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'''Anywhere:'''<br> | '''Anywhere:'''<br> | ||
1. C(1) | 1. Close C(1), f+A, qcf hcb+P - 50%<br> | ||
2. C, f+B, qcb+B - 25%<br> | 2. Close C, f+B, qcb+B - 25%<br> | ||
3. Crouch B, Crouch A, qcf+C, f+B - 20% | 3. Crouch B, Crouch A, qcf+C, f+B - 20% | ||
'''Corner:'''<br> | '''Corner:'''<br> | ||
1. qcf+C | 1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%<br> | ||
2. Crouch B, Crouch A, qcf+C, f+D, dp+C, f+D - 45%<br> | 2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%<br> | ||
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%<br> | |||
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - | |||
'''Counterhit:'''<br> | |||
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31% | |||
'''Max Mode Activation:'''<br> | '''Max Mode Activation:'''<br> | ||
1. Crouch C, BC, walk Crouch C, qcb+ | 1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%<br> | ||
2. Crouch C, BC, walk Crouch C, qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC - 90%<br> | |||
3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC | |||
'''Move Properties:'''<br> | '''Move Properties:'''<br> | ||
-cancellable normals are close A, crouch A, close B, close C, crouch C, | -cancellable normals are close A, crouch A, close B, close C, crouch C, | ||
close D, crouch D, jump C, jump D<br> | close D, crouch D, jump C, jump D, hop CD<br> | ||
-CD is cancellable into specials and DMs<br> | -CD is cancellable into specials and DMs<br> | ||
-f+B is cancellable only if cancelled into, f+A can be cancelled into DMs by itself, as well special moves if cancelled into<br> | |||
-f+A is a counterwire<br> | -f+A is a counterwire<br> | ||
-f+B | -f+B and the f+D followup of dp+C are overheads<br> | ||
-f+D followup of dp+C | -qcfx2+P and the f+D followup of dp+C are hard knockdowns<br> | ||
-close B is a low attack<br> | -close B is a low attack<br> | ||
-dp+P on the first and second hit and qcb+Kx2 are supercancellable | -dp+P on the first and second hit and qcb+Kx2 are supercancellable | ||
'''Strategies:''' | '''Strategies:''' |
Revision as of 19:55, 13 June 2006
Special Normals:
1. One Inch - f + A (counterwire)
2. Knee Assault - f + b (overhead)
-Can be canceled into Minute Spike
Special Moves:
1. The Trigger - qcf + A or C
1a. Second Shot - f + B (after The Trigger)
1b. Second Shell - f + D (after The Trigger) - Knocks opponent into juggle state.
2. Crow Bites - dp + A or C
-A hits twice
-C hits 3 times, can be followed up with f + D for an extra hit.
3. Blackout - qcf + B or D
-Teleport. B goes half screen length and D goes full screen length. CAN be grabbed and hit out of.
4. Minute Spike - qcb + B or D
4a. Narrow Spike - (during Minute Spike) qcb + B or D
-Can be used in air.
-Narrow Spike hits low.
DMs:
1. Heat Drive - qcf, qcf + A or C
-A version comes out faster, but C version will hit if the opponent is right in front of you.
-Can be held to make unblockable (takes a long time though)
2. Chain Drive - qcf, hcb + A or C
-If you miss, K' will be standing there for a long time.
-If you connect, but your opponent is in the air (or if they block), K' will rush forward with an elbow attack that may or may not hit.
SDMs:
1. Chain Drive - qcf, hcb + AC
-Same properties as DM Chain Drive, but stronger.
HSDMs:
1. Crimson Star Road - qcb + C, A
-Must press C then A quickly in succession
-K' travels forward a distance slighty more than his roll (the animations look the same though). This move has properties similar to Akuma's famous Shun Goku Satsu.
Anywhere:
1. Close C(1), f+A, qcf hcb+P - 50%
2. Close C, f+B, qcb+B - 25%
3. Crouch B, Crouch A, qcf+C, f+B - 20%
Corner:
1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P -
Counterhit:
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%
Max Mode Activation:
1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%
2. Crouch C, BC, walk Crouch C, qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC - 90%
3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC
Move Properties:
-cancellable normals are close A, crouch A, close B, close C, crouch C,
close D, crouch D, jump C, jump D, hop CD
-CD is cancellable into specials and DMs
-f+B is cancellable only if cancelled into, f+A can be cancelled into DMs by itself, as well special moves if cancelled into
-f+A is a counterwire
-f+B and the f+D followup of dp+C are overheads
-qcfx2+P and the f+D followup of dp+C are hard knockdowns
-close B is a low attack
-dp+P on the first and second hit and qcb+Kx2 are supercancellable
Strategies: