The King of Fighters '99/K': Difference between revisions

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Revision as of 01:50, 22 September 2018

Introduction

The new hero of KOF and Kyo's Rival. He gets fireballs but no command throw.

Crouch height: Low


Stand Crouch Backdash Run
K' Stand.jpg K' crouch.jpg K' backdash.jpg K' run.jpg

Gameplay Overview

Zoning, Poke and Baiter character where his meterless combos do a lot of damage and dizzy pretty quickly.

He can be good if he takes the opponent to the corner since he can juggle his Second Shell after Iron Trigger (qcf+A) one time or even 2 times and he gets also infinite combo with juggle Second Shell in Counter/Armor Mode with the help of a striker (Clark, Kasumi or other).

Mid-tier character.

The problems in his gameplay is that he has moves with bad recovery which makes it quite easy to punish.

His normal attacks don't get good priority in this kof.

He doesn't get good crossup moves either.


Low-tier as Striker (almost unusable in fact).

Movelist

THROWS-------------------------------------------------------------------------


Sport Pile >> When close - b / f + C

Knee Strike >> When close - b / f + D


SPECIAL MOVES------------------------------------------------------------------

Iron Trigger >> qcf + P >> Negates 1-hit projectiles.

   Can be followed with Second Shoot or Second Shell.

/Second Shoot >> After Iron Trigger - f + B

/Second Shell >> After Iron Trigger - f + D >> Negates 1-hit projectiles.

   Juggles.

Crow Bite >> f, d, df + P >> Evades all normal attacks and specials (A).

   Can be followed with Crow Bite follow-up (C).

/Crow Bite follow-up >> After C Crow Bite - f + K >> Overhead.

Minute Spike >> qcb + K >> Can be done in the air.

Blackout >> qcf + K >> Half screen (B).

   Full screen (D).
   Evades normal attacks and projectiles (D).
   

DESPERATION MOVES--------------------------------------------------------------

Chain Drive >> qcf, hcb + P >> The sunglasses that K' throws can negate any 1-hit projectile.

Heat Drive >> qcf, qcf + P, hold P to charge move >> Unblockable when fully charged. (C)


Strategies

Red Color = Hurtbox


Purple / White Color = Hitbox

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 5/3/4 R,C,S,Su HL
K' clA.jpg
Snkb.gif 6/3/12 R,C,S,Su L
K' cl B.jpg
Snkc.gif C,S,Su HL
K' cl C 1.jpg
K' cl C 2.jpg
Snkd.gif 8/4/19 C,S,Su HL
K' cl D.jpg
Standing Far
Snka.gif 2/2/10 R HL
K' stA.jpg
Snkb.gif 6/3/14 HL
K' stB.jpg
Snkc.gif 7/5/26 HL
K' stC.jpg
Snkd.gif HL
K' st D 1.jpg
K' st D 2 good.jpg
K' st D 3 good.jpg
Snkc.gif+Snkd.gif 9/6/27 KD/ S,Su HL
K' CD.jpg
Crouching
Snka.gif 2/8/6 R,C,S,Su HL
K' crA.jpg
Snkb.gif R, S L
K' crB.jpg
Snkc.gif C,S,Su HL
K' crC 1.jpg
K' crC 2.jpg
Snkd.gif K/ C,S,Su L
K' crD.jpg
Jump
Snka.gif / /- -/- H
K' jump A.jpg
Snkb.gif / /- -/- H
K' jump B.jpg
Snkc.gif / /- -/- S H
K' jump C.jpg
Snkd.gif / /- -/- S H
K' j D 1.jpg
K' jump and neutral D.jpg
Snkc.gif+Snkd.gif / /- KD/- S HL
K' jump CD.jpg
Neutral Jump
Snka.gif / /- -/- H
K' neutral A.jpg
Snkb.gif / /- -/- H
K' neutral B.jpg
Snkc.gif / /- -/- S H
K' neutral C.jpg
Snkd.gif / /- -/- S H
K' j D 1.jpg
K' jump and neutral D.jpg
Hop
Snka.gif 5/10/- -/- H
K' hop A.jpg
Snkb.gif 5/20/- -/- H
K' hop B.jpg
Snkc.gif 6/5/- -/- S H
K' hop C.jpg
Snkd.gif 8/3+4/- -/- S H
K' hop D 1.jpg
K' hop D 2.jpg
Snkc.gif+Snkd.gif 8/3+4/- -/- S H
K' hop CD.jpg
Command Normals

f+Snka.gif

/ / KD/ Su HL
K' forward A.jpg
Counterwire, hard knockdown. Free cancellable out of
f+Snka.gif
(cancel)
/ / / S,Su HL

f+Snkb.gif

/ / / H
K' forward B.jpg
Knocks down airborne opponent
f+Snkb.gif
(cancel)
/ / / S HL Knocks down airborne opponent