Fighter's History Dynamite/Karnov: Difference between revisions

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== Normal Moves ==
== Normal Moves ==
===Light Punch [[File:Snka.gif]]===
===Light Punch [[File:Snka.gif]]===
'''Standing (Far)''' - Spammable.
*'''Standing (Close):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>5</u></td>
    <td align="center" width="75" rowspan="5">Startup</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-stand-close-LP.png]]</td>
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
    <td align="center" bgcolor="#32CD32">+10</td></tr>
<tr> <td align="center">On block</td>
    <td align="center" bgcolor="#32CD32">+11</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">2</td>
    <td align="center" bgcolor="#0000FF">1</td>
    <td align="center">1</td></tr>
</table>


'''Standing (Close)''' -  
*'''Standing (Far):'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>5</u></td>
    <td align="center" width="75" rowspan="5">Startup</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-stand-far-LP.png]]</td>
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
    <td align="center" bgcolor="#32CD32">+10</td></tr>
<tr> <td align="center">On block</td>
    <td align="center" bgcolor="#32CD32">+11</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">2</td>
    <td align="center" bgcolor="#0000FF">1</td>
    <td align="center">1</td></tr>
</table>
Spammable.


'''Crouching''' - A staple in Karnov's ground game. This will be your primary poke.
*'''Crouching:'''
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>5</u></td>
    <td align="center" width="75" rowspan="5">Startup</td>
    <td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-crouch-LP.png]]</td>
    <td align="center" width="75" rowspan="5">Recovery</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">On hit</td>
    <td align="center" bgcolor="#32CD32">+10</td></tr>
<tr> <td align="center">On block</td>
    <td align="center" bgcolor="#32CD32">+11</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">2</td>
    <td align="center" bgcolor="#0000FF">1</td>
    <td align="center">1</td></tr>
</table>
A staple in Karnov's ground game. Great poke, longer range than standing far LP.


'''Jumping''' -  
*'''Jumping (Diagonal/Neutral):'''
 
<table border="1em" cellspacing="0" style="border: 1px solid #999;">
'''Jumping (Neutral)''' -
<tr> <td align="center" width="91">Damage</td>
    <td align="center" width="30"><u>8</u></td>
    <td align="center" width="75" rowspan="3">Startup</td>
    <td align="center" valign="bottom" rowspan="3">[[File:FHD-karnov-jump-LP.png]]</td></tr>
<tr> <td align="center">Chain cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center">Special cancel</td>
    <td align="center" bgcolor="#1E90FF">yes</td></tr>
<tr> <td align="center" colspan="2">Frame count</td>
    <td align="center">2</td>
    <td align="center" bgcolor="#0000FF">∞</td></tr>
</table>
This is the only chain-cancellable air attack in the whole game. It allows Karnov to do sick shenanigans with Balloon Attack in the air. Also it's unique because of the faster startup than every other aerials in the game.


===Strong Punch [[File:Snkb.gif]]===
===Strong Punch [[File:Snkb.gif]]===

Revision as of 12:26, 12 July 2020

Fhd karnov.png
FHD main page | The Characters



Introduction

THE 'NOV.

Karnov is Data East's flagship character, and his powerful is *nearly* unmatched in FHD. His invincible balloon, high damage output and doable infinites make him a strong contender in this game. He is often thought to be unbeatable, but the more you play him you will recognize the weakness of Karnov....

Weak Spot

FHD-karnov-neutral.png FHD-karnov-squat-1.png FHD-karnov-squat-2.png FHD-karnov-crouch.png
Frame count - 2 2 -

Color Options

Punch Kick
Fhd-karnov-color1.png Fhd-karnov-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
Fireball Qcf.png + P.png fireball
Fire Breath F.pngF.png + P.png standing version
F.pngF.png + K.png crouching version
Super 100-Kick Charge B.png,F.png + K.png 100-kick
Balloon Attack (in air) Hcb.pngUb.png + P.png balloon invincible while float
Teleport Charge B.png, Snka.gif ~Df.png + Snkd.gif glitch, teleports behind the opponent

Normal Moves

Light Punch Snka.gif

  • Standing (Close):
Damage 5 Startup FHD-karnov-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1
  • Standing (Far):
Damage 5 Startup FHD-karnov-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1

Spammable.

