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| |style="border-top:1px solid #000000" colspan="2"| [[File:K02_2xqcbK.png]] | | |style="border-top:1px solid #000000" colspan="2"| [[File:K02_2xqcbK.png]] |
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| |style="border-top:1px solid #000000" colspan="4"| '''DMs''' | | |style="border-top:1px solid #000000" colspan="5"| '''DMs''' |
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| |style="border-top:1px solid #000000"|1. Sonic Slaughter "Code: KW" | | |style="border-top:1px solid #000000"|1. Heat Drive - qcfx2+P |
| * Whip goes into a stance at startup. If the opponent was in the vicinity of that stance, they will be sucked into a series of whip lashes that knocks the opponent away | | *A version comes out faster, but C version will hit if the opponent is right in front of you |
| * the startup of this move is completely invincible, making for one of the best anti-airs in the game
| | *Can be held to make unblockable (takes a long time though) |
| * if the first hit of qcb hcf+P misses, the other hits do no damage and do not suck the opponent into the DM. This means that if she does do the DM and it whiffs on the first hit, the opponent can fearlessly run into her while she's still swinging her whip, without getting hurt and punish her badly | | *Hard knockdown |
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| |style="border-top:1px solid #000000"| | | |style="border-top:1px solid #000000"| |
| | |style="border-top:1px solid #000000" valign="bottom"| [[File:K02_2xqcfP1.png]] |
| | |style="border-top:1px solid #000000" valign="bottom"| [[File:K02_2xqcfP2.png]] |
| |style="border-top:1px solid #000000"| | | |style="border-top:1px solid #000000"| |
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| |style="border-top:1px solid #000000" colspan="4"| '''SDMs''' | | |style="border-top:1px solid #000000"|2. Chain Drive - qcf hcb+P |
| | *K' 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) |
| | |style="border-top:1px solid #000000" colspan="2"| |
| | |style="border-top:1px solid #000000"| [[File:K02_QcfhcbP.png]] |
| | |style="border-top:1px solid #000000"| |
| | |- |
| | |style="border-top:1px solid #000000" colspan="5"| '''SDMs''' |
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| |style="border-top:1px solid #000000"|1. Sonic Slaughter "Code: KW" | | |style="border-top:1px solid #000000"|1. Sonic Slaughter "Code: KW" |
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| |style="border-top:1px solid #000000"| | | |style="border-top:1px solid #000000"| |
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| |style="border-top:1px solid #000000" colspan="4"| '''HSDMs''' | | |style="border-top:1px solid #000000" colspan="5"| '''HSDMs''' |
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| |style="border-top:1px solid #000000; border-bottom:1px solid #000000"|1. Super Black Hawk - b B C b C | | |style="border-top:1px solid #000000; border-bottom:1px solid #000000"|1. Super Black Hawk - b B C b C |
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| ===DMs=== | | ===DMs=== |
| 1. Heat Drive - qcfx2+P<br>
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| - A version comes out faster, but C version will hit if the opponent is right in front of you<br>
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| - can be held to make unblockable (takes a long time though)<br>
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| - hard knockdown
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| 2. Chain Drive - qcf hcb+P<br>
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| - throws his sunglasses...if he whiffs, he will stand there for a long time, otherwise he will dash forward<br>
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| - hard knockdown<br>
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| - qcf hcb+C is more likely to juggle than qcf hcb+A (mainly if used after his qcf+C, f+D)
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| ===SDMs=== | | ===SDMs=== |
Movelist
Command Normals
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1. One Inch - f+A
- Counterwire
- Hard knockdown
- Cancellable to DMs, cancellable to special moves if cancelled into
- Free cancellable out of
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2. Knee Assault - f+B
- Overhead
- Cancellable if cancelled into
- Free cancellable out of
- Has a frame disadvantage even if it hits the opponent
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Special Moves
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1. The Trigger - qcf+P
- qcf+C comes out faster than qcf+A, but recovers slower
- Negates normal projectiles
- Can be followed up by Second Shot (f+B) or Second Shell (f+D)
- There exists a bug where, if K' did his qcf+P on a waking up K9999, who decided to do his db hcb df+P moon DM, the moon DM will be negated entirely by the qcf+P. K9999's sphere animation will still be visible but since it was negated, K' can now just walk right through it
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1a. Second Shot - f + B (after The Trigger)
- Projectile that moves faster if qcf+C was used than if qcf+A was used
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1b. Second Shell - f + D (after The Trigger)
- Vertical anti-air that knocks opponent into the air for juggles
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2. Crow Bites - dp+P
- dp+A is supercancellable on both hits, dp+C is supercancellable on the first two hits on the ground
- dp+C can be followed up by f+D, which is an overhead hard knockdown. The f+D followup is free cancellable out of
- dp+C has some startup invincibility
- Free cancellable into
- Free cancellable out of on all hits
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f+
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3. Blackout - qcf+K
- Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
- Can be hit out of it fairly easily
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4. Minute Spike - qcb+K
- Can be done in the air as well
- Can be followed up by Narrow Spike (qcb+K), on the ground only
- Free cancellable into
- Free cancellable out of
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Ground
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Air
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Air
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4a. Narrow Spike - (during Minute Spike) qcb+K
- Low attack
- Supercancellable
- Free cancellable out of
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DMs
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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
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2. Chain Drive - qcf hcb+P
- K' 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)
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SDMs
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1. Sonic Slaughter "Code: KW"
- same properties as the DM version, but more damage
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HSDMs
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1. Super Black Hawk - b B C b C
- Whip pulls out her gun, yells "Game over" and fires it
- the gunshot is unblockable and goes full screen length. It can be rolled, or jumped
- she is invincible during the entire move, except to throw
- if you run up right beside her, the gunshot will whiff
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Special Moves
DMs
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.
Game Navigation
General
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Characters
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Secret/Orochi Characters
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