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*''(jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC'' - 595, 17 | *''(jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC'' - 595, 17 | ||
*''cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC'' - 636, 24 | *''cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC'' - 636, 24 | ||
==== 100% Drive ==== | |||
'''0 Bar''' | |||
*''cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A dp+C f+D'' - 629, 50 | |||
'''1 Bar''' | |||
*''cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+P'' - 749, 32 | |||
'''2 Bar''' | |||
*''cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+AC'' - 856, 32 | |||
This is pretty much THE K' HD combo. It does insane damage for the cost, very important to learn. Using more bars after this is mostly only really a good idea if you'll kill them or it's their last char. | |||
'''3 Bar''' | |||
*''cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+AC'' - 912, 32 | |||
Using more than 3 bars is not recommended. However you can do so if you really need to squeeze out that damage, in which case you will merely be adding in qcb+BD's into your HD loop as is appropriate. Make sure you have at least 2 bars left at the end to do the SDM! At max you can do an additional 3, which will net you an exactly 1000 damage combo, which is 100%. | |||
[http://www.youtube.com/watch?v=9dvTnUq6i7A Video for all listed K' HD combos] | |||
=== Basic Strategy === | === Basic Strategy === |
Revision as of 09:36, 10 July 2011


K'
In a nutshell
Video Walkthrough
Move List
Normal Moves
Hop: 40
Hop: 40
Hop: 70
Hop: 68
Hop: 70
Unique Attacks
Throw
Special Moves
ex : 60
- Second Shoot
ex : 80
- Second Shell
ex : 25×2
- Black Out
ex : 150
ex : autoguard
Air ex : anywherejuggle
- Narrow Spike
ex : 130
kof.sp : 50+40+30
ex : 20×8+40×2+80
- Secondary Bites
Desperation Moves
ex : 25+0+10×3+12×6+10×3+12×7+40+80
Apprentice Combos
Strategy
Move Analysis
Normal Moves
Unique Attacks
Throw
Special Moves
Desperation Moves
Tips and Tricks
- The combo cr.B qcf+A f+D qcb+D qcb+D (whiff) dp+P can technically done with another cr.B to hitconfirm, but this has to be at an extremely close range. Since qcf+A is safe on block anyway, there is little reason to bother hitconfirming before the special.
- With the input buffer of KOFXIII getting cl.C f+A xx qcf+A to not come out as cl.C f+A xx dp+A can be a real hassle. Luckily the weird input buffer it is possible to bypass this difficulty. If you input the qcf+A as 2369 (that is: Down, down-forward, forward, up-forward) the qcf+A will always come out.
- K's C dp ender combos work much easier the greater the distance you were from the opponent when launching with qcf+A f+D. Although doing a single cr.B qcf+A f+D qcb+D qcb+D(whiff) dp+C combo is tricky, doing a cr.B cr.B or cl.C f.A combo makes it a lot easier, and the average range you will be doing cr.B qcf+A is not point blank in a real match anyway, so it's worth practising.
- When in the corner or near it, you can use qcb+B qcb+B instead of D to make the combos slightly easier.
Combos
0% Drive
0 Bar
- cr.B cr.B xx qcf+A f+B - (137, 18)
A keepaway combo that isn't very damaging, but it is hit-confirmable and can be mixed in with cancels into b+B for pressure.
- (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B - (289, 37)
- cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+C f+B- (340, 44)
Alternatively you can end this combo in dp+A to make it easier, at the cost of a lot of damage.
1 Bar
- (jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+C f+B - (357, 31)
- cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+C f+B- (404, 38)
2 Bar
- (jump attack) cr.B xx qcf+A f+D qcfhcb+AC - (438, 13)
- cl.C f+A xx qcf+A f+D qcfhcb+AC - (489, 20)
50% Drive
All of the combos not involving K's Chain Drive SDM here are corner carry combos. They work anywhere but outside of the corner you may need to delay your dp+A to make sure your second qcb+K will connect properly.
0 Bar
- (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D' - (357, 31)
- cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D - (404, 38)
1 Bar
- (jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D - (441, 41)
- cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D - (482, 48)
2 Bar
- (jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (DC) qcb+BD qcb+K (whiff) dp+C f+D - (501, 35)
- cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (DC) qcb+D qcb+D (whiff) dp+C f+D - (538, 42)
- (jump attack) cr.B xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (SC) qcfhcb+AC - (527, 23)
- cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) dp+A (1 hit) (SC) qcfhcb+AC'' - (572, 30)
K's Chain Drive super will only connect from a dp+A in the corner, and the dp+A has to be as low as possible to get the followup after he throws his sunglasses to actually hit.
3 Bar
- (jump attack) cr.B xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC - 595, 17
- cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) dp+A (1 hit) (SC) qcfhcb+AC - 636, 24
100% Drive
0 Bar
- cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A dp+C f+D - 629, 50
1 Bar
- cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+P - 749, 32
2 Bar
- cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+D qcb+D (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+AC - 856, 32
This is pretty much THE K' HD combo. It does insane damage for the cost, very important to learn. Using more bars after this is mostly only really a good idea if you'll kill them or it's their last char.
3 Bar
- cl.C f+A (HD) cl.C f+A xx qcf+A f+D qcb+BD qcb+K (whiff) [dp+A (1 hit) (HDC) qcb+D qcb+D (whiff)] x4 dp+A (1 hit) (HDC) qcf+C (input dp+A qcf+C as forward, down, down forward A, hold forward, C) f+D f+A qcfhcb+AC - 912, 32
Using more than 3 bars is not recommended. However you can do so if you really need to squeeze out that damage, in which case you will merely be adding in qcb+BD's into your HD loop as is appropriate. Make sure you have at least 2 bars left at the end to do the SDM! At max you can do an additional 3, which will net you an exactly 1000 damage combo, which is 100%.
Video for all listed K' HD combos