponent <br />
* Version C tornado moves fast <br />
* Version AC throws three tornados <br />
VERY quickly recovering and massive projectile. This move and its EX version make a mess of many characters neutral and is the most important special in your kit.<br />
}}<br />
<br />
===Tiger Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_623b,joe_623d,joe_623bd<br />
|name=Tiger Kick<br />
|input=623B/D/BD<br />
|description3=* Joe does a super fast jumping knee <br />
* Causes knock down on hit <br />
* Good for anti-air and reversals after getting knocked down <br />
* Version B's height is close to a hop while distance is a hair from opponent at the start of a round <br />
** Has air attack invincibility<br />
* Version D's height is close to a jump while distance can connect with an opponent at the start of a round <br />
** Has full invincibility<br />
* Version BD's height is like version D's but distance is much further. <br />
The speed and range of this move make getting anti-aired a certain, overbearing reality if the player has good reactions.<br />
}}<br />
<br />
===Slash Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_41236b,joe_41236d,joe_41236bd<br />
|name=Slash Kick<br />
|input=41236B/D/BD<br />
|description3=* A flying kick that causes knock down on hit<br />
* Version B reaches slightly further than the distance between you and your opponent at the start of a round <br />
* Version D reaches much further than version B and can connect if used after landing a CD attack <br />
VERY slow recovery. Make sure you space this well, don't just use it nonchalantly or else you will get punished.<br />
}}<br />
<br />
===Bakuretsuken===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_623a,joe_623c,joe_623ac<br />
|name=Bakuretsuken<br />
|input=623A/C/AC<br />
|description3=* Joes throws several rapid punches.<br />
*AC version slightly move Joe forward doing the upper cut and puts opponent into juggle state. <br />
Incredibly important in corner juggles. Knowing which version to mash out is pinnacle in ruining your opponent's day with a stun combo.<br />
}}<br />
<br />
===Bakuretsuken Finish===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_623p_ppp,joe_623p_214a,joe_623p_214c<br />
|name=Bakuretsuken Finish<br />
|input=623A/C~PPP or 214A or 214C<br />
|description3=* Repeatedly pressing A or C will add additional hits.<br />
* 214A will have joe throw an elbow which causes a hard knock down.<br />
* 214C will have joe finish with an upper-cut which will put opponent into juggle state.<br />
* 623A/C on its own will perform 6 hits. It can be extended up to two times of 3 hits each/12 hits total by inputting PPP near the end of the previous extension.<br />
* 214A/C can be cancelled into from any individual hit of 623A/C or its extensions on hit, block, or whiff.<br />
* 214C vs a grounded opponent is a juggle starter, which leads to high damage and stun in the corner.<br />
* 214C with a single mash extension is a common filler in Joe's extended corner juggles.<br />
}}<br />
<br />
===Ougon no Kakato===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_214b,joe_214d,joe_214bd<br />
|name=Ougon no Kakato<br />
|input=214B/D/BD<br />
|description3=* Joe jumps into the air with a circling kick <br />
*Good anti-air tool<br />
*Landing a hit with version BD puts opponent into juggle state <br />
}}<br />
<br />
==Super Special Moves==<br />
===Screw Upper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_236236a,joe_236236c,joe_236236ac<br />
|name=Screw Upper<br />
|input=236236A/C/AC<br />
|description3=*Joes creates a giant tornado that hits the opponent multiple times <br />
*Version A/C stays in place <br />
*Version AC moves forward <br />
}}<br />
<br />
===Baku-Sla Golden Tiger===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2363214b,joe_2363214d,joe_2363214bd<br />
|name=Baku-Sla Golden Tiger<br />
|input=2363214B/D/BD<br />
|description3=* Placeholder<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Bakuretsu Screw Premium===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=joe_2141236cd<br />
|input=2141236CD<br />
|description=*Joe throws a giant horizontal tornado at opponent <br />
*Tornado goes the entire length of the screen <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|33zNUxCddys|||'''Joe Higashi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Joe Higashi]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Dolores&diff=53723XV Broken/Dolores2022-05-25T20:49:39Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Dolores Profile.png|thumb|A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Salaba - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hilzuni - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]] <br />
<br />
'''Special Moves'''<br />
<br />
Burj - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Qabl - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Khalfi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Nesh - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Altariq - [[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ghadab - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hadir - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Khalaq ai'ard - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an unorthodox grappler who can use her ground projectiles to harass from afar, reset pressure, and safely end it. All the while using her command grab to initiate tick throws from any string. This powerful combination between good neutral, looping pressure with a command grab, and high damage makes her a force to be reckoned with on any position. However, Dolores players will find themselves having to work much harder for their damage and pressure outside of an Anchor position. Regardless, her attributes make her consistently placed among the best characters. On the contrary, Dolores' lack of a reversal without super can make her awkward to play against more explosive characters. Whether you like boxing opponents out and capitalizing on pokes with MAX confirms, being an aggressive grappler who is equal parts hard to read and to punish, or a vortex monster with left/rights for days, Dolores is for you.<br />
| pros=<br />
* '''Excellent Pressure''': Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. 214B also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.<br />
* '''Huge Toolbox''': Dolores can zone ''and'' grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly.<br />
* '''Tons of Knockdowns''': Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki.<br />
* '''Excellent Metered Damage''': While her meterless damage is solid, her metered damage is incredibly high. She can reach close to 500 damage with just 1.5 bars, letting her be a very meter-efficient anchor. <br />
* '''Superb Pokes''': Fantastic buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.<br />
* '''Surprisingly Easy''': Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity. <br />
| cons=<br />
* '''Poor Defense''': Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre. <br />
* '''Execution Heavy at High Levels''': Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fa<br />
|description=<br />
* Short hop stopper.<br />
* Cancel-able, so anti-air combos are possible. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fb<br />
|description=<br />
* Great poke / hop stopper. It's only drawback is that it's duckable. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fc<br />
|description=<br />
* Big, cancel-able poke. <br />
* Despite its looks it's a normal like any other. Very few active frames too. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fd<br />
|description=<br />
* Massive poke. This cannot be ducked and it can often stop hops pre-emptively. Commonly used for Quick Max confirms if you see your opponent whiff something.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cla<br />
|description=<br />
* Huge frame advantage, allowing you to link into Close C after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clb<br />
|description=<br />
* Not bad, but overshadowed by her other great close normals. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clc<br />
|description=<br />
* Fast and hits twice, making it a good hitconfirm.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cld<br />
|description=<br />
* Part of her Close D > C target combo. <br />
* On it's own it's a situational anti-air, and not a very good one. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2a<br />
|description=<br />
* Her fastest mashable light attack. <br />
* Terribly short range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2b<br />
|description=<br />
* Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example). <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2c<br />
|description=<br />
* High reaching anti-air. Cancel-able. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2d<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_ha,dolores_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Quick air-to-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hb,dolores_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hc,dolores_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Air-to-air that puts the opponent in a juggle-able state. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hd,dolores_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Very deep jump-in.<br />
*Crosses up. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_rush1,dolores_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Remarkably good frames on hit & block. <br />
* Can't be delayed to frametrap the opponent. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hcd,dolores_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under. <br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_dthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
====Forward A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_6a<br />
|description=<br />
* Incredible combo/string enabler. <br />
}}<br />
====Target Combo====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_tc1<br />
|description=<br />
* More damaging string starter than Close 5 > 6A. <br />
* Puts the opponent in a juggle-able state. <br />
* On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that. <br />
}}<br />
<br />
==Special Moves==<br />
===Burj===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_63214a,dolores_63214c,dolores_63214ac<br />
|name=Burj<br />
|input=63214A/C/AC<br />
|description3=* Super Cancel-able command grab. <br />
* A version can be used for tick-throws by late canceling her light normals into it. <br />
* C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close. <br />
* EX version is actually a low attack, making it a combo tool more than anything. <br />
}}<br />
===Qafas Qabl===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236a,dolores_236c,dolores_236ac<br />
|name=Qafas Qabl<br />
|input=236A/C/AC<br />
|description3=* Dolores uses her mud to push the opponent back. <br />
* A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark. <br />
* EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward. <br />
* Negates projectiles. But EX is needed to negate EX projectiles. <br />
}}<br />
<br />
===Qafas Khalfi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236b,dolores_236d,dolores_236bd<br />
|name=Qafas Khalfi<br />
|input=236B/D/BD<br />
|description3=* Dolores uses her mud to push the opponent ''towards'' her.<br />
* B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block. <br />
* D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners. <br />
* EX version hits first with 236C and then a launching version of 236D. <br />
}}<br />
<br />
===Nesh===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_4214b,dolores_4214d,dolores_4214bd<br />
|name=Nesh<br />
|input=4214B/D/BD<br />
|description3=<br />
* Super Cancel-able anti-air. <br />
* B version is prefered as it has upper body invincibility. <br />
* D version hits grounded opponents if close enough, so it has use in combos. <br />
* EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!<br />
}}<br />
<br />
===Altariq===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_22a,dolores_22ac<br />
|name=Altariq<br />
|input=22A/B/C/D/AC/BD<br />
|description2=<br />
* Teleport. <br />
* Startup indicates total frames until Dolores can move. <br />
* A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings. <br />
* B stays in place, and D retreats. <br />
* AC always moves in front of the opponent, and BD always moves behind. Both are faster than regular teleports. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ghadab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_214214a,dolores_214214c,dolores_214214ac<br />
|name=Ghadab<br />
|input=214214A/C/AC<br />
|description3=* A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps. <br />
* MAX version is a 1f grab and can be a threatening situational punisher. <br />
}}<br />
===Hadir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236236a,dolores_236236c,dolores_236236ac<br />
|name=Hadir<br />
|input=236236A/C/AC<br />
|description3=* A medium range projectile. <br />
* Doesn't cancel into Ghadab super. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Khalaq ai'ard===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2141236cd<br />
|input=2141236CD<br />
|description=* Another medium range projectile. Unsafe on block at any distance.<br />
* No time for wake-up pressure after. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|DA58h0LXS_c|||'''Dolores Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Dolores&diff=53722XV Broken/Dolores2022-05-25T20:49:27Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Dolores Profile.png|thumb|A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Salaba - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hilzuni - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]] <br />
<br />
'''Special Moves'''<br />
<br />
Burj - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Qabl - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Khalfi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Nesh - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Altariq - [[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ghadab - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hadir - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Khalaq ai'ard - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an unorthodox grappler who can use her ground projectiles to harass from afar, reset pressure, and safely end it. All the while using her command grab to initiate tick throws from any string. This powerful combination between good neutral, looping pressure with a command grab, and high damage makes her a force to be reckoned with on any position. However, Dolores players will find themselves having to work much harder for their damage and pressure outside of an Anchor position. Regardless, her attributes make her consistently placed among the best characters. On the contrary, Dolores' lack of a reversal without super can make her awkward to play against more explosive characters. Whether you like boxing opponents out and capitalizing on pokes with MAX confirms, being an aggressive grappler who is equal parts hard to read and to punish, or a vortex monster with left/rights for days, Dolores is for you.<br />
| pros=<br />
* '''Excellent Pressure''': Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. 214B also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.<br />
* '''Huge Toolbox''': Dolores can zone ''and'' grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly.<br />
* '''Tons of Knockdowns''': Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki.<br />
* '''Excellent Metered Damage''': While her meterless damage is solid, her metered damage is incredibly high. She can reach close to 500 damage with just 1.5 bars, letting her be a very meter-efficient anchor. <br />
* '''Superb Pokes''': Fantastic buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.<br />
* '''Surprisingly Easy''': Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually rather streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity. <br />
| cons=<br />
* '''Poor Defense''': Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre. <br />
* '''Execution Heavy at High Levels''': Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fa<br />
|description=<br />
* Short hop stopper.<br />
* Cancel-able, so anti-air combos are possible. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fb<br />
|description=<br />
* Great poke / hop stopper. It's only drawback is that it's duckable. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fc<br />
|description=<br />
* Big, cancel-able poke. <br />
* Despite its looks it's a normal like any other. Very few active frames too. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fd<br />
|description=<br />
* Massive poke. This cannot be ducked and it can often stop hops pre-emptively. Commonly used for Quick Max confirms if you see your opponent whiff something.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cla<br />
|description=<br />
* Huge frame advantage, allowing you to link into Close C after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clb<br />
|description=<br />
* Not bad, but overshadowed by her other great close normals. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clc<br />
|description=<br />
* Fast and hits twice, making it a good hitconfirm.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cld<br />
|description=<br />
* Part of her Close D > C target combo. <br />
* On it's own it's a situational anti-air, and not a very good one. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2a<br />
|description=<br />
* Her fastest mashable light attack. <br />
* Terribly short range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2b<br />
|description=<br />
* Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example). <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2c<br />
|description=<br />
* High reaching anti-air. Cancel-able. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2d<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_ha,dolores_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Quick air-to-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hb,dolores_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hc,dolores_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Air-to-air that puts the opponent in a juggle-able state. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hd,dolores_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Very deep jump-in.<br />
*Crosses up. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_rush1,dolores_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Remarkably good frames on hit & block. <br />
* Can't be delayed to frametrap the opponent. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hcd,dolores_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under. <br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_dthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
====Forward A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_6a<br />
|description=<br />
* Incredible combo/string enabler. <br />
}}<br />
====Target Combo====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_tc1<br />
|description=<br />
* More damaging string starter than Close 5 > 6A. <br />
* Puts the opponent in a juggle-able state. <br />
* On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that. <br />
}}<br />
<br />
==Special Moves==<br />
===Burj===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_63214a,dolores_63214c,dolores_63214ac<br />
|name=Burj<br />
|input=63214A/C/AC<br />
|description3=* Super Cancel-able command grab. <br />
* A version can be used for tick-throws by late canceling her light normals into it. <br />
* C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close. <br />
* EX version is actually a low attack, making it a combo tool more than anything. <br />
}}<br />
===Qafas Qabl===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236a,dolores_236c,dolores_236ac<br />
|name=Qafas Qabl<br />
|input=236A/C/AC<br />
|description3=* Dolores uses her mud to push the opponent back. <br />
* A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark. <br />
* EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward. <br />
* Negates projectiles. But EX is needed to negate EX projectiles. <br />
}}<br />
<br />
===Qafas Khalfi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236b,dolores_236d,dolores_236bd<br />
|name=Qafas Khalfi<br />
|input=236B/D/BD<br />
|description3=* Dolores uses her mud to push the opponent ''towards'' her.<br />
* B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block. <br />
* D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners. <br />
* EX version hits first with 236C and then a launching version of 236D. <br />
}}<br />
<br />
===Nesh===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_4214b,dolores_4214d,dolores_4214bd<br />
|name=Nesh<br />
|input=4214B/D/BD<br />
|description3=<br />
* Super Cancel-able anti-air. <br />
* B version is prefered as it has upper body invincibility. <br />
* D version hits grounded opponents if close enough, so it has use in combos. <br />
* EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!<br />
}}<br />
<br />
===Altariq===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_22a,dolores_22ac<br />
|name=Altariq<br />
|input=22A/B/C/D/AC/BD<br />
|description2=<br />
* Teleport. <br />
* Startup indicates total frames until Dolores can move. <br />
* A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings. <br />
* B stays in place, and D retreats. <br />
* AC always moves in front of the opponent, and BD always moves behind. Both are faster than regular teleports. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ghadab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_214214a,dolores_214214c,dolores_214214ac<br />
|name=Ghadab<br />
|input=214214A/C/AC<br />
|description3=* A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps. <br />
* MAX version is a 1f grab and can be a threatening situational punisher. <br />
}}<br />
===Hadir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236236a,dolores_236236c,dolores_236236ac<br />
|name=Hadir<br />
|input=236236A/C/AC<br />
|description3=* A medium range projectile. <br />
* Doesn't cancel into Ghadab super. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Khalaq ai'ard===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2141236cd<br />
|input=2141236CD<br />
|description=* Another medium range projectile. Unsafe on block at any distance.<br />
* No time for wake-up pressure after. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|DA58h0LXS_c|||'''Dolores Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Dolores&diff=53721XV Broken/Dolores2022-05-25T20:49:01Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Dolores Profile.png|thumb|A revered hermit in the Hinterlands of Africa, Dolores has allied herself with Heidern. Her psychic medium capabilities allow her to contact the spirits of the earth, and she uses holy soil to combat her foes. Apparently one of the many resurrected through Verse, Dolores may hold the key to its secret, however, her connection to it remains a mystery.]]<br />
{{TOClimit|3}}<br />
==Movelist==<br />
<br />
('''*''') - EX OK<br />
<br />
('''!''') - MAX OK<br />
<br />
'''Throws'''<br />
<br />
Salaba - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Maran - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hilzuni - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Target Combo - ''(close)'' [[image:d.gif]] > [[image:c.gif]] <br />
<br />
'''Special Moves'''<br />
<br />
Burj - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Qabl - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Qafas Khalfi - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Nesh - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Altariq - [[image:dn.gif]][[image:dn.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Ghadab - [[image:qcb.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hadir - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Move'''<br />
<br />
Khalaq ai'ard - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an unorthodox grappler who can use her ground projectiles to harass from afar, reset pressure, and safely end it. All the while using her command grab to initiate tick throws from any string. This powerful combination between good neutral, looping pressure with a command grab, and high damage makes her a force to be reckoned with on any position. However, Dolores players will find themselves having to work much harder for their damage and pressure outside of an Anchor position. Regardless, her attributes make her consistently placed among the best characters. On the contrary, Dolores' lack of a reversal without super can make her awkward to play against more explosive characters. Whether you like boxing opponents out and capitalizing on pokes with MAX confirms, being an aggressive grappler who is equal parts hard to read and to punish, or a vortex monster with left/rights for days, Dolores is for you.<br />
| pros=<br />
* '''Excellent Pressure''': Dolores has access to incredible, looping pressure thanks to her excellent strings. Once opponents have been conditioned to sit still, she can open them up with a command grab that has a massive hitbox. 214B also allows her to have access to crossups anywhere on screen, giving her even more mixup opportunities.<br />
* '''Huge Toolbox''': Dolores can zone ''and'' grapple at range, making her the best of both worlds. Dolores's huge variety of moves allows her to accommodate for many playstyles and switch things up on the fly.<br />
* '''Tons of Knockdowns''': Dolores gets hard knockdown frequently, meaning she can regain her pressure opportunities very easily. Many knockdowns are long enough that even if you drop a combo she will still be able to secure some oki.<br />
* '''Excellent Metered Damage''': While her meterless damage is solid, her metered damage is incredibly high. She can reach close to 500 damage with just 1.5 bars, letting her be a very meter-efficient anchor. <br />
* '''Superb Pokes''': Fantastic buttons such as f.D and j.D cover incredible range and options in both the air and neutral, with j.D being both a reliable air to air and jump-in.<br />
* '''Surprisingly Easy''': Normals with long animations and generous hitstop means her hitconfirms are quite easy. While her wide toolkit might seem unconventional, it's actually rather streamlined and accessible. All of this makes Dolores rather easy to learn despite her complexity. <br />
| cons=<br />
* '''Poor Defense''': Dolores has no invincible moves outside of supers, making her extremely vulnerable to rushdown. Her 4f 2A is very stubby, and her 2B is 5f, meaning her abare potential is mediocre. <br />
* ''''Execution Heavy''': Very hard optimals mean that sometimes opting for less damage to maintain an easier full combo and knockdown can be the meaning between losing or winning a round. As well, keeping all of Dolores's choices in mind can make for difficult decision-making, especially during a heated match. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fa<br />
|description=<br />
* Short hop stopper.<br />
* Cancel-able, so anti-air combos are possible. <br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fb<br />
|description=<br />
* Great poke / hop stopper. It's only drawback is that it's duckable. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fc<br />
|description=<br />
* Big, cancel-able poke. <br />
* Despite its looks it's a normal like any other. Very few active frames too. <br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_fd<br />
|description=<br />
* Massive poke. This cannot be ducked and it can often stop hops pre-emptively. Commonly used for Quick Max confirms if you see your opponent whiff something.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cla<br />
