Rage of The Dragons/Kang/Movelist: Difference between revisions

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{{Character Subnav ROTD|name=Kang}}  
{{Character Subnav ROTD|name=Kang}}  
First Impact combos:<br>
Ground - A, A, A, A, C<br>
Air    - A, A, A, A, C<br>


==Command Moves==
<center>'''Move List Showcase''' <br>
6B - Doskoi! Kang does a delayed upward then downward kick. At the peak of the upward kick, there is a brief hitbox that can juggle airborne opponents. Downward overhead kick can be canceled into any special or super.<br>
<youtube>Mb1zSd3CQPY</youtube></center>
3A - Kang does a signature 4 hit sumo palm attack. The 4th attack sends the opponent to the wall. You can cancel this command move at any point of the move.<br>
3C - Kang sucks in his belly to prepare a counter. This move is a High/Medium counter that, on activation, can be canceled into a special.<br>


==Special Moves==
==Movelist==
'''Fire Bomb'''<br>
====Impact====
:236A - Kang breathes fire! This is a short-ranged projectile. Great for spacing since big-bodied characters cannot deal with this move well.<br>
[[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snkc.gif]]
:236C - Just like the light version but has an extra hit, more start-up, and slightly more damage. <br>
 
''(Air)'' [[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snka.gif]][[File:Snkc.gif]]
 
====Command Normals====
{{df}}[[File:Snka.gif]]
 
{{f}}[[File:Snkb.gif]]
 
{{df}}[[File:Snkc.gif]]
 
====Special Moves====
{{qcf}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Fire Bomb
 
{{hcf}}[[File:Snkb.gif]]/[[File:Snkd.gif]] - Kang Attack
 
{{qcb}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Rolling Fire
 
{{dp}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Kang Screw
 
====Super Moves====
{{hcb}}{{hcb}}[[File:Snka.gif]]/[[File:Snkc.gif]] - Body Press Special
 
 
==Close Normals==
{{MoveData
|image=ROTD_Kang_clA.png
|caption=
|name=cl.A
|data=
  {{AttackData-ROTD
  |Damage=6
  |Guard=Mid
  |Stun=2
  |Cancel=Chain, Command, Special
  |Startup=4
  |Active=5
  |Recovery=5
  |Adv. Hit=+1
  |Adv. Guard=0
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_clB.png
|caption=
|name=cl.B
|data=
  {{AttackData-ROTD
  |Damage=8
  |Guard=Mid
  |Stun=4
  |Cancel=Command, Special
  |Startup=3
  |Active=6
  |Recovery=8
  |Adv. Hit=-3
  |Adv. Guard=-4
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_clC.png
|caption=
|name=cl.C
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid
  |Stun=8
  |Cancel=Command, Special
  |Startup=6
  |Active=2
  |Recovery=13
  |Adv. Hit=+1/+4
  |Adv. Guard=-2
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_clD.png
|caption=
|name=cl.D
|data=
  {{AttackData-ROTD
  |Damage=18
  |Guard=Mid
  |Stun=10
  |Cancel=Command, Special
  |Startup=6
  |Active=8
  |Recovery=9
  |Adv. Hit=-1/+2
  |Adv. Guard=-4
  |description=
}}
}}
 
==Standing Normals==
{{MoveData
|image=ROTD_Kang_stA.png
|caption=
|name=st.A
|data=
  {{AttackData-ROTD
  |Damage=8
  |Guard=Mid
  |Stun=2
  |Cancel=Chain, Command, Special
  |Startup=4
  |Active=5
  |Recovery=7
  |Adv. Hit=-1
  |Adv. Guard=-2
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_stB.png
|caption=
|name=st.B
|data=
  {{AttackData-ROTD
  |Damage=10
  |Guard=Mid
  |Stun=5
  |Cancel=
  |Startup=6
  |Active=6
  |Recovery=9
  |Adv. Hit=-4
  |Adv. Guard=-5
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_stC.png
|caption=
|name=st.C
|data=
  {{AttackData-ROTD
  |Damage=18
  |Guard=Mid
  |Stun=10
  |Cancel=
  |Startup=9
  |Active=2
  |Recovery=19
  |Adv. Hit=-5/-2
  |Adv. Guard=-8
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_stD.png
|caption=
|name=st.D
|data=
  {{AttackData-ROTD
  |Damage=20
  |Guard=Mid
  |Stun=12
  |Cancel=
  |Startup=11
  |Active=2
  |Recovery=21
  |Adv. Hit=-7/-4
  |Adv. Guard=-10
  |description=Kang goes airborne just a bit… which is actually a big deal, at least for the Kang float bug. Refer to its writeup in the System section, but the gist is it makes him semi-airborne and immune to pushback, which then makes 5A mash an infinite. Outside of this glitch, the move is a poke which helps Kang close the gap, and it can go over lows.
}}
}}
 
==Crouching Normals==
{{MoveData
|image=ROTD_Kang_crA.png
|caption=
|name=cr.A
|data=
  {{AttackData-ROTD
  |Damage=6
  |Guard=Mid
  |Stun=2
  |Cancel=Chain, Command, Special
  |Startup=5
  |Active=6
  |Recovery=5
  |Adv. Hit=0
  |Adv. Guard=-1
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_crB.png
|caption=
|name=cr.B
|data=
  {{AttackData-ROTD
  |Damage=8
  |Guard=Low
  |Stun=4
  |Cancel=Command, Special
  |Startup=4
  |Active=3
  |Recovery=5
  |Adv. Hit=+3
  |Adv. Guard=+2
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_crC.png
|caption=
|name=cr.C
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid
  |Stun=8
  |Cancel=Command, Special
  |Startup=5
  |Active=6
  |Recovery=11
  |Adv. Hit=+2
  |Adv. Guard=-4
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_stD.png
|caption=
|name=cr.D
|data=
  {{AttackData-ROTD
  |Damage=20
  |Guard=Low
  |Stun=15
  |Cancel=
  |Startup=6
  |Active=2
  |Recovery=17
  |Adv. Hit=KD
  |Adv. Guard=-2
  |description=Same hitbox as stand D but Kang doesn't jump forward.
}}
}}
 
==Jumping Normals==
{{MoveData
|image=ROTD_Kang_jA.png
|caption=
|name=j.A
|data=
  {{AttackData-ROTD
  |Damage=8
  |Guard=High/Air
  |Stun=6
  |Cancel=Special
  |Startup=3
  |Active=10
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_jB.png
|caption=
|name=j.B
|data=
  {{AttackData-ROTD
  |Damage=10
  |Guard=High/Air
  |Stun=8
  |Cancel=Special
  |Startup=5
  |Active=10
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_njC.png
|caption=
|name=nj.C
|data=
  {{AttackData-ROTD
  |Damage=14
  |Guard=High/Air
  |Stun=12
  |Cancel=Special
  |Startup=8
  |Active=2
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_jC.png
|caption=
|name=j.C
|data=
  {{AttackData-ROTD
  |Damage=14
  |Guard=High/Air
  |Stun=12
  |Cancel=Special
  |Startup=5
  |Active=1
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_jD.png
|caption=
|name=j.D
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=High/Air
  |Stun=12
  |Cancel=Special
  |Startup=5
  |Active=2+6
  |Recovery=
  |Adv. Hit=
  |Adv. Guard=
  |description=One of Kang's key moves as an approach tool and a crossup. Coupled with his low jump, this helps him to bulldog very well.
}}
}}
 
