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Line 560: |
| |colspan="3"|[[image:K'_j_qcb_D.jpg|center]] | | |colspan="3"|[[image:K'_j_qcb_D.jpg|center]] |
| |- | | |- |
| |-
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| |colspan="9" align="center"| '''DMs'''
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| |-
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| ! qcfx2+[[image:snka.gif]]
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| |align="center"| / /
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| |align="center"| KD/
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| |
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| |align="center"| HL
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| |rowspan="4" valign="bottom" style="border-right:0px;"| [[image:K02_2xqcfP1.png|center]]
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| |rowspan="4" valign="bottom" style="border-left:0px;" colspan="2"| [[image:K02_2xqcfP2.png|center]]
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| |rowspan="4"|'''Heat Drive - qcfx2+P'''
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| *A version comes out faster, but C version will hit if the opponent is right in front of you
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| *Can be held to make unblockable with C version (takes a long time though)
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| *Hard knockdown
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| |-
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| ! qcfx2+[[image:snka.gif]]<br>(full charge)
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| |align="center"| 1+6+184+7/5+11/29
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| |align="center"| KD/
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| |
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| |align="center"| -
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| |-
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| ! qcfx2+[[image:snkc.gif]]
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| |align="center"| / /3
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| |align="center"| KD/
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| |
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| |align="center"| HL
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| |-
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| ! qcfx2+[[image:snkc.gif]]<br>(full charge)
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| |align="center"| / /
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| |align="center"| KD/KD
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| |
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| |align="center"| -
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| |-
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| ! qcf,hcb+[[image:snka.gif]]
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| |align="center"| /-/8
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| |align="center"| -/-
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| |align="center"| HL
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| |rowspan="2" colspan="3"| [[image:K02_QcfhcbP.png|center]]
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| |rowspan="4"|'''Chain Drive - qcf hcb+P'''
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| *K' throws his sunglasses. If he whiffs, he will stand there for a long time, otherwise he will dash forward
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| *Hard knockdown
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| |-
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| ! qcf,hcb+[[image:snkc.gif]]
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| |align="center"| /-/
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| |align="center"| -/-
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| |
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| |align="center"| HL
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| |-
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| ! qcf,hcb+[[image:snka.gif]]<br>(connected)
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| |align="center"| / /
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| |align="center"| KD/
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| |
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| |align="center"| HL
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| |rowspan="2" colspan="3"| [[image:K02_QcfhcbP_connect.png|center]]
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| |-
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| ! qcf,hcb+[[image:snkc.gif]]<br>(connected)
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| |align="center"| / /
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| |align="center"| KD/
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| |
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| |align="center"| HL
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| |-
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| |colspan="9" align="center"| '''SDM'''
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| |-
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| ! qcf,hcb+[[image:snka.gif]]+[[image:snkc.gif]]
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| |align="center"| /-/
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| |align="center"| -/-
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| |align="center"| HL
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| |colspan="3"| [[image:K02_QcfhcbAC.png|center]]
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| |rowspan="2"|'''Chain Drive - qcf hcb+AC'''
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| *Same properties as qcf hcb+P, except it is not a hard knockdown
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| |- | | |- |
|
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|
| [[Category:The King of Fighters '99]] | | [[Category:The King of Fighters '99]] |
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
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Crouch
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Backdash
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Run
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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
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Frames
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Advantage
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Cancel
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Block
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Hitbox
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Notes
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Standing Close
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4/3/4
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+5/+3
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R,C,S,Su
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HL
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5/6/8
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-5/-7
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R,C,S,Su
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L
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4/3(3)6/12
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-2/-4
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C,S,Su
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HL
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7/3/19
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-5/-7
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C,S,Su
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HL
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Standing Far
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4/3/7
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+2/0
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R
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HL
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This move is needed vs short hop. It's although the alone good normal attack move vs shot hop of K'.
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6/3/14
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-5/-7
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HL
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You use this move to combo with cr.B when you want to block string opponent
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11/6/25
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-13/-15
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HL
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Use this move for long-range poke opponent. far.C and far.D are only effective for that
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12/3+3+3/20
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-12/-14
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HL
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+
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11/13/27
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KD/-22
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S,Su
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HL
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Crouching
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4/5/6
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+1/-1
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R,C,S,Su
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HL
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His main meaty attack in this game.
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5/4/6
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+2/0
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R,C,S
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L
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Main crounch move comboing tool
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5/3(3)4/23
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-13/-15
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C,S,Su
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HL
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One of anti-air of K'
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8/4/26
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KD/-12
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C,S,Su
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L
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Cancelable and easy to whiff cancel. You can use it for mid-range zoning by whiff-cancelling qcf+A or qcb+B
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Jump
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5/15/-
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-/-
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H
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5/∞/-
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-/-
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H
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Best jump attack of K' like it stay out during full jump. It has also wonderful priority and you use it like your main jumping attack with jump.D
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6/5/-
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-/-
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S
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H
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7/3+4/-
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-/-
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S
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H
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+
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14/5/-
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KD/-
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S
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HL
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Use this move to air-ground. Good priority
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Neutral Jump
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5/11/-
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-/-
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H
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5/16/-
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-/-
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H
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6/8/-
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-/-
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S
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H
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7/3+4/-
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-/-
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S
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H
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Hop
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5/10/-
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-/-
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H
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5/20/-
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-/-
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H
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6/5/-
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-/-
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S
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H
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8/3+4/-
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-/-
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S
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H
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+
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8/3+4/-
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-/-
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S
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H
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Command Normals
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f+
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17/17/22
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KD/-21
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HL
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Counterwire, hard knockdown. Free cancellable out of
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f+ (cancel)
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/ /
|
-19/-21
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S,Su
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HL
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f+
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19/4/22
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-9/-11
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H
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Knocks down airborne opponent
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f+ (cancel)
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19/4/22
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-9/-11
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S
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HL
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Knocks down airborne opponent
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Special Moves
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qcf+
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12/8/16
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-8/-10
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HL
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Ein Trigger - qcf+P
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qcf+
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14/8/18
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-10/-12
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HL
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qcf+
> f+
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12/10,2/26
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2/0
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HL
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Second Shot - f + B (after Ein Trigger)
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qcf+
> f+
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14/18,2/31
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2/0
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HL
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qcf+
> f+
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/ /
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KD/
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HL
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Second Shell - f + D (after Ein Trigger)
- Vertical anti-air that knocks opponent into the air for juggles
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qcf+
> f+
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/ /
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KD/
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HL
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dp+
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/ /
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KD/
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Su (counter mode)
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HL
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Crow Bites - dp+P
-
-
- dp+C has some startup invincibility
- Free cancellable into
- Free cancellable out of on all hits
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dp+
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/ /
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KD/
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Su (counter mode)
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HL
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dp+
> f+
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/ /
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KD/
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HL
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qcf+
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33/ /
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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
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qcf+
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41/-/-
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qcb+
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/ /
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KD/
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HL
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Minute Spike - qcb+K
- Can be done in the air as well
-
- Free cancellable into
- Free cancellable out of
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qcb+
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/ /
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KD/
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HL
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j.qcb+
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/ /
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KD/
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HL
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j.qcb+
|
/ /
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KD/
|
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HL
|
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