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

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|rowspan="2" colspan="3"|[[image:K02_qcfK.png|center]]
|rowspan="2" colspan="3"|[[image:K'_qcf_+K.jpg|center]]
|rowspan="2"|'''Blackout - qcf+K'''
|rowspan="2"|'''Blackout - qcf+K'''
*Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
*Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
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|align="center"| HL
|align="center"| HL
|rowspan="2" colspan="3"|[[image:K02_QcbK.png|center]]
|rowspan="2" colspan="3"|[[image:K'_qcb+K.jpg|center]]
|rowspan="4"|'''Minute Spike - qcb+K'''
|rowspan="4"|'''Minute Spike - qcb+K'''
*Can be done in the air as well
*Can be done in the air as well

Revision as of 15:58, 23 September 2018

Introduction

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

Crouch height: Low

Jump : 3/33/1

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 4/3/4 +5/+3 R,C,S,Su HL
K' clA.jpg
Snkb.gif 5/6/8 -5/-7 R,C,S,Su L
K' cl B.jpg
Snkc.gif 4/3(3)6/12 -2/-4 C,S,Su HL
K' cl C 1.jpg
K' cl C 2.jpg
Snkd.gif 7/3/19 -5/-7 C,S,Su HL
K' cl D.jpg
Standing Far
Snka.gif 4/3/7 +2/0 R HL
K' stA.jpg
Snkb.gif 6/3/14 -5/-7 HL
K' stB.jpg
Snkc.gif 11/6/25 -13/-15 HL
K' stC.jpg
Snkd.gif 12/3+3+3/20 -12/-14 HL
K' st D 1.jpg
K' st D 2 good.jpg
K' st D 3 good.jpg
Snkc.gif+Snkd.gif 11/13/27 KD/-22 S,Su HL
K' CD.jpg
Crouching
Snka.gif 4/5/6 +1/-1 R,C,S,Su HL
K' crA.jpg
Snkb.gif 5/4/6 +2/0 R, S L
K' crB.jpg
Snkc.gif 5/3(3)4/23 -13/-15 C,S,Su HL
K' crC 1.jpg
K' crC 2.jpg
Snkd.gif 8/4/26 KD/-12 C,S,Su L
K' crD.jpg
Jump
Snka.gif 5/15/4 -/- H
K' jump A.jpg
Snkb.gif 5/∞/- -/- H
K' jump B.jpg
Snkc.gif 6/5/10 -/- S H
K' jump C.jpg
Snkd.gif 7/3+4/9 -/- S H
K' j D 1.jpg
K' jump and neutral D.jpg
Snkc.gif+Snkd.gif 14/5/5 KD/- S HL
K' jump CD.jpg
Neutral Jump
Snka.gif 5/11/5 -/- H
K' neutral A.jpg
Snkb.gif 5/16/3 -/- H
K' neutral B.jpg
Snkc.gif 6/8/10 -/- S H
K' neutral C.jpg
Snkd.gif 7/3+4/9 -/- 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

17/17/22 KD/-21 HL
K' forward A.jpg
Counterwire, hard knockdown. Free cancellable out of
f+Snka.gif
(cancel)
/ / -19/-21 S,Su HL

f+Snkb.gif

19/4/22 -9/-11 H
K' forward B.jpg
Knocks down airborne opponent
f+Snkb.gif
(cancel)
19/4/22 -9/-11 S HL Knocks down airborne opponent
Special Moves
qcf+Snka.gif 12/8/16 -8/-10 HL
K' qcf+A.jpg
Ein Trigger - qcf+P
qcf+Snkc.gif 14/8/18 -10/-12 HL
K' qcf+C.jpg
qcf+Snka.gif

> f+Snkb.gif

12/10,2/26 2/0 HL
K' qcf+P, f+K.jpg
Second Shot - f + B (after Ein Trigger)
qcf+Snkc.gif

> f+Snkb.gif

14/18,2/31 2/0 HL
qcf+Snka.gif

> f+Snkd.gif

/ / KD/ HL
K02 QcfPfD1.png
K02 QcfPfD2.png
Second Shell - f + D (after Ein Trigger)
  • Vertical anti-air that knocks opponent into the air for juggles
qcf+Snkc.gif

> f+Snkd.gif

/ / KD/ HL
dp+Snka.gif / / KD/ Su (counter mode) HL
K02 DpA1.png
K02 DpA2.png
K02 DpA3.png
Crow Bites - dp+P
  • dp+C has some startup invincibility
  • Free cancellable into
  • Free cancellable out of on all hits
dp+Snkc.gif / / KD/ Su (counter mode) HL
K02 DpC1.png
K02 DpC2.png
K02 DpC3.png
dp+Snkc.gif

> f+Snkd.gif

/ / KD/ HL
K02 DpCfD1.png
K02 DpCfD2.png

qcf+Snkb.gif

33/ /
K' qcf +K.jpg
Blackout - qcf+K
  • Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
  • Can be hit out of it fairly easily
qcf+Snkd.gif 41/-/-

qcb+Snkb.gif

/ / KD/ HL
K' qcb+K.jpg
Minute Spike - qcb+K
  • Can be done in the air as well
  • Free cancellable into
  • Free cancellable out of
qcb+Snkd.gif / / KD/ HL
j.qcb+Snkb.gif 14/3/25 KD/-10 HL
K02 JqcbB.png
j.qcb+Snkd.gif 18/3/32 KD/-17 HL
K02 JqcbD.png
DMs
qcfx2+Snka.gif 1+6+0~183+10/2+11/28 KD/-23 HL
K02 2xqcfP1.png
K02 2xqcfP2.png
Heat Drive - qcfx2+P
  • A version comes out faster, but C version will hit if the opponent is right in front of you
  • Can be held to make unblockable with C version (takes a long time though)
  • Hard knockdown
qcfx2+Snka.gif
(full charge)
1+6+184+7/5+11/29 KD/KD -
qcfx2+Snkc.gif 1+8+0~183+11/2+25/32 KD/-41 HL
qcfx2+Snkc.gif
(full charge)
1+8+184+8/5+25/32 KD/KD -
qcf,hcb+Snka.gif 1+9/-/83+12 -/- HL
K02 QcfhcbP.png
Chain Drive - qcf hcb+P
  • K' throws his sunglasses. If he whiffs, he will stand there for a long time, otherwise he will dash forward
  • Hard knockdown
qcf,hcb+Snkc.gif 1+9/-/85+12 -/- HL
qcf,hcb+Snka.gif
(connected)
6+2/13/38 KD/-33 HL
K02 QcfhcbP connect.png
qcf,hcb+Snkc.gif
(connected)
6+2/13/39 KD/-34 HL
SDM
qcf,hcb+Snka.gif+Snkc.gif 1+10/-/86+6 -/- HL
K02 QcfhcbAC.png
Chain Drive - qcf hcb+AC
  • Same properties as qcf hcb+P, except it is not a hard knockdown