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=Introduction= | =Introduction= | ||
King Pimp of Pimp Mountain, the lord of all pimps. | King Pimp of Pimp Mountain, the lord of all pimps. | ||
=Final Edition Change List= | |||
[[image:Kof98umfe00.png]] | |||
*Crouching [[File:snka.gif]] - Cancellable into command moves. | |||
*Crouching [[File:snkb.gif]] - Easier to connect to crouching [[File:snka.gif]] | |||
*Crouching [[File:snkc.gif]] - Cancellable into command moves. | |||
*[[File:right.gif]]+[[File:snka.gif]] Prick Stick - Cancellable if cancelled into | |||
*Crazy Drum - Less knockback on hit, making it easier to get multiple hits. First hit does less damage | |||
*[[File:hcb.gif]]+[[File:kick.gif]] Spinning Lancer - reflects grounded projectiles | |||
=Moves List= | =Moves List= |
Revision as of 19:40, 26 November 2015
Introduction
King Pimp of Pimp Mountain, the lord of all pimps.
Final Edition Change List
- Crouching
- Cancellable into command moves.
- Crouching
- Easier to connect to crouching
- Crouching
- Cancellable into command moves.
+
Prick Stick - Cancellable if cancelled into
- Crazy Drum - Less knockback on hit, making it easier to get multiple hits. First hit does less damage
+
Spinning Lancer - reflects grounded projectiles
Moves List
Normal Moves
Million Dollar Buster: close, or
+
Command Moves
--Overhead attack when not canceled into.
Special Moves
- Grand Blaster
- Cross Diving
- Spinning Lancer
--Reflects projectiles and a single hit DM projectile back at the opponent. version starts up faster while the
version is better just for comboing off a counter hit j.
/ s.
in the corner.
- Drum Shot
- Crazy Drum
- California Romance
Super Moves
The Basics
- Be accurate with your inputs involving
and
or else a Crazy Drum comes out, and what happens next is not a pretty sight
- Well timed Spinning Lancers to very early jump ins,
version California Romance, Cl.
are some of your best AA options
- If you are far from your opponent you can poke with Far
and you can also sometimes throw out your Far
and whiff cancel the first hit into a
version Grand Blaster if they think it's okay to attack you.If the first hit doe connect at the very tip of the attack on block make sure to cancel, because the 2nd hit misses crouching opponents.Set in practice mode the opponent to
Counter on block to get the hang of range. Don't do very often if your opponent has invincible moves/supers/ or fireball eating supers/special moves.
- Don't combo your Blaster Wave too close to the opponent or it will whiff.
- Mix up highs and low attacks a lot.
Advanced Strategy
Combos
- his low hit combo
- A great high hit combo with command move
- Best Jump In Combo
- His only way to combo his command grab
- His low hit super combo
- The best way to land his super grab command
Extra Mode
During MAX Mode