Difference between revisions of "XV Broken/K'"
(added notes about frame trap changes, anywhere juggles on air minute spike, and other small changes.) |
|||
Line 155: | Line 155: | ||
* Side kick. Useful as a mid-range poke or confirming into (quick) max mode from a distance | * Side kick. Useful as a mid-range poke or confirming into (quick) max mode from a distance | ||
* Can hit crouching opponents but will not hit opponents that are airborne | * Can hit crouching opponents but will not hit opponents that are airborne | ||
* This is - | * This is -2 but leaves him at a range where the opponent likely can't hit him to take their turn back. | ||
}} | }} | ||
Line 162: | Line 162: | ||
|moveId=k_fc | |moveId=k_fc | ||
|description= | |description= | ||
* The haymaker. Useful for mid-range poking and confirming from a distance. | * The haymaker. Useful for mid-range poking and confirming from a distance. Also shifts K' forward slightly, making it easier to connect special moves afterwords. | ||
* This move is special and super cancellable. Can be used to get a quick knockdown or combo with | * This move is special and super cancellable on hit, block, and whiff. Can be used to get a quick knockdown or combo with Minute Spike/Narrow Spike (214B/D/BD) or Ein Trigger (236A/C/AC). | ||
* | * Its increased range as of patch 1.32 makes it a solid normal that has great range and speed, allowing him to easily convert into a combo on hit or stay safe on block with Ein Trigger. This is your go-to normal after confirming into max mode with far B. | ||
}} | }} | ||
Line 183: | Line 183: | ||
|description= | |description= | ||
* Jutting elbow strike. Fastest close normal for K'. Hits in front and above him. Useful for starting attack strings and frame traps. | * Jutting elbow strike. Fastest close normal for K'. Hits in front and above him. Useful for starting attack strings and frame traps. | ||
* Positive on hit and block. Will link with 2A on hit. Can be rapid cancelled (cancel normal into normal) with 2B, 5B, and 5A. | * Positive on hit and block. Will link with 2A and 2B on hit. Can be rapid cancelled (cancel normal into normal) with 2B, 5B, and 5A. | ||
* On block, can be used to frame trap with 2A ( | * On block, can be used to frame trap with 2A (1F frame trap), 2B (2F frame trap), or 2C (3F frame trap). On hit, these become links, or 1F frame trap with 2C. | ||
* Special and command normal cancellable. | * Special and command normal cancellable. | ||
}} | }} | ||
Line 248: | Line 248: | ||
|description= | |description= | ||
* Can be used for anti-air | * Can be used for anti-air | ||
* Can be special cancelled | * Can be special cancelled, has a decent sized cancel window that's useful for frame traps into 4B. | ||
* Generally your go-to heavy starter for a full punish | * Generally your go-to heavy starter for a full punish | ||
A decent "fake" uppercut, can be useful in a pinch vs low hop pressure. | A decent "fake" uppercut, can be useful in a pinch vs low hop pressure. Decent range after patch 1.32 now that K' moves forward during the animation. Combined with a slight delay on 4B, this gives him a great frame trap that will even connect on crouch blocking opponents, ensuring you can cancel into Ein Trigger (236A/C/AC). | ||
}} | }} | ||
Line 258: | Line 258: | ||
|moveId=k_2d | |moveId=k_2d | ||
|description= | |description= | ||
* Long range sweep. Great for poking | * Long range sweep. Great for poking as it moves him forward slightly. | ||
* Can be special cancelled on hit or block. Follow up with Ein | * Can be special cancelled on hit or block. Follow up with Ein Trigger to continue applying pressure or Blackout to close the distance after a knockdown. | ||
}} | }} | ||
Line 287: | Line 287: | ||
|input=j.C | |input=j.C | ||
|description2=* Jump version can cross-up | |description2=* Jump version can cross-up | ||
* Fast speed an good damage arguably makes this K's best air-to-air call out button | |||
* Great for hop pressure | * Great for hop pressure | ||
* Downward angle of punch can sometimes make it hard to anti-air | * Downward angle of punch can sometimes make it hard to anti-air | ||
* Cancellable into Air Minute Spike (214B/D/BD) for nice damage and corner push, can juggle into Crow Bite A if you spent the bar while in the corner. | |||
}} | }} | ||
Line 380: | Line 382: | ||
|name=Sniper Slide | |name=Sniper Slide | ||
|input=4B | |input=4B | ||
|description=* Like 6A, but better. Can use standalone after some corner juggles to tag an extra hit before cancelling into DP. | |description=* Like 6A, but better. Can use standalone after some corner juggles to tag an extra hit before cancelling into DP. When used from 2B it makes an amazing 4F frame trap. | ||
