Difference between revisions of "XV Broken/K'"
ScatterKTP (talk | contribs) (→Gameplay Overview: Moving execution from a "con" to a disclaimer, so it's still noted for any prospective players.) |
(→Gameplay Overview: Condensed the pros/cons table. Seriously, it was way too long compared to other characters. Also added a note about combos and their execution.) |
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
[[File:KOFXV K Profile.png|thumb|K' is a cybernetically modified human with genes transplanted from Kyo Kusanagi by the secret organization NESTS.<br/>He wields the ability to manipulate fire, a power he controls with his right-hand glove.]] | <section begin="image"/>[[File:KOFXV K Profile.png|thumb|K' is a cybernetically modified human with genes transplanted from Kyo Kusanagi by the secret organization NESTS.<br/>He wields the ability to manipulate fire, a power he controls with his right-hand glove.]]<section end="image"/> | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Gameplay Overview== | ==Gameplay Overview== | ||
{{SUBPAGENAME}} (pronounced "kay dash") is one of the truest examples of an all-rounder in KOF, and as a result makes himself comfortable in the hands of both beginners and veterans alike. Specifically, K's gameplan revolves around constantly repping his extremely versatile special move, Ein Trigger, and acting accordingly with the move's various different follow-ups. Thanks to these follow-ups, Ein Trigger can be used to poke, counterpoke, tie together combo routes for big damage, zone the opponent out, or even just be whiffed to build meter while still being able to provoke reactions and respond with any of its myriad of options. Of course K' also has many other moves, such as his Crow Bite DP (623A/C) as an invincible reversal and his Blackout special (236B/D) as a tricky movement option, to mix up the open-endedness of his gameplay even more. Smart usage of K's variety of tools will result in him being able to shine in whatever way you may choose to play him. | |||
One extra detail should be noted about K', which has always been the case with him in every game: optimizing this character takes some work. His optimal combos and conversions 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. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
| intro = | | intro = K' is a flexible character that is a struggle for others to get past, yet grants great returns on his own openings. | ||
| pros= | | pros= | ||
* Ein Trigger is | * '''Incredible Special Moves''': Ein Trigger is the definitive multi-tool, being useful in zoning, counterzoning, counterpoking, anti-airing, combos and pressure all at once. Blackout is a "teleport" that's handy for approaching and counterzoning. Crow Bite (especially the C version) is a phenomenal defensive tool and combo ender, granting a huge amount of meter and access to K's win condition every time it hits. Minute Spike and Narrow Spike are both essential combo tools (especially the EX versions), granting high damage and huge corner carry from even the most basic combos. Air Minute Spike adds respectable damage to any air-to-air K' lands, with the EX version leading to a full combo if it hits near the corner. Finally, Chain Drive is a versatile super that can be used as a reversal, as a fullscreen punish against any committal move, or simply as a highly damaging combo ender with good oki. | ||
* '''Strong Neutral Presence''': The combination of all these moves result in K' having an immaculate neutral game, with Ein Trigger in particular generating threat merely by being an option. | |||
* | * '''Insane Combos''': With the help of the aforementioned special moves and a little bit of meter, K' can turn the slightest contact into a coast-to-coast combo that deals a minimum of 300 damage. | ||
* | * '''High Guard Damage''': Has access to easy 1-bar guard crush set-ups in the corner if the opponent has no meter, and can easily punish them for attempting to roll. | ||
* | * '''Cool''': Very cool. | ||
| cons= | | cons= | ||
* | * '''Overspecialization''': Since Ein Trigger is the move that'll be used the most, neutral and pressure can quickly end up becoming predictable. Additionally, since Ein Trigger isn't very disjointed (if at all), characters with far-reaching standing Blowbacks can beat it clean, effectively removing its mid-range utility. | ||
* 6B | * '''Subpar Mix-ups''': On top of K' lacking a command grab, his only normal that hits overhead (6B) can only be cancelled into Air Minute Spike, and is therefore very punishable. This means that, outside of the aforementioned guard crush set-ups, K' will have to rely mainly on frame traps to open up opponents. | ||
* Meter | * '''Complex Combo Execution''': Since every optimal combo is also very execution-heavy, there will always be the choice between sacrificing some damage and corner carry for consistency or going for the full combo and potentially risking a drop at a critical time. This will be an underlying issue at all times for everyone looking to perform at a higher level with this character. | ||
* '''Meter Intensive''': Despite being good at generating it himself, many of K's best tools require at least an EX bar to be truly impactful. As a result, he usually works better as a middle or anchor character. | |||
}} | }} | ||
==Movelist== | ==Movelist== | ||
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| | | | ||
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''' | ||
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| | | | ||
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''' | ||
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* 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. | ||
}} | }} | ||
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|moveId=k_fc | |moveId=k_fc | ||
|description= | |description= | ||
* The haymaker. | * The haymaker. Great range and speed making it a useful tool for mid-range poking and confirming from a distance. Also shifts K' forward slightly, making it easier to connect special moves afterwards. | ||
* 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). | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|description= | |description= | ||
* Surprisingly, hits low. However, due to the constant threat of 2B > Ein Trigger causing people to almost always block low, it's not much of a benefit. | * Surprisingly, hits low. However, due to the constant threat of 2B > Ein Trigger causing people to almost always block low, it's not much of a benefit. | ||
* | * Slower than 5C but hits once for more damage. Use as an alternative to 2B or in frame traps. | ||
* Special, super, and command normal cancellable. Has a lot of pushback on hit or block. Use 4B to combo easily on a hit. | * Special, super, and command normal cancellable. Has a lot of pushback on hit or block. Use 4B to combo easily on a hit. | ||
* Pushback on hit and block makes this move safe. Cancelling into a special early will stop the push. | * Pushback on hit and block makes this move safe. Cancelling into a special early will stop the push. | ||
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|description= | |description= | ||
* Fastest normal option along with 5A and should be your go to choice for interrupting block strings or 4F punishes. | * Fastest normal option along with 5A and should be your go to choice for interrupting block strings or 4F punishes. | ||
* Can be special canceled into Ein Trigger for conversions | * Can be special canceled into Ein Trigger for conversions. | ||
}} | }} | ||
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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 | K' has access to a powerful but difficult conversion 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. | ||
}} | }} | ||
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|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 since 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). | ||
}} | }} | ||
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|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. | ||
}} | }} | ||
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|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. | |||
}} | }} | ||
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|name=Rush | |name=Rush | ||
|input=cl.AA/cl.AAX | |input=cl.AA/cl.AAX | ||
|description2=* Depending on meters available, the rush combo ends with a C Crow Bite with the | |description2=* Depending on meters available, the rush combo ends with a C Crow Bite with the 6K followup, Heat Drive or Climax. | ||
}} | }} | ||
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|moveId=k_cd | |moveId=k_cd | ||
|description= | |description= | ||
* Relatively short range compared to the stronger CD blowbacks in the game. | * Relatively short range compared to the stronger CD blowbacks in the game. Its reach falls slightly short of half screen. | ||
* Fairly slow at 14 frames. | * Fairly slow at 14 frames. | ||
* Can chase after wall splat with Blackout. | * Can chase after wall splat with Blackout. | ||
* On hit, can be followed up with a short dash into 214BD~(214K). | |||
* On hit in the corner, following up with a delayed 236C causes the flame to hit meaty and allows a cl.D link. | |||
** An easier version can be done with 236AC~6B without having to delay. | |||
}} | }} | ||
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|moveId=k_236cd | |moveId=k_236cd | ||
|description= | |description= | ||
* | * Can reliably be followed up with 4B > 236C~6D for a high launch even if at tip range. | ||
}} | }} | ||
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|description= | |description= | ||
* Causes a crumple when used standalone but not special cancellable in this situation. | * Causes a crumple when used standalone but not special cancellable in this situation. | ||
* | * Cancels from lights and first hit of close C, giving K' some big conversions off his 2B. | ||
* Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | * Juggles airborne opponents and has some utility in fancy mid air quick max activation combos. | ||
* Could work as as a poor man's Shatter Strike with the exact same followups. | |||
}} | }} | ||
===Knee Assault=== | ===Knee Assault=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=6B | |input=6B | ||
|description=* Overhead when used raw. Not max cancellable, but can combo into 214B/D or 214BD on hit. | |description=* Overhead when used raw. Not max cancellable, but can combo into 214B/D or 214BD on hit. | ||
This move is one of the key ways to take advantage of high launches after 236C~6D in the corner. Kara cancelling into this move from 2A or 2B reduces its startup, when subsequently cancelled into a j.214D/BD, allows for further ground follow ups and super cancels. | |||
}} | }} | ||
===Sniper Slide=== | ===Sniper Slide=== | ||
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|name=Sniper Slide | |name=Sniper Slide | ||
|input=4B | |input=4B | ||
|description=* | |description=* Use when 6A won't reach. Can use standalone after some corner juggles to tag an extra hit before cancelling into DP. When used from any light normal 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. | ||
* If cancelled into, it loses it juggle property and will instead cause an air reset on an airborne opponent. | |||
}} | }} | ||
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* 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, even from max range farC. | ||
* All versions combo from lights, preferably 2B. | * All versions combo from lights, preferably 2B. | ||
* Total duration: | * Total duration: | ||
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|input=236P~6A | |input=236P~6A | ||
|description3= | |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 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. However, if an opponent rolls in either direction after blocking 236P, they will be open to a straightforward punish with either cl.C or f.C depending on which direction they roll towards. | ||
* 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. | ||
}} | }} | ||
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* 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. | ||
* 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. | * After 236AC, this is a 2-hit slow fireball that gradually speeds up and can mess with attempts to roll or jump it. Plus on block even at point blank allowing his 5C/2C to beat 4F normals. Can easily Guard Crush the opponent in the corner with one bar by doing j.C>5C[1]>4B>236AC>6B 3 times, substituting 236A>6B at the end, while still being able to punish meterless rolls with 2A/2B. 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. | ||
}} | }} | ||
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* 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. | ||
}} | }} | ||
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* AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions. | * AC version doesn't launch the opponent higher, but K' recovers faster compared to normal versions. | ||
* 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. | ||
* Note: Unlike other followups, Second Shell is not able repeat in a single combo, no matter which version is used. | |||
* This move launches the opponent higher if they are previously crumpled or launched by an EX Narrow Spike/Second Knuckle - crucial for optimal followups. | |||
}} | }} | ||
===Blackout | ===Blackout=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
|moveId=k_236a_4k,k_236c_4k,k_236ac_4k | |moveId=k_236b,k_236d,k_236bd,k_236a_4k,k_236c_4k,k_236ac_4k | ||
|name=Blackout | |name=Blackout | ||
|input=236P~4K | |input=236B/D/BD [236P~4K] | ||
|captions= The rule of cool | |||
|description3= | |description3= | ||
* | * Flash step. Useful for dodging projectiles or long-reaching attacks. Can cross up opponents midscreen. | ||
* B version is the shortest and the least vulnerable. Still useless in blockstrings. | |||
* D version is the longest. Useful for chasing the opponent after hitting them with standing CD. | |||
* EX version has the slowest recovery, though its fast startup can help escape sloppy frame traps in the corner. | |||
* All versions can be used after Heat Drive or Chain Drive to approach the opponent while still maintaining a decent frame advantage. | |||
|description6= | |||
* Blackout is also available as a follow-up to Ein Trigger. This can be useful for circumventing projectiles that weren't deleted from the initial attack. | |||