|description=<br />
* Huge frame advantage, allowing you to link into Close C after. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clb<br />
|description=<br />
* Not bad, but overshadowed by her other great close normals. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_clc<br />
|description=<br />
* Fast and hits twice, making it a good hitconfirm.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cld<br />
|description=<br />
* Part of her Close D > C target combo. <br />
* On it's own it's a situational anti-air, and not a very good one. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2a<br />
|description=<br />
* Her fastest mashable light attack. <br />
* Terribly short range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2b<br />
|description=<br />
* Great mashable low. Cancel-able and confirmable at very long ranges (into 6A at tip range for example). <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2c<br />
|description=<br />
* High reaching anti-air. Cancel-able. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2d<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_ha,dolores_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Quick air-to-air. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hb,dolores_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Crossup. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hc,dolores_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Air-to-air that puts the opponent in a juggle-able state. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hd,dolores_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Very deep jump-in.<br />
*Crosses up. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_rush1,dolores_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Remarkably good frames on hit & block. <br />
* Can't be delayed to frametrap the opponent. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_hcd,dolores_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very slow startup and sharp downward angle makes this limited as an aproach tool, but least it can't be low profiled under. <br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_cthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_dthrow<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
====Forward A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_6a<br />
|description=<br />
* Incredible combo/string enabler. <br />
}}<br />
====Target Combo====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_tc1<br />
|description=<br />
* More damaging string starter than Close 5 > 6A. <br />
* Puts the opponent in a juggle-able state. <br />
* On block this can be punished (and canceled-into special moves interrupted) by long reaching invulnerable moves. Canceling into teleport is the only way to stay safe from that. <br />
}}<br />
<br />
==Special Moves==<br />
===Burj===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_63214a,dolores_63214c,dolores_63214ac<br />
|name=Burj<br />
|input=63214A/C/AC<br />
|description3=* Super Cancel-able command grab. <br />
* A version can be used for tick-throws by late canceling her light normals into it. <br />
* C version reaches out and grabs far in front of her, meaning it will whiff opponents standing too close. <br />
* EX version is actually a low attack, making it a combo tool more than anything. <br />
}}<br />
===Qafas Qabl===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236a,dolores_236c,dolores_236ac<br />
|name=Qafas Qabl<br />
|input=236A/C/AC<br />
|description3=* Dolores uses her mud to push the opponent back. <br />
* A version brings up Mud-kun close to her (but wont hit point-blank), while C hits around the 3/4 screen mark. <br />
* EX version hits first with 236A and then with a launching version of 236B, and is plus on block too, making it very low risk for good reward. <br />
* Negates projectiles. But EX is needed to negate EX projectiles. <br />
}}<br />
<br />
===Qafas Khalfi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236b,dolores_236d,dolores_236bd<br />
|name=Qafas Khalfi<br />
|input=236B/D/BD<br />
|description3=* Dolores uses her mud to push the opponent ''towards'' her.<br />
* B version wont hit close to her, but will reach after any string ending with 6A, setting up continuous pressure due to it being +3 on block. <br />
* D version has a much stricter near-fullscreen range where it connects, but is also only useful for countering zoners. <br />
* EX version hits first with 236C and then a launching version of 236D. <br />
}}<br />
<br />
===Nesh===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_4214b,dolores_4214d,dolores_4214bd<br />
|name=Nesh<br />
|input=4214B/D/BD<br />
|description3=<br />
* Super Cancel-able anti-air. <br />
* B version is prefered as it has upper body invincibility. <br />
* D version hits grounded opponents if close enough, so it has use in combos. <br />
* EX version has anywhere-juggle properties, so get those combos and anti-air conversions going!<br />
}}<br />
<br />
===Altariq===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_22a,dolores_22ac<br />
|name=Altariq<br />
|input=22A/B/C/D/AC/BD<br />
|description2=<br />
* Teleport. <br />
* Startup indicates total frames until Dolores can move. <br />
* A goes a tiny step forward, while C goes further. Used for crossup-or-not mixups at the end of blockstrings. <br />
* B stays in place, and D retreats. <br />
* AC always moves in front of the opponent, and BD always moves behind. Both are faster than regular teleports. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ghadab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_214214a,dolores_214214c,dolores_214214ac<br />
|name=Ghadab<br />
|input=214214A/C/AC<br />
|description3=* A/C is a 3f invulnerable grab. Can't be jumped after the flash, and can be used to beat certain safejumps. <br />
* MAX version is a 1f grab and can be a threatening situational punisher. <br />
}}<br />
===Hadir===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_236236a,dolores_236236c,dolores_236236ac<br />
|name=Hadir<br />
|input=236236A/C/AC<br />
|description3=* A medium range projectile. <br />
* Doesn't cancel into Ghadab super. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Khalaq ai'ard===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=dolores_2141236cd<br />
|input=2141236CD<br />
|description=* Another medium range projectile. Unsafe on block at any distance.<br />
* No time for wake-up pressure after. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|DA58h0LXS_c|||'''Dolores Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:Dolores]]<br />
[[Category:The King of Fighters XV]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Blue_Mary&diff=53675XV Broken/Blue Mary2022-05-24T18:38:55Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV BlueMary Profile.png|thumb|She currently works as a freelance special agent. Born from a long line of famous fighters, Blue Mary excels in all fighting styles, and more particularly, in Sambo Commando, a martial art that uses striking and grappling techniques.<br/>Blue Mary has a strong bond with Terry Bogard.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Lock Kick - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Viktor Throw - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Hammer Arch - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Double Rolling - [[image:bk.gif]] + [[image:b.gif]]<br />
<br />
Climbing Arrow - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Straight Slicer - [[image:bk.gif]] ~ [[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:'''┗''' Crab Clutch (After [[image:d.gif]] Straight Slicer) - [[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
:'''┗''' Stun Fang (After EX Straight Slicer) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vertical Arrow - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:'''┗''' M.Snatcher (After [[image:d.gif]] Vertical Arrow) - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Spin Fall - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' M.Spider (After [[image:c.gif]] Spin Fall) - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
<br />
Real Counter - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' Backdrop Real - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
M.Breaker - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
M.Typhoon - [[image:hcb.gif]][[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
M.Splash Rose - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
M.Dynamite Swing - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a rushdown character who can preserve momentum well using mixups and reversals which all result in hard knockdowns, but who requires very good reads before she can start.<br />
| pros=<br />
* '''Fast and Agile:''' Mary has a fairly quick run speed, great shorthops, and the screen-crossing Straight Slicer to keep her opponents on their toes.<br />
* '''Big Damage With Meter''': Highly-damaging, meter-efficient combos which give Mary flexibility in how she chooses to meterdump.<br />
* '''Mixup Queen''': Strong mixup potential, with great hop normals, strong low combos, an overhead and various grabs. Mary's high damage with meter makes her mixup game a huge threat. <br />
* '''Good Neutral''': Mary's low short hops make her excellent at contesting space, especially when backed up by her great air-to-air normals. <br />
* '''Rushdown Blender''': Mary gets hard knockdown from many things, allowing her to continually put the pressure on after most of her rewards. <br />
* '''Great Defense''': A DP, a spotdodge which chains into a command grab, and great abare potential give Mary lots of ways to disrespect her opponents pressure. <br />
| cons=<br />
* '''Grounded Normals''': While Mary's air-to-air normals are great, her grounded normals are often too short to reliably poke with.<br />
* '''Risky:''' For all of her strengths and everything she can do, Mary always has to take serious risks. She's very punishable on all of her tools, and all of her options for callouts are extremely committal or have universal counters. For example, Real Counter is strike invulnerable, but Mary can be easily grabbed out of it on reaction.<br />
}}<br />
<br />
Mary reclaims her seat as a KOF regular with more or less the same tools which made her strong in [[The King of Fighters XIV/Blue Mary|XIV]] at her arsenal. Fitting for a detective, Mary is able to give chase with tools such as her air normals and low profile slide, making her a threat from hyper hop distance. Her various specials have plenty of active frames to catch the opponent, while her reversal and dodge grab give her respectable options on defense. Once she's in she has access to effective mixups, with a decent high/low game backed up by a leaping grab and strong air normals to keep pressure going, and everything she does can lead to a hard knockdown. Mary's main weakness is that, while her moves are all quite active, the recovery on them is abysmal, making her very easy to punish at the worst of times. This is especially true for her defensive options, which though varied will leave Mary vulnerable if she makes the wrong call. If you want to be a good detective then do your homework before barging in.<br />
<br />
Mary, at least at round start, is most feared for her ability to charge in with Straight Slicer ([4]6K), a low profile slide, and her jumps which travel low and far. Abusing these tools, however, is a surefire way to get you killed. [4]6D doesn't reach entirely fullscreen, meaning the opponent always has the opportunity to backdash and punish at this distance. This route is further closed against opponents with ground-skimming fireballs, and while [4]6K can be used to go under high fireballs the hop Mary does before sliding means this needs to be pre-emptive or else she will get hit during the startup. Mary's j.D and j.CD are both notable jump-ins but either of them will cleanly miss an opponent above her; as such, Mary is also reliant on her air-to-air in j.C for getting in. Of course, these are susceptible to getting anti-aired, although j.CD often requires a reversal or meter to beat. Mary doesn't have any fast, long-reaching heavy attacks to poke with on the ground; although f.C reaches far and is super cancellable and f.D goes over lows, these are both sluggish on startup and recovery. Mary's best normals for pressure are f.B and 2B, both of which are fast and reach quite far. f.B is safe to tack on at the end of pressure as it covers opponents attempting to jump out while letting you recover in time to check a roll, but it isn't cancellable into anything besides Maxmode.<br />
<br />
Mary's hop pressure is standard fare. Her 2B and 2A are quite good for lights, sporting decent range and advantage, and she can combo into the light and EX versions of Straight Slicer from a simple low chain. j.D, in addition to being a great jump-in overall, also has some crossup potential, though quite limited. If the opponent attempts to mash out then Mary can also throw in an early hop j.B, which reaches quite low, to stuff their attacks, with this normal also being able to crossup. If the opponent is respectful on defense then Mary can continue pressure with Spin Fall (236P), which crushes lows, or threaten with M. Breaker (623P), a leaping grab indistinguishable from a regular hop. Notably, the startup of 623K is indistinguishable from that of a hop, making it a legitimate mixup option. When Mary has meter she also gains access to command grabs such as M. Typhoon (6321463214K) which have plenty of range for catching rolls. Mary is unique in that she has a meterless command grab which is locked behind a special dodge (214P~236P). While the EX version allows her to grab instantly, the regular version forces you to wait twelve frames before she is allowed to grab, limiting how you can use it on offense.<br />
<br />
Mary has perhaps the most defensive options out of any character, but they are all quite risky. Vertical Arrow (623K) is an extremely active reversal which leads into a hard knockdown on hit, but it's sluggish to start and as punishable as you would expect. The EX version starts up way quicker, saving Mary from certain safejump setups, but it doesn't lead to a hard knockdown. Another important option is her dodge, as discussed earlier, which is great for punishing rush moves and opponents who are way too close to you on your wakeup. However, not only does the followup, a grab, not work against aerial opponents but the dodge itself can be thrown. If your opponent expects you to use it as a mixup option then there's nothing stopping them from throwing you, as Mary has to be quite close for the grab to reach. Climbing Arrow (df+D) can low profile moves such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and can juggle into Vertical Arrow, but its slow startup and weird angle makes it ineffective as an anti-air. Mary may force a defensive mixup between whether she will go for Vertical Arrow (strike) or Real Counter (throw) as her reversal of choice, but this is shut down by simply staying out of range from either of them. Keep in mind that Mary is not restricted to these special defensive options - in addition to rolls, Mary's jabs and cl.C are quite good at pushing her way out of pressure, particularly cl.C which, in addition to being a two-hit combo starter, is fast and reaches high. f.B, in addition to being an important tool in pressure, may also be used for its speed and range. Though both of Mary's supers (her ranbu and her command grab) can be used as reversals, it is best to save your meter for guard cancels or Shatter Strike if you are using it defensively.<br />
<br />
Mary is quite flexible with meter. Her meterdump combos are notably effective for their cost, both packing high damage and strong corner carry. Given her offense and usage of specials she is often quite good at building meter too, but this depends on the matchup. While she is efficient with meter, she is quite scary as an anchor, not only because EX Straight Slicer is a threat in neutral but she can very easily convert into her Quickmode Climax combo from her overhead and her lows. Mary can go anywhere on the team, but polarising matchups and her high risk factor are serious concerns.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_fa<br />
|description=<br />
* Hop check.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_fb<br />
|description=<br />
* The fact Double Rolling's input got changed means you can now walk forward and do this, making it much easier to use in pressure. Generally you use this poke at the end of a 2B blockstring as a safe check.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_fc<br />
|description=<br />
* This poke is slow, and given Mary is either trying to get in or mixing you up this move rarely sees use unless you miss the proxy window for a punish. This move is super cancellable, though, and you have two hits to confirm it.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_fd<br />
|description=<br />
* A sobat which goes over lows. Not very rewarding, but a safe bet in pressure. It's not very fast but it can still be used for low crushes.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_cla<br />
|description=<br />
* Hop check. You can start Rush Combos with this, but you shouldn't do that because her other light combos are way better. Links into cl. C.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_clb<br />
|description=<br />
* Standing low.<br />
}}<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_clc<br />
|description=<br />
* Mary's safest bet for hit confirms. Can also be used in frame traps.<br />
}}<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_cld<br />
|description=<br />
* Deals more damage than cl.C and it's concentrated in one hit as opposed to two, but there's more pushback and less time to hit confirm.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2a<br />
|description=<br />
* Being plus on block while not leading into a Rush Combo unlike close A makes this normal great for pressure.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2b<br />
|description=<br />
* Decent range for a low. If you're too far out then you won't be able to combo into Double Rolling. You will have to combo into Straight Slicer from 2A instead.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2c<br />
|description=<br />
* Rushes Mary forward a fair bit. Optimal combo glue after you pop Quickmode. Has decent priority and is surprisingly fast but it's not very safe.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2d<br />
|description=<br />
* This sweep is not cancellable, but it has decent range and it's quick. You won't die for using this but it's not very rewarding.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_ha,bluemary_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Angled downward for jump-ins but not used much.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_hb,bluemary_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Fast, hits deep and leads to ambiguous crossups. Important hop normal for when Mary is up close.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_hc,bluemary_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* This is Mary's best air-to-air, angled a bit above her head. This has similar range to j.D but the two normals cover the space above and below her respectively, perfectly complementing each other but forcing you to make a split-second decision as to where the opponent is going to be.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_hd,bluemary_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* This move's decent range and downward angle combines with Mary's low, far-travelling jumps to be an effective chase tool. This is a very effective jump-in but it has very limited crossup potential.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_cd<br />
|description=<br />
* Has very decent range but doesn't move Mary forward at all, limiting its use in pressure. Can be cancelled into command normals.<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_236cd<br />
|description=<br />
*Go for pickups with Straight Slicer. You get EX Straight Slicer for free if you want to use that.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_hcd,bluemary_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Extremely important tool. Its long, downward angle and its great priority make it function as an effective pressure tool, and for poking your way in as well. Do it early for best results, as the startup is quite slow. You can't really use this for early air-to-airs, so you'll either have to use jC instead or stick with moves like Vertical Arrow or Real Counter.<br />
}}<br />
<br />
==Throws==<br />
===Lock Kick ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_cthrow<br />
|name=Lock Kick <br />
|input=(close) 4/6C<br />
|description=* Forward throw. Soft knockdown.<br />
}}<br />
===Viktor Throw ===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_dthrow<br />
|name=Viktor Throw <br />
|input=(close) 4/6D<br />
|description=* Back throw. Hard knockdown.<br />
}}<br />
<br />
==Command Moves==<br />
===Hammer Arch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_6a<br />
|name=Hammer Arch <br />
|input=6A<br />
|description=* Long-ranged overhead. High profiles a bit during the startup, but it can be stuffed with 2Bs just before the hit. Super cancellable raw. When used in a cancel, such as after a close heavy normal, this is special cancelable. It can be harder to cancel into [4]6K from this, but it is possible and leads to more damage than 4B.<br />
}}<br />
<br />
===Double Rolling===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_4b<br />
|name=Double Rolling <br />
|input=4B<br />
|description=* Two hits: a sobat which goes over lows, then a low-hitting kick. Only the second hit is cancellable. This has fast enough startup to combo from lights and it gives you enough time to charge for any Straight Slicer, but on block there is a gap between the two hits which can be rolled through or stuffed by reversals. Its range isn't the best so if you cancel from 2A too far from the opponent then you will drop the combo.<br />
}}<br />
===Climbing Arrow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_3d<br />
|name=Climbing Arrow <br />
|input=3D<br />
|description=* An anti-air with very decent upper body invulnerability, but slow startup and a weird hitbox. Given the existence of Straight Slicer, quickly switching from 1 to 3 to anti-air can cause [4]6D to come out instead. Mainly used in juggles, as it is always special cancellable and it's a launcher.<br />
}}<br />
<br />
==Special Moves==<br />
===Straight Slicer===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_46b,bluemary_46d,bluemary_46bd<br />
|name=Straight Slicer <br />
|input=[4]6B/D<br />
|description=* A slide which only travels about half the screen, but its startup means it can be combo'd from 2A at max range (NB: you can't always do this with 4B). You can use this to go under high fireballs, but it requires timing because Mary hops a little before sliding. Unsafe but can be spaced to be made safe. Super cancellable. Soft knockdown.<br />
*What isn't shown in the movelist is that this move can be followed up with by light Vertical Arrow, done with any 623K input. This cannot be EX enhanced, and either way you get a soft knockdown. Whether or not Vertical Arrow will actually connect instead of whiffing badly depends on the spacing. Either way, you're going to miss out on okizeme.<br />
|description2=* A near-fullscreen slide, with the keyword being near-fullscreen. In addition to being easily baited at fullscreen, it can also be sniped by deep-hitting jump-ins if the opponent is hopping in place (this can still trip some moves, however). This is an important tool against high fireballs, but it requires a very good read considering how good the recovery on those tools tend to be, and how bad this move is on block. Only realistically combo-able from 4B. Super cancellable.<br />
|description3=* Pretty much [4]6D but it travels way faster, making it a much better anti-fireball tool and even more effective for surprise attacks. Its followup is also much more rewarding on hit. This is also bad on block,even with its follow-up.<br />
}}<br />
<br />
===Crab Clutch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_46d_236k<br />
|name=Crab Clutch <br />
|input=[4]6D~236B/D<br />
|description=* A hard knockdown from your anti-fireball tool, giving Mary much-needed momentum after struggling in neutral.<br />
}}<br />
===Stun Fang===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_46bd_236p<br />
|name=Stun Fang <br />
|input=[4]6BD~236A/C<br />
|description=* One of two crumple EX moves in Mary's arsenal. This move make Mary's ability to low profile a massive threat, as she can potentially get big combos from this move. However, as a neutral skip, EX Straight Slicer can be baited easily. This move appears to be safe at first, but the blockstun is shorter than it may seem and Mary is capable of being fully punished almost no matter the spacing. she cannot delay it to create a frame trap either.<br />
}}<br />
<br />
===Vertical Arrow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_623b,bluemary_623d,bluemary_623bd<br />
|name=Vertical Arrow <br />
|input=623B/D<br />
|description2=*An anti-air special. The light version does not have invincibility, but the heavy and EX versions do. The heavy version is your main reversal but it's kinda slow. Despite appearances this will catch opponents jumping over you in the corner, although the EX version seems to be more dependable in doing this. Super cancellable.<br />
|description3=*The EX version deals more damage overall than 623D~623B/D. As 623D is a common combo ender from many of Mary's juggles, this can be used instead if the combo is going to kill. This move is also faster than 623D, making it less easy to safejump.<br />
}}<br />
<br />
===M.Snatcher===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_623d_623k<br />
|name=M.Snatcher <br />
|input=623D~623B/D<br />
|description=* Can only be used after heavy Vertical Arrow, not light or EX. This followup grants you a hard knockdown and some time to chase up to the opponent and go for something.<br />
}}<br />
<br />
===Spin Fall===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_236a,bluemary_236c,bluemary_236ac<br />
|name=Spin Fall <br />
|input=236A/C<br />
|description2=* This move is mainly used to extend pressure if your combo string was blocked. 236A is better for this because 236C is unsafe and has slower startup. This will easily catch opponents trying to jump out, but it's nowhere near as active as [[The King of Fighters XV/Terry Bogard|Terry]]'s Crack Shoot. This move can go over some ground-skimming fireballs, but it has slow startup and the recovery isn't good. Not an overhead despite appearances.<br />
|description3=* Combo glue. This and Stun Fang are your best combo extenders, although this is better to start off with because it deals way less hits, so damage scaling won't affect the rest of the combo as much. However, the juggle into Climbing Arrow afterwards is tighter than it is after Stun Fang, so juggling after this move optimally takes a little more skill. Still not an overhead.<br />
}}<br />
===M.Spider===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_236c_236p<br />
|name=M.Spider <br />
|input=236C~236A/C<br />
|description=* A hard knockdown if you somehow managed to land heavy Spin Fall on a grounded opponent. If you land Spin Fall it's usually because you caught the opponent jumping in your pressure. As such, opportunities to land this move are few and far between.<br />
}}<br />
<br />
===Real Counter===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_214a,bluemary_214c,bluemary_214ac<br />
|name=Real Counter<br />
