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==Introduction== | ==Introduction== | ||
{{ ProConTable | |||
| pros= | |||
* placeholder | |||
| cons= | |||
* placeholder | |||
}} | |||
==Movelist== | ==Movelist== | ||
<center>'''Move List Showcase''' <br> | |||
<youtube>Dwm4pCu3588</youtube></center> | |||
=== Normals === | === Normals === | ||
==== Far Normals ==== | ==== Far Normals ==== | ||
Line 1,107: | Line 1,116: | ||
link from cr.A. good dmg, take some time to get used to. | link from cr.A. good dmg, take some time to get used to. | ||
*'''( | *'''(j.X), cr.Bx1-2, dp D / qcf K / qcb P / qcf C''' | ||
can confirm even off a jump-in. | can confirm even off a jump-in. | ||
*'''( | *'''(j.X), cl.C / cr.C / cl.D, qcf P / hcf K / hcb,f P''' | ||
''(corner)'' | ''(corner)'' | ||
*'''jp.cd (CH), air d.D, air d.D...''' | *'''jp.cd (CH), air d.D, air d.D...''' | ||
yet another infinite because this is KOF 97. one of the most difficult infinites to | yet another infinite because this is KOF 97. definantly one of the most difficult infinites to pull off. This works best on a backturned opponent since the timming to do this is easier compared to doing it from the front. | ||
==== with meter ==== | ==== with meter ==== | ||
Line 1,124: | Line 1,133: | ||
low confirm into grab super. doesn't do alot of dmg compared to the one above | low confirm into grab super. doesn't do alot of dmg compared to the one above | ||
*'''( | *'''(j.X), cl.C / cr.C / cl.D, qcfx2 A''' | ||
Super confirm off a heavy button. | Super confirm off a heavy button. | ||
*'''( | *'''(j.X), cr.Bx1-2, qcfx2 A''' | ||
super confirm if you wanna confirm off of cr.B | super confirm if you wanna confirm off of cr.B | ||
*'''air d.D, qcfx2 A''' | *'''air d.D, qcfx2 A''' | ||
difficult to do. you have to time the super as soon as benimaru lands. can also be done in the air | difficult to do. you have to time the super as soon as benimaru lands. can also be done in the air | ||
==Strategy== | ==Strategy== |
Latest revision as of 08:33, 23 May 2024
Introduction
Strengths | Weaknesses |
---|---|
|
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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 | - | - | - | - | - | - | - | - | - | - | - |
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
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.
- cr.B to qcf+C will fail on Kensou, Mai, and Choi even if they are standing.
- An extra cr.B can be added to jump-in combos if they're done starting from a cross-up.
meterless
(midscreen)
- cr.Bx2-3,qcf K / qcb P
great confirm from a cr.B. qcb P does the most dmg. qcf K is used for stun.
- cr.Bx2-3, dp D / qcf C
go-to low confirm. both dp D and qcf C lead to a KND and both deal the same dmg, both are interchangeable although dp D is more consistent than qcf C. it should be noted for qcf C, it only works on standing opponents.
- cr.B, hcb,f P
low coversion into a command grab.
- cr.A, cl.D, hcb K / qcf P
link from cr.A. good dmg, take some time to get used to.
- (j.X), cr.Bx1-2, dp D / qcf K / qcb P / qcf C
can confirm even off a jump-in.
- (j.X), cl.C / cr.C / cl.D, qcf P / hcf K / hcb,f P
(corner)
- jp.cd (CH), air d.D, air d.D...
yet another infinite because this is KOF 97. definantly one of the most difficult infinites to pull off. This works best on a backturned opponent since the timming to do this is easier compared to doing it from the front.
with meter
(midscreen)
- cr.Bx2-3, qcfx2 A
basic low confirm into super. in max mode this deals a ton of DMG.
- cr.B, hcbx2 P
low confirm into grab super. doesn't do alot of dmg compared to the one above
- (j.X), cl.C / cr.C / cl.D, qcfx2 A
Super confirm off a heavy button.
- (j.X), cr.Bx1-2, qcfx2 A
super confirm if you wanna confirm off of cr.B
- air d.D, qcfx2 A
difficult to do. you have to time the super as soon as benimaru lands. can also be done in the air
Strategy