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*'''hit-confirm, hcf B, cr.A, hcf B, cr.A...''' | *'''hit-confirm, hcf B, cr.A, hcf B, cr.A...''' | ||
one of the most infamous infinites in KOF history. compared to most infinites in kof 97, this is the easiest one to pull off since | one of the most infamous infinites in KOF history. compared to most infinites in kof 97, this is the easiest one to pull off since you just do db.P, qcf b after the 1st powercharge. what makes this even more scary is that terry can threaten this off of a light confirm. keep in mind that you have to press it as soon as you've recovered from the 1st power-charge. | ||
''(corner)'' | ''(corner)'' | ||
Line 1,063: | Line 1,063: | ||
*'''hit-confirm, hcf B, qcb B, qcb B...''' | *'''hit-confirm, hcf B, qcb B, qcb B...''' | ||
simallar to the other infinite, instead just doing qcb B all the time. you need to time qcb B very late in order for this to work. can drop out at times tho, more consistent on billy. | simallar to the other infinite, instead just doing qcb B all the time. you need to time qcb B very late in order for this to work. can drop out at times tho, more consistent on billy. | ||
==== with meter ==== | ==== with meter ==== |
Revision as of 07:12, 16 August 2022
Introduction
Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.
meterless
(midscreen)
- cr.B, cr.A, df.C, qcb P
- cr.Bx1-2, cr.A, df.C, hcf B, qcb A / qcf A
- (cr.Bx1-2,cr.A) / (cr.b,cl.A) / (cl.A,cl.B), df.C, hcf D, dp P
- (j.X), cl.C, df.C, 214A
- (j.X), cl.C, df.C, hcf B, any special move
unlike KOF 98, you can actually follow-up just about anything from power charge. dp P does the most dmg, while the others can give decent oki position. you can get dp B but it requires a micro-run after hcf K.
- hit-confirm, hcf B, cr.A, hcf B, cr.A...
one of the most infamous infinites in KOF history. compared to most infinites in kof 97, this is the easiest one to pull off since you just do db.P, qcf b after the 1st powercharge. what makes this even more scary is that terry can threaten this off of a light confirm. keep in mind that you have to press it as soon as you've recovered from the 1st power-charge.
(corner)
- (j.X), cl.C, df.C, hcf K, dp K
- (j.X), cl.C, df.C, hcf B, qcb B, dp P
you have to delay the qcb B after hcf B in order for the dp P to work.
- hit-confirm, hcf B, qcb B, qcb B...
simallar to the other infinite, instead just doing qcb B all the time. you need to time qcb B very late in order for this to work. can drop out at times tho, more consistent on billy.
with meter
(midscreen)
- (2Bx1-2,st.A) / (cr.B,cr.A,df.C) / (cr.Ax3), 236x2 B
for the 1st hit confirm, do it as cr.B cr.B~qcf, st.A~qcf K to make it easier
- 2Bx1-2, 2A, 3C, qcb,hcf P
- cr.Bx1-2, cr.A, df.C, hcf B, qcb,hcf P
- (j.X), cl.C, df.C, hcf B, qcb,hcf P / qcfx2 P
when i said just about anything, i meant it. for qcb,hcf P is preferred.
- (j.X), cl.C, hcf K, qcb,hcf P
(corner)
- (j.X), cl.C, df.C, hcf B, qcb B, qcfx2 K
Strategies