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===Strong Kick [[File:Snkd.gif]]=== | ===Strong Kick [[File:Snkd.gif]]=== | ||
'''Standing ( | *'''Standing (Close):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-stand-close-HK.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#FF3030">-3</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-8</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
A high kick. Hits Zazie's standing weak spot. | |||
'''Standing ( | *'''Standing (Far):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-stand-far-HK.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#FF3030">-3</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-8</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">6</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
Good far anti-air. Use it particularly against far jump-ins instead of cr.HP. | |||
'''Crouching''' - A slide. Fairly slow, but you can catch opponents off guard if used sparingly. | *'''Crouching:''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="5">Startup</td> | |||
<td align="center" valign="bottom" rowspan="5">[[File:FHD-karnov-crouch-HK.png]]</td> | |||
<td align="center" width="75" rowspan="5">Recovery</td></tr> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center">On hit</td> | |||
<td align="center" bgcolor="#32CD32">kd</td></tr> | |||
<tr> <td align="center">On block</td> | |||
<td align="center" bgcolor="#FF3030">-10</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">8</td> | |||
<td align="center">18</td></tr> | |||
</table> | |||
A slide. Fairly slow, but you can catch opponents off guard if used sparingly. | |||
'''Jumping''' - | *'''Jumping (Diagonal):''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="3">Startup</td> | |||
<td align="center" valign="bottom" rowspan="3">[[File:FHD-karnov-diagonal-jump-HK.png]]</td> | |||
<td align="center" width="75" rowspan="3">Recovery</td> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">∞</td></tr> | |||
</table> | |||
Great jump-in. May crossup. | |||
'''Jumping (Neutral)''' - | *'''Jumping (Neutral)''' | ||
<table border="1em" cellspacing="0" style="border: 1px solid #999;"> | |||
<tr> <td align="center" width="91">Damage</td> | |||
<td align="center" width="30"><u>18</u></td> | |||
<td align="center" width="75" rowspan="3">Startup</td> | |||
<td align="center" valign="bottom" rowspan="3">[[File:FHD-karnov-neutral-jump-HK.png]]</td> | |||
<td align="center" width="75" rowspan="3">Recovery</td> | |||
<tr> <td align="center">Chain cancel</td> | |||
<td align="center">no</td></tr> | |||
<tr> <td align="center">Special cancel</td> | |||
<td align="center" bgcolor="#1E90FF">yes</td></tr> | |||
<tr> <td align="center" colspan="2">Frame count</td> | |||
<td align="center">4</td> | |||
<td align="center" bgcolor="#0000FF">6</td> | |||
<td align="center">∞</td></tr> | |||
</table> | |||
== Throws == | == Throws == |
Revision as of 06:42, 13 July 2020
FHD main page | The Characters |
Introduction
THE 'NOV.
Karnov is Data East's flagship character, and his powerful is *nearly* unmatched in FHD. His invincible balloon, high damage output and doable infinites make him a strong contender in this game. He is often thought to be unbeatable, but the more you play him you will recognize the weakness of Karnov....
Weak Spot
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Frame count | - | 2 | 2 | - |
Color Options
Punch | Kick |
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Moves List
Quick Reference
Normal Moves
Light Punch 
- Standing (Close):
Damage | 5 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +10 | |||
On block | +11 | |||
Frame count | 2 | 1 | 1 |
- Standing (Far):
Damage | 5 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +10 | |||
On block | +11 | |||
Frame count | 2 | 1 | 1 |
Spammable.
- Crouching:
Damage | 5 | Startup | ![]() |
Recovery |
Chain cancel | yes | |||
Special cancel | yes | |||
On hit | +10 | |||
On block | +11 | |||
Frame count | 2 | 1 | 1 |
A staple in Karnov's ground game. Great poke, longer range than standing far LP.
- Jumping (Diagonal/Neutral):
Damage | 8 | Startup | ![]() |
Chain cancel | yes | ||
Special cancel | yes | ||
Frame count | 2 | ∞ |
This is the only chain-cancellable air attack in the whole game. It allows Karnov to do sick shenanigans with Balloon Attack in the air. Also it's unique because of the faster startup than every other aerials in the game.
Strong Punch 
- Standing (Close):
Damage | 18 | Startup | ![]() |
![]() |
Recovery |
Chain cancel | no | ||||
Special cancel | yes | ||||
On hit | -3 | ||||
On block | -8 | ||||
Frame count | 4 | 3 | 3 | 18 |
- Standing (Far):
Damage | 20 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +9 | |||
On block | +4 | |||
Frame count | 4 | 1 | 11 |
An ultra fast hand stab. Comparable with medium punches in SF. Big damage, safe on block, good in combos. Arm becomes vulnerable after active part, but only on 1 frame.