|input=214A/C<br />
|description2=* Mary's spot dodge. Any strike will whiff through this move completely, but Mary can be grabbed out of this at any point. This version of the move has enough i-frames that you can realistically dodge moves with plenty of active frames such as [[The King of Fighters XV/Terry Bogard|Terry]]'s Burn Knuckle and then punish them with Backdrop Real. However, the invuln window quickly wears off after this and a well-spaced meaty will be able to punish it. This can work as an anti-air against direct jump-ins but will lose to empty jump throw, as there is no landing recovery for you to punish.<br />
|description3=* Much more dependable as a reversal. Not only is the strike invuln lengthened but the attack also starts with throw invuln as well, which lasts for a while as well but not as long. This also makes it more dependable as a mixup option, as it cannot be checked with wakeup throw.<br />
}}<br />
===Backdrop Real===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_214p_236p,bluemary_214ac_236p<br />
|name=Backdrop Real <br />
|input=214A/C/AC~236A/C<br />
|description2=* An instant command grab which can only be performed within Real Counter. The caveat is that you must wait twelve frames before you can cancel Real Counter into Backdrop Real, meaning no instant command grabs from this. This can work as a mixup option, as the dodge will beat wakeup mashing and the minimum waiting time of twelve frames is not enough to react to reliably. However, this will lose to jumping or wakeup throws, and the range of the command grab itself, though decent, is something to keep in mind.<br />
|description3=* The cancel window starts instantly, so you can get it out as fast as possible. There are no input tricks to get this followup out instantly, however. This will leave the opponent behind you, which is great if you are cornered as that is where 214AC is most effective as a reversal (less chance of being crossed up out of it), but not so great if you're the one who is bullying in the corner.<br />
}}<br />
<br />
===M.Breaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_623a,bluemary_623c,bluemary_623ac<br />
|name=M.Breaker<br />
|input=623A/C<br />
|description2=* A leaping command grab which looks identical to a hop, and can be countered in similar ways. Strength determines the startup and how far it goes. Each strength can be ticked into from lights and heavies respectively; for instance, you can cancel cl.C 6A into 623C and it will catch them blocking or mashing a low button, whereas 623A starts up too quickly for the grab to work.<br />
|description3=* The EX version travels further than 623C, is faster and goes through fireballs. This is particularly helpful against characters with ground-skimming fireballs, where Straight Slicer is of no help.<br />
}}<br />
<br />
==Super Special Moves==<br />
===M.Typhoon===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_6321463214b,bluemary_6321463214d,bluemary_6321463214bd<br />
|name=M.Typhoon <br />
|input=6321463214B/D<br />
|description2=* A fast command grab super. Deals more damage than M.Splash Rose but there's no Advanced or Climax cancel window anywhere.<br />
|description3=* Instant. Still no Climax cancel window.<br />
}}<br />
<br />
===M.Splash Rose===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2363214a,bluemary_2363214c,bluemary_2363214ac<br />
|name=M.Splash Rose <br />
|input=2363214A/C<br />
|description2=* Rush super. There are two cancel windows: as she leaves the ground for the final hit and as she is falling. The former is important for Advanced Cancels into SDM M.Typhoon, whereas the latter grants you max damage juggles into Climax.<br />
|description3=* Much better invincibility and travels further. The ideal Climax cancel window is on the very final hit as she lands, though be wary that the motion for it will be swapped.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===M.Dynamite Swing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=bluemary_2141236cd<br />
|name=M.Dynamite Swing <br />
|input=2141236CD<br />
|description=* Has a bigger hitbox than the animation would have you believe.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|HkMYPJo4lfA|||'''Blue Mary Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Blue Mary]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Krohnen&diff=53546XV Broken/Krohnen2022-05-23T06:31:27Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Krohnen Profile.png|thumb|A mysterious young man who teamed up with Ángel this KOF. His goggles and mantle compose his trademark design, and he fights foes with his transforming arm.<br/>Unknown to most, however, is that he is actually NESTS' 9999th "perfected" clone of Kyo Kusanagi. Formerly known as K9999, he has adopted a new identity in an effort to hide himself.]]<br />
{{TOClimit|3}} <br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Krohnen is a defensive midrange character, who harasses his opponents with oppressive normals before punishing their jump-in attempts. <br />
<br />
| pros=<br />
* '''Great Normals''': To the jealousy of many, Krohnen's normals are all fantastic and each offer him something valuable to his kit. His cl.D is a 17 frame overhead that can OTG, his air punches are fantastic and scary jumpins, his cl.C is a fantastic hit-confirm button, and his 2C is a bonkers midrange sweep. <br />
* '''Harassment''': Krohnen's drill normals and his variety of long-range pokes make it very easy for him to control the midrange and harass his opponents to death. His drill normals also build good guard bar on hit, making it difficult for turtling opponents to survive his onslaught. He also has good options for dealing with fireballs despite lacking one himself, meaning he can survive fireball pressure quite well. <br />
* '''Big Damage With Meter''': Krohnen has fantastic meter dump opportunities. With meter his damage also skyrockets, as it allows him to cancel his DP into 236236 A/C very easily for a big kill confirm. His metered BnB also allows him to end it at any time while always dealing respectable damage depending on the amount of meter he puts in, letting him easily retain a high threat level throughout the match. <br />
* '''Rewarding Offense''': Due to Heat Shield being his default ender, most of Krohnen's combos end in hard knockdown very close to him. This allows him to immediately continue his offense with a safejump and makes him a monster when he gets ahead. Being able to switch between blockstrings, frametraps, staggers, and pressure resets allow him to establish his pressure easily as well. <br />
* ''' Incredibly Threatening Defense:''' With a little bit of execution, any reversal or anti-air Krohnen does can turn into anything from 30% to full on ''assured death'' depending on how much meter he has. This makes Krohnen uniquely terrifying to offend against, as any wrong move can lead to the game itself.<br />
| cons=<br />
* '''Bad Blowback''': The one awful normal in Kronhen's kit is his CD. It has horrendous range and leaves him wide open for a punish. Don't use it on anything but corner offense.<br />
}}<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Hold OK) = Can hold down input briefly before releasing.<br />
<br />
'''Throws'''<br />
<br />
Front Crash - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Backstab - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Spiral Smash - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Emergency Slide - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Blaze Thrower - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Heat Shield - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Strike Slash - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Infernal Prominence - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Fusion Blaster - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!) (Hold OK)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Calamity Overdrive - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
2B - 2B - 6A = 133 dmg<br/><br />
2B - 2B - 3D xx (delayed) 623C = 196 dmg<br/><br />
c.5C - 3D xx 214B - 623A = 243 dmg<br/><br />
c.5D - c.5D = 115 dmg <br/><br />
2B - 2B - 3D xx 214B - 623A = 222 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
Corner <br/><br />
Corner <br/><br />
Corner <br/><br />
|<br />
c.5C - 6A/3D xx 236236P = 238~279 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A = 353 dmg<br/><br />
(spaced) 236C - 623A xx 236236P = 347 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236P = 364 dmg<br/><br />
2B - 2B - 3D xx 214B - 623A xx 236236K - c.5D = 365 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere <br/><br />
Anywhere <br/><br />
|<br />
c.5C - 3D xx 236AC - dash - 623AC - 623A xx 236236P = 438 dmg<br/><br />
2B - 2B - 3D xx 236AC - dash - 214B - 623AC - 623A xx 236236K = 448 dmg <br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_sta<br />
|description=<br />
* Average anti-hop normal. Whiffs on crouching opponents limiting its use as a pressure tool. Cancels on hit or block.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stb<br />
|description=<br />
* Below average poke with meager reward on hit and block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_stc<br />
|description=<br />
* Highly active poke mainly used to check opponent's advances with long confirm window for Quick Max or super. Covers hop height decently though reward on successful anti-air is rather lacking for the risk involved with pressing such an active button.<br />
* Cancellable on the first three hits.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_std<br />
|description=<br />
* Fast poke somewhat lacking in range but useful in mid-range scrambles due to its speed and hitbox. Also anti-airs decently at far spacings.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cla<br />
|description=<br />
* Fast close jab which can be used for checking very close hops. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clb<br />
|description=<br />
* Standing low. Chains into other normals on block and hit making it useful for initiating pressure sequences and combos. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_clc<br />
|description=<br />
* Multi-hitting and fast with a relatively generous hitbox and activation range. Krohnen's best combo starter. Try to land these in punishes, after jumpins, or as a frame trap after a close light attack. Multiple hits provides ample time to hit confirm into 3D.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cld<br />
|description=<br />
* A close-range overhead attack which is very hard to react to. Capable of hitting opponents off the ground (OTG) for additional damage while giving time for Krohnen to set up a safe jump as well. Can be hit confirmed into OTG climax anywhere on the screen and combos into itself if done while opponent is cornered. Many characters cannot punish this move on block. Krohnen has no low hurtbox during this move allowing it to beat 2B mashing.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cra<br />
|description=<br />
* Krohnen's fastest non-close normal. Has a generous hitbox and can be chained into itself or other normals making it a fantastic pressure/combo starter and space-control tool for checking runs.<br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crb<br />
|description=<br />
* Fairly average crouch B. Hits low and useful for starting pressure/combos. Can low-profile poor jump ins for large reward but Krohnen's hurtbox doesn't shrink very much while using this move so be careful.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crc<br />
|description= *''The'' neutral. Longest non slide non whip button in the game and the first hit is cancellable. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Due to the low profile and high reward, this is an important tool in neutral for Krohnen that helps him absolutely dominate the ground game and outpoke basically everything. Can even go under some fireballs. If he lands this close enough it can even go into his DP loops. Nothing short of fantastic.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_crd<br />
|description=<br />
* Short-range sweep with slow startup. Krohnen's hurtbox drops very low for this attack allowing it to low-profile many pokes. Though its range and startup are poor its other advantageous properties make it a useful tool in some close-range situations.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_ha,krohnen_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. This is a very useful attack when going for hop pressure on a close-range grounded opponent due to its downward-pointing angle. Scales combo damage heavily due to its multiple hits.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hb,krohnen_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Downward-pointing kick attack that can be used to cross up. Due to its low hitstun Krohnen is susceptible to throws as he lands if this hits early on a standing opponent. Krohnen's fastest air normal but its lower angle limits its use as an air-to-air attack.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hc,krohnen_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Multi-hitting jump normal that is active until Krohnen reaches the ground. Only the first hitbox must be blocked high. Similar to jump A in its uses but angled a bit more outwards making it better suited for opponents that are further away or even as an air-to-air. Scales combo damage a bit due to its multiple hits.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hd,krohnen_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Fairly ordinary downward-pointing attack. Useful for jump-ins and some air-to-air situations - especially when jumping backwards. Can cross up.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cd<br />
|description=<br />
* Incredibly short-range stand CD limiting its usage to very few situations, although it is quite fast. Can be used to frame trap from close distances, as a preemptive anti-hop, and can also be kara-canceled into 3D allowing the 3D to be special canceled.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_qcf+cd<br />
|description=<br />
* Uses a different animation than his CD, giving it a more reliable hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_hcd,krohnen_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Highly active jumping normal with a relatively generous hitbox in front and below Krohnen. Depending on when it is pressed this attack is a phenomenal air-to-air or it can be a good pressure tool against a grounded opponent.<br />
}}<br />
<br />
==Throws==<br />
===Front Crash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_cthrow<br />
|name=Front Crash<br />
|input=(close) 4/6C<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
===Backstab===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_dthrow<br />
|name=Backstab<br />
|input=(close) 4/6D<br />
|description= * Throws them about 2/3 screen away allowing Krohnen to reset to neutral. If the throw is performed near the corner Krohnen can perform a safe jump.<br />
<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_f+A<br />
|description= * Krohnen moves forward while performing a multi-hitting attack that looks similar to his far C. Fantastic poke that can cover the hop range while advancing and doesn't leave Krohnen in a bad position on block. Vulnerable to low profile attacks and full jumps. Useful to fish for Quick Max activations or super cancels for larger reward on hit.<br />
*<br />
*<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_3d<br />
|description= * Krohnen's low slide. Great combo tool when canceled into from normals as it becomes special cancelable. Special cancel can be delayed to allow Krohnen to slide further towards the opponent before performing the special move. Decent poke in neutral if spaced in a way to keep him safe and can be used in this way to sneak in Quick Max activations against standing opponents.<br />
*<br />
*<br />
}}<br />
<br />
==Special Moves==<br />
===Blaze Thrower===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236a,krohnen_236c,krohnen_236ac<br />
|description3= * Short-range grounded fireball that hits multiple times. Krohnen builds meter even when whiffing unlike other fireballs giving him a slight edge in fireball clashes<br />
* A version can be used to extend pressure strings while leaving a small gap. Can also combo off heavy attacks and causes a small launch, which allows for follow-ups in the corner.<br />
* C version starts up rather slowly which leaves him vulnerable to hops if used during pressure strings. If blocked Krohnen is at a large advantage and it also knocks down on hit allowing for some juggles if done while opponent is cornered.<br />
* EX version crumples on hit and is Krohnen's main combo tool due to its ease of use and versatile followups.<br />
}}<br />
<br />
===Heat Shield===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_623a,krohnen_623c,krohnen_623ac<br />
|description3= * Krohnen becomes briefly invulnerable and creates a sphere of fire around himself which damages opponents that come in contact with it. All versions can neutralize fireballs (even EX and some super fireballs!) allowing Krohnen to build meter safely if opponent is throwing fireballs from far away. Generally very active and deals good damage especially with super cancels. One of, if not the best DP in the game. <br />
* A version only has upper body invincibility but is incredibly fast - phenomenal anti-air tool which can be converted into big reward with super cancels. This launches the opponent diagonally forwards.<br />
* C version has full body invincibility but starts up much slower than the A version. Useful as a reversal and in combos when possible as it does more damage than the A version. Launches straight up which can allow for better juggles in certain situations. This can lead to EX Prominence juggles (yes, juggles off a super) when delay canceled and is very important in his ToDs and anchor combos.<br />
* EX version has full body invincibility while retaining the A version's speed at 4f making it useful as both an anti-air and reversal. Additionally it launches the opponent for a juggle into another 623A, leading to easy to confirm conversions.<br />
*<br />
*<br />
<br />
}}<br />
<br />
===Strike Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_214b,krohnen_214d,krohnen_214bd<br />
|description3= * Krohnen hops a set distance towards the opponent and then performs a slash in front of him.<br />
* B version allows for juggles if done close and combos from heavy normals. Okay tool to throw out very occasionally due to its safety but do not overuse it as it's high commitment for low reward.<br />
* D version is an overhead that starts up rather slowly but rewards a combo on hit and advantage on block. Decent move to use very sparingly to keep opponents on their toes but highly telegraphed so don't overuse it. Hard knockdown on air hit allowing for a close D OTG.<br />
* EX version is projectile invincible and starts up pretty slowly. Must be done early in response to a projectile to punish but rewards a combo if successful. Strong combo tool due to its ground bounce property.<br />
*<br />
*<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Infernal Prominence===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236p,krohnen_236236ac<br />
|description2= * A much larger version of Krohnen's Heat Shield with considerable invincibility.<br />
* A and C versions are great combo tools. Can be used as an anti-air or reversal but outside of a few niche situations it's generally better to use Heat Shield and then cancel it into this move for more damage.<br />
* AC version has mostly the same use cases as the non-EX versions albeit with better numbers across the board.<br />
}}<br />
<br />
===Fusion Blaster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_236236k,krohnen_236236bd<br />
|description2= * Krohnen turns his arm into a gun and shoots in a straight line ahead of him. Useful to punish fireballs on reaction, chip damage, or very niche punish situations.<br />
* B and D versions fire multiple times but the shots have a short travel time. Due to its multi-hit property and the pushback on block this move is decent for chipping out very low health opponents. If they have meter they can guard cancel roll to punish.<br />
* BD version allows you to hold the button(s) down to charge up the shot - giving it additional damage based on the time spent charging. The shot has no travel time and will be released the moment you release the button. This version will beat fireballs more reliably due to its speed. If Advanced Canceled into from Infernal Prominence, be sure to hold one or both kick buttons until the opponent falls closer to the ground.<br />
*<br />
*<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
<br />
===Calamity Overdrive===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=krohnen_2141236cd<br />
|description= * Krohnen's full-screen, multi-hit, OTG'ing climax. Useful for punishing moves with long startup/recovery done from range, as a reversal, chip kills, or to end combos.<br />
*<br />
*<br />
}}<br />
<br />
==Notes==<br />
===Alternate input for Super Special Moves===<br />
<br />
As it stands, while the inputs for Krohnen's SDMs have been simplified, it's still possible to do the classic inputs for K9999's/Nameless' old supers. By doing Infernal Prominence as [[image:db.gif]][[image:hcb.gif]][[image:df.gif]] + [[image:a.gif]] / [[image:c.gif]], the move will be performed as per usual. The same also goes for Fusion Blaster as well. Calamity Overdrive can also be done as [[image:dn.gif]][[image:fd.gif]][[image:df.gif]]+[[image:a.gif]]+[[image:b.gif]]+[[image:c.gif]]+[[image:d.gif]] like with K9999's and Nameless' SDMs back in Vanilla '02 and ''UM'', respectively. These alternative inputs don't affect the properties of these moves in any way and are just there as a fun Easter Egg.<br />
<br />
==Changes from K9999/Nameless==<br />
* First and foremost, EX Moves. Krohnen now has access to EX Moves at any given time at the cost of half a bar. EX Blaze Thrower crumples the opponent on hit, EX Heat Shield launches the opponent high (making it especially good in the corner), and EX Strike Slash leads to a Ground Bounce on hit, for more combos. <br />
* Krohnen's Super Specials also have MAX versions as well. Special mention to MAX Fusion Blaster which, compared to the normal version, only deals one hit but can be held down. It won't lead to a Guard Crush if it's held down all the way, though. Or deplete the opponent's Guard meter, for that matter.<br />
* Updated throw animations. Front throw has him grab the opponent by neck hold and kick them into the dirt. For the back throw, Krohnen offhandedly bashes the opponent with his elbow. <br />
* As is the norm in ''XV'', Krohnen's standing B and C are Special Cancelable on Hit. Though only on the first hit in the latter case. <br />
* Like Nameless, Krohenen's slide is always df+D as opposed to being his stand-in for a generic cr.D sweep. Unlike Nameless, however, it's Special Cancelable on hit, as well as MAX Cancelable.<br />
* qcb+K has a completely new animation compared to either of his predecessors -- Krohnen leaps towards the opponent and slices them with his mechanical arm. The B version is much faster than either K9999 or Nameless, being great combo filler and leading to a free OTG in the corner. <br />
* Close D hits OTG - can be followed up with another cl.D or Calamity Overdrive on hit, which also hits OTG.<br />
* Unfortunately, Nameless' f+B is gone -- that's been given back to K' as his new (old) b+B. <br />
* Visually, Krohnen's animations are a composite of his predecessors - he has K9999's thuggish attitude and identity, but a lot of his attacks are also derived from Nameless. Blaze Thrower (qcf+P) has him throw fire at the opponent like Nameless while Calamity Overdrive has Krohnen attack the opponent with a mechanical arm of the "I can't believe it's not Doc Ock's arm from ''Spider-Man 2''!" flavor, among other things. <br />
* Finally, he looks more like a biker now.<br />
<br />
==Videos==<br />
{{#ev:youtube|Yk3gD1bk9vQ|||'''Dune_KOF's Krohnen Guide'''|frame}}<br />
<br />
{{#ev:youtube|creVWhLYGbY|||'''Kakuge / Fighting Games Krohnen Combo Video'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Krohnen]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Iori_Yagami&diff=53449XV Broken/Iori Yagami2022-05-22T18:57:04Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Iori Profile.png|thumb|The Yagami clan is one of three ancient clans entrusted with a Sacred Treasure. As a descendent of this clan, Iori has access to abilities that allow him to tear apart his foes, and powerful amethyst flames granted by his knowledge of the Yagami Style of Ancient Martial Arts. His ancestors signed a blood-pact with Orochi 660 years ago, sparking a feud with the Kusanagi clan. Despite this, he decides to up-hold his duties as a member of the original sacred clans and joins KOF.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
(Air OK) = Can be done both on the ground and in the air.<br />
<br />
'''Throws'''<br />
<br />
Sakahagi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Kanyarai - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-Shiki * Yumebiki - [[image:fd.gif]] + [[image:a.gif]]<br />
:┗Follow Up - [[image:a.gif]]<br />
<br />
Ge-Shiki * Gofu In "Shinigami" - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Ge-Shiki * Yurioki - [[image:bk.gif]] + [[image:b.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
108 Shiki * Yamibarai - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
127 Shiki * Aoibana 1 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗127 Shiki * Aoibana 2 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Aoibana 3 - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
212 Sihiki * Kototsuki In - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kuzukaze - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
311 Shiki * Tsumakushi - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Kin 1211 Shiki * Yaotome - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
:┗Ura 316 Shiki * Saika - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]][[image:c.gif]]<br />
<br />
Ura 1018 Shiki * Yashiori - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1018 Shiki * Hozuki - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
== Quick Combo Reference ==<br />
'''[[The_King_of_Fighters_XV/Controls|Notation]]'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 6A 214C~214P~214P = 185 dmg<br/><br />
2B 2A 214A~214P~214P (max range) = 154 dmg<br/><br />
|-<br />
| '''0.5 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
Anywhere<br/><br />
|<br />
2B 2A 236AC, 623D~63214K = 276 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623C = 297 dmg<br/><br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P (can add OTG) = 274 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 6A 214AC~214P~214P, 214A~214P~214P, 63214BD = 314 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623C = 334 dmg<br/><br />
|-<br />
| '''1.5 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 214AC~214P~214P, 214A~214P~214P = 361 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P = 369 dmg<br/><br />
|-<br />
| '''2.0 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623BD, 236A 2363214P = 371 dmg<br/><br />
2B 2A 236AC, 623BD, 236A, 623A 2363214P = 408 dmg<br/><br />
|-<br />
| '''2.5 Meters'''<br />
|<br />
Midscreen<br/><br />
Corner<br/><br />
|<br />
2B 2A 236AC, 623D~236C 2363214P 236236AC = 455 dmg<br/><br />
2B 2A 236AC, 623D~214A~214P, 623A(1) 2363214P 236236AC = 479 dmg<br/><br />
|-<br />
| '''3.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214P 2141236CD = 560 dmg<br/><br />
|-<br />