==Command Normals==
{{MoveData
|image=ROTD_Kang_6B.png
|caption=
|name=6B
|data=
  {{AttackData-ROTD
  |Damage=12
  |Guard=High
  |Stun=14
  |Cancel=Special
  |Startup=5
  |Active=6+(12)+2
  |Recovery=16
  |Adv. Hit=+1
  |Adv. Guard=-5
  |description=Doskoi! Kang does a delayed upward then downward kick. At the peak of the upward kick, there is a brief hitbox that can juggle airborne opponents; on some characters, you can juggle with this multiple times. Downward overhead kick can be canceled into any special or super.
}}
}}
{{MoveData
|image=ROTD_Kang_3A.png
|caption=
|name=3A
|data=
  {{AttackData-ROTD
  |Damage=16 (4×4)
  |Guard=Mid
  |Stun=12 (3×4)
  |Cancel=Special
  |Startup=13
  |Active=6+(5)+6+(1)+6+(11)+2
  |Recovery=29
  |Adv. Hit=KD
  |Adv. Guard=-14
  |description=A 4 hit sumo palm attack. The 4th attack sends the opponent to the wall. You can cancel this command move at any point of the move.
}}
}}
{{MoveData
|image=ROTD_Kang_3C.png
|image2=ROTD_Kang_3C_hit.png
|caption=
|name=3C
|data=
  {{AttackData-ROTD
  |Damage=
  |Guard=
  |Stun=
  |Cancel=
  |Startup=7
  |Active=7-31
  |Recovery=9
  |Adv. Hit=
  |Adv. Guard=
  |description=Kang sucks in his belly to prepare a counter. This move is a high/mid counter which, on activation, can be cancelled into a special. Doesn't come out unless it catches anything.
}}
  {{AttackData-ROTD
  |Damage=10
  |Guard=Mid
  |Stun=14
  |Cancel=Special
  |Startup=3
  |Active=38
  |Recovery=7
  |Adv. Hit=KD
  |Adv. Guard=-25
  |description=Data for the counterattack.
}}
}}


'''Kang Attack'''<br>
==Throws==
:41236B/D - Kang does a charging headbutt. Very slow start-up but when it becomes active, it is invulnerable to any physical attack. It's unsafe on block, so hope they don't block.<br>
{{MoveData
|image=ROTD_Kang_throw.png
|caption=
|name=4/6C
|data=
  {{AttackData-ROTD
  |Damage=20
  |Guard=
  |Stun=0
  |Cancel=
  |Startup=1
  |Active=1
  |Recovery=
  |Adv. Hit=KD
  |Adv. Guard=
  |description=Kang throws the opponent over his head three quarters of the screen away.
}}
}}


'''Rolling Fire'''<br>
==System==
:214A/C - Kang does a somersault propelled by his flame breath. Very sub-par anti-air and combo ender.<br>
{{MoveData
|image=ROTD_Kang_BC.png
|caption=BC
|name=Tag-In
|data=
  {{AttackData-ROTD
  |Damage=16
  |Guard=Mid
  |Stun=0
  |Cancel=Command, Special
  |Startup=6 (1-19 invuln)
  |Active=14
  |Recovery=13
  |Adv. Hit=KD
  |Adv. Guard=-10
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_GC.png
|caption=gcCD
|name=Guard Cancel
|data=
  {{AttackData-ROTD
  |Damage=10
  |Guard=Mid
  |Stun=10
  |Cancel=
  |Startup=13 (1-16 invuln)
  |Active=10
  |Recovery=15
  |Adv. Hit=KD
  |Adv. Guard=-8
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_CD.png
|caption=CD
|name=First Impact
|data=
  {{AttackData-ROTD
  |Damage=5+5×5
  |Guard=Mid
  |Stun=0
  |Cancel=Hit: Command, Special
  |Startup=14
  |Active=10
  |Recovery=25
  |Adv. Hit=KD
  |Adv. Guard=-18
  |description=
}}
}}
{{MoveData
|image=ROTD_Kang_run.png
|image2=ROTD_Kang_236BC.png
|caption=236CD
|caption2=236CD~236CD
|name=Duplex Attack
|data=
  {{AttackData-ROTD
  |Damage=30
  |Guard=Mid
  |Stun=0
  |Cancel=
  |Startup=4
  |Active=60
  |Recovery=29
  |Adv. Hit=KD
  |Adv. Guard=-13
  |description=Your partner must be alive and able to tag in.
}}
  {{AttackData-ROTD
  |Damage=30 (32 with Jones)
  |Guard=
  |Stun=0
  |Cancel=
  |Startup=
  |Active=
  |Recovery=
  |Adv. Hit=KD
  |Adv. Guard=
  |description=Follow up with another 236BC for more damage. Costs an extra bar. Jones's Funky Impact at the end causes a wall splat, which can break a wall. Kang cannot tech from his knockdown, so no combo. For generic teams, Kang will add three more points of damage to this move (30 from the usual 27), whether he is tagging in or out.
}}
}}


