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==Combos== | == Combos == | ||
General notes: | |||
*when in max mode. moves will have more pushback which can be a problem in certian combos. | |||
https://youtu.be/vmTI36irqDs | *cr.B to qcf+C will fail on Kensou, Mai, and Choi even if they are standing. | ||
*An extra cr.B can be added to jump-in combos if they're done starting from a cross-up. | |||
==== meterless ==== | |||
''(midscreen)'' | |||
*'''cr.Bx2-3,qcf K / qcb P''' | |||
great confirm from a cr.B. qcb P does the most dmg. qcf K is used for stun. | |||
*'''cr.Bx2-3, dp D / qcf C''' | |||
go-to low confirm. both dp D and qcf C lead to a KND and both deal the same dmg, both are interchangeable although dp D is more consistent than qcf C. | |||
it should be noted for qcf C, it only works on standing opponents. | |||
*'''cr.B, hcb,f P''' | |||
low coversion into a command grab. | |||
*'''cr.A, cl.D, hcb K / qcf P''' | |||
link from cr.A. good dmg, take some time to get used to. | |||
*'''(jp.X), cr.Bx1-2, dp D / qcf K / qcb P / qcf C''' | |||
can confirm even off a jump-in. | |||
*'''(jp.X), cl.C / cr.C / cl.D, qcf P / hcf K / hcb,f P''' | |||
''(corner)'' | |||
*'''jp.cd (CH), air d.D, air d.D...''' | |||
yet another infinite because this is KOF 97. one of the most difficult infinites to do and not really that practical IMO. This works best on a backturned opponent since the timming to do this is easier compared to doing it from the front. | |||
==== with meter ==== | |||
''(midscreen)'' | |||
*'''cr.Bx2-3, qcfx2 A''' | |||
basic low confirm into super. in max mode this deals a ton of DMG. | |||
*'''cr.B, hcbx2 P''' | |||
low confirm into grab super. doesn't do alot of dmg compared to the one above | |||
*'''(jp.X), cl.C / cr.C / cl.D, qcfx2 A''' | |||
Super confirm off a heavy button. | |||
*'''(jp.X), cr.Bx1-2, qcfx2 A''' | |||
super confirm if you wanna confirm off of cr.B | |||
*'''air d.D, qcfx2 A''' | |||
difficult to do. you have to time the super as soon as benimaru lands. can also be done in the air | |||
combo video: https://youtu.be/vmTI36irqDs | |||
==Strategy== | ==Strategy== |
Revision as of 06:09, 22 August 2022
Introduction
Movelist
Normals
Far Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Close Range Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Crouching Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | None | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | - | - | - | - | - | - | KD | - | - | - | - |
Neutral Jumping Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Diagonal Jump Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Blowback Attack
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Mid | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Overhead | - | - | - | - | - | - | - | - | - | - | - |
Throws
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Throw | - | - | - | - | - | - | - | - | - | - | - |
Command Normals
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Special Moves
Guard | Cancel Properties | Startup | Active | Recovery | Total | Invulnerability | Hit Advantage | Block Advantage | Stun | Guard Damage | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | - | - | - |
Super Moves
Combos
General notes:
- when in max mode. moves will have more pushback which can be a problem in certian combos.
- cr.B to qcf+C will fail on Kensou, Mai, and Choi even if they are standing.
- An extra cr.B can be added to jump-in combos if they're done starting from a cross-up.
meterless
(midscreen)
- cr.Bx2-3,qcf K / qcb P
great confirm from a cr.B. qcb P does the most dmg. qcf K is used for stun.
- cr.Bx2-3, dp D / qcf C
go-to low confirm. both dp D and qcf C lead to a KND and both deal the same dmg, both are interchangeable although dp D is more consistent than qcf C. it should be noted for qcf C, it only works on standing opponents.
- cr.B, hcb,f P
low coversion into a command grab.
- cr.A, cl.D, hcb K / qcf P
link from cr.A. good dmg, take some time to get used to.
- (jp.X), cr.Bx1-2, dp D / qcf K / qcb P / qcf C
can confirm even off a jump-in.
- (jp.X), cl.C / cr.C / cl.D, qcf P / hcf K / hcb,f P
(corner)
- jp.cd (CH), air d.D, air d.D...
yet another infinite because this is KOF 97. one of the most difficult infinites to do and not really that practical IMO. This works best on a backturned opponent since the timming to do this is easier compared to doing it from the front.
with meter
(midscreen)
- cr.Bx2-3, qcfx2 A
basic low confirm into super. in max mode this deals a ton of DMG.
- cr.B, hcbx2 P
low confirm into grab super. doesn't do alot of dmg compared to the one above
- (jp.X), cl.C / cr.C / cl.D, qcfx2 A
Super confirm off a heavy button.
- (jp.X), cr.Bx1-2, qcfx2 A
super confirm if you wanna confirm off of cr.B
- air d.D, qcfx2 A
difficult to do. you have to time the super as soon as benimaru lands. can also be done in the air
combo video: https://youtu.be/vmTI36irqDs
Strategy