| '''4.0 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2B 2B f.5B BC, cl.5C 236C 2363214AC 2141236CD = 647 dmg<br/><br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is an All-Rounder character. A KOF mainstay, he has long rewarded players with strong fundamentals. His versatile toolkit enables a flexible gameplan able to adapt to any situation. <br />
| pros=<br />
* '''Strong Rushdown''': Iori can be rather frightening once he's allowed to get in. His suite of good standing normals, far-reaching specials and a great DP let him push through the opponents offense. His ground-travelling fireball is also incredibly fast, letting him put on pressure with it from afar. With his wide toolset, Iori has the ability to fight at all ranges while aggressively approaching. <br />
* '''Great Conversions''': Easy to combo into his Rekka series for consistent damage at all ranges. The EX version launches, letting Iori continue the combo further. Iori is also constantly threatening hard knockdown thanks to his Rekka ender, which leads right into his close-range mixup game.<br />
* '''Solid Mix''': Iori has great mixup off of a hard knockdown. He has great buttons for the usual KOF jumpin high/low, but he can also cross up with j.4B, otherwise known as the infamous "taco kick". He also has a fast command grab to open up blockers, and though it doesn't deal damage, he can link it into f.C for a full combo or CD for full screen corner carry and hard knockdown. <br />
* '''Meter Dump''': All of Iori's EX moves and supers are fantastic meter dump opportunities. He can use them to help him combo, tack on extra damage after a hard knockdown, or punish approaches from fullscreen. His two-bar Quick Max meter dump also does great damage for the cost, making him a serious threat when he has access to Max Mode.<br />
* '''Mobility''': Iori's run speed is among the fastest in the game, but where he truly distinguishes himself is with "taco backdashes". These two factors give him both incredible forward mobility and nigh unmatched backward mobility respectively, making Iori not only difficult to catch, but also difficult to outspace.<br />
| cons=<br />
* '''Poor Kick Normals''': His big kick normals have all been neutered from previous entries, being slower and easier to punish. Since Iori usually relies on his kick normals to contest space in the midrange, this has noticeably weakened his overall gameplan. <br />
* '''Low Damage''': Compared to previous entries in the series, Iori's damage has heavily suffered. His command grab has huge scaling on it so combos after it deal minimal damage, and his supers hurt a lot less than the usually do. This means Iori has to win more in neutral than he usually does, as he's gone from a one-to-two touch character with some resources to a three-touch character with lots of resources. Iori has to rely a lot more on banked meter to reach the heights of damage he's used to. <br />
* '''Systemic Weakness''': KOFXV has made serious changes to wakeup throw that overall hamper his mix and pressure. Iori must now space himself out much more than usual or risk going for a mixup to open his opponents up. <br />
* '''Fireball War Loser''': Iori's fireballs are only ok, with longer than average recovery. This makes him really vulnerable to fireball wars, although he has some other moves to alleviate keepaway.<br />
}}<br />
<br />
Iori, the perennial poster child of KOF after his rival Kyo, enters into KOFXV as a all-rounder with rushdown flair. Iori's deal is speed. He loves to get into his opponents face with his fast running speed, wide-reaching normals, and fast special moves. Once he's in, Iori can confirm into his rekka series and get a hard knockdown where it really begins. He can run high/low, left/right crossup and even command grab pressure to open his opponents up. Then, he can either spend meter to cancel into big damage or stock his resources and force hard knockdown again. Overall, Iori is a mainstay in the KOF series for a reason, and beginners and veterans alike flock to him for all he offers.<br />
<br />
Unfortunately, KOFXV Iori isn't the strongest he's ever been. SNK decided to break Iori's ankles and as a result all of his kick normals have been heavily nerfed. This makes it very difficult for Iori to contest space properly as he usually does. In addition, his damage potential has overall been lowered significantly, making him more reliant on stocking meter than usual. While he is far from bad, Iori tends to struggle in his usual spot as an anchor. Instead, consider him as a solid point or mid, and utilize his aggressive neutral and powerful hard knockdown mix to vortex your opponents to death.<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fa<br />
|description=<br />
* Mid poke that is plus on block.<br />
* Furthest reaching cancellable light normal.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fb<br />
|description=<br />
* Long and fast mid poke. <br />
* Excellent for frametraps at the end of light strings. <br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fc<br />
|description=<br />
* Excellent speed and cancel-ability makes this a dangerous trapping tool after Close/Far A. <br />
* Can be whiff cancelled.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_fd<br />
|description=<br />
* Iori's biggest poke. <br />
* A shadow of its former self. Being both slower and shorter. <br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cla<br />
|description=<br />
* Gives lots of plus frames for frametraps. <br />
* Links into Close C for combos. <br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clb<br />
|description=<br />
* Low attack, doing more damage than 2B.<br />
* Can be linked into Close C or canceled directly. <br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_clc<br />
|description=<br />
* Incredibly fast normal for combos & anti-airs. <br />
* Isn't cancel-able if it hits later in the active frames. Happens commonly when used to anti air.<br />
* Forces stand. <br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cld<br />
|description=<br />
* Anti-air. Barely hits crouching opponents. <br />
* Forces stand. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2a<br />
|description=<br />
* Lots of frame advantage, just like Close A, but at slower startup. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2b<br />
|description=<br />
* Iori's fastest normal along with Close C. <br />
* Chains into all his other light normals. <br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2c<br />
|description=<br />
* Cancel-able anti-air.<br />
* Quite fast, good for reaction anti-airing hops (before the opponent's attack is active) from close range.<br />
* Short horizontal range, only hits crouching opponents from very close. <br />
* Has a later than usual cancel window.<br />
}}<br />
<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2d<br />
|description=<br />
* Incredible speed and range for a sweep, but also incredibly punishable. <br />
* Situational punisher. <br />
* Can be canceled into Max Mode. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_ha,iori_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Ambiguous jump-in / air-to-air button. <br />
* Gets beaten by low-profiling moves. <br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hb,iori_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Long reaching air-to-air. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hc,iori_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Deep hitting jump-in. <br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hd,iori_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Long reaching air-to-air. Slightly shorter than j.B. <br />
* Doesn't hit crouching opponents. <br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_rush1,iori_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Huge frametrap window after Close A. <br />
* Meterless version leads into A rekkas for 3 more hits to confirm/frametrap with. <br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cd<br />
|description=<br />
* Lots of active frames makes this a great move for covering ground & hop space. <br />
* Whiff cancel into 214Ps to gain lots of unexpected range. <br />
* Safe on block.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236cd<br />
|description=<br />
*Easily confirmed into in combos. <br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_hcd,iori_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive CD attack.<br />
* Can get low-profiled under. <br />
}}<br />
<br />
==Throws==<br />
===Sakahagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_cthrow<br />
|name=Sakahagi <br />
|input=(close) 4/6C<br />
|description=* Sets up a hyper hop safejump in the corner. <br />
}}<br />
===Kanyarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_dthrow<br />
|name=Kanyarai <br />
|input=(close) 4/6D<br />
|description=* Hard knockdown but Iori doesn't really have time to set up anything. <br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a<br />
|description=<br />
* Virtually identical to his 5C, only less damage. <br />
* Combo filler that lets you combo heavy rekkas from light attacks. <br />
* The damage is overall low and could worsen the scaling on your combo, so it you don't need it for your combo to work, it's ok to omit it.<br />
}}<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+a>a<br />
|description=<br />
* This follow-up typically whiffs after any normal other than a close range light normal, such as close B. <br />
* Does far more damage than the first part of 6A, but requires more set-up to connect, such as after his command grab.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_f+b<br />
|description=<br />
* Slow grounded overhead that can be Max cancelled.<br />
* As a string filler it's almost identical to 6A, but the slower speed makes it easier to hitconfirm.<br />
* Frame traps when cancelled into.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_jb+b<br />
|description=<br />
* Iori's "Taco" Kick. Originating from the Spanish word "Tacón", referring to the heel of a shoe.<br />
* Crossup tool. Neither ambiguous nor an overhead, but still a staple of his pressure/mixup game. Often used with hyper hops on opponent's wakeup.<br />
* Can be used during backdashes to slightly increase the distance. <br />
* Allows for combos the deeper it hits. <br />
}}<br />
<br />
==Special Moves==<br />
<br />
===108 Shiki • Yamibarai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236a,iori_236c,iori_236ac<br />
|name=108 Shiki • Yamibarai<br />
|input=236A/C/AC<br />
|description3=* Ground-following projectile. <br />
* A is slow, C is fast. <br />
* Punishable if used up close (even on hit). <br />
* EX version is short but puts the opponent in a crumple state. Great for converting jab strings into higher damage.<br />
* Connects as an OTG (w/ more damage than OTG 63214BD) after common combo enders such as 214C rekkas, 214A rekkas from 2A, or any rekkas in the corner.<br />
* Sets up an easy safe jump after hitting OTG - simply hold u/f (normal jump) or super jump forward immediately after.<br />
* Does not connect OTG from 214AC rekkas > 214A rekkas midscreen or 2363214P super.<br />
}}<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623a,iori_623c,iori_623ac<br />
|name=100 Shiki • Oniyaki<br />
|input=623A/C/AC<br />
|description3=* Reversal/anti-air. <br />
* A version has invincibility vs air attacks. <br />
* C & EX versions have full invincibility. <br />
}}<br />
===127 Shiki • Aoibana===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a,iori_214c,iori_214ac<br />
|name=127 Shiki • Aoibana 1 <br />
|input=214A/C/AC<br />
|description3=* Iori's rekka string done by repeating the input 3 times. <br />
* He ducks down before delivering a high poke, with the whole string comboing even on anti-air. <br />
* Each hit gets more and more punishable, so if the first hit is blocked you have to mindgame around delaying hits or stopping the string. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p,iori_214c214p,iori_214ac214p<br />
|name=127 Shiki • Aoibana 2 <br />
|input=214A/C/AC~214A/C<br />
|description3=* More or less identical to the 1st hit, except this one launches the opponent in the air on hit. <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214a214p214p,iori_214c214p214p,iori_214ac214p214p<br />
|name=127 Shiki • Aoibana 3<br />
|input=214A/C/AC~214A/C~214A/C<br />
|description3=<br />
* The ender is a leaping overhead attack that is hard to react to. <br />
* Causes a hard knockdown right at your feet. <br />
* EX version is a launcher instead of an overhead. <br />
}}<br />
===212 Shiki • Kototsuki In===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_63214b,iori_63214d,iori_63214bd<br />
|name=212 Shiki • Kototsuki In<br />
|input=63214B/D/BD<br />
|description3=<br />
* B version is a command run with no hitbox. Can be used to reset pressure or create mix-ups from an air reset.<br />
* D version runs up and strikes the opponent, pulling them to the ground. <br />
** The startup to the run and the startup to the strike are separate. <br />
** Useful for combos or in option-selects to chase down rolls. <br />
* EX version has no run, but can hit people laying on the ground (like after combos ending with A rekkas). <br />
}}<br />
===Kuzukaze===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_632146a,iori_632146c,iori_632146ac<br />
|name=Kuzukaze<br />
|input=632146A/C/AC<br />
|description3=* Command grab that puts the opponent in a combo-able state. <br />
* 2C > (whiff) 6A ~ 6A is sure to connect after, leading to good damage.<br />
* CD also connects.<br />
* EX version has lots of invincibility, but not on frame 1. It also causes less damage scaling. <br />
}}<br />
<br />
===311 Shiki • Tsumakushi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_623b,iori_623d,iori_623bd<br />
|name=311 Shiki • Tsumakushi<br />
|input=623B/D/BD<br />
|description3=<br />
*B version is simply an extender into his rekkas. Punishable on hit even, so get those rekkas going. <br />
*D version has some projectile immunity. Safe on block and cancels into any specials. If performed as a kara from CD will travel almost the entire screen.<br />
*EX version is a launcher with complete projectile immunity. Plus on block. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Kin 1211 Shiki • Yaotome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214a,iori_236214c,iori_236214ac,<br />
|name=Kin 1211 Shiki • Yaotome<br />
|input=236214A/C/AC<br />
|description3=<br />
* Combo super, with no invul. <br />
* Goes nearly full screen. <br />
* Has a unique follow-up super that can be performed after A or C version. <br />
* A.k.a. the "Maiden Masher". <br />
}}<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_236214p_236236ac<br />
|name=Ura 316 Shiki • Saika <br />
|input=236214A/C > 236236AC<br />
|description=* A follow-up to Yaotome that costs 1 bar (none in Max Mode). <br />
}}<br />
===Ura 1018 Shiki • Yashiori===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_214236a,iori_214236c,iori_214236ac,<br />
|name=Ura 1018 Shiki • Yashiori<br />
|input=214236A/C/AC<br />
|description3=* *Values in [] indicate when the move is held. <br />
* A big projectile cloud that lingers for quite a while.<br />
* Regular version does 4 hits while MAX version does 8. <br />
* The long startup coupled with the short lockdown makes this very hard to use outside of corner juggle resets. <br />
* In any case it is still +15 on block, giving you a "free" mixup (you still have to mind escape rolls). <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1018 Shiki • Hozuki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=iori_2141236cd<br />
|input=2141236CD<br />
|description=* Dashes nearly full screen while fully invincible. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|XeAg8B2Vyeg|||'''Iori Yagami Reveal Trailer'''|frame}}<br />
<br />
Combo Guides<br />
* Iori Basic Combos by Meno: https://youtu.be/3JdLUoq4Wrk<br />
* Iori Basic Combos by Kakuge: https://youtu.be/FwI1dp50cH4<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Iori Yagami]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Meitenkun&diff=53445XV Broken/Meitenkun2022-05-22T07:40:14Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Meitenkun Profile.png|thumb|With pillow in hand, this sleepy young fighter is a master of the hidden martial arts technique, Hyakkyokuminminken, or Eight Extremities Slumber Fist. The family he knows today is his mentor Tung Fu Rue and fellow disciple/best friend Shun'ei. He is considered by many to be Tung's secret weapon, as the extent of his explosive power and technique is a mystery to all.]]<br />
{{TOClimit|3}} <br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
[Input] = Hold input briefly.<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Feint Makura - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Makura Bomb - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Nezou Rangeki - [[image:fd.gif]] / [[image:bk.gif]] (in cancels only) + [[image:b.gif]]<br />
<br />
Chinzankou - [[image:bk.gif]] + [[image:a.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Makura Nage - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sen-Siss Hou - [ [[image:bk.gif]] ][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:'''┗''' Follow Up - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Geki Hou - [ [[image:dn.gif]] ][[image:up.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Ressen Kyaku - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)<br />
<br />
'''Super Special Moves'''<br />
<br />
Chou Geki Hou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Hakuchuu Musou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Seikaku Meitengyobu - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg<br/><br />
( = dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
( = dmg <br/><br />
( = dmg<br/><br />
|-<br />
|}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a defensive charge character who demands respect thanks to his high level of space control. <br />
| pros=<br />
* '''Great Space Control''': With Makura Nage, his great air-to-air buttons, his long reaching f.C and CD normals, and his standing DP, Meitenkun is very difficult to approach. He can set the pace of the match however he desires, either playing a defensive jump-in punish game, an aggressive whiff punishment game, or a combination of the two. <br />
* '''Makura Nage''': One of the best fireballs in the game. Its rather slow, but makes up for it by being great for everything a fireball can be in KOF and more. You can throw it into the air to anti-air certain approaches or demand space, you can use it as a combo starter with the EX version, and the A version is a pressure reset in the corner. The A version also goes very low to the ground, preventing it from being low-profiled. <br />
* '''High Damage with Meter''': Meitenkun's metered combos are great, often dealing close to 450 damage for a single bar. His combos often have great corner carry too, and his corner damage in particular is sky high. <br />
* '''Metered Utility''': All of Meitenkun's EX specials are great and offer him some kind of utility, whether that be for extending combos, projectile-invulnerable lariats, or forcing hard knockdown. <br />
* '''Strong DP''': Geki Hou charges in 20 frames, making it very fast to use on reaction, and is unusually fast for a charge character's flash kick. Good scaling off of the move and lots of invincibility frames make it a fantastic wake-up reversal as well.<br />
| cons=<br />
* '''Charge Character''': ... which makes some options not available without proper charge. Meitenkun must make hard reads whenever his opponents jump in on him. <br />
* '''Slow Fireball''': Makura Nage's one weakness is that its slow, meaning its very easy to hop at close range.<br />
* '''Slow in General''': Meitenkun has no 4f normals, making his abare difficult and forcing him to rely on Geki Hou for defense instead. <br />
* '''Meterless Combos''': Without meter, Meitenkun's combos are mediocre at best. They deal low damage and have poor corner carry. <br />
}}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
===far A===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_fa<br />
|name=far A<br />
|input=f.A<br />
|description=A quick swipe. Surprisingly large, this is great for stopping hops.<br />
}}<br />
===far B===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_fb<br />
|name=far B<br />
|input=f.B<br />
|description= *Hits low<br />
<br />
Meitenkun slides forward with his foot. Hits low like the animation implies, but cannot be cancelled except into Max mode. Has further range than his 2B. Although it has variable frame advantage at proper spacing, Meitenkun has trouble capitalizing on it.<br />
}}<br />
<br />
===far C===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_fc<br />
|name=far C<br />
|input=f.C<br />
|description=* Special Cancellable<br />
<br />
Meitenkun swings his pillow. A cancellable far normal that lets Meitenkun establish fireball blockstrings or whiff punishes at a distance. It hits slightly high letting it pre-emptively stop hops, but it tends to go under hops when they're near their apex.<br />
}}<br />
===far D===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_fd<br />
|name=far D<br />
|input=f.D<br />
|description=* Plus on block<br />
<br />
Meitenkun steps forward and does a high kick. This is a unique advancing normal that gives Meitenkun an edge in the ground game. Plus on block and hit ensures Meitenkun gets at least some kind of reward when it lands, although no conversions outside of Quick Max cancels. Can be used to pre-emptively anti air as well. The slight hop Meitenkun does is capable of going over lows, though unless the low has a very short duration, Meitenkun will likely land on the low he's avoiding.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cla<br />
|description= * Plus on block<br />
<br />
Quick elbow jab. Meitenkun's most plus on block normal, though unfortunately he's out of range for a close heavy on block.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_clb<br />
|description=<br />
A small kick. Neutral on block, but otherwise not very notable.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_clc<br />
|description=<br />
A close headbutt. The start-up for this is longer than his cl.D, which is usually the reverse for most characters. The longer start-up lets Meitenkun buffer 6B early, giving you more time to charge.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cld<br />
|description=<br />
A high angled split kick. This is Meitenkun's fastest heavy normal. The universal pushback on D normals sometimes causes cancels into 6B to whiff on block. Use this for punishes and the occasional anti-air.<br />
}}<br />
<br />
===Crouch Normals===<br />
===crouch A===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_2a<br />
|name=crouch A<br />
|input=2A<br />
|description= A crouching jab. Has longer range than 2B and is chainable into itself making for easy confirms.<br />
}}<br />
===crouch B===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=A crouching kick. Hits low with decent range.<br />
}}<br />
===crouch C===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=* Causes a soft knockdown<br />
<br />
Meitenkun swings his pillow at his opponent's feet. This is his sweep, which for most characters is usually assigned to their 2D button. Good range for a sweep, with slightly less range than far C, and cancellable on hit and whiff.<br />
}}<br />
===crouch D===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=An upside down kick. This is a functional anti-air, but it needs to be done fairly early due to it's speed. Use [2]8P to anti-air instead when possible, but this is good for emergencies when you don't have charge.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_ha,meitenkun_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=A downwards air jab. Decent jump in that can be used to make it look like you're doing an empty jump.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_hb,meitenkun_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2= * Can cross up<br />
<br />
A quick air kick. Can cross up and also functions as a fast anti air.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_hc,meitenkun_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=Meitenkun sticks out his pillow forward. Large horizontal hitbox that can be used to control upper air space.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_hd,meitenkun_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=Air kick. Your best jump in to start combos, although if you want to hit crouchers with this, you have to do it very late, making it prone to anti-airs more than other characters would be.<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_rush1,meitenkun_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cd<br />
|description= * Can be cancelled into command normals<br />
Meitenkun sticks out his pillow forward. This is one of the strongest CDs in the game, albeit a bit slow and hard to follow up outside of the corner. Interestingly you can cancel into command normals from this, most notably 4A.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_236cd<br />
|description=<br />
Much like his CD, one of the best in the game. Universal start-up alleviates the speed issue, so you just the benefits of the giant hitbox.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_hcd,meitenkun_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2= * Can cross up<br />
<br />
Meitenkun curls into a ball to strike the opponent. Despite the animation, the hitbox on this is huge, and is Meitenkun's best vertically aimed jump in.<br />
}}<br />
<br />
==Throws==<br />
===Feint Makura===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_cthrow<br />
|name=Feint Makura <br />
|input=(close) 4/6C<br />
|description=Sends them fullscreen to re-establish some zoning. If you throw them in the corner you can get a meaty jump-in or projectile.<br />
}}<br />
===Makura Bomb===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_dthrow<br />
|name=Makura Bomb <br />
|input=(close) 4/6D<br />
|description=Meitenkun gets very little advantage after this but is left nearly point blank, so your best offense is a grounded meaty.<br />
}}<br />
<br />
==Command Moves==<br />
===Nezou Rangeki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_6b<br />
|name=Nezou Rangeki<br />
|input=4/6B<br />
|description=* Values in [] indicate cancel data<br />
* Standing overhead<br />
* Hits OTGs, you dont lose any oki after the OTG.<br />
<br />
An upside down kick. This hits overhead when done raw, giving Meitenkun an extra mix-up option. You can Quick Max this for extra damage with meter. When cancelled into you can special cancel. It even combos from lights, making his light confirms relatively strong. Although by itself you can only input this as 6B, in cancels, 4B is also an acceptable input. This gives you more time to charge for [4]6P. While the move is negative on block, the pushback is far enough to avoid most punishes.<br />
}}<br />
<br />
===Chinzankou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_4a<br />
|name=Chinzankou<br />
|input=4A<br />
|description=* Causes a juggle state<br />
<br />
Meitenkun tumbles forward. This is a unique command normal that recovers quickly on whiff and enters a specific animation on hit or block. If you space it out to whiff in front of the opponent, you can potentially throw the opponent before they can react, although this isn't foolproof. It's unsafe if it's blocked, but it can set up some stronger midscreen Quick Max combos on hit. You can cancel CD into this to make some midscreen conversions easier, but if done on block it will usually whiff and leave Meitenkun at -10.<br />
}}<br />
<br />
==Special Moves==<br />
===Makura Nage===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_214a,meitenkun_214c,meitenkun_214ac<br />
|name=Makura Nage<br />
