Difference between revisions of "XV Broken/K'"
ScatterKTP (talk | contribs) (→Gameplay Overview: Moved my note up to his overview, moved the overview out of the catch line box, and replaced it.) |
|||
Line 93: | Line 93: | ||
| | | | ||
f.C > 236A > 6C = 162 dmg<br/> | f.C > 236A > 6C = 162 dmg<br/> | ||
f.C > 214B~214B, 623A = 197 dmg<br/> | f.C > (214B)~214B, 623A = 197 dmg<br/> | ||
CD > 236D, 4B > 236C~6D > 214D( | CD > 236D, 4B > 236C~6D > 214D~(214D) = 237 dmg<br/> | ||
2B > 2B > 236A~6D, 214D( | 2B > 2B > 236A~6D, 214D~(214D) = 166 dmg<br/> | ||
j.C > | j.C > 2C > 4B > 214D(hit)~214D = 257 dmg<br/> | ||
j.C > | j.C > 2C > 4B > 214B~214B, 623A = 294 dmg<br/> | ||
starter > 236C~6D > | starter > 236C~6D, 4B > 236C~6A, 623C~6K = 275(low), 409(jump in) dmg<br/> | ||
|- | |- | ||
| '''½ Meter''' | | '''½ Meter''' | ||
Line 112: | Line 112: | ||
| | | | ||
f.C > 236AC~6D~4B, 4B > 623C~6D = 294 dmg<br/> | f.C > 236AC~6D~4B, 4B > 623C~6D = 294 dmg<br/> | ||
f.C > 214BD~214B/D, 4B > | f.C > 214BD~214B/D, 4B > 236C~6D, 214D~(214D) = 320 dmg<br/> | ||
CD > 236D, | CD > 236D, 4B > 236C~6D, 214BD~(214K), 623C~6D = 310 dmg<br/> | ||
2B > 2B > 236AC~6D~4B, 4B > 623C~6D = | 2B > 2B > 236AC~6D~4B, 4B > 623C~6D = 239 dmg<br/> | ||
j.C > | j.C > 2C > 4B > 214BD~214B/D, 4B > 236C~6D, 214D~(214D) = 401 dmg<br/> | ||
starter | starter > 236C~6D, 236C~6A, 4B > 236AC~6C, 623C~6D = 328(low) 456(jump in) dmg<br/> | ||
starter > 236AC~6C, 4B > 236C~6D, 2A | starter > 236AC~6C, 4B > 236C~6D, (2A) > 6A > 623C~6D = 338(low), 467(jump in) dmg<br/> | ||
starter > 236AC~6C, 4B > 236C~6D, 2A | starter > 236AC~6C, 4B > 236C~6D, (2A) > 6B > 214D, 623A = 366(low), 492(jump in) dmg<br/> | ||
|- | |- | ||
| '''1 Meter''' | | '''1 Meter''' | ||
Line 173: | Line 173: | ||
* A high reverse roundhouse kick. Useful for anti-airing and checking standing opponents with its semi-horizontal range. | * A high reverse roundhouse kick. Useful for anti-airing and checking standing opponents with its semi-horizontal range. | ||
* Can hit crouchers at the very tip of where close D becomes far D. Otherwise, will whiff on crouching opponents at farther ranges. | * Can hit crouchers at the very tip of where close D becomes far D. Otherwise, will whiff on crouching opponents at farther ranges. | ||
* Slightly | * Slightly slower than far C but with a lot more range diagonally above K'. | ||
* Tip: After hitting an airborne opponent, doing 2144+BD (instant air minute spike) will connect without counter hit. Can yield a full combo at or close to the corner. | * Tip: After hitting an airborne opponent, doing 2144+BD (instant air minute spike) will connect without counter hit. Can yield a full combo at or close to the corner. | ||
}} | }} | ||
Line 185: | Line 185: | ||
* 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 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 (2F frame trap), 2B (3F frame trap), or 2C (4F frame trap). On hit, these become a link, a 1F, and 2F frame trap respectively. | * On block, can be used to frame trap with 2A (2F frame trap), 2B (3F frame trap), or 2C (4F frame trap). On hit, these become a link, a 1F, and 2F frame trap respectively. | ||
* Special and command normal cancellable | * Special and command normal cancellable. | ||
}} | }} | ||
Line 240: | Line 240: | ||
One of the most important normals in K's toolbox, you will be using this a lot during pressure, when poking and fishing for damage/corner carry opportunities. It is important to note this is one frame slower than 2A which can make it much worse for frame traps and 4-5f punishes. Beware doing too many in a row (especially after a jump-in) when attempting to convert into ex Ein Trigger as the push-back can easily make it whiff. | One of the most important normals in K's toolbox, you will be using this a lot during pressure, when poking and fishing for damage/corner carry opportunities. It is important to note this is one frame slower than 2A which can make it much worse for frame traps and 4-5f punishes. Beware doing too many in a row (especially after a jump-in) when attempting to convert into ex Ein Trigger as the push-back can easily make it whiff. | ||
