User:Mathlete31415/sandbox: Difference between revisions

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== Key Moves ==
===Speed of each ukemi===
=== A ===
Front ukemi is the fastest option for the defender. Back ukemi is 5 frames slower than front ukemi.  Side ukemi is 10 frames slower than front ukemi. Slower means that the defender is actionable 5/10 frames slower from a standing position and has nothing to do with vulnerability or ukemi traps
{{MoveData
===Beginning of ukemi===
|name =Raging Pheonix Combo
The ukemi text appears 24 frames before the ukemi forward advantageTherefore, ukemi text appears when the startup of the followup move is slower than ukemi forward advantage - 24.
|input=AA
===Ukemi traps===
|image=
The bounds of which you can tech trap are [x-18 x-13] where x is the forward ukemi advantage. For example, if the front ukemi advantage of a situation is +36, you can ukemi trap with moves with startup of i18 to i23. This vulnerability window is the same for each ukemi direction. A move that falls in this window will ukemi trap as long as the move used is not evaded by the ukemi.
|imageSize=320px
===States of ukemi===
|data=
x is the front ukemi advantage
{{KeyMove-SCVI
Ukemi start up to the beginning of the ukemi trap window [x-24 x-19]
|moveid=kil-1
Defender is in grounded state, cannot block
|description= Relatively short range but very strong on CH if you perform the 3rd hit of the string.
Ukemi trap window [x-18 x-13]
}}
Defender is no longer in grounded state, cannot block, high crush
}}
End of ukemi trap window to end of ukemi [x-12 x-1]
{{MoveData
Defender is no longer in grounded state, can block, cannot act other than blocking
|name = Crushing Bo
|input= 6A
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-4
}}
{{KeyMove-SCVI
|moveid=kil-5
}}
{{KeyMove-SCVI
|moveid=kil-6
|description=6A is a great option to counter side step when Kilik is at advantage.  Each string option combos on counter hit with the initial hit for good damage and a knockdown. The first hit performed on its own also grants a knockdown.
}}
}}
{{MoveData
|name = Inner Peace
|input=4A
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-12
|description=Surprisingly long range horizontal lowGrants a LH when the 4th 4A hits in a round.
}}
}}
{{MoveData
|name = Pursuing Strike
|input=66A
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-89
|description=Kilik's main horizontal mid attack.  Slow but safe on block and quite rewarding on hit.
}}
}}
 
=== B ===
{{MoveData
|name = Heatwave
|input=BB
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-22
|description=Considered one of the best BBs in the game.  The 3rd hit is a break attack.
}}
}}
{{MoveData
|name = Fant Thrust
|input=b6
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-25
|description=Has utility both as a LH for -20 moves and in neutral. CH at tip grants a CH knockdown allowing for a guaranteed followup.
}}
}}
{{MoveData
|name = Reverse Bo Thrust
|input=WR B
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=Kil-41
|description=Potenitally Kilik's strongest move. Very rewarding on hit and safe to most of the cast on block. Is both very evasive because it tech crouches all the way until after it impacts and it has a small backsway element as well. It also has a high tendency to retrack.
}}
}}
{{MoveData
|name = Heavy Bo
|input=66B
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=Kil-95
|description=Kilik's main mid counter hit tool.
}}
}}
{{MoveData
|name = Raven Slaughter
|input=22B
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-97
|description=Powerful whiff punish tool with good ringout carry.
}}
}}
 
=== K ===
{{MoveData
|name = Sheng Illusion Kick
|input=kB
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-48
|description=Very unique low. The high impacting part of this move means that this move will beat an opponent attempting a jumping attack. Advantage on hit means Kilik can continue pressure.
}}
}}
{{MoveData
|name = Sheng Su Thrust
|input=1KB
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-53
|description=Horizontal low with a string option. The string means that even when the low is blocked, the opponent has to worry about getting counter-hit by the second hit of the string and may not punish the first hit. If the 1KB scores a counter hit, the entire string will combo.  The input window is generous, potentially allowing for counter hit confirms with practice.
}}
}}
{{MoveData
|name = Phosphorous Fang
|input=22kB
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-107
|description= Uniquely powerful low offset in strength by its weird input. Very advantageous on hit and safe on block. Recovers quickly enough to step an RE attack if it impacts into the parry. Often hits stepping opponents to its strong side.
}}
}}
{{MoveData
|name = Conquering Spirit
|input=44K:B
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-109
|description=Very rewarding, but slow horizontal mid.  Is very strong against opponents who take delayed options like stepping or as a callout to GI.
}}
}}
 
=== Multi ===
{{MoveData
|name = Bo Smack Down
|input=6A+B
|image=
|imageSize=320px
|data=
{{KeyMove-SCVI
|moveid=kil-66
|description=Very powerful horizontal combo starter. Unsafe on block but very rewarding on hit as a callout out to the opponent's side step or as a whiff punish.
}}
}}

Revision as of 20:26, 25 January 2022

Speed of each ukemi

Front ukemi is the fastest option for the defender. Back ukemi is 5 frames slower than front ukemi. Side ukemi is 10 frames slower than front ukemi. Slower means that the defender is actionable 5/10 frames slower from a standing position and has nothing to do with vulnerability or ukemi traps

Beginning of ukemi

The ukemi text appears 24 frames before the ukemi forward advantage. Therefore, ukemi text appears when the startup of the followup move is slower than ukemi forward advantage - 24.

Ukemi traps

The bounds of which you can tech trap are [x-18 x-13] where x is the forward ukemi advantage. For example, if the front ukemi advantage of a situation is +36, you can ukemi trap with moves with startup of i18 to i23. This vulnerability window is the same for each ukemi direction. A move that falls in this window will ukemi trap as long as the move used is not evaded by the ukemi.

States of ukemi

x is the front ukemi advantage Ukemi start up to the beginning of the ukemi trap window [x-24 x-19] Defender is in grounded state, cannot block Ukemi trap window [x-18 x-13] Defender is no longer in grounded state, cannot block, high crush End of ukemi trap window to end of ukemi [x-12 x-1] Defender is no longer in grounded state, can block, cannot act other than blocking