  • Crouching:
Damage 5 Startup FHD-karnov-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1

A staple in Karnov's ground game. Great poke, longer range than standing far LP.

  • Jumping (Diagonal/Neutral):
Damage 8 Startup FHD-karnov-jump-LP.png
Chain cancel yes
Special cancel yes
Frame count 2

This is the only chain-cancellable air attack in the whole game. It allows Karnov to do sick shenanigans with Balloon Attack in the air. Also it's unique because of the faster startup than every other aerials in the game.

Strong Punch Snkb.gif

Standing (Far) - A bufferable move with good damage and high priority. Great inside combos.

Standing (Close) -

Crouching - Great anti air. Stuffs pretty much any jump in.

Jumping -

Jumping (Neutral) -

Light Kick Snkc.gif

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Strong Kick Snkd.gif

Standing (Far) -

Standing (Close) -

Crouching - A slide. Fairly slow, but you can catch opponents off guard if used sparingly.

Jumping -

Jumping (Neutral) -

Throws

Damage 21 FHD-karnov-throwbox.png
Range
(From pushbox)
31
  • Headbutt: B.png/F.png + Snkb.gif

Special Moves

  • Fireball: Qcf.png + P.png

Slightly slow recovery, traverses full screen. Incorporate this into your ground game and be sure to try the slide glitch... Your opponent might have trouble blocking ;)

  • Fire Breath: F.pngF.png + P.png (for standing version) / K.png (for crouching version)

Better up close than Fireball, this attack stays out longer. Karnov also recovers pretty much right after the fire dissapates, so don't worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner.

  • Super 100-Kick: Charge B.png,F.png + K.png

Best rushdown special in the game, from a cheap damage tool to his main combo ender from a standing light punch, use it as a crouching opponent punisher because weakpoints are commonly in the head or for standing ones who have low or mid weakpoints.

  • Balloon Attack: (in air) Hcb.pngUb.png + P.png

This is the one. Incredible invincibility, stays out forever. Experiment with this for crossup fun and lock down shenanigans. If you want to play Karnov you will need to be able to effectively use this move.

Note: actually you can do the input on the ground and Karnov will jump automatically to perform the move.

The Basics

He is the main character of the game and also one of the top tiers.

With great arsenal from low to medium bouncing projectiles to overhead ones its a excellent all around character, sadly you don't have a good anti air outside of your standing HK.

Combos

  • cr.SP xx Fire Ball
  • cr.WK x n,s.WP xx weak super 100 kicks
  • falling Baloon, any combo of above

BALLOOON

As an overhead can be a nice cross up combo tool,use it on big hitbox chars like Mastorius and Zazie

As a air mix up tool its nice when a oponnent block your jumping Weak Punch.

In corner can be a nice air trap for crounching oponnents

Advanced Strategy

Karnov can cheat the game a little and do a glitch with his 100 Kicks special combined with the df+hk slide. The input it charge b (or db), then do lp~df+hk. Karnov slides across the screen to the other end. Useful for crossing up with his fireball.

Match-ups

Vs. Clown:

Karnov had some advantages but try to escape of Overhead Stand with a Slide or 100 Rush Kicks,

Vs. Jean Pierre:

Try to get close with 100 Kick Rush, don't ballon it

Vs. Kano Ryoko:

Vs. Karnov (self):

Vs. Lee Diendo:

Senkyutai is an issue here because 100 Kicks is beaten by it, and he can counter most jump ins with it as well as balloon. Use fireballs to keep him at bay, and crouching hard punch to counter his jump ins. Sliding is a bad idea here.

Vs. Liu Feilin:

Vs. Liu Yungmie:

Vs. Marstorius:

Vs. Matlok Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

Do not brainlessly spam balloon. Ray has the edge here with Wheel Kick. You will also not be using close fireballs / flame breath for this same reason. Ray's fireball is incredibly fast, so use balloon to float over those. Just be careful to never enter wheel kick range. (Need more info)

Vs. Samchay Tomyamgun:

Vs. Zazie Muhaba:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox