Fighter's History Dynamite/Karnov: Difference between revisions

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== Normal Moves ==
== Normal Moves ==
===Light Punch [[File:Snka.gif]]===
===Light Punch [[File:Snka.gif]]===
*'''Standing LP (Close):'''
*'''Standing LP (Close):''' ''activation range = 47''
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
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<tr> <td align="center" width="91">Damage</td>
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===Heavy Punch [[File:Snkb.gif]]===
===Heavy Punch [[File:Snkb.gif]]===
*'''Standing HP (Close):'''
*'''Standing HP (Close):''' ''activation range = 47''
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
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<tr> <td align="center" width="91">Damage</td>
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===Light Kick [[File:Snkc.gif]]===
===Light Kick [[File:Snkc.gif]]===
*'''Standing LK (Close):'''
*'''Standing LK (Close):''' ''activation range = 47''
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
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<tr> <td align="center" width="91">Damage</td>
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===Heavy Kick [[File:Snkd.gif]]===
===Heavy Kick [[File:Snkd.gif]]===
*'''Standing HK (Close):'''
*'''Standing HK (Close):''' ''activation range = 43''
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<table border="1em" cellspacing="0" style="border: 1px solid #999;">
<tr> <td align="center" width="91">Damage</td>
<tr> <td align="center" width="91">Damage</td>

Revision as of 17:01, 25 December 2021

Fhd karnov.png



Introduction

THE 'NOV.

Karnov is Data East's flagship character, and his powerful is *nearly* unmatched in FHD. His invincible balloon, high damage output and doable infinites make him a strong contender in this game. He is often thought to be unbeatable, but the more you play him you will recognize the weakness of Karnov....

Weak Spot

FHD-karnov-neutral.png FHD-karnov-squat-1.png FHD-karnov-squat-2.png FHD-karnov-crouch.png
Frame count - 2 2 -

Color Options

Punch Kick
Fhd-karnov-color1.png Fhd-karnov-color2.png

Moves List

Quick Reference

Special move name Input Nickname Note
Fireball Qcf.png + P.png fireball
Fire Breath F.pngF.png + P.png standing version
F.pngF.png + K.png crouching version
Super 100-Kick Charge B.png,F.png + K.png 100-kick
Balloon Attack (in air) Hcb.pngUb.png + P.png balloon invincible while float
Teleport Charge B.png, Snka.gif ~Df.png + Snkd.gif glitch, teleports behind the opponent

Normal Moves

Light Punch Snka.gif

  • Standing LP (Close): activation range = 47
Damage 8 Startup FHD-karnov-stand-close-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1

Typical close jab, but note the frames.

  • Standing LP (Far):
Damage 8 Startup FHD-karnov-stand-far-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1

Pretty long reach for a jab.

  • Crouching LP:
Damage 8 Startup FHD-karnov-crouch-LP.png Recovery
Chain cancel yes
Special cancel yes
On hit +10
On block +11
Frame count 2 1 1

A staple in Karnov's ground game. Great poke, longer range than standing far LP.

  • Jumping LP (Diagonal/Neutral):
Damage 12 Startup FHD-karnov-jump-LP.png
Chain cancel yes
Special cancel yes
Frame count 2

The only chainable air normal, this can also cross up. It allows Karnov to do sick shenanigans with Balloon Attack in the air. It has uniquely faster startup than every other air normal in the game.

Heavy Punch Snkb.gif

  • Standing HP (Close): activation range = 47
Damage 28 Startup FHD-karnov-stand-close-HP-1.png FHD-karnov-stand-close-HP-2.png FHD-karnov-stand-close-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 3 3 (4) 18
  • Standing HP (Far):
Damage 30 Startup FHD-karnov-stand-far-HP.png FHD-karnov-stand-far-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit +9
On block +4
Frame count 4 1 (1) 11

An ultra fast hand stab. Comparable with medium punches in SF. Big damage, safe on block, good in combos. Arm becomes vulnerable after active part, but only on 1 frame.

  • Crouching HP:
Damage 28 Startup FHD-karnov-crouch-HP.png FHD-karnov-crouch-HP-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

Great anti-air. Stuffs pretty much any jump-in.