|input=214A/C/AC<br />
|description3=* A and EX version travels forward, C version travels diagonally upwards<br />
*C version causes air reset on air hit<br />
*EX version launches<br />
<br />
Meitenkun tosses out his pillow as a projectile. The A version goes in a straight line, travelling low enough to be unable to be low profiled under by most moves. This sets up Meitenkun's zoning game. He can use this to keep opponents out while anti airing with [2]8P or tagging rolls with [4]6P, or follow behind it to set up an offense. The C version travels diagonally upwards, capable of catching jumps pre-emptively. On air hit, it causes an air reset making it unable to be comboed after. The EX version travels horizontally at a much faster speed than the A version, and causes a juggle state. This can be used as a combo starter or to go through other regular projectiles.<br />
<br />
When used in blockstrings, the A version sets up lots of plus frames to work with and reset your pressure. However, due to the slow speed of the A version, there will always be a significant gap between the normal and the projectile hitting, meaning your opponent can potentially hop over the projectile, although they won't have enough time to get a jump in deep enough to get a combo usually. They can also reversal through the projectile if they have that as an option.<br />
<br />
}}<br />
===Sen-Siss Hou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_46p_1,meitenkun_46p_2,meitenkun_46p_3,meitenkun_46ac<br />
|name=Sen-Siss Hou<br />
|input=[4]6A/C/AC<br />
|description4=* Combos from lights<br />
*Duration of [4] charge upgrades the special to travel further, faster, and do more damage<br />
* EX version goes through projectiles<br />
<br />
Meitenkun charges forward with a punch. Also referred to colloquially as "lunge punch". This is Meitenkun's primary combo starter and ender. It has some use in neutral as a high risk option to cover a large distance. It can be safe at certain spacings, but that can be difficult to properly utilize due to it's second trait. The longer you hold the 4 input, the stronger the special becomes, with 3 separate levels of strength. Each level causes the special to do more damage and travel further. Because of the variation of distance travelled, it's very difficult to space this to hit near the end of the active frames to be safe unless you're very aware of how long you've been charging. The charge times are as follows:<br />
<br />
30f-80f = Level 1<br />
<br />
81f-119f = Level 2<br />
<br />
120f+ = Level 3<br />
<br />
The EX version is only ever one level, moving the same distance as the level 3 version. This has projectile invulnerability partway through the active frames. It also launches, leading to stronger combos.<br />
<br />
}}<br />
<br />
===Sen-Siss Hou (Follow up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_46p_1_p,meitenkun_46p_2_p,meitenkun_46p_3_p,meitenkun_46ac_p<br />
|name=Sen-Siss Hou (Follow up)<br />
|input=[4]6AC~A/C<br />
|description4=* Can be delayed<br />
* Causes a hard knockdown from level 2 and 3 [4]6P.<br />
<br />
A follow-up to [4]6P. This follow-up is even more unsafe than [4]6P by itself, so ideally you should only be using this on hit. However, you can delay the follow-up on a blocked [4]6P to frame trap someone trying to punish the initial punch. If you condition your opponent to look for the follow-up before punishing, you could potentially get away unpunished if you don't do the follow-up at all.<br />
<br />
The level 1 version causes a soft knockdown, but the level 2 and 3 versions, as well as the EX version, causes a hard knockdown.<br />
}}<br />
<br />
===Geki Hou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_28p_1,meitenkun_28p_2,meitenkun_28p_3,meitenkun_28ac<br />
|name=Geki Hou<br />
|input=[2]8A/C/AC<br />
|description4=* Reversal and anti-air option<br />
* Much harder to punish than basically every other reversal in the game.<br />
Meitenkun causes an explosion around him. This is his primary anti-air, as all versions have upper body invincibility. This has the same charge level system as [4]6P. The level 1 version has full invincibility frames on start-up, but it runs out before the active frames start, making it an unreliable reversal against lows and some mids. Only the level 2, level 3, and EX versions have full body invincibility up till the active frames, but most lows will get whiff punished by level 1 anyway. The hitbox covers behind Meitenkun as well as in front, letting it beat cross-ups. If it does anti-air behind Meitenkun, you can land a small combo after.<br />
<br />
The EX version causes a long juggle allowing for conversions when it hits.<br />
}}<br />
<br />
===Ressen Kyaku===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_j214b,meitenkun_j214d,meitenkun_j214bd<br />
|name=Ressen Kyaku<br />
|input=j.214B/D/BD<br />
|description3=* Values in [] indicate when move is performed after a backdash<br />
* EX version causes a hard knockdown<br />
<br />
A rapid series of air kicks. The B version keeps your air momentum, the D and EX version drifts forward. This can be cancelled from instant hop j.A or j.B to get more advantage from it. You can also whiff the B version in neutral to build meter. Unfortunately the hitbox isn't as big as the animation implies, meaning it doesn't service as a strong air-to-air.<br />
<br />
You can cancel a backdash into this, though it always moves forward like the D version when done so, even when with the B version. Since backdashes are invincible to lows on frame 1, this essentially becomes a safe low reversal, albeit a slow one.<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Chou Geki Hou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_236236p,meitenkun_236236ac<br />
|name=Chou Geki Hou<br />
|input=236236A/C/AC<br />
|description2=* Invincible start-up<br />
<br />
Meitenkun explodes in light. This is your best super as a reversal and anti-air, covering a large amount of space and having more than enough invincibility. This reliably super cancels from [2]8P to tack on some extra damage. Meitenkun dozes off after this, but the animation is interruptible with any action. Meitenkun builds meter while sleeping, but this is impractical in an actual match. Note both versions of this super cannot be Advanced or Climax cancelled.<br />
<br />
}}<br />
<br />
===Hakuchuu Musou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_236236k,meitenkun_236236bd<br />
|name=Hakuchuu Musou<br />
|input=236236B/D/BD<br />
|description2=<br />
<br />
Meitenkun does a series of melee strikes. This is Meitenkun's ideal combo super, as it can Advanced and Climax cancel into his other supers. The level 2 version is invincible, but has trouble against airborne opponents so it's not recommended to use defensively over 236236AC.<br />
<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Seikaku Meitengyobu===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=meitenkun_2141236cd<br />
|input=2141236CD<br />
|description=<br />
<br />
Travels about 75% of the screen with invincibility about halfway through the animation. Meitenkun falls asleep after this similar to 236236P.<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|i-cAk1hPt9Q|||'''Meitenkun Reveal Trailer'''|frame}}<br />
<br />
==Navigation==<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Meitenkun]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53289XV Broken/Clark Still2022-05-19T15:48:53Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3= The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or on a cr.C hit. 214C can be linked into 214A for even better corner carry and damage. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab out of Gatling Attack. <br />
<br />
Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Clark grabs his opponent before performing the Argentine Backbreaker three times and the performs a brainbuster on them. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen extremely quickly while invlunerable to projectiles<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. This move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Ryuji_Yamazaki&diff=53256XV Broken/Ryuji Yamazaki2022-05-19T01:14:59Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV_Yamazaki_Profile.png|thumb|Ryuji is a lone outlaw who made a name for himself as a broker in the underground. He is also one of Orochi's Eight Hakkesshu, but he lives only for his own gain. In this tournament, he seems to have been hired by the Howard Connection for a certain purpose, though as to what could be anyone’s guess.]]<br />
{{TOClimit|3}}<br />
<br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a devastating midrange character who excels at picking his opponents off before running them down with stance cancels, high/lows, command grabs, and frame traps. With many tools at his disposal, there's hardly a situation Yamazaki can't account for. However, a weak wakeup game and harsh, punishing execution can make Yamazaki more tricky to pick up than most other characters. Regardless, if you master everything Yamazaki has to offer, your enemies are sure to cower in fear.<br />
| pros= <br />
* '''Incredible Meter Economy:''' Yamazaki's meter gain is top-notch when combined with his big juggles and special-bound neutral and offense. A keen Yamazaki will almost always have enough meter for the situation at hand.<br />
* '''Unmatched Anti Air Game:''' Serpent Slash, a variety of massive buttons, and Yamazaki's combo routes all lend fantastically to anti air conversions. Better yet, if he gets a counterhit he can go straight into bnb combos.<br />
* '''Incredible Neutral:''' Yamazaki's combination of messed up midrange, a hard to use but very powerful reflect, relative safety, massive range and speed on many buttons, and great conversions gives Yamazaki the capabilities to outplay almost anyone in neutral and oftentimes get away with murder.<br />
* '''Insane Pressure:''' Yamazaki's Serpent Slash cancels allow him to stay advantageous as long as the player has the execution. Additionally, his mixup potential, frametraps, and reward on hit make it hard to get him out when he gets in. <br />
* '''High Damage Around the Board:''' Whether he's on point, mid, or anchor, Yamazaki's damage is well above average. His basic bnbs deal pretty great damage with or without meter, but his supers deal unbelievable amounts of damage. Pit Viper in particular deals bleed damage over a period of time, making his meter dumps extremely powerful. <br />
* '''Any Position:''' Because of the previously mentioned pros, Yamazaki's able to fall within any position on a team you want. Point, mid, or anchor, Yamazaki performs highly and excels. <br />
* '''Uncanny Reward off Standing Overhead:''' Pit Viper allows Yamazaki to deal ''unscaled damage'', making it a prime candidate for extremely high damage conversions off Yamazaki's standing overhead.<br />
| cons= <br />
* '''Weak Midscreen Okizeme:''' Yamazaki's midscreen oki leaves a lot to be desired, meaning you'll have to get a few more hits before running safejump pressure.<br />
* '''Weak Corner Carry:''' Yamazaki's combos may throw the opponent far, but the lack of okizeme he gets off them means his corner carry is below average.<br />
* '''Mediocre Defense:''' Yamazaki's abare may be large, but he has no 4f far normals. Additionally, a lack of quick reversals (Yamazaki requires meter to have a true reversal, and even then the startup is hideously slow and easily safejumped) also means the player must be more adamant on their defense than with most characters.<br />
* '''Execution:''' Yamazaki's execution is both difficult and punishing. Stance cancels, special to special cancels, and the horrid thought of being punishable on hit if you mess up a canceled into 6B confirm can make Yamazaki terrifying to play in high pressure situations, as a drop can spell the round or the game.<br />
}}<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Kachikomi - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Whackdown Wallop - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Eviscerator - [[image:fd.gif]] + [[image:a.gif]]<br />
<br />
Slam - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Serpent Slash - [[image:qcb.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
┗Serpent Slash (Keep) (After [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] Serpent Slash) - Hold Button<br />
:┗Serpent Slash Cancel (After Serpent Slash (Keep)) - [[image:d.gif]]<br />
<br />
Bombshell Badda-bing - [[image:hcb.gif]][[image:fd.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Double Return - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Sadomaso - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Spray Sand - [[image:dp.gif]] + [[image:d.gif]]<br />
<br />
Fight of Tempering - [[image:dp.gif]] + [[image:b.gif]] (*)<br />
<br />
Todome - [[image:hcb.gif]][[image:fd.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
'''Super Special Moves'''<br />
<br />
Guillotine - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Pit Viper - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!) <br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Drill - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]]+[[image:c.gif]]+[[image:d.gif]] (Mash [[image:a.gif]] / [[image:c.gif]])<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Placeholder<br/><br />
Placeholder<br/><br />
|<br />
x DMG<br/><br />
x DMG<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fa<br />
|name=far A<br />
|input=f.A<br />
|description=<br />
* Placeholder<br />
}}<br />
====far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fb<br />
|name=far B<br />
|input=f.B<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fc<br />
|name=far C<br />
|input=f.C<br />
|description=<br />
* Placeholder<br />
}}<br />
====far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_fd<br />
|name=far D<br />
|input=f.D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Close Standing Normals===<br />
====close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cla<br />
|name=close A<br />
|input=cl.A<br />
|description=<br />
* Placeholder<br />
}}<br />
====close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clb<br />
|name=close B<br />
|input=cl.B<br />
|description=<br />
* Placeholder<br />
}}<br />
====close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_clc<br />
|name=close C<br />
|input=cl.C<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cld<br />
|name=close D<br />
|input=cl.D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2a<br />
|name=crouch A<br />
|input=2A<br />
|description=<br />
* Placeholder<br />
}}<br />
====crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2b<br />
|name=crouch B<br />
|input=2B<br />
|description=<br />
* Placeholder<br />
}}<br />
====crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2c<br />
|name=crouch C<br />
|input=2C<br />
|description=<br />
* Placeholder<br />
}}<br />
====crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2d<br />
|name=crouch D<br />
|input=2D<br />
|description=<br />
* Placeholder<br />
}}<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_ha,yamazaki_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
* Placeholder<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hb,yamazaki_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
* Placeholder<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hc,yamazaki_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hd,yamazaki_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Rush===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_rush1,yamazaki_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=<br />
* Placeholder<br />
}}<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cd<br />
|name=Blowback<br />
|input=CD<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatterstrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236cd<br />
|name=Shatterstrike<br />
|input=236CD<br />
|description=<br />
* Placeholder<br />
}}<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_hcd,yamazaki_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=<br />
* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Kachikomi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_cthrow<br />
|name=Kachikomi<br />
|input=(close) 4/6C<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Whackdown Wallop===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_dthrow<br />
|name=Whackdown Wallop<br />
|input=(close) 4/6D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Eviscerator===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6a<br />
|name=Eviscerator<br />
|input=6A<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Slam===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_6b<br />
|name=Slam<br />
|input=6B<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Special Moves==<br />
===Serpent Slash===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_214a,yamazaki_214b,yamazaki_214c,yamazaki_214ac,yamazaki_214d<br />
|name=Serpent Slash<br />
|input=214A/B/C/AC<br />
(A/B/C hold OK)<br />
|description4= Fast, quick, long ranged strike.<br />
* B version is punishable on hit <br />
* A version cannot hit standing.<br />
* C version will out-poke most moves and even CDs.<br />
This move is your bread and butter. A and C versions are fantastic in combos, conversions, and neutral. B version is slightly less useful due to its horrible framedata on hit, but it can come in handy sometimes. EX version is absolutely crazy as it leads to high damage combos both in corner and midscreen, and can be used as a large, active poke that leads to crazy damage on ground hit.<br />
|description5= Stance cancel.<br />
* Leaves Yamazaki -5 on block and -3 on hit when canceled from light normals<br />
* Leaves Yamazaki +1 on block and +3 on hit when canceled from heavies and command normals<br />
This move is ''also'' your bread and butter. This is what makes Yamazaki's pressure so scary, as he can mix between frame traps, staggers, and pressure resets at an incredibly quick pace. It is also highly useful for making pokes safer and allowing conversions off stand CD.<br />
}}<br />
<br />
===Bombshell Badda-Bing===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146p,yamazaki_632146ac<br />
|name=Bombshell Badda-Bing<br />
|input=632146A/C/AC<br />
|description2=Decent damage command grab that gives good oki.<br />
* EX version just deals more damage and gives more oki.<br />
Not much to say about this except it's one of your few tools midscreen that grants a safejump, though it has to be manually timed. In the corner you can followup with an OTG for some extra damage.<br />
}}<br />
<br />
===Double Return===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236p,yamazaki_236p_reflect,yamazaki_236ac,yamazaki_236ac_reflect,<br />
|name=Double Return<br />
|input=236A/C/AC<br />
|description4=<br />
An uppercut that absorbs almost any projectile that comes into contact into it, even Terry's Power Geyser and Athena's Climax. Normal versions of the uppercut have very poor range and low damage are only useful for dealing with projectiles.<br />
* A version absorbs and stores a fireball that can be launched by using 236A again. Flames appear around Yamazaki's hand in his pocket to show that he has a fireball stored.<br />
* C version immediately launches the fireball instead.<br />
* AC version launches notably faster and set up a juggle.<br />
* A/C versions of the fireball function like EX projectiles.<br />
* EX version of the fireball function like super projectiles.<br />
}}<br />
<br />
===Sadomaso===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_41236k,yamazaki_41236bd<br />
|name=Sadomaso<br />
|input=41236B/BD<br />
|description2= Stupidly active high and mid counter if reacting to jumps isn't your cup of tea. <br />
* BD version juggles.<br />
Great tool for countering mids, highs, and jump-ins all at once. If they know you're going to use this you'll die, however, as the animation gives the opponent about six years give or take to punish with a low starter.<br />
}}<br />
<br />
===Spray Sand===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623d<br />
|name=Spray Sand<br />
|input=623D<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Fight of Tempering===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_623b,yamazaki_623bd<br />
|name=Fight of Tempering<br />
|input=623B/BD<br />
|description2= Weird overhead move.<br />
* BD version is safe and unreactable.<br />
The B version of this is your staple ender in corner juggles, as it leads to a safejump that's kind of easy to time. The BD version on the other hand is a stupid instant overhead that you can just whip out as the pushback makes it safe despite its negativity. It has a 4f gap between the two hits but Yamazaki wins the trade and WILL combo you after due to frame advantage. The way you counteract this is by throwing the move, but it's easier said than done. A staple in his corner pressure due to its range and speed.<br />
}}<br />
<br />
===Todome===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_632146k,yamazaki_632146bd<br />
|name=Todome<br />
|input=632146B/D/BD<br />
|description2= OTG.<br />
* Normal version kicks them away and switches sides, EX version gives you a little oki and kicks them in front of you while also lasting longer.<br />
Go-to for forcing the opponent to take full damage from Pit Viper. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Guillotine===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_236236p,yamazaki_236236ac<br />
|name=Guillotine<br />
|input=236236A/C/AC<br />
|description2=<br />
* Placeholder<br />
}}<br />
<br />
===Pit Viper===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236p,yamazaki_2141236ac<br />
|name=Pit Viper<br />
|input=2141236A/C/AC<br />
|description2=<br />
* Value in [] indicate unscaled bleed damage. Bleed damage is applied twice a second and cannot KO opponents. Bleed damage stops if Yamazaki is hit by any attack.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Drill===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=yamazaki_2141236cd<br />
|name=Drill<br />
|input=2141236CD (mash A and C)<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Ryuji Yamazaki]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53254XV Broken/Clark Still2022-05-18T22:40:26Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark one the easiest in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use air-to-airs rather than anti-airs to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3=* The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or cr.C hit. 214C can be linked into 214A for even better corner carry. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen extremely quickly while invlunerable to projectiles<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. Similar Running Three MAX, this move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Luong&diff=53244XV Broken/Luong2022-05-18T20:39:41Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Luong Profile.png|thumb|Luong is a femme fatale type fighter with mysterious motives. She can and will lacerate her enemies like a whip with her long legs and her arranged tae kwon do kicking techniques.<br/>This KOF, she's seemingly working in opposition to her lover Gang-il and his disciple Kim, but perhaps all is not how it seems...]]<br />
{{TOClimit|3}} <br />
==Gameplay Overview==<br />
{{StrengthsAndWeaknesses<br />
| intro = Luong is a neutral based character who uses her kick specials to harass opponents at long range. <br />
Luong can easily instill fear in her opponents by threatening them with her varied options, mainly by using Geki as a mind game tool. Apart from neutral, another trait of hers is combo structure. About half of her Special Moves give access to easy combos on hit, metered or meterless, which is something not everyone has. She has a simple gameplan - Poke, land a hit, do a big combo, repeat. She does have several advanced techniques, but it's not required at the basic level. Luong is a perfect character for players who like having access to good neutral buttons and combos, as well as players who love labbing big combos and finding new ways to make existing combos even better. She can function well anywhere in the team, as she is not overly reliant on meter, so she is probably best used in the Point or Mid positions.<br />
<br />
| pros=<br />
* '''Simple and Clean Gameplan''': Luong is very easy to pick up and play. She wants to poke with her long kick specials before forcing an air approach, anti-airing it, and going into a combo. Simple, easily understood, and very effective. <br />
* '''Good Close-Range Offense''': Good standing buttons and great crossup options make Luong intimidating to fight at close range. This compliments her long-range game very well. Her 6B is also a good overhead, making her mixup game overall quite strong. <br />
* '''Stellar Combo Game''': Luong has great combo opportunities, with tons of paths based on relative position to the opponent or her chosen opener. She tends to build a lot of meter without needing to spend much for big damage, making her a great choice for teams that have meter-heavy characters on them. <br />
| cons=<br />
* '''Choice Overload''': Luong can get very complex at higher levels thanks to the sheer depth of her combo choices. Knowing which moves to combo into at specific effective ranges are central to performing well, but she is very simple at lower levels. <br />
* '''Spacing Dependent''': Luong's poking gameplan is at odds with her combo potential. She can have difficulties actually getting close enough to do her big combos, as her furthest-range combos deal much less damage. <br />
}}<br />
Luong is a character who made her debut in the previous game, KOFXIV.<br />
<br />
Her game plan at that time was relatively simple: She excels at fighting at the mid-range while setting the target up for high-damage combos. Luong is one of the more relatively easier characters to play but making use of her mix-up potential from her insta-air overheads from Max Mode did require a bit of practice. With these aspects in mind, Luong was a relatively strong character whose game play lies in mid-to-close range neutral and using feints to bait enemies into making mistakes.<br />
<br />
The character is also known to have a lot in common with Yamazaki, particularly with how their feints work from their special moves and the fact that a part of their gameplay lies in punishing targets heavily for their mistakes after baiting them out.<br />
<br />
She also has options to exploit while in midair, her jumping air 214+K. This is her jumping cartwheel that enables her to slightly change the trajectory of her landing and also build meter. In addition, she can also cancel some of her jumping normals into air 214+K which can yield some rather devastating mix-ups and damage, specifically when going from jumping A (light punch) and then canceling into her EX 214+K which yields a full combo and will still hit overhead and will even cross targets up depending on whether the user hops forward or not. This was specifically exploitable from Max Mode canceling from a light normal.<br />
<br />
As of now, she is still capable of this feat in the mix-up department, thus she remains a major threat just as she was in KOFXIV. <br />
<br />
This aspect of Luong remains largely the same. As of this time, she has a new move from 214+P, where she delivers two kicks to send the target flying. The EX version serves as a wall bounce (wall wire) for combo extensions, which offers the player more creative combo potential. The regular versions of 214+P enable her to either end combos and also super cancel into her Desperation Moves when either of them lands successfully.<br />
<br />
