Difference between revisions of "XV Broken/K'"
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=== | ===Second Whip=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=k_236a_6a | |moveId=k_236a_6a,k_236c_6a,k_236ac_6a | ||
|name= | |name=Second Whip | ||
|input= | |input=236P~6A | ||
| | |description3= | ||
* 6A followup is mainly useful as juggle filler in corner combos. Safest option if Ein Trigger is blocked. However, due to its limited range and pushback from Ein Trigger, this move can whiff if too many normals are used at the start and leave you somewhat more unsafe. Will connect on a cornered opponent. There's a 1F gap between | * 6A followup is mainly useful as juggle filler in corner combos. Safest option if Ein Trigger is blocked. However, due to its limited range and pushback from Ein Trigger, this move can whiff if too many normals are used at the start and leave you somewhat more unsafe. Will connect on a cornered opponent. There's a 1F gap between 236P & 6A which is useful for corner pressure. Will hit anyone trying to jump or not blocking. Can roll between the hits or use invincible reversal between the hits. | ||
* 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. | |||
* 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. | |||
}} | |||
===Second Shoot=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=k_236a_6b,k_236c_6b,k_236ac_6b | |||
|name=Second Shoot | |||
|input=236P~6B | |||
|description3= | |||
* 6B followup is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards during a mid-air hit except with an air EX Minute Spike. | * 6B followup is a slow fireball. Depending on the spacing of Ein Trigger, this can be either unsafe or even plus on block, except for in the corner. Cannot juggle afterwards during a mid-air hit except with an air EX Minute Spike. | ||
* 6C followup is a forward-moving punch that does the most damage, knocks down, and is super cancellable. | * After 236C, the fireball is faster and does not knockdown. | ||
* After 236AC, this is a 2-hit slow fireball that gradually speeds up and can mess with attempts to roll or jump it. Slightly safer on block compared to normal versions. Still does not allow normal juggles afterwards. | |||
}} | |||
===Second Knuckle=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=k_236a_6c,k_236c_6c,k_236ac_6c | |||
|name=Second Knuckle | |||
|input=236P~6C | |||
|description3= | |||
* 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. | |||
* You get another 236C, 6(A/B/C) if you do 236AC, 6C for a potential 3 ein trigger combo. | |||
}} | |||
===Second Shell=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=k_236a_6d,k_236c_6d,k_236ac_6d,k_236ac_6d_4k | |||
|name=Second Shell | |||
|input=236P~6D | |||
|description4= | |||
* 6D followup launches opponent and is generally the most rewarding finisher. Functions decently as an anti-air. | * 6D followup launches opponent and is generally the most rewarding finisher. Functions decently as an anti-air. | ||
* Corner combos with 236C, 6D can be followed up with another 236 (A/C/AC) for a double Ein Trigger combo. | |||
* AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions. | |||
* Corner combos with 236C, 6D can be followed up with another 236 (A/C/AC) for a double | |||
* | |||
* 6D into 4K also performs a teleport which stops right below a juggled opponent. Useful for chasing down juggled opponents mid screen and following up with 4B > combo of your choice. May cause awkward side switching if done point blank. | * 6D into 4K also performs a teleport which stops right below a juggled opponent. Useful for chasing down juggled opponents mid screen and following up with 4B > combo of your choice. May cause awkward side switching if done point blank. | ||
}} | |||
===Blackout (Ein Trigger Follow-up)=== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=k_236a_4k,k_236c_4k,k_236ac_4k, | |||
|name=Second Shell | |||
|input=236P~4K | |||
|description3= | |||
* 4K performs a teleport that can switch sides with the opponent, except in the corner. D version travels further. Both versions, including EX, are very unsafe on block. | |||
}} | }} | ||
Revision as of 06:05, 11 April 2022
The King of Fighters XV | |
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. | |
Pros | Cons |
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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 |
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Far B
far B
f.B
f.B |
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Far C
far C
f.C
f.C |
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Far D
far D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Rush
Rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Throws
Spotpile
Spotpile
(close) 4/6C
(close) 4/6C |
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Knee Strike
Knee Strike
(close) 4/6D
(close) 4/6D |
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Command Moves
One Inch
One Inch
6A
6A |
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Knee Assault
Knee Assault
6B
6B |
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Sniper Slide
Sniper Slide
4B
4B |
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Special Moves
Ein Trigger
Ein Trigger
236A/C/AC
236A/C/AC |
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Second Whip
Second Whip
236P~6A
236P~6A |
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Second Shoot
Second Shoot
236P~6B
236P~6B |
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Second Knuckle
Second Knuckle
236P~6C
236P~6C |
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Second Shell
Second Shell
236P~6D
236P~6D |
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Blackout (Ein Trigger Follow-up)
Second Shell
236P~4K
236P~4K |
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Blackout
Blackout
236B/D/BD
236B/D/BD |
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Crow Bite
Crow Bite
623A/C/AC
623A/C/AC |
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Minute Spike
Minute Spike
214B/D/BD
214B/D/BD |
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Narrow Spike
Narrow Spike
214B/D/BD~214B/D
214B/D/BD~214B/D |
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Air Minute Spike
Air Minute Spike
j.214B/D/BD
j.214B/D/BD |
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Super Special Moves
Heat Drive
Heat Drive
236236A/C/AC
236236A/C/AC |
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Chain Drive
Chain Drive
2363214A/C/AC
2363214A/C/AC |
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Climax
Hyper Chain Drive
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
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