'''Kang Screw'''<br>
==Special Moves==
:623A/C - Spin to win! Kang jumps up vertically while spinning like a top. This move is Kang's best move since it builds so much meter, deals so much stun, and sends the opponent flying to the wall on hit. The Heavy version gains additional height and hits.<br>
{{MoveData
|image=ROTD_Kang_236P.png
|caption=236A/C
|name=Fire Breath
|data=
  {{AttackData-ROTD
  |Damage=18
  |Guard=Mid/Air
  |Stun=8
  |Cancel=
  |Startup=14
  |Active=?
  |Recovery=46-?
  |Adv. Hit=KD
  |Adv. Guard=-10
  |description=Kang breathes fire! This is a short-ranged projectile, but it hits at round start and can even cause a wall hit there. Tag-ins beat this, in a case of broken-checks-broken, but Kang can still play with the threat to help him in. Great for spacing, since bigbodies cannot deal with this move well.
}}
  {{AttackData-ROTD
  |Damage=18
  |Guard=Mid/Air
  |Stun=8
  |Cancel=
  |Startup=31
  |Active=?
  |Recovery=40-?
  |Adv. Hit=KD
  |Adv. Guard=-4
  |description=Just like the light version but has an extra hit, more startup and slightly more damage.
}}
}}
{{MoveData
|image=ROTD_Kang_41236K.png
|caption=41236B/D
|name=Kang Attack
|data=
  {{AttackData-ROTD
  |Damage=20
  |Guard=Mid
  |Stun=15
  |Cancel=
  |Startup=29 (29-47 guard)
  |Active=34
  |Recovery=10
  |Adv. Hit=KD
  |Adv. Guard=-9
  |description=Kang charges halfscreen. Very slow start-up but when it becomes active, it is invulnerable to any physical attack. It's also slow and really bad on block, and Kang has other ways to get in. Causes a wall splat on hit.
}}
  {{AttackData-ROTD
  |Damage=20
  |Guard=Mid
  |Stun=15
  |Cancel=
  |Startup=29 (29-65 guard)
  |Active=51
  |Recovery=8
  |Adv. Hit=KD
  |Adv. Guard=-6
  |description=Kang charges fullscreen.
}}
}}
{{MoveData
|image=ROTD_Kang_214P.png
|caption=214A/C
|name=Rolling Fire
|data=
  {{AttackData-ROTD
  |Damage=20
  |Guard=Mid/Air
  |Stun=15
  |Cancel=
  |Startup=14
  |Active=3+4+4
  |Recovery=42
  |Adv. Hit=KD
  |Adv. Guard=-33
  |description=A somersault propelled by his flame breath. Very sub-par anti-air and combo ender. This one is not a projectile, so it won't stop any fireballs.
}}
  {{AttackData-ROTD
  |Damage=20
  |Guard=Mid/Air
  |Stun=15
  |Cancel=
  |Startup=22
  |Active=3+4+4
  |Recovery=42
  |Adv. Hit=KD
  |Adv. Guard=-33
  |description=Kang leaps higher and further. Combos from a few less things.
}}
}}
{{MoveData
|image=ROTD_Kang_623P.png
|caption=623A/C
|name=Kang Screw
|data=
  {{AttackData-ROTD
  |Damage=29 (2+3+2+3+5+5+15)
  |Guard=Mid/Air
  |Stun=14 (2×7)
  |Cancel=
  |Startup=5 (1-6 invuln)
  |Active=36
  |Recovery=35
  |Adv. Hit=KD
  |Adv. Guard=-41
  |description=Spin to win! Kang jumps up vertically while spinning like a top. This move is Kang's best move since it builds so much meter, deals so much stun, and sends the opponent flying to the wall on hit.
}}
  {{AttackData-ROTD
  |Damage=29 (2×12+15)
  |Guard=Mid/Air
  |Stun=26 (2×13)
  |Cancel=
  |Startup=9 (1-8 invuln)
  |Active=48
  |Recovery=39
  |Adv. Hit=KD
  |Adv. Guard=-57
  |description=The heavy version gains additional height and hits, and it stuns even more. It's great for juggles, but it pushes back more, so the light version is better at midscreen.
}}
}}


