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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:K'_stA.jpg|center]] | |colspan="3" | [[image:K'_stA.jpg|center]] | ||
|This move is | |This move is good vs short hop. It's even the only good normal attack move vs short hop of K'. | ||
|- | |- | ||
! [[image:snkb.gif]] | ! [[image:snkb.gif]] | ||
Line 227: | Line 227: | ||
|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:K'_stB.jpg|center]] | |colspan="3" | [[image:K'_stB.jpg|center]] | ||
|You use this move to combo with cr.B when you want to block string opponent | |You use this move to combo with cr.B when you want to block string the opponent | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" | [[image:K'_stC.jpg|center]] | |colspan="3" | [[image:K'_stC.jpg|center]] | ||
|Use this move for long-range poke opponent. far.C and far.D are only effective for that | |Use this move for long-range poke the opponent. far.C and far.D are only effective for that | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 245: | Line 245: | ||
|valign="bottom" style="border-right:0px; border-left:0px;" | [[image:K'_st_D_2_good.jpg|center]] | |valign="bottom" style="border-right:0px; border-left:0px;" | [[image:K'_st_D_2_good.jpg|center]] | ||
|valign="bottom" style="border-left:0px;" | [[image:K'_st_D_3_good.jpg|center]] | |valign="bottom" style="border-left:0px;" | [[image:K'_st_D_3_good.jpg|center]] | ||
|Use very rarely this move because it's unsafe , easily punishable | |Use very rarely this move because it's unsafe , easily punishable | ||
|- | |- | ||
! [[image:snkc.gif]]+[[image:snkd.gif]] | ! [[image:snkc.gif]]+[[image:snkd.gif]] | ||
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|valign="bottom" style="border-right:0px;"| [[image:K'_crC_1.jpg|center]] | |valign="bottom" style="border-right:0px;"| [[image:K'_crC_1.jpg|center]] | ||
|valign="bottom" style="border-left:0px;" colspan="2"| [[image:K'_crC_2.jpg|center]] | |valign="bottom" style="border-left:0px;" colspan="2"| [[image:K'_crC_2.jpg|center]] | ||
|One of anti-air | |One of K's anti-air | ||
|- | |- | ||
! [[image:snkd.gif]] | ! [[image:snkd.gif]] | ||
Line 306: | Line 306: | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="3" | [[image:K'_jump_B.jpg|center]] | |colspan="3" | [[image:K'_jump_B.jpg|center]] | ||
|Wonderful priority move | |Wonderful priority move that stays out during full jump. This move is very good on air-to-air. You can use it like your main jumping attack with j.D also | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 384: | Line 384: | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="3" | [[image:K'_hop_B.jpg|center]] | |colspan="3" | [[image:K'_hop_B.jpg|center]] | ||
|Best jump-in | |Best K's jump-in with Hop D | ||
|- | |- | ||
! [[image:snkc.gif]] | ! [[image:snkc.gif]] | ||
Line 433: | Line 433: | ||
|align="center"| [[image:High.png]] | |align="center"| [[image:High.png]] | ||
|colspan="3" rowspan="2"| [[image:K'_forward_B.jpg|center]] | |colspan="3" rowspan="2"| [[image:K'_forward_B.jpg|center]] | ||
|Knocks down airborne opponent | |Knocks down airborne the opponent | ||
|- | |- | ||
! [[image:F.png]]+[[image:snkb.gif]]<br>(cancel) | ! [[image:F.png]]+[[image:snkb.gif]]<br>(cancel) | ||
Line 440: | Line 440: | ||
|align="center"| [[image:Specialcancel.png]] | |align="center"| [[image:Specialcancel.png]] | ||
|align="center"| HL | |align="center"| HL | ||
|Knocks down airborne opponent | |Knocks down airborne the opponent | ||
|- | |- | ||
|colspan="9" align="center"| '''Special Moves''' | |colspan="9" align="center"| '''Special Moves''' | ||
Line 488: | Line 488: | ||
|rowspan="2" valign="bottom" style="border-left:0px;" colspan="2"| [[image:K02_QcfPfD2.png|center]] | |rowspan="2" valign="bottom" style="border-left:0px;" colspan="2"| [[image:K02_QcfPfD2.png|center]] | ||
|rowspan="2"|'''Second Shell - f + D (after Ein Trigger)''' | |rowspan="2"|'''Second Shell - f + D (after Ein Trigger)''' | ||
*Vertical anti-air that knocks opponent into the air for juggles | *Vertical anti-air that knocks the opponent into the air for juggles | ||
|- | |- | ||
! [[image:Qcf.png]]+[[image:snkc.gif]]<br> | ! [[image:Qcf.png]]+[[image:snkc.gif]]<br> |
Revision as of 20:41, 29 July 2022
Introduction
The new KOF hero and Kyo's Rival.
Mid tier character.
Zoning and Poking character.
Crouch height: Low
Jump : 3/33/1
Stand | Crouch | Backdash | 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
- Few 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 (maybe even the worst striker of the game)
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. >> Useless DM in this kof
Heat Drive >> qcf, qcf + P, hold P to charge move >> The C Version is unblockable when fully charged. >> Main DM to combo with Strikers
Combos
Normal Combos
- j.B > cl.C [2] > DP+P or qcf,qcf+A
- j.B or j.D > cl.C [1] > 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 or dp.C,f+K
- f + B after qcf+P > qcb+K or qcf,qcf+A (This combo only passes when opponent is cornered)
Corner Combos
- cl.C [1] > 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]
Second Shell can combo 13 times maximum when you're in Counter Mode or Armor Mode. You can do this combo when the opponent is cornered and damaged on airborne.
K' Second Shell Combo in Counter or Armor Mode
When you aren't in Counter or Armor Mode, you can second Shell in combo 3 times maximum only.
Fastest Attacks
- 0F: C throw; D throw
- 1F:
- 2F:
- 3F:
- 4F: cl.A ; cl.C ; cr.A ; far.A :
- 5F: cr.B ; cr.C ; cl.B ; j.A ; j.B ; nj.A ; nj.B
- 6F: far.B ; j.C ; nj.C
- 7F: cl.D ; j.D
- 8F: cr.D ; hop.D
- 9F:
- 10F:
- 11F: far.C ; C+D
Frame Data and Hitboxes
Red Color = Hurtbox
Purple / White Color = Hitbox
For Special Moves :
Black Color = Hitbox