Another addition is her 236+A, 236+B, 236+C which normally enables players to hold the corresponding button and feint out the rapid kick strikes with D while keeping them held. What the player can do in addition to this is dash cancel, which will have its own uses.<br />
<br />
If the player is looking for a relatively simplistic approach with a variety of options for baiting out the enemy's mistakes from her special moves, Luong is an excellent character to pick up and is pretty fun to play.<br />
<br />
==Movelist==<br />
<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Sen - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Chou - ''(close)'' [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Tsui - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Geki - [[image:qcf.gif]] + [[image:a.gif]] / [[image:b.gif]] / [[image:c.gif]] (*)<br />
<br />
┗ Geki (Held)<br />
:┗ Geki [[image:d.gif]] (Cancel)<br />
:┗ Geki [[image:fd.gif]][[image:fd.gif]] (Cancel) <br />
<br />
Ren - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*) (Midair Only)<br />
<br />
Rin - [[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
Kou - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
'''Super Special Moves'''<br />
<br />
Tou - [[image:qcf.gif]][[image:qcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Tei - [[image:qcf.gif]][[image:df.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
Ben - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Anywhere<br/><br />
|<br />
2B(x3), 214+B XX 214+A = 181 dmg<br/><br />
cl.D, 6B, 214+C = 205 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Low confirm<br/><br />
|<br />
2B(x3), 214+B, 214+A, 236236+B = 307 dmg<br/><br />
|-<br />
| '''2(.05) Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
cl.D, 6B, 214+AC, 214+D, 214+B, 236+A, 214+A, 2363214+BD = 547 dmg<br/><br />
|-<br />
|}<br />
<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_sta <br />
|description=<br />
* Whiffs on crouching opponents.<br />
Luong extends her left hand quickly and pokes the opponent. Special cancellable. Not a lot of range but can snipe hops quickly with little to no risk. Will be punished by lower hitting moves.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_stb<br />
|description=<br />
* Whiffs on crouching opponents. <br />
Luong does a quick angled kick aimed towards the opponents head/neck. Cannot be special cancelled although where it shines is versus air approaches. f.B can stuff hops very effectively. Vulnerable to lower hitting moves.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_stc<br />
|description=<br />
*<br />
Luong throws her left hand out and strikes the opponent. Startup is a bit slow yet this move does not whiff on crouchers unlike her other far normals and allows her to cancel into special moves. Cannot be cancelled on whiff either so full commitment is needed. Effectively a longer f.A and is disjointed. Loses to lower profile moves.<br />
}}<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_std<br />
|description=<br />
*Whiffs on crouchers.<br />
Luong swings her leg in an upwards position, this move is really solid and one of her best anti airs. Due to its angle, it helps versus rising hops and jumps although cannot be special cancelled. Use this move, even if riskier than her other anti airs the damage will be higher regardless.<br />
}}<br />
<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cla<br />
|description=<br />
*Can be chained into from lights and into other lights from itself.<br />
*Mash A for rush combo.<br />
Luong quickly jabs her opponent in the neck. Does not whiff on crouchers and is special cancellable, all around a normal c.A.<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_clb<br />
|description=<br />
*Can be chained into from lights.<br />
Luong quickly strikes the opponents leg with her heel. Hits low and special cancellable making it a good way to check for opponents who are trying to guess high. Pretty basic move.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_clc<br />
|description=<br />
*Multi hitting, either hit may be cancelled.<br />
Luong strikes her opponents chest and then neck. Great hit confirm although on hit grants less damage than c.D. Both hits hit crouchers and due to both hits being cancellable you can catch your opponent off guard by cancelling it early.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cld<br />
|description=<br />
Luong strikes the opponent with her ass- i mean her right foot, in similar fashion to c.B this hits low and is cancellable. Surprising range for a c.D.<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cra<br />
|description=<br />
*Can be chained from lights and into other lights.<br />
Standard 2A with decent range. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crb<br />
|description=<br />
*Can be chained from lights and into other lights.<br />
Luongs fastest normal and without a doubt her best hit confirm. May be chained into itself three times and then can be cancelled into specials, most likely 214B. Good for stagger pressure and really reliable move although short range.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crc<br />
|description=<br />
Luong's main anti air if crouching, 2C lacks range but is surprisingly effective despite looking stubby. The great angle can allow for decent reward for good reactions, relatively safe too when used as an anti air. No reason to use this for grounded opponents over c.D and c.C. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_crd<br />
|description=<br />
*She can do that??<br />
Luong does the splits in her best crouching normal, this move is ridiculous and puts her at such a low profile that it can genuinely anti air moves. One of her best pokes for its speed/low profile and since its special cancellable it can be made safe with ease. Use this move, seriously. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_ha,luong_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Can crossup weirdly enough yet not advised. Use j.B instead of this move its range is quite abysmal.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hb,luong_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Luongs main crossup normal, almost Kyo j.B but slightly worse, could be a good air to air with how its angled. Probably her best jump in due to how ambiguous it hits.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hc,luong_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Whiffs on crouchers.<br />
Really strange move, causes air reset on hit but the range is very bad and must be done on a jumping or standing opponent. Wont even go into j.214B/D.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hd,luong_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Good standard jump in, good range, can instant overhead taller characters. Best jump in damage wise.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_cd<br />
|description=<br />
* Luong's blowback is actually really good due to it being forward moving and so disjointed, Luong gets good reward off raw blowback too. Use this in niche situations since it can also hit crouchers. It can also anti air opponents hops at longer ranges due to the tip of her foot reaching so far making it a really nice option if you feel it will reach.<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_qcf+cd<br />
|description=<br />
* Same pros as her raw blowback but now it's armoured. Jumpers beware. Wallbounce is great for Luong too for 214B pickups.<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_hcd,luong_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Solid air to air and reaches further than her j.B , can stuff opponents hops and jumps well too.<br />
}}<br />
<br />
==Throws==<br />
{{MoveData<br />
|image= XV_luong_cthrow_ima.png<br />
|caption=<br />
|name=Sen<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 100<br />
|stun= 0<br />
|startup= 1<br />
|active=<br />
|recovery=<br />
|hitAdv= +38<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Luong wraps her legs around the opponents neck and throws them past midscreen, allowing j.214B/D/BD shenanigans for okizeme.<br />
*<br />
*<br />
}}<br />
}}<br />
<br />
{{MoveData<br />
|image= XV_luong_dthrow_ima.png<br />
|caption=<br />
|name=Chou<br />
|data=<br />
{{AttackData-KOFXV<br />
|damage= 100<br />
|stun= 0<br />
|startup= 1<br />
|active=<br />
|recovery=<br />
|hitAdv= +45<br />
|blockAdv=<br />
|hitbox=<br />
|invul= <br />
|description= * Basically just forward throw but now backwards, more plus allowing for even more j.214B/D/BD shenanigans. Throws them midscreen distance since it moves backwards.<br />
*<br />
*<br />
}}<br />
}}<br />
==Command Moves==<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_6b<br />
|captions= '''Start-up''','''Active frame'''<br />
|name=Tsui<br />
|input=6B<br />
|description= * Luongs only grounded overhead, slow yet very effective. Where it lacks in speed, it makes up for in reach. 6B reaches a good distance and can actually work as a counter poke versus lower hitting moves for instance Iori 2D. Also a big part of her combo and pressure game, she can combo her heavies into 6B and then special cancel for big confirms. This gives her longer to hitconfirm than prior and ups her damage considerably. May be used as a frametrap from heavies to bait out mashers. Use this for quick max too since outside of being cancelled into you cannot special cancel. Great tool and crucial to use. <br />
<br />
}}<br />
<br />
==Special Moves==<br />
===Geki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_236a,luong_236b,luong_236c,luong_236ac,luong_236[x]_66,luong_236[x]_d<br />
|input=236A/B/C/A+C <br />
(A/B/C hold OK)<br />
|description4= <br />
* Can hold A/B/C to delay the kick until release<br />
* Delay stance can be cancelled into other follow-ups after ??F<br />
<br />
Luong quickly kicks her leg in three different directions.<br />
* A version aims upwards. Whiffs on crouchers but is effective versus jumpers and used in juggles. Great anti air and can snipe people with ease making it frustrating to fight versus.<br />
<br />
* B version is a forward slash. Less range than it looks like it has but still great. Not as useful compared to A or C but has its place in stopping people from running at you and for ending juggles where you cannot do A or 214A/C.<br />
<br />
* C version is a low strike. This will be your main pressure ender for safe blockstrings since the pushback is immense and it reaches far. Not really good for juggles but shines in being safe and a good block check. Being even on hit greatly benefits it too.<br />
<br />
* EX Geki is a great move. For its range, it has the ability to punish more minus moves on block efficiently and gives a hard knockdown sideswitch on hit which can really turn the tides of some matches. Being able to pressure with j.214B/D/BD after makes this one of your best moves.<br />
|description5=<br />
* Luong dash cancels her Geki stance. Although this doesn't build meter whereas Geki would, this move is more utilised for mixups and for mobility. While it's not that fast, it can be a good tool to catch a blocking opponent off guard and gives them more to be worried about. Don't overuse this on block though since opponents will start to stuff your dash and punish you heavily. Geki stance is counter hit vulnerable so learning how to do the dash cancel instantly will be key for this move to be as effective as possible.<br />
|description6=<br />
* Luong cancels her Geki stance by pressing D. Not as much to say compared to dash cancel but good for throw mixups. On block this will mostly be a close quarters option where when cancelled you can go into a grab which is completely unreactable. In neutral this is a niche option compared to dash cancel but can work to fake your opponents out and cause them to make assumptions about what you're about to do.<br />
<br />
}}<br />
<br />
<br />
===Ren===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_j214b,luong_j214d,luong_j214bd<br />
|name=Ren<br />
|input=j.214B/D/BD<br />
|description3= <br />
*All versions crossup yet do not hit overhead despite being air only.<br />
<br />
* B version will be your go to version of this move due to how fast it is and how plus on block it can potentially be. When done instantly from the ground via a tiger knee input (2149B), this move is completely unreactable but the drawback to this is it can only be performed in the air so using it on wakeup is preferred compared to blockstrings. On hit you can go into a juggle with EX 214BD or go for nasty setups. <br />
<br />
* D version is good but slower and less plus on block but to make up for it has a bigger hitbox and keeps her suspended in the air for a bit. Same pros mostly apply, has its uses where B version may not reach in time for the opponents wakeup.<br />
<br />
* EX Ren is unique because on hit the opponent isn't knocked back, they are put in place for juggles with 214B after making it a great way to open someone up. The trade-off is far worse frame data than the other two versions but this move certainly has its place. Due to its ridiculous speed too, this is a great option for short hops.<br />
<br />
}}<br />
<br />
===Rin===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_214b,luong_214d,luong_214bd<br />
|name=Rin<br />
|input=214B/D/BD<br />
|description3= * All versions put Luong in an airborne state, meaning you cannot super cancel from this move alone.<br />
<br />
* B version is your main special for metered combos. Can be comboed into from lights, mainly 2B for low confirms making it a reliable combo tool and one of her best. Bare in mind due to this moves short range you may whiff it in longer hit confirms but it should be noted the hitbox is a bit disjointed. On hit, allows for juggles afterwards so make sure to keep that in mind. Not useful in pressure, it's quite minus and even when spaced you are very vulnerable.<br />
<br />
* D version whilst less useful will still have its place. D version is slower but on hit launches the opponent higher allowing for more juggle options. Cannot be comboed into from lights but only heavies making it more niche and a harder move to use without good hits. Although less minus on block, don't use it in blockstrings since she has safer tools.<br />
<br />
* The EX version as a starter is good but where it truly shines is at the start of juggles. <br />
<br />
}}<br />
<br />
===Kou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_214a,luong_214c,luong_214ac<br />
|name=Kou<br />
|input=214A/C/AC<br />
|description3=<br />
<br />
* A version is good for combos where C version would whiff but where C is available A becomes useless due to it only being a soft knockdown. Not a good combo starter either due to it knocking back. Has its uses.<br />
<br />
* C version is your main way to get hard knockdowns without super; in her 0.5 combos this becomes your main ender and is incredibly effective. Since you are so ridiculously plus you can practically set anything up. Can be used midscreen or corner for good oki but in midscreen they get knocked back hard so you cant really set anything up compared to corner. <br />
<br />
* EX version is good for combos and an amazing starter. This move wallsplats allowing for juggles afterwards with her 214B/D but be weary when in the corner as you will sideswitch due to the wallbounce. This extends your combos well and gives you strong damage with minimal meter.<br />
<br />
}}<br />
<br />
==Super Special Moves==<br />
===Tou===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_236236k,luong_236236bd<br />
|name=Tou<br />
|input=236236B/D/BD<br />
|description2= <br />
* Your go to super for either going into her other supers or upclose. At range this super can whiff so be aware of spacing. Up close, the B/D versions keep the opponent closer to Luong whereas the BD leave them further, giving oki for B/D yet trading said oki for raw damage in BD. Her BD version goes through fireballs if you are close enough, this can be good but risky for sure.<br />
<br />
}} <br />
<br />
===Tei===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_236214k,luong_236214bd<br />
|name=Tei<br />
|input=236214B/D/BD<br />
|description2= * This super is really not meant for climax cancelling or super cancelling at all due to it ending with a knockdown.<br />
<br />
* Both versions are good for combos that leave them too far for 236236B/D/BD yet its to be noted that even this super can whiff if the opponent is too high, so time accordingly. The BD version is notable for being 5 startup so this could be a really great way to punish heavily in scenarios where 236AC might be unoptimal. No special attributes here either.<br />
<br />
}}<br />
<br />
<br />
===Ben===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=luong_214236CD<br />
|name=Ben<br />
|input=214236CD<br />
|description=<br />
<br />
* Usually cancelled from her 236236B/D/BD because as established above her 236214B/D/BD doesn't allow for super cancels. Also goes through fireballs like her 236236BD does making it astonishingly good for hard reads and can help you get in with ease if you play your cards right.<br />
<br />
}}<br />
<br />
==Geki Dash Cancel Shortcut==<br />
<br />
When you do 236A/B/C, input 6 right after so the inputs overlap and you just get the dash. The input should be 236(A/B/C)56. Not used for combos but in pressure this has so much potential for throw mixups and general resets. Use with care since the pressure resets will probably be caught on in longer sets and you will be punished. This can be a really sneaky way to open someone up though and a great option for general movement.<br />
<br />
==Videos==<br />
{{#ev:youtube|opNubV7j1Tc|||'''Luong Reveal Trailer'''|frame}}<br />
Luong Reveal Trailer by SNK Official<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Luong]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53243XV Broken/Clark Still2022-05-18T20:12:27Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark is one of - if not the single least 'droppable' character in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use Air-to-Air's rather than anti-air's to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3=* The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or cr.C hit. 214C can be linked into 214A for even better corner carry. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen extremely quickly while invlunerable to projectiles<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. Similar Running Three MAX, this move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53242XV Broken/Clark Still2022-05-18T20:10:48Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark is one of - if not the single least 'droppable' character in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use Air-to-Air's rather than anti-air's to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3=* The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or cr.C hit. 214C can be linked into 214A for even better corner carry. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX also goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen extremely quickly while invlunerable to projectiles<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. Similar Running Three MAX, this move has projectile invulnerability. The leap also allows it to go over lows. It can still be DP'd on reaction, so be careful with throwing it out.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. This move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53240XV Broken/Clark Still2022-05-18T20:00:20Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark is one of - if not the single least 'droppable' character in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use Air-to-Air's rather than anti-air's to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3=* The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or cr.C hit. 214C can be linked into 214A for even better corner carry. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=<br />
* Clark's go-to combo ender with meter. Does low damage thanks to poor OTG scaling, but still very useful to help kill a low-health opponent. <br />
* Can be performed out of Flashing Elbow. As an input tip, always buffer Ultra Argentine Backbreaker from the opposite direction as your Flashing Elbow input, i.e. 214 > 6321463214, or 236> 4123641236<br />
* Grants nonexistent Oki on hit, making it a poor choice to use outside of meter dumps<br />
<br />
Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3= <br />
* Midscreen punish and meter dump starter<br />
* During the MAX version Clark is invulnerable to projectiles, making this a great psuedo-reversal for blowing up fake pressure or catching out a zoner<br />
* Can be cancelled into Ultra Argentine Backbreaker MAX or Climax<br />
<br />
Clark sprints forward and then grabs his opponent before powerbombing them. A solid super to help punish poor pressure or begin a meter dump. Extremely hard to react to at close range due to the speed and range at which Clark can grab you, but can be easily DP'd if done raw. Don't throw this out randomly- instead, work it into your gameplan as a whiff punisher. <br />
<br />
The MAX version has more use as an anti-zoning tool. Clark gains projectile invulnerability while performing this super, allowing him to easily blow up anyone spamming projectiles. He also moves extremely fast during this move, making it very easy to punish an opponent spamming fireballs from even fullscreen. Running Three MAX also goes right into Clark's Climax Super for over 700 points of damage, giving him a great way to overcome the zoning matchup if he's got the bar to spend. <br />
<br />
Gatling Attack C's first hit can be cancelled into this super, which can then either flow into Ultra Argentine Backbreaker MAX or Climax depending on your resources. Good for immediately dumping all your bar and doing 50% or above to a low-health opponent, which can be great for a Mid or Anchor Clark. <br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=<br />
* Clark flies across the screen while fully invulnerable<br />
* Does excellent damage by Clark's standards<br />
<br />
Similar to Running Three MAX, this super sends Clark fullscreen to grab his opponents for a brutal punish. Unlike Running Three MAX, which is only invulnerable to projectiles, this move is fully invulnerable.<br />
<br />
Something to note is that both of Clark's supers send his opponents fullscreen. However, this move will catch anyone standing still or performing a grounded move regardless of where they are on the screen, so throwing this out after waiting to see what they do is a good way to punish them further. A basic MAX Mode BnB does close to 600 damage, while a Max Mode Climax does 445, so this is a surefire way to kill an opponent who doesn't realize what you're about to do. It's a gimmick, but keeping it in your back pocket can make Anchor Clark a real menace. <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Clark_Still&diff=53232XV Broken/Clark Still2022-05-18T19:28:13Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Clark Profile.png|thumb|Clark is a mercenary who has fought alongside Ralf on numerous battlefields. His rank is lieutenant, and in addition to Heidern-style assassination moves and martial arts, he specializes in wrestling throws and locks.<br/>Always calm, he has earned immense trust from Ralf.]]<br />
{{TOClimit|3}}<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a grappler who excels at looping grab setups and poking from 1-2 char distances away.<br />
| pros=<br />
* '''Mixup Supreme''': If Clark gets close to you, it's over. His wide suite of mixup options include multiple command grabs (some of which are armored), highs and lows, lefts and rights, the traditional KOF safejump... if someone can mix you with it, Clark can do it.<br />
* '''Command Grab Arsenal''': Clark has a command grab for every situation, including pressure, anti-air, and even reversal.<br />
* '''Vortex Potential''': Clark's Flashing Elbow follow-up allows him to continually put pressure on his opponents after landing a command grab. He can then use any mix option that he has in mind and begin it all over again. <br />
* '''Superb Neutral''': A combination of great normals and varied setups gives him lots of ways to contest space where other grapplers might not be able to. Step (6BD) is an amazing movement tool goes over low-profile normals and gives him a great chase game to boot. Clark's 2D is also infamous for being incredibly fast and far reaching, allowing him to win trades in neutral and begin the blender.<br />
* '''Meter Efficiency''': Clark's entire game plan is both functional and threatening without meter, and he's often at liberty to spend it however he wants to squeeze extra damage or guaranteed oki out of every opportunity. This means he can work well in any team position.<br />
* '''Ridiculous Air-to-Airs''': Clark's air to airs are large, active, and incredibly fast all at once. While this alone would be fantastic, Clark's EX Mount Tackle also has an anywhere-juggle property, allowing him to convert off air-to-airs like no other and go straight into his vortex.<br />
* '''Ease and Consistency''': Clark's super cancels may be tricky, but he seldom has to use them at all due to how poorly they scale. With his very quick and good normals coupled with simple gameplan and light execution outside of meter combos, Clark is one of - if not the single least 'droppable' character in the game in terms of combos, allowing him to remain killing even through high stress situations.<br />
<br />
| cons=<br />
* '''High Combo Scaling''': Cashing out in a command grab tends to be less damaging than other options that Clark might have in store.<br />
* '''Odd Reversal''': Clark's only reversal option is a command grab, which makes him very vulnerable to safejumps and hop mixups in particular. As a result, Clark often has to use Air-to-Air's rather than anti-air's to contest vertical space, which a smart opponent can capitalize on to help keep him shut out. <br />
* '''Corner Vacuum''': Clark's combo structure frequently takes opponents out of the corner, which makes his pressure game less effective and requires him to win neutral again if he does a big combo.<br />
* '''Zoner Problems''': Outside of universal mechanics, Clark has no practical countermeasure to projectiles in his move set. This means he naturally struggles against zoners, of which many in KOF XV are strong, and is often forced to thread the needle in order to win these matchups.<br />
}}<br />
Clark is KoF's mixup grappler, compared to the normal grappler archetype like Dinosaur/Zangief that slowly work their way in and the cash out with a command grab, Clark's goal is to get you into a Hard Knockdown (HKD) after his Flashing Elbow follow-up and then run the ultimate guessing game: Safe Jump, Delayed Grab, Overhead, ambiguous Left-Right Mixups or complete shenanigans. While all combo roads generally lead to the same situation, Clark is not just all about the grabs; his j.A, far B, 2D, and far C are all-star normals and allow him to work his way in and get the opponent scared. Clark is not without his faults; he is hampered by a lack of a true non-metered reversal, his AA buttons are lacking, and he has to play KoF Fundamentals to get around Fireballs. Clark is perfect for beginners as his Armored/Invulnerable Grabs can help him sneak in damage when they shouldn't, but his toolset can be fully explored for a complete character that can compete at the highest levels.<br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
'''Throws'''<br />
<br />
Nageppanashi German - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Fisherman Buster - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
Death Lake Driver - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]] (Midair Only)<br />
<br />
'''Command Normals'''<br />
<br />
Stomping - [[image:fd.gif]] + [[image:b.gif]]<br />
<br />
Step [[image:fd.gif]] + [[image:b.gif]][[image:d.gif]]<br />
<br />
'''Special Moves'''<br />