==Super Moves==
==Super Moves==
'''Body Press Special'''
{{MoveData
:63214-63214A/C - Command grab. Kang grabs you and does his signature Kang screw. If you use the heavy version, Kang follows up the Kang screw at its peak with a butt slam.<br>
|image=ROTD_Kang_6321463214P.png
 
|caption=6321463214A/C
'''Duplex Attack'''
|name=Body Press Special
:236BC >> 236BC - Your partner must be alive or must be able to be tagged in. Follow-up again with another 236BC for an extra meter for more damage. Kang gets 1 extra point of damage on non-special (not with jones) duplex attacks for some reason.<br>
|data=
  {{AttackData-ROTD
  |Damage=38 (15+1×12+20)
  |Guard=
  |Stun=26 (2×13)
  |Cancel=
  |Startup=1
  |Active=1
  |Recovery=55
  |Adv. Hit=KD
  |Adv. Guard=
  |description=Command grab. Kang grabs you and does his signature Kang Screw. The throw resets the damage scaling, although given the amount of hits it doesn't matter much.
}}
  {{AttackData-ROTD
  |Damage=49 (1×14+56)
  |Guard=
  |Stun=0
  |Cancel=
  |Startup=1
  |Active=1
  |Recovery=55
  |Adv. Hit=KD
  |Adv. Guard=
  |description=Kang follows up the Kang Screw at its peak with a butt slam. Deals more damage, but unlike the light version, it doesn't deal any stun.
}}
}}


[[Category:Rage of the Dragons]]
[[Category:Rage of the Dragons]]
{{Rage Of The Dragons}}
{{Rage Of The Dragons}}

Latest revision as of 19:13, 12 November 2024

Move List Showcase

Movelist

Impact

Snka.gifSnka.gifSnka.gifSnka.gifSnkc.gif

(Air) Snka.gifSnka.gifSnka.gifSnka.gifSnkc.gif

Command Normals

Df.pngSnka.gif

F.pngSnkb.gif

Df.pngSnkc.gif

Special Moves

Qcf.pngSnka.gif/Snkc.gif - Fire Bomb

Hcf.pngSnkb.gif/Snkd.gif - Kang Attack

Qcb.pngSnka.gif/Snkc.gif - Rolling Fire

Dp.pngSnka.gif/Snkc.gif - Kang Screw

Super Moves

Hcb.pngHcb.pngSnka.gif/Snkc.gif - Body Press Special


Close Normals

cl.A
ROTD Kang clA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 5 +1 0
cl.B
ROTD Kang clB.png
Damage Guard Stun Cancel
8 Mid 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
3 6 8 -3 -4
cl.C
ROTD Kang clC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 2 13 +1/+4 -2
cl.D
ROTD Kang clD.png
Damage Guard Stun Cancel
18 Mid 10 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 8 9 -1/+2 -4