  • Jumping HP (Diagonal):
Damage 30 Startup FHD-karnov-diagonal-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 12

Good jump-in, stays out for long time.

  • Jumping HP (Neutral):
Damage 28 Startup FHD-karnov-neutral-jump-HP.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Light Kick Snkc.gif

  • Standing LK (Close): activation range = 47
Damage 7 Startup FHD-karnov-stand-close-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +5
On block +6
Frame count 2 3 4

Matchup specific attack to target weak spots.

  • Standing LK (Far):
Damage 7 Startup FHD-karnov-stand-far-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +2
On block +3
Frame count 2 4 6

2px longer than cr.LP, so maybe is useful as a poke. Maybe as far anti-air.

  • Crouching LK:
Damage 7 Startup FHD-karnov-crouch-LK.png Recovery
Chain cancel no
Special cancel yes
On hit +4
On block +5
Frame count 2 4 4

Karnov has few lows, and this can link into cr.LP to continue combos. Learn to use this.

  • Jumping LK (Diagonal/Neutral):
Damage 12 Startup FHD-karnov-jump-LK.png
Chain cancel no
Special cancel yes
Frame count 4

Butt splash! Awesome crossup tool.

Heavy Kick Snkd.gif

  • Standing HK (Close): activation range = 43
Damage 28 Startup FHD-karnov-stand-close-HK.png FHD-karnov-stand-close-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 4 6 (6) 18

A high kick. Hits Zazie's standing weak spot.

  • Standing HK (Far):
Damage 28 Startup FHD-karnov-stand-far-HK.png Recovery
Chain cancel no
Special cancel yes
On hit -3
On block -8
Frame count 6 6 18

Good far anti-air. Use it particularly against far jump-ins instead of cr.HP.

  • Crouching HK:
Damage 28 Startup FHD-karnov-crouch-HK.png FHD-karnov-crouch-HK-recover.png Recovery
Chain cancel no
Special cancel yes
On hit kd
On block -10
Frame count 4 8 (12) 18

A slide that can be canceled. Fairly slow, but you can catch opponents off guard if used sparingly.

  • Jumping HK (Diagonal):
Damage 28 Startup FHD-karnov-diagonal-jump-HK.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Great jump-in that can cross up.

  • Jumping HK (Neutral)
Damage 28 Startup FHD-karnov-neutral-jump-HK.png Recovery
Chain cancel no
Special cancel yes
Frame count 4 6

Throws

Damage 32 FHD-karnov-throwbox.png
Range
(From pushbox)
31
  • Headbutt: B.png/F.png + Snkb.gif

Standard throw, gives Karnov ample time for mixups like fireball into teleport.

Special Moves

  • Fireball: Qcf.png + P.png
Damage 16 Startup FHD-karnov-fireball.png Recovery
On hit kd
On block -2
Frame count 11 1 30

A fireball that bounces on the ground and deals fire knockdown on hit. LP version have a lower bounce arc and HP have higher arc. Anyways it can be blocked both high and low. Slightly slow recovery, traverses full screen. Incorporate this into your ground game and be sure to try the slide glitch... Your opponent might have trouble blocking ;)

  • Fire Breath: F.pngF.png + P.png (for standing version) / K.png (for crouching version)

Punch version:

Damage 24 Startup FHD-karnov-firebreath-p.png Recovery
On hit Light/Heavy
kd
On block Light/Heavy
+1*
Frame count Light 15 3 26
Heavy 15 25 26

Kick version:

Damage 24 Startup FHD-karnov-firebreath-k.png Recovery
On hit Light/Heavy
kd
On block Light/Heavy
+1*
Frame count Light 15 3 26
Heavy 15 25 26

*Frame advantage is measured as recovery + 2f of additional lag from active frames

Basically Dhalsim's Yoga Flame. Better up close than Fireball, this attack stays out longer. Karnov also cancells the rest of active frames when the move hits, so don't worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner. Hitbox of kick version is moved a bit further.