<br />
Mount Tackle - [[image:hcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Clark Lift - [[image:dn.gif]] [[image:dn.gif]] + [[image:a.gif]]<br />
:┗ Sleeper Lift (D.D.T) - [[image:dn.gif]] [[image:dn.gif]] + [[image:c.gif]]<br />
::┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
:┗ Rolling Cradler - [[image:dn.gif]] [[image:dn.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
<br />
Super Argentine Backbreaker - [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
Vulcan Punch - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
<br />
Gatling Attack - [[image:qcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (*)<br />
:┗ Death Lake Driver (After HP or EX Gatling Attack) - [[image:dp.gif]] + [[image:a.gif]] [[image:c.gif]]<br />
<br />
Frankensteiner - [[image:dp.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
:┗ Flashing Elbow - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ultra Argentine Backbreaker - [[image:hcb.gif]] [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
Running Three - [[image:hcf.gif]] [[image:hcf.gif]] + [[image:b.gif]] / [[image:d.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ultra Clark Buster - [[image:qcb.gif]] [[image:hcf.gif]] + [[image:c.gif]] [[image:d.gif]]<br />
<br />
==Quick Combo Reference==<br />
<br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
===Quick Combo Reference===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
j.A > cl.C> 6B > 41236D > 236C = 270 dmg<br/><br />
2B > 2A > 41236A/C, (chain throws) = 172 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Anywhere<br/><br />
|<br />
cl.C > 6B > 623AC > 41236D > 236C = 382 dmg<br/><br />
2B > 2A > 214AC > 214A > 41236AC, (chain throws) = 316 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
|<br />
2D > cl.D/f.D > max > cl.C > 6B > 623AC > 41236D > 236C > [SC] 236236AC = 484 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fa<br />
|description=<br />
Standard KoF far jab, good for checking hop space on reaction.<br />
}}<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fb<br />
|description=<br />
Not as much range as other far B's in the game, but makes up for it by having surprisingly high frame advantage. Can be chained into from other light normals, allowing a link into 2D on hit or a strong chance for a pressure reset on block.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fc<br />
|description=<br />
A lesser (see: fair) version of Ralf's far C. Great range but doesn't connect on crouching opponents. Connects at round-start range. Can be super or max-canceled. Note that that only Running Three/EX Running Three/EX Ultra Argentine Backbreaker will connect when far C is canceled at max range. While these cases seem niche, they can be used to catch opponents that try to roll out of safejumps on wakeup.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_fd<br />
|description=<br />
Clark's best grounded anti-air normal and a pretty good one at that. Has a surprisingly good hitbox but long whiff recovery, so be careful using it recklessly. Can be cancelled and combos into any super, even his UABB which would normally miss at the range far D hits.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cla<br />
|description=<br />
* Placeholder<br />
}}<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clb<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_clc<br />
|description=<br />
Clark's go-to close normal for just about everything. The first hit is freely cancellable into 6B or specials and his most reliable combo starter. The second hit can only be cancelled into Super or Quick Max, but because it's even on block this can be easily hit-confirmed at zero risk.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cld<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2a<br />
|description=<br />
* Jails into 2D.<br />
Incredible crouching jab, tied for Clark's fastest normal with far A but generally more useful, especially for abare and pressure. Chainable into itself and other light normals. Great for pressure due to its frame advantage and deceptively fat hitbox.<br />
}}<br />
<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2b<br />
|description=<br />
Standard KoF crouching low, but notable for Clark in this game because it can be special cancelled, which he couldn't do in many previous KoF games. Not chainable into itself directly but does chain into other light normals, giving him access to some easy and potentially powerful hit-confirms.<br />
}}<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2c<br />
|description=<br />
One of Clark's better grounded pokes. Solid range and speed and freely cancellable into 6B or specials, though whether or not some follow-ups will hit is highly dependent on range. Better overall recovery than most of Clark's longer range normals, but it doesn't cover air space well.<br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2d<br />
|description=<br />
Easily one of the best sweeps in the game, Clark's crouch D has always been a very reliable tool. Everything you'd want in a sweep in a KoF game: fast startup, good range, safe on block, and special cancellable. On hit this can be cancelled into EX Mount Tackle for extra damage and better oki. Alternatively this can be cancelled into Step to chase the opponent's knockdown on hit or even initiate Clark's throw game on block, though the latter tactic is more of a gimmick, knowledge check, or a reaction test for the opponent than a reliable way in.<br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_ha,clark_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=<br />
Clark's best jump-in. Fast, active, and a staple of Clark's safe jumps, hop pressure, and tick throws.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hb,clark_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=<br />
Technically outclassed by j.A as a jump-in but still good in its own right. Hits at jump-in ranges where j.A won't and serves as a passable air-to-air in a pinch, though it's not as reliable against crouchers as j.A.<br />
}}<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hc,clark_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=<br />
Hard to use because it's slower than most of Clark's other jumping normals and it doesn't connect on crouchers, but still serves its purpose as a damaging horizontal air-to-air. Not the worst thing to get if you attempt an air throw and miss.<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hd,clark_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=<br />
Unusual for a jumping normal as it's designed to be an anti-air, but it's Clark's best button for that purpose. Super fast for a heavy normal with a solid hitbox, hopping with this normal will shut down most aerial approaches when well-placed.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cd<br />
|description=<br />
* Placeholder<br />
}}<br />
<br />
====Shatter Strike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_236cd<br />
|description=<br />
*Placeholder<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_hcd,clark_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Rush Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_rush1,clark_rush2<br />
|name=rush<br />
|input=cl.AA/cl.AAX<br />
|description2=* Placeholder<br />
}}<br />
<br />
==Throws==<br />
===Nageppanashi German===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_cthrow<br />
|name=Nageppanashi German <br />
|input=(close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
===Fisherman Buster===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_dthrow<br />
|name=Fisherman Buster <br />
|input=(close) 4/6D<br />
|description=* Placeholder<br />
}}<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_athrow<br />
|name=Death Lake Driver <br />
|input=air (close) 4/6C<br />
|description=* Placeholder<br />
}}<br />
<br />
==Command Moves==<br />
===Stomping===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6b<br />
|name=Stomping <br />
|input=6B<br />
|description=<br />
A classic Clark command normal that was made into an overhead in XIV, a property it retains in this game. Unlike XIV and many other classic games, in XV it's cancelable into specials when chained; this makes hit-confirms from cl.C much easier. Unchained, it can only be canceled into Super or QM, and like most canceled overheads the damage scaling is pretty heavy. Overhead into a QM combo can still be a great strategy for closing out a round but isn't very meter-efficient.<br />
}}<br />
<br />
===Step===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6bd<br />
|name=Step <br />
|input=6BD<br />
|description=<br />
Clark's command hop. Moves surprisingly far forward and counts as a special move, which means it can be canceled into from other normals and even 6B, giving Clark a chance to close the distance by surprise from pokes or force tick throw opportunities from close-range pressure. Easy to get mashed on when done too predictably, but as a gimmick against players unfamiliar with the character or even when generally well-timed in neutral situations, it can give you an immediate opportunity to start Clark's vortex game.<br />
}}<br />
<br />
==Special Moves==<br />
===Mount Tackle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236a,clark_41236c,clark_41236ac<br />
|name=Mount Tackle<br />
|input=41236A/C/AC<br />
|description3=<br />
Clark runs forward and tackles the opponent to the ground. This is not a running throw, but a running attack that deals 0 damage. Has incredible priority when the hitbox becomes active, but hands your opponent their favorite combo if it's blocked. An effective if risky tool for punishing any form of reckless movement from your opponent, as it will catch hops quite reliably. A version starts up faster, C version runs further after startup; this is primarily important because A Mount Tackle can be used in some combos where C Mount Tackle can't.<br />
<br />
The EX version is unique in that Clark immediately goes into the tackle animation. This has upper body invulnerability, which makes it a completely reliable anti-air. EX Mount Tackle also has the Anywhere Juggle property, which allows it to combo in a ton of situations where other moves can't. All this makes it Clark's best EX move by far, as nearly every BnB, anti-air, and knockdown/knockback can potentially be extended by EX Mount Tackle for extra damage and a guaranteed oki setup.<br />
<br />
Though Mount Tackle does no damage by itself, three different follow-ups can be performed after the tackle, each dealing different damage and serving a different purpose. These follow-ups deal more damage from EX Mount Tackle.<br />
}}<br />
<br />
===Clark Lift===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22a,clark_41236ac_22a<br />
|name=Clark Lift<br />
|input=41236AC~22A<br />
|description2=<br />
The second most damaging follow-up to Mount Tackle, but with no reliable oki. Not very useful out of normal Mount Tackle, but becomes a good option out of EX Mount Tackle. This is because EX Mount Tackle cannot be extended with Flashing Elbow at all. As a result, Clark Lift becomes a good option for keeping the opponent close to you in situations where Flashing Elbow cannot grant oki, as Sleeper and Rolling Death Cradle both force the opponent far away.<br />
}}<br />
<br />
===Sleeper (D.D.T.)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c,clark_41236ac_22c<br />
|name=Sleeper (D.D.T.)<br />
|input=41236AC~22C<br />
|description2=<br />
The least damaging follow-up to Mount Tackle, but can itself be followed up with Flashing Elbow, which makes it the best option overall for oki setups. Most of the time you should use this one.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22c_236p,clark_41236ac_22c_236p<br />
|name=Flashing Elbow<br />
|input=41236AC~22C~236A/C<br />
|description2=<br />
The classic follow-up to many of Clark's command throws. Not only does this supplement his command throw game with extra damage, it recovers fast enough to allow Clark to get back into position to mix up the opponent immediately on their wakeup. In XV this is as easy as doing a super jump after the Flashing Elbow connects, or doing Step. Done immediately, this will put Clark into position to do a meaty 2B, cl.C, or delayed command throw to beat wakeup mash/throw attempts; done with a slight delay, this can allow Clark to do a safe jump with j.A to bait reversals. Because Flashing Elbow is available as a follow-up from all of Clark's normal command throws in some form or another, it serves as the cornerstone of his vortex, so don't forget to use it!<br />
<br />
As a note, although the directional input for Flashing Elbow is listed as 236, the follow-up is always done after a side switch from the initiating command throw, which means the 236 needs to be performed to the opposite direction (i.e. 214). As a tip, always do the QCF motion ''in the direction Clark is throwing his opponent''. So if Clark is tossing his opponent to the left, do 214. <br />
<br />
Flashing Elbow can be canceled into Ultra Argentine Backbreaker or Climax when not originating from an EX move. This isn't very meter-efficient because of command throw damage scaling, but it's great for closing out rounds if you know it'll kill.<br />
}}<br />
<br />
===Rolling Death Cradle===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236p_22b,clark_42136p_22d<br />
|name=Rolling Death Cradle<br />
|input=42136A/C~22D<br />
|description2=<br />
The most damaging follow-up to Mount Tackle. This follow-up is actually useful in two situations: 1) if the extra damage will help you close out a round or 2) if your back is near the corner when Mount Tackle hits. It will pull them back into the corner while dealing significant damage and still allowing you to have decent oki. Midscreen however, your oki options are non-existent.<br />
}}<br />
<br />
===Super Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236b,clark_41236d,clark_41236bd<br />
|name=Super Argentine Backbreaker<br />
|input=41236B/D/BD<br />
|description3=<br />
The SPD of KOF, Clark's signature command throw. Does good damage on its own and can be followed up with Flashing Elbow.<br />
<br />
B version has delayed startup but has frame 1 guard point ''and'' throw invulnerability until active. This is particularly great for tick throws and oki, as it cleanly beats habitual mashing attempts and can only be countered by being airborne or otherwise out of range. DP attempts will lose to this, and you can punish with cl.C > 6B > Special for good damage. Essential for starting Clarks game and demanding respect. <br />
<br />
D version is a 1-frame command throw. This is best used from an empty jump or a forward dash to punish the opponent for hesitating. Its 1-frame startup means it can also technically be used as a reversal against grounded opponents if they fail to do a proper safejump. <br />
<br />
The EX version is functionally similar to the D version, but with more range. It also can't be followed up with Flashing Elbow; instead, it ground bounces the opponent into a juggle state, which can most reliably be followed up with A Gatling Attack for more potential damage. The extra range on EX SAB makes it great for linked confirms and punishes that would otherwise not be possible. This is notably the only way to convert high damage off a special command grab into Climax without suffering brutal OTG damage scaling.<br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_41236bd_236p<br />
|name=Flashing Elbow<br />
|input=41236B/D~236A/C<br />
|description=<br />
See above.<br />
}}<br />
<br />
===Vulcan Punch===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623a,clark_623c,clark_623ac<br />
|name=Vulcan Punch<br />
|input=623A/C/AC<br />
|description3=<br />
Clark's old school rapid punches were slightly reworked in KOF XV; the input has been changed and you can no longer mash for additional hits. For what it's worth, this makes the behavior of the move a lot more stable. Despite being even on block, which is incredible for a grappler, this only applies if the opponent blocks the last hit.<br />
<br />
Normal versions knock down on the last hit; notably, the hit-stun of each of the first three hits is enough to cancel into Running Three for a combo (the only way to do so) if the opponent isn't airborne. On block, the pushback is enough that crouching opponents will always be able to avoid the last hit, potentially allowing for a small punish if the opponent knows.<br />
<br />
EX Vulcan Punch is far more useful in most situations. It has no pushback on hit and a slight vacuum effect on block that keeps the opponent in grab range while leaving you at even on block, giving you a free mixup. On hit, instead of knocking down the opponent it leaves Clark at +1; this can potentially be used as an opportunity for a reset mixup, but more commonly this allows Clark to continue a combo with any of his 1-frame command throws. This makes EX Vulcan Punch the ideal special move starter for Clark's optimal damaging combo routes.<br />
}}<br />
<br />
===Gatling Attack===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214a,clark_214c,clark_214ac<br />
|name=Gatling Attack <br />
|input=214A/C/AC<br />
|description3=* The Ikari Warriors signature combo filler. Good damage, good corner carry, an easy input with lots of hitstun. Some good places to use this move are after a 6B or cr.C hit. 214C can be linked into 214A for even better corner carry. You can also perform EX Mount Tackle after 214A to get Oki, which makes this move an overall great special move for helping Clark's gameplan along.<br />
<br />
EX Gatling as a few uses as combo filler and is good for burst damage. That being said, its main benefit is that you can combo into light Mount Tackle. EX Mount Tackle does not let you perform supers after doing its version of Flashing Elbow, but light Mount Tackle retains this property. If you're looking to close out a round, then this can be a good option for maximizing damage. <br />
}}<br />
<br />
===Death Lake Driver===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_214c_623a,clark_214c_623c,clark_214ac_623a,clark_214ac_623c<br />
|name=Gatling Attack into Death Lake Driver<br />
|input=214C/AC~623A/C<br />
|description4=* Clark transitions right into his anti-air grab. Good for squeezing out as much damage as possible out of Clark's BnB, but sends his opponent fullscreen and wrecks any chance of getting good Oki. <br />
}}<br />
<br />
===Frankensteiner===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623b,clark_623d,clark_623bd<br />
|name=Frankensteiner<br />
|input=623B/D/BD<br />
|description3=* A command grab with startup invincibility. Considered one of Clark's most important specials, Frankensteiner is a staple of Clark's mixup game, as its invincibility eats people trying to fight back against his oki after getting knocked down. You can do Flashing Elbow out of this too, which means a successful read can lead right back into Clark's vortex. <br />
}}<br />
<br />
===Flashing Elbow===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_623k_236p,clark_623bd_236p<br />
|name=Flashing Elbow<br />
|input=623B/D/BD~236A/C<br />
|description2=* See above.<br />
}}<br />
<br />
==Super Special Moves==<br />
===Ultra Argentine Backbreaker===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_6321463214a,clark_6321463214AC<br />
|name=Ultra Argentine Backbreaker<br />
|input=6321463214(A/C/AC)<br />
|description2=* Clark's go-to combo ender with meter. Can be performed out of Flashing Elbow, which is good for closing out rounds. Due to the heavy scaling on OTG combos, this Super often does very little damage and grants no Oki on success. As a result, try to use this Super to close out a round or as a meter-dump if necessary. Note that this Super cannot combo into Running Three MAX or Climax, making this a true combo ender. <br />
<br />
The MAX version is a cinematic super with much better damage scaling. If you want to do good damage for three bars, do Running Three into Ultra Argentine Backbreaker MAX for the most possible damage. <br />
}}<br />
<br />
===Running Three===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_4123641236b,clark_4123641236d,clark_4123641236bd<br />
|name=Running Three<br />
|input=4123641236B/D/BD<br />
|description3=<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=clark_2141236cd<br />
|input=2141236CD<br />
|description=* <br />
}}<br />
<br />
==Misc==<br />
<br />
==Videos==<br />
{{#ev:youtube|gmlhLZOMwkE|||'''Ralf Jones and Clark Still Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Clark Still]]</div>Sunset Sullivanhttps://dreamcancel.com/w/index.php?title=XV_Broken/Kyo_Kusanagi&diff=53219XV Broken/Kyo Kusanagi2022-05-18T18:58:57Z<p>Sunset Sullivan: </p>
<hr />
<div>{{CharNavbox_XV}}<br />
[[File:KOFXV Kyo Profile.png|thumb|Kyo Kusanagi is the heir to the Kusanagi clan and successor of the Kusanagi Style of Ancient Martial Arts. The Kusanagi clan is one of three entrusted with a Sacred Treasure, and thus a cleansing flame resides within Kyo's very own blood.<br/>Though his biggest rival is Iori Yagami, they are both left with little option but to put aside their differences and team up once again for this latest KOF to hopefully prevent Orochi from resurrecting once again.]]<br />
{{TOClimit|3}} <br />
<br />
==Movelist==<br />
(*) = EX OK<br />
<br />
(!) = MAX OK<br />
<br />
(Midair Only) = Can only be done in the air.<br />
<br />
'''Throws'''<br />
<br />
Hatsugane - [[image:bk.gif]] / [[image:fd.gif]] + [[image:c.gif]]<br />
<br />
Issestu Seoi Nage - [[image:bk.gif]] / [[image:fd.gif]] + [[image:d.gif]]<br />
<br />
'''Command Normals'''<br />
<br />
Ge-shiki * Goufu You -[[image:fd.gif]] + [[image:b.gif]]<br />
<br />
88 Shiki - [[image:df.gif]] + [[image:d.gif]]<br />
<br />
Geshiki Naraku Otoshi - [[image:Db.gif]] / [[image:Dn.gif]] / [[image:Df.gif]] + [[image:C.gif]] (Midair Only)<br />
<br />
'''Special Moves'''<br />
<br />
100 Shiki Oniyaki - [[image:Dp.gif]] + [[image:A.gif]] / [[image:C.gif]] (*)<br />
<br />
R.E.D. Kick - [[image:bk.gif]][[image:qcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
75 Shiki: Kai - [[image:Qcf.gif]] + [[image:B.gif]] / [[image:D.gif]] (*)<br />
:┗Follow Up- [[image:B.gif]] / [[image:D.gif]]<br />
<br />
212 Shiki * Kototsuki Yo - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]] (*)<br />
<br />
<br />
114 Shiki * Aragami - [[image:qcf.gif]] + [[image:a.gif]]<br />
:┗128 Shiki * Konokizu - [[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗127 Shiki * Yanosabi - [[image:a.gif]] / [[image:c.gif]] <br />
::┗125 Shiki * Nanase - [[image:b.gif]] / [[image:d.gif]]<br />
:┗127 Shiki * Yanosabi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
::┗212 Shiki Kototsuki You - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗Geshiki * Migari Ugachi - [[image:a.gif]] / [[image:c.gif]]<br />
:┗124 Shiki * Munotsuchi - [[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
::┗427 Shiki * Hikigane - [[image:b.gif]] / [[image:d.gif]] <br />
::┗Ge-shiki * Tsuriganeotoshi - [[image:a.gif]] / [[image:c.gif]]<br />
<br />
115 Shiki: Dokugami - [[image:qcf.gif]] + [[image:c.gif]] (*)<br />
:┗401 Shiki * Tsumiyomi - [[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]] <br />
::┗402 Shiki * Batsuyomi - [[image:fd.gif]]+ [[image:a.gif]] / [[image:c.gif]] <br />
:::┗100 Shiki * Oniyaki - [[image:dp.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
<br />
'''Super Special Moves'''<br />
<br />
Ura 108 Shiki * Orochinagi: [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
182 Shiki - [[image:qcf.gif]][[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]] (!)<br />
<br />
'''Climax Super Special Moves'''<br />
<br />
Ura 1212 Shiki * Yakumo - [[image:qcb.gif]][[image:db.gif]][[image:qcf.gif]] + [[image:c.gif]][[image:d.gif]]<br />
<br />
<br />
==Gameplay Summary==<br />
{{StrengthsAndWeaknesses<br />
| intro = {{SUBPAGENAME}} is a strong close-range combatant who utilizes his signature rekkas to finish his opponents or open them up. <br />
<br />
| pros=<br />
* '''All-Rounder''': Kyo is good at pretty much everything in the midrange and closerange game. He has great normals, great close-range specials, solid confirms, and easy damage thanks to his rekkas. <br />
* '''Great Damage''': Whether meterless or metered, Kyo can dish out great damage. His basic confirms often yield good damage and solid corner carry, while his meter burn routes allow to him to tack on high damage supers to anything for a big cash out. <br />
* '''Great Close Range Pressure''': Once Kyo is next to his opponent, he becomes a real threat. Moves like j.2C, his rekka mixups and his EX command grab let him perform high damage conversions with knockdown consistently. Once his opponent is in the corner his game becomes even better, since he gains access to his devastating (but difficult) Orochinagi Loops. <br />
* '''Shiki Rekkas''': Kyo's rekka's are his most valuable tool. They help him confirm, contest neutral, and muscle through his opponents offense. Good use of them is key to running his gameplan, and they always pay out well when used properly. <br />
* '''Great Punish Game''': At the cost of 0.5 bars, Kyo can punish moves that might be safe thanks to distance with his 623AC since it travels forward and starts up at 4F. His 236AC also lets him push forward across neutral at high speed, which can be difficult for most characters to react to. <br />
* '''Fantastic Meter Battery''': Kyo's heavy reliance on specials for conversions, pressure and mixups means he builds an insane amount of meter. It's not uncommon for him to be put at point and build anywhere from two to three bars by himself, which your mid can immediately take advantage of. If Kyo remains in play, he can also cash out the meter for fantastic damage in the corner. <br />
| cons=<br />
* '''Punishable''': Many of Kyo's specials lack either frame advantage or spacing when blocked, which makes him lose his turn off of a bad read. For example, all of Kyo's rekka enders are punishable if blocked, while his second-stage chains have immense pushback on block. While Kyo does get decent reward off of successful rekka reads, he must consistently win interactions or be punished for his mistake where other characters could simply back off.<br />
* '''Stubby Range''': Outside of his rekkas, Kyo lacks normals that allow him to control or challenge neutral as well as other characters. While he still functions well within his space, he is often beaten out by specialists who dominate their chosen ranges.<br />
* '''Precise Timing''': If you're the kind of player who doesn't like to leave any damage on the table, Kyo may be frustrating as he has many optimal combos that involve precise delays and timings. Thankfully, his combo flexibility means he has many easier combos you can opt for.<br />
}}<br />
<br />
{{SUBPAGENAME}} is a well-rounded character who works best at close range thanks to his many different ways to mix up the opponent. Kyo's Aragami special moves allow him to choose between a variety of different routes to hit the opponent high or low, though smart use of them is required since they are often punishable if blocked and can be reversal'ed through. In addition to high/low mixups, Kyo also has a strong cross-up game thanks to j.B and j.2C, as well as a command grab via EX Kototsuki Yo. For his neutral game, Kyo has a number of great normals to help him contest space. If all else fails, he can muscle through with his excellent DP and begin his close range game. Finally, Kyo also has great meterless/0.5 bar damage, especially in the corner. He works well in any team position, but is best played mid thanks to his great meter burn and weakness to zoning. Since many zoners become much stronger with meter, Kyo wants to get in and take care of as much of the enemy team as he can before allowing his other teammates to capitalize on his incredible meter build. Kyo is a good choice for both KOF beginners and veterans alike, as his strong fundamentals, great mixups and solid damage will carry players far no matter their skill level.<br />