Standing Normals

st.A
ROTD Kang stA.png
Damage Guard Stun Cancel
8 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 5 7 -1 -2
st.B
ROTD Kang stB.png
Damage Guard Stun Cancel
10 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
6 6 9 -4 -5
st.C
ROTD Kang stC.png
Damage Guard Stun Cancel
18 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
9 2 19 -5/-2 -8
st.D
ROTD Kang stD.png
Damage Guard Stun Cancel
20 Mid 12 -
Startup Active Recovery Adv. Hit Adv. Guard
11 2 21 -7/-4 -10

Kang goes airborne just a bit… which is actually a big deal, at least for the Kang float bug. Refer to its writeup in the System section, but the gist is it makes him semi-airborne and immune to pushback, which then makes 5A mash an infinite. Outside of this glitch, the move is a poke which helps Kang close the gap, and it can go over lows.

Crouching Normals

cr.A
ROTD Kang crA.png
Damage Guard Stun Cancel
6 Mid 2 Chain, Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 6 5 0 -1
cr.B
ROTD Kang crB.png
Damage Guard Stun Cancel
8 Low 4 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
4 3 5 +3 +2
cr.C
ROTD Kang crC.png
Damage Guard Stun Cancel
16 Mid 8 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
5 6 11 +2 -4
cr.D
ROTD Kang stD.png
Damage Guard Stun Cancel
20 Low 15 -
Startup Active Recovery Adv. Hit Adv. Guard
6 2 17 KD -2

Same hitbox as stand D but Kang doesn't jump forward.

Jumping Normals

j.A
ROTD Kang jA.png
Damage Guard Stun Cancel
8 High/Air 6 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 10 - - -
j.B
ROTD Kang jB.png
Damage Guard Stun Cancel
10 High/Air 8 Special
Startup Active Recovery Adv. Hit Adv. Guard
5 10 - - -
nj.C
ROTD Kang njC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
8 2 - - -
j.C
ROTD Kang jC.png
Damage Guard Stun Cancel
14 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
5 1 - - -
j.D
ROTD Kang jD.png
Damage Guard Stun Cancel
16 High/Air 12 Special
Startup Active Recovery Adv. Hit Adv. Guard
5 2+6 - - -

One of Kang's key moves as an approach tool and a crossup. Coupled with his low jump, this helps him to bulldog very well.

Command Normals

6B
ROTD Kang 6B.png
Damage Guard Stun Cancel
12 High 14 Special
Startup Active Recovery Adv. Hit Adv. Guard
5 6+(12)+2 16 +1 -5

Doskoi! Kang does a delayed upward then downward kick. At the peak of the upward kick, there is a brief hitbox that can juggle airborne opponents; on some characters, you can juggle with this multiple times. Downward overhead kick can be canceled into any special or super.

3A
ROTD Kang 3A.png
Damage Guard Stun Cancel
16 (4×4) Mid 12 (3×4) Special
Startup Active Recovery Adv. Hit Adv. Guard
13 6+(5)+6+(1)+6+(11)+2 29 KD -14

A 4 hit sumo palm attack. The 4th attack sends the opponent to the wall. You can cancel this command move at any point of the move.

3C
ROTD Kang 3C.png
ROTD Kang 3C hit.png
Damage Guard Stun Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
7 7-31 9 - -

Kang sucks in his belly to prepare a counter. This move is a high/mid counter which, on activation, can be cancelled into a special. Doesn't come out unless it catches anything.

Damage Guard Stun Cancel
10 Mid 14 Special
Startup Active Recovery Adv. Hit Adv. Guard
3 38 7 KD -25

Data for the counterattack.

Throws

4/6C
ROTD Kang throw.png
Damage Guard Stun Cancel
20 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KD -

Kang throws the opponent over his head three quarters of the screen away.

System

Tag-In
ROTD Kang BC.png
BC
Damage Guard Stun Cancel
16 Mid 0 Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
6 (1-19 invuln) 14 13 KD -10
Guard Cancel
ROTD Kang GC.png
gcCD
Damage Guard Stun Cancel
10 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
13 (1-16 invuln) 10 15 KD -8
First Impact
ROTD Kang CD.png
CD
Damage Guard Stun Cancel
5+5×5 Mid 0 Hit: Command, Special
Startup Active Recovery Adv. Hit Adv. Guard
14 10 25 KD -18
Duplex Attack
ROTD Kang run.png
236CD
ROTD Kang 236BC.png
236CD~236CD
Damage Guard Stun Cancel
30 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
4 60 29 KD -13

Your partner must be alive and able to tag in.