K' has access to a powerful but extremely difficult | K' has access to a powerful but difficult conversion (prior to a patch, was extremely difficult) from three 2B's into EX Narrow spike (214BD->214BD). This leads to some of his highest damage options off an easy to spot low confirm if you are able to master the execution requirement. | ||
}} | }} | ||
Line 409: | Line 409: | ||
* 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. | * 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. | * 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. | |||
* 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. | * 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 421: | Line 422: | ||
* After 236C, the fireball is faster. | * After 236C, the fireball is faster. | ||
* 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. | * 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. | ||
* Normal versions of Second Shoot can be super cancelled but there is little utility in combos because of limited hit stun and its inability to juggle. However, it can be whiff canceled into Heat Drive at a distance to punish attempts to jump, roll or neutralise your fireball. It can also be whiff canceled into | * Normal versions of Second Shoot can be super cancelled but there is little utility in combos because of limited hit stun and its inability to juggle. However, it can be whiff canceled into Heat Drive at a distance to punish attempts to jump, roll or neutralise your fireball. It can also be whiff canceled into Chain Drive, which beats mid range jump in attempts. | ||
}} | }} | ||
Line 495: | Line 496: | ||
* All versions launches opponent slightly, with EX recovering faster. | * All versions launches opponent slightly, with EX recovering faster. | ||
}} | }} | ||
===Air Minute Spike=== | ===Air Minute Spike=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 505: | Line 507: | ||
* 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. | ||
* Air EX version | * All versions are anywhere juggles. | ||
* If | * 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%. | |||
* It is possible to perform an instant EX Air Minute Spike on the ground via a Tiger Knee input (i.e. 2147BD). Regular Air Minute Spike has a slight height requirement of 3 [https://twitter.com/bearhugprime/status/1518432217797578752 units], meaning it cannot be Tiger Knee'd in a similar fashion. | * It is possible to perform an instant EX Air Minute Spike on the ground via a Tiger Knee input (i.e. 2147BD). Regular Air Minute Spike has a slight height requirement of 3 [https://twitter.com/bearhugprime/status/1518432217797578752 units], meaning it cannot be Tiger Knee'd in a similar fashion. | ||
}} | }} | ||
Line 522: | Line 525: | ||
* Plays the satisfying blast sound effect all the way from KOF '99. | * Plays the satisfying blast sound effect all the way from KOF '99. | ||
}} | }} | ||
===Chain Drive=== | ===Chain Drive=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
Line 529: | Line 533: | ||
|description2= | |description2= | ||
* K' tosses his glasses and starts a short autocombo if it hits. The glasses start off at about his chest level and it travels in a slight arc downwards. | * K' tosses his glasses and starts a short autocombo if it hits. The glasses start off at about his chest level and it travels in a slight arc downwards. | ||
* All versions have significant amounts of invincibility frames. | |||
* Can be climax cancelled during any hit of the autocombo. | * Can be climax cancelled during any hit of the autocombo. | ||
* For A/C versions, the sunglasses will negate most normal or EX projectiles and clash with super projectiles. | * For A/C versions, the sunglasses will negate most normal or EX projectiles and clash with super projectiles. |
Revision as of 04:30, 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 |
---|