<br />
==Quick Combo Reference==<br />
==== In a nutshell: ====<br />
Kyo's general combo structure can be summarized as<br />
<br />
''Any normal > 3D > 236D,D launcher > 624K > Super. ''<br />
<br />
However, his most damaging routes may be more execution heavy; such as the use of charged Orochinagi, Orochinagi loops or his 212 Shiki OTG rekka follow up. This may require good use of KOF's buffering system and/or the use of shortcuts.<br />
<br />
''ex.: 623A > 2141236A = 632146A > 236A; 236C > 63214C > 2141236A = 236C > 63214C > 236A''<br />
{| border="1" align="center" style="font-size:90%"<br />
|+<br />
<br />
=== Quick Combo Reference ===<br />
'''Notation'''<br />
|-<br />
| '''0 Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 624K = 221 dmg<br/><br />
Close C > 3D > 236D,D > 236C > 623C = 306 dmg <br/><br />
|-<br />
| '''½ Meter'''<br />
|<br />
Low confirm<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236C > 63214C > 6C > 623C = 329 dmg<br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 623C = 339 dmg<br/><br />
|-<br />
| '''1 Meter'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 236D,D > 6321B/D > 2141236A/C = 338 dmg<br/><br />
2B > 2A > 3D > 236D,D > 236C >> 623A > 2141236A/C > 623A = 382 dmg<br/><br />
|-<br />
| '''2 Meters'''<br />
|<br />
Anywhere<br/><br />
Corner<br/><br />
|<br />
2B > 2A > 3D > 4214BD > 236B,B > 236BD > 236C > 63214C > 2141236A/C = 410 dmg <br/><br />
2B > 2A > 3D > 4214BD > 236B,B > 236A >> 236BD > 236C >> 623A > 2141236A/C > 623A = 488 dmg<br/><br />
|-<br />
|}<br />
<br />
==Normals==<br />
===Far Standing Normals===<br />
====Far A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_sta<br />
|description=<br />
* Whiffs on crouching opponents.<br />
Hits high enough to effectively jab hops out of the air. Pretty safe to throw out and can combo into his light Rekka series, but vulnerable to crouching moves as it whiffs on crouching opponents.<br />
}}<br />
<br />
====Far B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stb<br />
|description=<br />
* Can be chained into from light normals.<br />
A quick poke button that is very useful for checking an opponent looking to run in from mid-range. Also somewhat useful in pressure for stuffing some of an opponent's options after some pressure strings, or topping off damage if you are too far away to land a full combo. Damage is not as great as f.D, but is better on whiff than 5D.<br />
}}<br />
====Far C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_stc<br />
|captions=Note: This is NOT Sol f.S<br />
|description=<br />
* Can be cancelled into specials, even on whiff.<br />
Stepping gut punch. This normal doesn't have as much range as 5B, but it does more damage and is special in that it moves Kyo forward and can be cancelled into specials on hit/block for pressure or combos. Can also be whiff cancelled to increase the effective range of specials, most notably his rekkas.<br />
}}<br />
<br />
====Far D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_std<br />
|description=<br />
Has the longest range and most damage of Kyo's far normals, and it also moves him forward a small bit. Similar to 5B, very useful for hitting hops that come up short and checking space for a little more damage. This move can technically go over lows but the window is not large enough to be something to be relied upon.<br />
}}<br />
<br />
===Close Standing Normals===<br />
====Close A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cla<br />
|description=<br />
* Mash A on hit or block to go into Rush Combo.<br />
One of Kyo's three fastest buttons. Can serve as an emergency anti-air or mash button for Kyo, and is also plus on block for pressure. Can link into Close C on hit for combos, or stagger into itself and other buttons on block for frametraps.<br />
}}<br />
<br />
====Close B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clb<br />
|description=<br />
* Standing low. <br />
* Doesn't chain into other light attacks. <br />
Has some niche use as a mix-up tool and for catching an opponent looking to jump out of pressure, but is otherwise rarely used.<br />
}}<br />
<br />
====Close C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_clc<br />
|description=<br />
* Kyo's fastest normal, tied with Close A and 2A<br />
* Can be linked into from Close A<br />
<br />
Close C is one of Kyo's combo starters, able to be cancelled into 6B or 3D and then into a special/super, as well as being special cancelable itself. Because it reaches upward, it also makes for a good anti-air option for someone trying to jump over you.<br />
}}<br />
<br />
====Close D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cld<br />
|description=<br />
*This move doesn't see as much use as Close C due to being 4 frames slower on startup, though it does more damage. <br />
*Has more pushback so a canceled-into 4214K doesn't fly over the opponent if set up right. <br />
}}<br />
<br />
===Crouch Normals===<br />
====Crouch A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cra<br />
|description=<br />
* Rapid fire jab. Plus on block. <br />
}}<br />
====Crouch B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crb<br />
|description=<br />
* Slower than 2A, can't be staggered. <br />
* No longer links into Close C.<br />
}}<br />
<br />
====Crouch C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crc<br />
|description=<br />
* Cancel-able anti-air, allowing for counter hit juggles with 236BD. <br />
* Forces stand. <br />
}}<br />
====Crouch D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_crd<br />
|description=<br />
* Whiff cancel-able sweep. <br />
}}<br />
<br />
===Jump Normals===<br />
====Jump A====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_ha,kyo_ja<br />
|name=jump A<br />
|input=j.A<br />
|description2=* Lifts his legs up, helping him hop over projectiles.<br />
}}<br />
====Jump B====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hb,kyo_jb<br />
|name=jump B<br />
|input=j.B<br />
|description2=* Kyo's go to Crossup button. <br />
* Great way to deal with low-profiling attempts. <br />
* His best jump normal for hopping over projectiles, like Heidern's.<br />
}}<br />
<br />
====Jump C====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hc,kyo_jc<br />
|name=jump C<br />
|input=j.C<br />
|description2=* Placeholder<br />
}}<br />
====Jump D====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hd,kyo_jd<br />
|name=jump D<br />
|input=j.D<br />
|description2=* Kyo's longest air normal. <br />
A great air to air button with good range. Its hitbox make it great to stop air approaches but limits its use as an offensive jump-in since it has to be done very late for it to hit on crouching opponents.<br />
}}<br />
<br />
===Blowback===<br />
====Blowback====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cd<br />
|description=<br />
* Slides forward with an active hitbox. <br />
* Good for whiff cancels. <br />
Kyo slides slightly backwards before dealing a massive blow with his shoulders. Since it shrinks his hurtbox it can be used to create whiff punish situations with the correct spacing and make it less minus on block or even plus. ''ex.:2B>2B>2B>CD''<br />
}}<br />
<br />
====ShatterStrike====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+cd<br />
|description=<br />
*Same animation and range as his CD<br />
Having the same forward movement makes his Shatter Strike good on offensive reads from considerable range. Can be followed up by 236BB for great reward on hit<br />
}}<br />
<br />
====jump CD====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_hcd,kyo_jcd<br />
|name=jump CD<br />
|input=j.CD<br />
|description2=* Very aggressive and deep hitting. <br />
A great tool for offensive approach. Once the hitbox is active, and with forward momentum, it will most likely win or trade against most air buttons and ground normals giving you a soft knockdown letting you attempt another offensive approach.<br />
}}<br />
<br />
==Throws==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_cthrow<br />
|input=4/6C<br />
|description= <br />
* Hard knockdown<br />
Kyo's elbows the opponent and sends them to the floor. The hard knockdown means you can run up and try for oki afterward.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dthrow<br />
|input=4/6D<br />
|description= <br />
* Hard knockdown<br />
Kyo tosses the opponent behind him and elbow drops them. The opponent is knocked down longer than the C throw, allowing for greater oki potential or a safejump after a hyperhop.<br />
}}<br />
<br />
==Command Moves==<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_6B<br />
|input=6B<br />
|description= <br />
* Standing overhead<br />
* Startup in brackets [] is for cancel version.<br />
* Cancel version loses overhead properties, but gains special cancels<br />
Overhead axe kick that can help open an opponent up, but is minus on both hit and block, and you cannot cancel into anything except supers or Quick Max on hit. The cancel version has much more combo-ability as it can be cancelled into specials, but requires some range dependency. Doesn't see all that much use because of the reward of hop normals, but can still be useful to catch an opponent off guard on your offense after a jump-in / jump CD.<br />
}}<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_3D<br />
|input=3D<br />
|description=<br />
* Two hits, both low<br />
* First hit is cancellable, second is not<br />
Kyo sweeps with both of his legs. Both hits are low, but neither of them knock down. Typically the go-to combo filler command normal as it is not range dependent like the axe kick, and it combos from basically every normal you can cancel into it from. It has a better range than sweep as well, but that doesn't come without downsides; the second hit is unsafe on both hit and block, and even with the spacing it can still be punished with supers at times. Also not recommended to throw this out randomly in neutral as it is even more risky on whiff than sweep.<br />
}}<br />
<br />
<br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_j.2C<br />
|input=j.2C<br />
|description=<br />
* Great downward hitbox.<br />
* Hard knockdown on airborne opponents.<br />
Kyo combines his fists and slams down on the opponent. Heavily nerfed from his 2D era, it has potential to crossup opponents but j.B does a better job at it and, while his dowward hitbox is great, the forward hitbox is smaller than his j.B or j.A making it a bad air to air option even if It slams aerial opponents back down to the ground in a hard knockdown. This move can be done during a backdash to slightly extend travel distance, reduce landing recovery, and shorten your hitbox. When your back is to the corner, doing it out of a backdash has some niche use as a quick overhead.<br />
}}<br />
<br />
==Special Moves==<br />
<br />
===100 Shiki • Oniyaki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_dp+A,kyo_dp+C,kyo_dp+AC<br />
|input=623A/C/AC<br />
|description3= <br />
* A version hits twice, some upper-body invincibility.<br />
* C version hits thrice, fully invincible meterless reversal. <br />
Kyo's Dragon Punch-styled special. All versions result in a techable knockdown and have relatively long recovery time, and as a result are unsafe on whiff or block. Grounded hits of this move (except for EX version) can be cancelled into ground supers.<br />
----<br />
The '''A version''' hits twice and has some upper-body invincibility, making it an effective but very committal anti-air, and thus not recommended to be your first choice of an AA. Will trade with jump-ins if timed too early. Does the least damage of the three DPs.<br />
----<br />
The '''C version''' hits three times and is his actually fully invincible, meterless reversal. Can be used to get out of pressure, but it mostly only covers Kyo's front, so it is vulnerable to cross-ups and the opponent jumping over you to bait it.<br />
----<br />
Finally, the '''EX version''' will hit either 8 or 9 times, hits behind Kyo, reaches its max range the fastest, and does the most damage. In very specific spacings (e.g. c.D > 6B > 623AC), this move can actually hit 10 times.<br />
}}<br />
<br />
===R.E.D Kick===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_4214B,kyo_4214D,kyo_4214BD<br />
|input=4214B/D/BD<br />
|description3=<br />
* Hard knockdown on B/D versions<br />
* Ground bounce on EX version<br />
Kyo leaps in an arc and brings his leg down on the opponent's head, granting a hard knockdown on hit. A highly committal tool that Kyo can use to get around fireball zoning or pokes if he has the right read. Depending on the spacing and the stance in which the opponent blocks this move, the advantage can vary between punishable on block to even plus on block.<br />
----<br />
The '''B version''' is one of the faster versions and leaps about 1/3rd of a screen's distance. In most cases, it is generally minus or even unsafe on block and ends your turn. Can also be used in combos after a D Shiki Kai for a quick and easy hard knockdown ender. Can be useful for punishing fireballs.<br />
----<br />
The '''D version''' covers more distance (~2/3rds of the screen), but is slower and easier to react to. A little to safer to throw out due to always being safe on block or advantageous on block, regardless of character size or block stance, but at the same time more prone to being anti-aired or avoided on reaction. The startup makes it have absolutely no use in combos.<br />
----<br />
The '''EX version''' travels about the same distance as the D version, but at a more shallow arc and goes active a frame earlier than the B version, making it the fastest. Causes ground bounce on hit, leading itself to being a staple in Kyo's BNB combos as a way to start a juggle. This does more damage than his other EX combo starter, 236BD, so if you need to make a choice on where to spend half a bar, use this move. It's even more unsafe on block than the B version, leaving him point-blank with punishable frame advantage, and can only go over ground fireballs, limiting its applications in neutral.<br />
}}<br />
<br />
===75 Shiki • Kai===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236b,kyo_236d,kyo_236bd<br />
|input=236B/D/BD<br />
|description3=<br />
*This two-part launcher is a staple of Kyo's combo game. <br />
*Should you fail to hitconfirm into it, you can still save yourself from punishment by delaying the 2nd hit.<br />
*B version keeps the opponent grounded, D version knocks down, and EX version automatically performs the follow-up. <br />
*Covers a lot of airspace. <br />
}}<br />
<br />
===75 • Shiki Kai (Follow Up)===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236bk,kyo_236dk,kyo_236bdk<br />
|input=B/D after Shiki Kai B/D<br />
|description3=<br />
* Delayable follow-up launcher. <br />
* If stand blocked it's always -4, which is a tight but guaranteed punish. If ducked it ranges from safe to plus on block, but might also whiff completely. Of course you can also not do the follow-up, but that carries its own risk. <br />
* Both versions can be delayed to the point where the combo drops, where the D version at least still causes a knockdown. <br />
* EX version performs its follow-up automatically at fastest timing. Whiffs on crouch block. <br />
}}<br />
<br />
===114 Shiki • Aragami===<br />
Kyo's 236A rekka can go into a couple different chains and a couple different enders, all with different uses. While they are listed seperately here as they all require detail, it may become confusing to follow along. To save you a bit of trouble, here is a table of the chains and a brief description of each, and you can scroll down and continue reading for more in-depth explanations of the specifics and usages for each rekka part. <br />
{| border="1" align="center" style="font-size:90%"<br />
|+ <br />
=== Brief Overview of Aragami routes ===<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:qcf.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Mid screen combo (138 dmg)<br/><br />
*Corner ender (138 dmg + oki)<br/><br />
|-<br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br/><br />
*[[image:a.gif]] / [[image:c.gif]]<br/><br />
|<br />
*Overhead string (125 dmg)<br/><br />
*Overhead string (97 dmg + oki)<br/><br />
|-<br />
|'''[[image:qcf.gif]] + [[image:a.gif]]'''<br />
|<br />
[[image:hcb.gif]] + [[image:b.gif]] / [[image:d.gif]]<br />
|<br />
*[[image:b.gif]] / [[image:d.gif]]<br />
*[[image:a.gif]] / [[image:c.gif]]<br />
|<br />
*Low string (117 dmg + super cancel)<br />
*Low -> Overhead (60+60 dmg)<br />
|-<br />
|} <br/><br />
<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_qcf+A<br />
|input=236A<br />
|captions='''BODEGA'''<br />
|description=<br />
* Rekka starter.<br />
* Upper body auto guard. <br />
* Destroys projectiles<br />
Kyo does a flaming hook, as the start of Kyo's light rekka chains which can branch off into a few different routes. Due to that, this is a swiss army knife of a move and the lifeblood of Kyo's game, flipping between a mid-range harassment tool, pressure and mix-up tool, and core combo piece. You can use Aragami as a poke, or as a relatively safe blockstring ender (it's "unsafe" on block, but has quite a bit of pushback, actually making you somewhat safe). It's also useful for destroying projectiles, though this won't work on EX projectiles or super projectiles (such as Haoh Shokoken).<br />
}}<br />
<br />
====128 Shiki • Konokizu (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P<br />
|input=236A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
Kyo uppercuts his opponent after Aragami. This is mostly just your filler follow-up, not much special other than adding combo damage and making Kyo's rekka enders consistent. Leads to a soft knockdown if done without the other two follow-ups. Immensely unsafe on block, though it can be used as a (very) risky frame-trap if the opponent tries to press a button after blocking Aragami.<br />
}}<br />
<br />
====125 Shiki • Nanase (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~K<br />
|input=B/D after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo does a sliding kick after Konokizu that sends the opponent flying into a soft knockdown to end the Aragami chain. Is best used to end combos midscreen for corner carry in exchange for not being a hard knockdown. Unsafe on block.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 1 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~236P~P<br />
|input=A/C after 128 Shiki • Konokizu<br />
|description=<br />
* Rekka chain ender<br />
Kyo elbows the opponent after Konokizu, slamming them down onto the ground and ending the Aragami chain. Like Konokizu, this move is unsafe on block. It grants a hard knockdown, allowing for okizeme afterward. Despite the animation, it does not hit high and can be blocked crouching.<br />
}}<br />
<br />
====127 Shiki • Yanosabi 2 (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P<br />
|input=63214A/C after 114 Shiki • Aragami<br />
|description=<br />
* Rekka chain bridge<br />
* Overhead<br />
* Hard knockdown<br />
* Trades with 6f moves when done immediately from 236A on block<br />
Kyo transitions straight into Yanosabi from Aragami. Unlike the ender version, this version of Yanosabi is an overhead. Can be used to frametrap and mix up an opponent at the same time, but still unsafe on block. Due to pushback, this move can be very difficult to punish without supers at midscreen. You can actually use this to end certain midscreen juggle combos instead of using a rekka chain ender to grant safejump okizeme afterward with an immediate hyperhop j.C.<br />
}}<br />
<br />
====212 Shiki • Kototsuki Yo (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~63214K<br />
|input=63214B/D after 127 Shiki • Yanosabi 2<br />
| captions='''MOERO'''<br />
|description=<br />
* Rekka chain ender<br />
* Can hit knocked down opponents ("OTG")<br />
* Hard knockdown<br />
Kyo grabs the opponent and burns them up. This is a hitgrab similar to his standalone special move of the same name, but is able to hit OTG this time to make itself an ender to his rekkas. Knocks the opponent very far away and serves to allow Kyo some corner carry off of the overhead if it lands, but gives him no okizeme opportunity. Unsurprisingly unsafe on block.<br />
<br />
A very interesting thing about this move is that while it's designed to grab after the overhead hits, it can actually grab OTG off of ''any'' knockdown, allowing Kyo to get extra damage off of unteched knockdowns (for example, after a sweep), or at the end of certain combos, but the former requires either very good reactions or reads so it's not recommended.<br />
}}<br />
<br />
====Ge-Shiki • Migari Ugachi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214P~P<br />
|input=A/C after Yanosabi (2)<br />
|description=<br />
* Rekka chain ender<br />
* Can hit OTG<br />
* Hard knockdown<br />
Kyo punches the ground to end his rekka chain. Doesn't do as much damage as the 63214K ender, but instead it leaves better positioning for okizeme. Unsafe on block similar to the hitgrab ender.<br />
}}<br />
<br />
====124 Shiki • Munotsuchi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k<br />
|input=63214B/D after Yanosabi (2)<br />
|description=<br />
* Rekka chain bridge<br />
* Hits low<br />
* Trades with 3f moves when done immediately from 236A on block<br />
Kyo swings for the opponent's feet with this brand new rekka chain route. Like other chains, this can be used to frametrap and as a low mix-up complement to his overhead chain. Can also catch opponents trying to back walk or backdash out of rekka pressure. The low profile and solid pushback on block make this very difficult to punish properly without specific reads, and the 3F frametrap will catch any attempts to mash out. <br />
}}<br />
<br />
====427 Shiki • Hikigane (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~K<br />
|input=B/D after Munotsuchi<br />
|description=<br />
*Super cancel-able follow-up to the low. <br />
A great launcher for corner damage, since this goes right into Orochinagi loops very easily. The long airtime after launch is great for priming a 236C > 632146C~236C to start the loop. <br />
}}<br />
<br />
====Ge-Shiki • Tsurubeotoshi (Aragami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236A~63214k~P<br />
|input=A/C after Munotsuchi<br />
|description=<br />
* Leaping overhead. <br />
* Combos from the Munotsuchi low for a hard knockdown. <br />
Midscreen option for when the low connects. The hard knockdown allows Kyo to leap forward with j.2C and resume pressure with a safejump. Also has good corner carry. <br />
}}<br />
<br />
===115 Shiki • Dokugami===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236c,kyo_236ac<br />
|input=236C/AC<br />
|description2=<br />
* Longer rekka with even more auto guard. <br />
* EX version is even longer and has even more autoguard, but the 1st hit has way more range than the 2nd one, causing whiffs. <br />
* Only has one route, and it's meant for combos. <br />
Kyo's heavy rekka. While not as prolific as Aragami, Dokugami has a number of great uses. It can be used as a great whiff punisher midscreen since it leads to respectable damage on hit, it has great range to punish people trying to poke Kyo out, and the autoguard makes it a bit easier to use on reaction to muscle through attempts to approach. EX Dokugami is also a fantastic midrange punishment tool, since it has incredible range and lots of autoguard frames. <br />
}}<br />
====401 Shiki • Tsumiyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P,kyo_236AC~63214P<br />
|input=236C/AC~63214A/AC<br />
|description2=<br />
* Very short. Has a tendency to whiff, especially after the EX version. <br />
The EX version has more pushback making it safe against meterless options.<br />
}}<br />
<br />
====402 Shiki • Batsuyomi (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P,kyo_236AC~63214P~6P<br />
|input=236C/AC~63214A/C~6A/C<br />
|description2=<br />
* Can be delayed to frametrap opponents. <br />
}}<br />
====100 Shiki • Oniyaki (Dokugami chain)====<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236C~63214P~6P~623P,kyo_236AC~63214P~6P~623P<br />
|input=236C/AC~63214A/C~6A/C~623A/C<br />
|description2=<br />
* Pretty spinning finisher. <br />
* Can't be whiff canceled into, unlike the rest of the string. <br />
}}<br />
<br />
===212 Shiki • Kototsuki Yo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_63214b,kyo_63214d,kyo_63214bd<br />
|input=63214B/D/BD<br />
|description3=<br />
* Kyo runs forward and triggers an attack when close. <br />
* B version has full low immunity, while D version only has low immunity after the attack is triggered. <br />
* Powerful combo ender, but when super canceled make sure to do it on the last hit. <br />
* EX is a 3f grab with no running. <br />
* Gets an easy 4f safejump in the corner. <br />
Kyo's go-to combo ender when meterless. Grants good damage, corner carry, and even Okizeme on connection. Can be easily cancelled into either of Kyo's supers for consistent damage. If you're learning Kyo, try to end most of your combos with this move if possible. <br />
<br />
The EX version is a strong tool for Kyo's gameplan in the corner. While the Aragami mixups and hop mixups are what you should be relying on to open people up, conditioning with his normals and then going in for a command grab can make Kyo extremely scary in the corner. EX Kototsuki does decent damage on hit and is often worth the 0.5 bars spent on it, so make sure you layer it into your gameplan every once in a while to keep them scared. <br />
}}<br />
<br />
==Super Special Moves==<br />
===Ura 108 Shiki • Orochinagi===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236p,kyo_214236ac<br />
|name=Ura 108 Shiki • Orochinagi<br />
|input=214236A/C/AC<br />
|description2=<br />
* If A or C version held for 60 frames since super freeze, it will launch significantly faster and deal 30 more damage. This faster version will combo from the same setups as if the button was not held.<br />
* While the AC version does more damage than the AC version of 182 Shiki, it is much trickier to combo into climax for full damage, especially away from the corner. Cancelling too early before the 3rd hit loses damage and too late may cause the climax to miss. If you're going for a Climax super, go for 182 Shiki instead for more consistent combos. <br />
* Kyo can loop this special if he has enough height in the corner. To do so, launch them with 623C and immediately cancel into this super. This can be very tricky if done as 623C~2141236C, so instead perform 632146C~236C to get the loops much easier. <br />
}}<br />
<br />
===182 Shiki===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_236236p,kyo_236236ac<br />
|name=182 Shiki<br />
|input=236236A/C/AC<br />
|description2=* Just as his Orochiangi, holding A or C after the super flash will make it deal more damage.<br />
* The A/C versions give better oki than his A/C Orochinagi since it leaves the opponent close to Kyo.<br />
}}<br />
<br />
==Climax Super Special Moves==<br />
===Ura 1212 Shiki • Yakumo===<br />
{{FrameDataCargo-KOFXV<br />
|moveId=kyo_214236cd<br />
|input=2141236CD<br />
|description=* Launches a fast projectile that travels about 90% of the screen. Because of the slightly slow startup and mid-level hitbox, climax cancels from juggles using A/C versions of 182 Shiki will miss. While the total base damage is 490, it never reaches this value as it scales itself with its own hits. On the other hand, it has a higher than average minimum damage of 245.<br />
}}<br />
<br />
==Videos==<br />
{{#ev:youtube|fEx2_jSqbRo|||'''Kyo Kusanagi Reveal Trailer'''|frame}}<br />
<br />
{{CharNavbox_XV}}<br />
{{Navbox XV}}<br />
<br />
[[Category:The King of Fighters XV]]<br />
[[Category:Kyo Kusanagi]]</div>Sunset Sullivan