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-CD is cancellable into specials and DMs<br> | -CD is cancellable into specials and DMs<br> | ||
-close B is a low attack | -close B is a low attack | ||
== Combos == | == Combos == |
Revision as of 03:23, 5 July 2013
Movelist
Special Moves
4. Minute Spike - qcb+K
- can be done in the air as well
- can be followed up by Minute Spike (qcb+K), on the ground only
- free cancellable into
- free cancellable out of
4a. Narrow Spike - (during Minute Spike) qcb+K
- low attack
- supercancellable
- free cancellable out of
DMs
1. Heat Drive - qcfx2+P
- 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)
- hard knockdown
2. Chain Drive - qcf hcb+P
- throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward
- hard knockdown
- qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D)
SDMs
1. Chain Drive - qcf hcb+AC
- same properties as qcf hcb+P, except it is not a hard knockdown
HSDMs
1. Crimson Star Road - qcb+C,A
- A must be pressed immediately after C
- K' travels forward a distance slighty more than his roll
- unblockable
Notes
-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
-close B is a low attack
Combos
Anywhere
1. Close C(2), f+B, qcb+B - 25%
2. Crouch B, Crouch A, qcf+C, f+B - 20%
3. Close C(1), f+A, qcf hcb+P - 50%
4. Close C(1), f+A, qcb+Kx2, (S)qcf hcb+P - 55%
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 - 65%
Counterhit
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%
Maxmode
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
Strategies
Safejumps
K' has a safejump against Ryo and Kim in the corner off the standard corner combo:
- [cr.BA/j.C, cr.A/cl.C f+A] xx qcf+C, f+D, f+A, immediately jump forward.