* Important to note this maintains juggle state and is able to be max cancelled. This means K' can switch into max mode at the end of long combos having built some extra meter or for an optimal finish without early max mode penalties. | * Important to note this maintains juggle state and is able to be max cancelled. This means K' can switch into max mode at the end of long combos having built some extra meter or for an optimal finish without early max mode penalties. | ||
}} | }} | ||
Line 394: | Line 396: | ||
* A version knocks down and is preferred as a starter in mid screen combos. K' moves forward slightly when throwing out the flame, giving it slightly longer range. As such, it reliably combos from repeated 2B even at near max distance. | * A version knocks down and is preferred as a starter in mid screen combos. K' moves forward slightly when throwing out the flame, giving it slightly longer range. As such, it reliably combos from repeated 2B even at near max distance. | ||
* C version does not knock down and is preferred as a starter in corner combos. | * C version does not knock down and is preferred as a starter in corner combos. | ||
* EX version negates EX projectiles and completely beats normal projectiles. It also "sticks" opponents in place on hit | * EX version negates EX projectiles and completely beats normal projectiles. It also moves K' forward and "sticks" opponents in place on hit, which lets you combo into 6D consistently for nice conversions. | ||
* All versions combo from lights, preferably 2B. | * All versions combo from lights, preferably 2B. | ||
* Total duration: | * Total duration: | ||
Line 410: | Line 412: | ||
* When used after 236AC, 6A is a hard knockdown and an overhead. This is also a true block string with 236AC making it one of the fastest overheads in the game. | * When used after 236AC, 6A is a hard knockdown and an overhead. This is also a true block string with 236AC making it one of the fastest overheads in the game. | ||
* Normal versions reflect normal projectiles and EX version reflect EX projectiles. | * Normal versions reflect normal projectiles and EX version reflect EX projectiles. | ||
* Note: You cannot use the same | * Note: You cannot use the same Ein Trigger follow-up in the corner. IE: You can do 236C, 6D, 236(A/C/AC), 6A. You cannot do 236C, 6D, 236 (A/C/AC), 6D. | ||
}} | }} | ||
Line 433: | Line 435: | ||
* 6C followup is a forward-moving punch that does the most damage out of 236P follow-ups, knocks down, and is super cancellable. | * 6C followup is a forward-moving punch that does the most damage out of 236P follow-ups, knocks down, and is super cancellable. | ||
* After 236AC, this is a forward-moving punch that juggles, sort of like normal versions of the 6A follow up. Useful to tag on extra damage in corner juggles. | * After 236AC, this is a forward-moving punch that juggles, sort of like normal versions of the 6A follow up. Useful to tag on extra damage in corner juggles. | ||
* You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 | * You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 Ein Trigger combo. | ||
}} | }} | ||
Line 474: | Line 476: | ||
* The 6D follow up can still hit taller characters on the ground if the initial hits miss or gets blocked. It is still quite unsafe on block. | * The 6D follow up can still hit taller characters on the ground if the initial hits miss or gets blocked. It is still quite unsafe on block. | ||
* Only Heat Drive and Climax will combo when super cancelled. | * Only Heat Drive and Climax will combo when super cancelled. | ||
After using 623C>6D or 623AC, K' gets a guaranteed 4F safe jump that will also beat wake-up rolls if you choose to press 4C/D after landing. Ending your combos/anti-airing with this move is critical to swing the momentum in K's favor. | |||
}} | }} | ||
===Minute Spike=== | ===Minute Spike=== | ||
Line 481: | Line 484: | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|description3=* Normal version provides excellent corner carry knocking the opponent very far away. Follow up with Narrow Spike to close the distance. | |description3=* Normal version provides excellent corner carry knocking the opponent very far away. Follow up with Narrow Spike to close the distance. | ||
* The EX version of Minute Spike | * The B and EX versions hit crouching opponents, where the D version does not. Spacing the B version just right can make it very difficult to punish with anything other than a sweep, making it a somewhat useful neutral tool to push the opponent towards the corner. | ||
* The D and EX versions of Minute Spike have a few frames of Guard Point, which allow you to blow through moves with a fast distance closing move. The EX version is also a combo starter. | |||
