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

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*f + D after qcf+P > qcb+B or qcf,qcf+A  
*f + D after qcf+P > qcb+B or qcf,qcf+A  
*f + B after qcf+P > qcb+K or qcf,qcf+A (This combo only passes when opponent is cornered)
*f + B after qcf+P > qcb+K or qcf,qcf+A (This combo only passes when opponent is cornered)


[Corner Combos]
[Corner Combos]
*cl.C (1 hit) > f+A > f+D after qcf+A > qcb+K or qcf,qcf+P (This combo passes on some characters like Shingo, Chang or Maxima, not on all characters)
*cl.C (1 hit) > f+A > f+D after qcf+A > qcb+K or qcf,qcf+P (This combo passes on some characters like Shingo, Chang or Maxima, not on all characters)


[Note]
There's Second Shell infinity combo when K' is in Counter Mode or Armor Mode. This infinity combo passes when opponent is cornered and hited on air 


'''Note'''
There's Second Shell infinity combo when K' is in Counter Mode or Armor Mode. This infinity combo passes when opponent is cornered and hited on air


=Frame Data and Hitboxes=
=Frame Data and Hitboxes=

Revision as of 19:06, 10 August 2020

Introduction

The new hero of KOF and Kyo's Rival.

Mid tier character.

Zoning and Poking character.


Crouch height: Low

Jump : 3/33/1

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

In-depth Analysis

Qualities :

  • Good damage
  • His impassable j.b
  • good juggle combos
  • His j.qcb.b who can surprise in air-to-air
  • Builts meter quickly
  • Fastest short hop of game


Faults :

  • His ineffective Chain Drive (qcf, hcb + P) in matches (bad startup, don't pass on combos, easily punishable) so that this is his more powerful DM
  • Gets little frame traps options
  • little normal attacks gets high priority and almost all have bad recovery and thus easily punishable
  • bad high/low mixup (his f.b is unsafe and have very slow startup and no instant overhead)
  • can just pass dp.a in combos after cr.light attack
  • Haven't viable crossups even if j.d, j.c and j.a can do

Low-tier as Striker

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)

Combos

  • Jump Attack > cl.C (2 hit) > DP+P or qcf,qcf+A
  • Jump Attack > cl.C (1hit) > f+A > qcb+B or qcf,qcf+A
  • cr.B*1-2 > DP+A


[Juggle Combos]

  • f + D after qcf+P > qcb+B or qcf,qcf+A
  • f + B after qcf+P > qcb+K or qcf,qcf+A (This combo only passes when opponent is cornered)


[Corner Combos]

  • cl.C (1 hit) > f+A > f+D after qcf+A > qcb+K or qcf,qcf+P (This combo passes on some characters like Shingo, Chang or Maxima, not on all characters)


Note There's Second Shell infinity combo when K' is in Counter Mode or Armor Mode. This infinity combo passes when opponent is cornered and hited on air

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox

H = High

L = Low

C = Cancel

KD = Knock Down

R = Safe on Hit and Block

S = Special Cancel

Su = Super Cancel


For Special Moves :

Black 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,C,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 / / KD/ HL
K02 JqcbB.png
j.qcb+Snkd.gif / / KD/ HL
K' j qcb D.jpg
DMs
qcfx2+Snka.gif / / KD/ 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/ -
qcfx2+Snkc.gif / /3 KD/ HL
qcfx2+Snkc.gif
(full charge)
/ / KD/KD -
qcf,hcb+Snka.gif /-/8 -/- 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 /-/ -/- HL
qcf,hcb+Snka.gif
(connected)
/ / KD/ HL
K02 QcfhcbP connect.png
qcf,hcb+Snkc.gif
(connected)
/ / KD/ HL
SDM
qcf,hcb+Snka.gif+Snkc.gif /-/ -/- HL
K02 QcfhcbAC.png
Chain Drive - qcf hcb+AC
  • Same properties as qcf hcb+P, except it is not a hard knockdown