Difference between revisions of "XV Broken/K'"
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(→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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| intro = K' is a flexible character that is a struggle for others to get past, yet grants great returns on his own openings. | | 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= | ||
* ''' | * '''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. | ||
* '''Guard Damage''': Has access to easy 1 | * '''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. | ||
* ''' | * '''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. | ||
* ''' | * '''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''': | * '''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. | ||
}} | }} | ||
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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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|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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|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. | * Normal versions reflect normal projectiles and EX version reflect EX projectiles. | ||
}} | }} | ||
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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> | 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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|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. | |||
}} | }} | ||
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* Cannot be cancelled into Narrow Spike. | * Cannot be cancelled into Narrow Spike. | ||
* All versions are anywhere juggles. | * 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. | |||
* 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. | * 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. | ||
}} | }} |
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 |
---|