  • Super 100-Kick: Charge B.png,F.png + K.png
Damage 48 total Startup FHD-karnov-100kick-1.png FHD-karnov-100kick-2.png FHD-karnov-100kick-3.png Recovery Landing
On hit 0/+4/kd
On block -5/-1/+3
Frame count 10 1 3 1 3 1 3 9

Best rushdown special in the game. These rapid-fire kicks are your main combo ender from any chain, and are generally safe on block. Pressed kick button determines how fast Karnov will fly forward, frame data is the same for both versions. From the very first frame Karnov is already in the air and can't be interrupted with low attacks. If used from too far the kicks won't connect properly (it's even possible to hit with only the first hit). This move covers a wide area of weak spots. Especially good to punish crouching opponents.
If only the first two or the second hit connects, you can link cr.LP, st.HP and potentially repeat for the infinite. Easier with the LK version.

  • Balloon Attack: (in air) Hcb.pngUb.png + P.png (B.png/F.png to steer while float)

Input note: this move can be done on the ground, after completing the input Karnov will automatically ascend upward.

Damage 28 FHD-karnov-balloon-1.png FHD-karnov-balloon-2.png Landing
On hit Depends on character height
On block
Frame count Light 22 (float) 5 (fall) varies 6
Heavy 38 (float) 5 (fall) varies 6

This is the one. Karnov floats in the air while being invulnerable and then falls with an exelent crossup hitbox. Active frames can be easily interrupted into any aerial attack that can be special cancelled into ANOTHER balloon attack. Incredible invincibility, stays out forever. Experiment with this for crossup fun and lock down shenanigans. If you want to play Karnov you will need to be able to effectively use this move. But watch out for aerial throws!

The Basics

He is the main character of the game and also one of the top tiers. With great arsenal from low to medium bouncing projectiles to overhead ones its a excellent all around character, sadly you don't have a good anti air outside of your standing HK.

BALLOON!!

As an overhead can be a nice cross up combo tool, use it on big hitbox chars like Mastorius and Zazie. As a air mix up tool its nice when an opponent block your jumping LP. In corner can be a nice air trap for crounching oponnents.

Combos

  • cr.HP xx Fireball
  • cr.LP x2, st.HP xx 100 Kicks
  • cr.LK, cr.LP, st.HP xx 100 Kicks
  • falling Balloon, any combo of above (note Balloon can also combo into air buttons, this is necessary depending on height)

Advanced Strategy

Karnov can cheat the game a little and do a glitch with his 100-Kicks special combined with the ↓ + HK slide. The input is: Charge ← (or ↙), LP ~ ↘ + HK. Karnov teleports across the screen to the other end. Useful for crossing up with his fireball.

Match-ups

Ray Lee Zaz Kar Jea Miz Sam Yun Mat Clo Fei Mar Ryo
Karnov - - - - - - - - - - - - -

Vs. Clown:

Karnov had some advantages but try to escape of Overhead Stand with a Slide or 100 Rush Kicks,

Vs. Jean:

Try to get close with 100 Kick Rush, don't ballon it

Vs. Ryoko:

Vs. Karnov (self):

Vs. Lee:

Senkyutai is an issue here because 100 Kicks is beaten by it, and he can counter most jump ins with it as well as balloon. Use fireballs to keep him at bay, and cr.HP to counter his jump ins. Sliding is a bad idea here.

Vs. Feilin:

Vs. Yungmie:

Vs. Marstorius:

Vs. Matlok:

Vs. Mizoguchi:

Vs. Ray:

Do not brainlessly spam balloon. Ray has the edge here with Wheel Kick. You will also not be using close fireballs / flame breath for this same reason. Ray's fireball is incredibly fast, so use balloon to float over those. Just be careful to never enter wheel kick range. (Need more info)

Vs. Samchay:

Vs. Zazie:

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Clown
Liu Feilin
Jean Pierre
Karnov
Lee Diendo
Marstorius
Matlok Jade
Makoto Mizoguchi
Ray McDougall
Ryoko Kano
Samchay Tomyamkun
Liu Yungmie
Zazie Muhaba
Ox