Damage Guard Stun Cancel
30 (32 with Jones) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
- - - KD -

Follow up with another 236BC for more damage. Costs an extra bar. Jones's Funky Impact at the end causes a wall splat, which can break a wall. Kang cannot tech from his knockdown, so no combo. For generic teams, Kang will add three more points of damage to this move (30 from the usual 27), whether he is tagging in or out.

Special Moves

Fire Breath
ROTD Kang 236P.png
236A/C
Damage Guard Stun Cancel
18 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
14 ? 46-? KD -10

Kang breathes fire! This is a short-ranged projectile, but it hits at round start and can even cause a wall hit there. Tag-ins beat this, in a case of broken-checks-broken, but Kang can still play with the threat to help him in. Great for spacing, since bigbodies cannot deal with this move well.

Damage Guard Stun Cancel
18 Mid/Air 8 -
Startup Active Recovery Adv. Hit Adv. Guard
31 ? 40-? KD -4

Just like the light version but has an extra hit, more startup and slightly more damage.

Kang Attack
ROTD Kang 41236K.png
41236B/D
Damage Guard Stun Cancel
20 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
29 (29-47 guard) 34 10 KD -9

Kang charges halfscreen. Very slow start-up but when it becomes active, it is invulnerable to any physical attack. It's also slow and really bad on block, and Kang has other ways to get in. Causes a wall splat on hit.

Damage Guard Stun Cancel
20 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
29 (29-65 guard) 51 8 KD -6

Kang charges fullscreen.

Rolling Fire
ROTD Kang 214P.png
214A/C
Damage Guard Stun Cancel
20 Mid/Air 15 -
Startup Active Recovery Adv. Hit Adv. Guard
14 3+4+4 42 KD -33

A somersault propelled by his flame breath. Very sub-par anti-air and combo ender. This one is not a projectile, so it won't stop any fireballs.

Damage Guard Stun Cancel
20 Mid/Air 15 -
Startup Active Recovery Adv. Hit Adv. Guard
22 3+4+4 42 KD -33

Kang leaps higher and further. Combos from a few less things.

Kang Screw
ROTD Kang 623P.png
623A/C
Damage Guard Stun Cancel
29 (2+3+2+3+5+5+15) Mid/Air 14 (2×7) -
Startup Active Recovery Adv. Hit Adv. Guard
5 (1-6 invuln) 36 35 KD -41

Spin to win! Kang jumps up vertically while spinning like a top. This move is Kang's best move since it builds so much meter, deals so much stun, and sends the opponent flying to the wall on hit.

Damage Guard Stun Cancel
29 (2×12+15) Mid/Air 26 (2×13) -
Startup Active Recovery Adv. Hit Adv. Guard
9 (1-8 invuln) 48 39 KD -57

The heavy version gains additional height and hits, and it stuns even more. It's great for juggles, but it pushes back more, so the light version is better at midscreen.

Super Moves

Body Press Special
ROTD Kang 6321463214P.png
6321463214A/C
Damage Guard Stun Cancel
38 (15+1×12+20) - 26 (2×13) -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 55 KD -

Command grab. Kang grabs you and does his signature Kang Screw. The throw resets the damage scaling, although given the amount of hits it doesn't matter much.

Damage Guard Stun Cancel
49 (1×14+56) - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 55 KD -

Kang follows up the Kang Screw at its peak with a butt slam. Deals more damage, but unlike the light version, it doesn't deal any stun.

ROTD Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Billy
Lynn
Radel
Annie
Cassandra
Oni
Pepe
Pupa
Alice
Elias
Jones
Kang
Sonia
Jimmy
Abubo
Johann