* Due to the above property, this is one of the most important tools K' has when fighting against characters with fireball traps like King, Athena, Robert and Joe. Can also be used against strong but telegraphed attacks like Terry's Burn Knuckle. Be sure to cancel into Narrow Spike after the Guard Point (before Minute Spike hits) to convert into a combo. | * Due to the above property, this is one of the most important tools K' has when fighting against characters with fireball traps like King, Athena, Robert and Joe. Can also be used against strong but telegraphed attacks like Terry's Burn Knuckle. Be sure to cancel into Narrow Spike after the Guard Point (before Minute Spike hits) to convert into a combo. | ||
}} | }} | ||
Line 504: | Line 508: | ||
|description3= | |description3= | ||
* Cannot be cancelled into Narrow Spike. | * Cannot be cancelled into Narrow Spike. | ||
* All versions can be cancelled from any air normal | * All versions are anywhere juggles. | ||
* All versions can be cancelled from any air normal and will combo if high enough. Due to these previously listed properties, this move is fantastic for adding extra damage and corner carry to successful air-to-airs, or comboing after a successful j.CD on a grounded opponent. | |||
* While you can cancel and combo into this move during a jump in normal, there's almost no reason to do so since you can land and start a ground combo for more damage. | * While you can cancel and combo into this move during a jump in normal, there's almost no reason to do so since you can land and start a ground combo for more damage. | ||
* Can also be performed during a backdash. | * Can also be performed during a backdash. An easy shortcut for this is to input 2144B/D/BD. | ||
* Air EX version has significantly less lag when landing, allowing for better juggles. | * Air EX version has significantly less lag when landing, allowing for better juggles. | ||
* If this move hits an opponent who is not in a juggle state (i.e. anywhere juggle), an additional 25% scaling penalty is applied. Meaning that the move scales the combo by 30% instead of 5%. | * If this move hits an opponent who is not in a juggle state (i.e. anywhere juggle), an additional 25% scaling penalty is applied. Meaning that the move scales the combo by 30% instead of 5%. |
Revision as of 10:29, 19 May 2022
Gameplay Overview
K' (pronounced "kay dash") is an all rounder comfortable in the hands of both beginners and veterans. K's gameplan revolves around his swiss army knife of a move, Ein Trigger. Thanks to its many different follow-ups, Ein Trigger can be used to poke, combo, and zone for big meter build or big damage. Of course K' also has many other moves, such as his Crow Bite DP as an invincible reversal and his Blackout special that can swap sides with the opponent. Smart usage of K's variety of tools will result in K' being able to shine in whatever way you choose to play him.
One extra thing should be noted: optimal conversions and combos with K' can take a good amount of hit-confirming skill and physical execution, and should be noted for anyone looking to master the character, as dropping his better combos can cost you precious meter and also put you in a bad spot to get punished.
K' is a flexible character that is a struggle for others to get past, yet grants great returns on his own openings. | |
Pros | Cons |
|
|
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
(Hold OK) = Can be held before releasing.
Throws
Command Normals
Special Moves
Air Minute Spike - + / (*) (Midair Only)
Super Special Moves
Heat Drive - + / (!) (Hold OK)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Ranged confirm/Punish |
f.C > 236A > 6C = 162 dmg |
½ Meter |
Ranged confirm/Punish |
f.C > 236AC~6D~4B, 4B > 623C~6D = 294 dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Rush
Rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Throws
Spotpile
Spotpile
(close) 4/6C
(close) 4/6C |
---|
Knee Strike
Knee Strike
(close) 4/6D
(close) 4/6D |
---|
Command Moves
One Inch
One Inch
6A
6A |
---|
Knee Assault
Knee Assault
6B
6B |
---|
Sniper Slide
Sniper Slide
4B
4B |
---|
Special Moves
Ein Trigger
Ein Trigger
236A/C/AC
236A/C/AC |
---|
Second Whip
Second Whip
236P~6A
236P~6A |
---|
Second Shoot
Second Shoot
236P~6B
236P~6B |
---|
Second Knuckle
Second Knuckle
236P~6C
236P~6C |
---|
Second Shell
Second Shell
236P~6D
236P~6D |
---|
Blackout (Ein Trigger Follow-up)
Blackout
236P~4K
236P~4K |
---|
Blackout
Blackout
236B/D/BD
236B/D/BD |
---|
Crow Bite
Crow Bite
623A/C/AC
623A/C/AC |
---|
Minute Spike
Minute Spike
214B/D/BD
214B/D/BD |
---|
Narrow Spike
Narrow Spike
214B/D/BD~214B/D
214B/D/BD~214B/D |
---|
Air Minute Spike
Air Minute Spike
j.214B/D/BD
j.214B/D/BD |
---|
Super Special Moves
Heat Drive
Heat Drive
236236A/C/AC
236236A/C/AC |
---|
Chain Drive
Chain Drive
2363214A/C/AC
2363214A/C/AC |
---|
Climax Super Special Moves
Hyper Chain Drive
Hyper Chain Drive
2141236CD
2141236CD |
---|