* The B and D versions are identical to their standalone equivalents. The EX version recovers three frames faster. | |||
}} | }} | ||
===Crow Bite=== | ===Crow Bite=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|input=623A/C/AC | |input=623A/C/AC | ||
|description4= | |description4= | ||
* Anti-air DP. C version can be followed up with | * Anti-air DP. C version can be followed up with 6K. | ||
* Only Heat Drive and Climax will combo when super cancelled. | * Only Heat Drive and Climax will combo when super cancelled. | ||
After using 623C>6K 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=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|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, about a few steps away from round start, 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 margin between the proper spacing and whiffing entirely is small however, so it's not recommended to rely on this. | ||
* 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. | ||
}} | }} | ||
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|description2= | |description2= | ||
* Can performed at almost any point of Minute Spike before K' lands on the ground. | * Can performed at almost any point of Minute Spike before K' lands on the ground. | ||
* If performed quickly, skips Minute Spike completely and can combo from heavies | * If performed quickly, skips Minute Spike completely and can combo from heavies. | ||
* Can be used as a frame trap if delayed. | * Can be used as a frame trap if delayed. | ||
* All versions launches opponent slightly, with EX recovering faster. | * All versions launches opponent slightly, with EX recovering faster. | ||
* Regular versions allow at least a 623A/AC follow up. | |||
* EX version combos from lights and is key to K' high damage combos by following up with 4B > 236C > 6D for a high launch. | |||
}} | }} | ||
===Air Minute Spike=== | ===Air Minute Spike=== | ||
{{FrameDataCargo-KOFXV | {{FrameDataCargo-KOFXV | ||
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|description3= | |description3= | ||
* Cannot be cancelled into Narrow Spike. | * Cannot be cancelled into Narrow Spike. | ||
* All versions | * All versions are anywhere 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%. | |||
* Unlike ground versions of Minute Spike, regular air versions leave the opponent in a juggle state. | |||
* Air EX version has significantly less lag when landing, allowing for better juggles. | |||
* If | * 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. | ||
* | * There are several ways to execute this move besides from regular jumping | ||
** Cancel: After a raw or cancelled 6B. | |||
** Backdashing: An easy shortcut for this is to input 2144B/D/BD or 4214B/D/BD. There needs to be at least 1 frame of neutral input between the 214 and 4 in order for the game to recognise it as it a backdash. | |||
** Tiger Knee input (i.e. 2147BD): (EX version only) 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. | |||
}} | }} | ||
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* All versions can be held and deals proportionately more damage. Does not become unblockable when fully charged. | * All versions can be held and deals proportionately more damage. Does not become unblockable when fully charged. | ||
* Stays in front of opponent if blocked. | * Stays in front of opponent if blocked. | ||
* 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 | ||
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|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 22:10, 3 February 2023
Gameplay Overview
K' (pronounced "kay dash") is one of the truest examples of an all-rounder in KOF, and as a result makes himself comfortable in the hands of both beginners and veterans alike. Specifically, K's gameplan revolves around constantly repping his extremely versatile special move, Ein Trigger, and acting accordingly with the move's various different follow-ups. Thanks to these follow-ups, Ein Trigger can be used to poke, counterpoke, tie together combo routes for big damage, zone the opponent out, or even just be whiffed to build meter while still being able to provoke reactions and respond with any of its myriad of options. Of course K' also has many other moves, such as his Crow Bite DP (623A/C) as an invincible reversal and his Blackout special (236B/D) as a tricky movement option, to mix up the open-endedness of his gameplay even more. Smart usage of K's variety of tools will result in him being able to shine in whatever way you may choose to play him.
One extra detail should be noted about K', which has always been the case with him in every game: optimizing this character takes some work. His optimal combos and conversions 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
Blackout
236B/D/BD [236P~4K]
236B/D/BD [236P~4K] |
---|
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 |
---|