- Crouching:
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
Great anti-air. Stuffs pretty much any jump-in.
- Jumping (Diagonal):
Damage | 20 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 12 | ∞ |
Good jump-in, stays out for long time.
- Jumping (Neutral):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 6 | ∞ |
Light Kick 
- Standing (Close):
Damage | 4 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +5 | |||
On block | +6 | |||
Frame count | 2 | 3 | 4 |
Matchup specific attack to target weak spots.
- Standing (Far):
Damage | 4 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +2 | |||
On block | +3 | |||
Frame count | 2 | 4 | 6 |
2px longer than cr.LP, so maybe is useful as a poke. Maybe as far anti-air.
- Crouching:
Damage | 5 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | +4 | |||
On block | +5 | |||
Frame count | 2 | 4 | 4 |
Basically useful only against Marstorius.
- Jumping (Diagonal/Neutral):
Damage | 8 | Startup | ![]() |
Chain cancel | no | ||
Special cancel | yes | ||
Frame count | 4 | ∞ |
Butt splash! Awesome crossup tool.
Strong Kick 
- Standing (Close):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 4 | 6 | 18 |
A high kick. Hits Zazie's standing weak spot.
- Standing (Far):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | -3 | |||
On block | -8 | |||
Frame count | 6 | 6 | 18 |
Good far anti-air. Use it particularly against far jump-ins instead of cr.HP.
- Crouching:
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
On hit | kd | |||
On block | -10 | |||
Frame count | 4 | 8 | 18 |
A slide. Fairly slow, but you can catch opponents off guard if used sparingly.
- Jumping (Diagonal):
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 6 | ∞ |
Great jump-in. May crossup.
- Jumping (Neutral)
Damage | 18 | Startup | ![]() |
Recovery |
Chain cancel | no | |||
Special cancel | yes | |||
Frame count | 4 | 6 | ∞ |
Throws
Damage | 21 | ![]() |
Range (From pushbox) |
31 |
Special Moves
Slightly slow recovery, traverses full screen. Incorporate this into your ground game and be sure to try the slide glitch... Your opponent might have trouble blocking ;)
Better up close than Fireball, this attack stays out longer. Karnov also recovers pretty much right after the fire dissapates, so don't worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner.
Best rushdown special in the game, from a cheap damage tool to his main combo ender from a standing light punch, use it as a crouching opponent punisher because weakpoints are commonly in the head or for standing ones who have low or mid weakpoints.
This is the one. Incredible invincibility, stays out forever. Experiment with this for crossup fun and lock down shenanigans. If you want to play Karnov you will need to be able to effectively use this move.
Note: actually you can do the input on the ground and Karnov will jump automatically to perform the move.
The Basics
He is the main character of the game and also one of the top tiers.
With great arsenal from low to medium bouncing projectiles to overhead ones its a excellent all around character, sadly you don't have a good anti air outside of your standing HK.
Combos
- cr.SP xx Fire Ball
- cr.WK x n,s.WP xx weak super 100 kicks
- falling Baloon, any combo of above
BALLOOON
As an overhead can be a nice cross up combo tool,use it on big hitbox chars like Mastorius and Zazie
As a air mix up tool its nice when a oponnent block your jumping Weak Punch.
In corner can be a nice air trap for crounching oponnents
Advanced Strategy
Karnov can cheat the game a little and do a glitch with his 100 Kicks special combined with the df+hk slide. The input it charge b (or db), then do lp~df+hk. Karnov slides across the screen to the other end. Useful for crossing up with his fireball.
Match-ups
Ray | Lee | Zaz | Kar | Jea | Miz | Sam | Yun | Mat | Clo | Fei | Mar | Ryo | |
Karnov | - | - | - | - | - | - | - | - | - | - | - | - | - |
Vs. Clown:
Karnov had some advantages but try to escape of Overhead Stand with a Slide or 100 Rush Kicks,
Vs. Jean:
Try to get close with 100 Kick Rush, don't ballon it
Vs. Ryoko:
Vs. Karnov (self):
Vs. Lee:
Senkyutai is an issue here because 100 Kicks is beaten by it, and he can counter most jump ins with it as well as balloon. Use fireballs to keep him at bay, and crouching hard punch to counter his jump ins. Sliding is a bad idea here.
Vs. Feilin:
Vs. Yungmie:
Vs. Marstorius:
Vs. Matlok:
Vs. Mizoguchi:
Vs. Ray:
Do not brainlessly spam balloon. Ray has the edge here with Wheel Kick. You will also not be using close fireballs / flame breath for this same reason. Ray's fireball is incredibly fast, so use balloon to float over those. Just be careful to never enter wheel kick range. (Need more info)