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== '''Command Normal Moves''' == | == '''Command Normal Moves''' == | ||
''' | '''PoliKick''': ''Forward+'''B''''' | ||
== '''Special Command Moves''' == | == '''Special Command Moves''' == | ||
'''Hell Trap''': ''QCF+K''<BR> | '''Hell Trap''': ''QCF+K''<BR> |
Revision as of 06:43, 24 December 2007
Introduction
To come.
Gameplay Overview
To come.
Move List
Command Normal Moves
PoliKick: Forward+B
Special Command Moves
Hell Trap: QCF+K
Hell Arrest: HCF+P next to opponent
Hell Rotor: QCB+P (C)
Creeper: QCB+B, attack with A or B, or cancel move with C
Abide Mine: QCB+D
Hell Snipe: F, D, DF+P
Super Moves
Lucky Strike: QCFx2+P
- S. Power juggles the opponent.
- P. Power does more damage if performed a distance away from the opponent.
Gattling Freezer: QCFx2+K
- This super will 'freeze' the opponent allowing you for a free combo.
- P. Power is most likely the P. Power with THE FASTEST start-up.
- S. Power does 17.5% damage, while P. Power does around 30% damage.
Attributes
To come.
Frame Data
Normal Moves
Input | Damage | Startup | Block | Hit | Cancel | Guard | Description |
far A | 5 | 3 | +2 | +2 | Yes | Mid | Jab |
far B | 7 | 9 | -6 | -6 | No | Mid | Mid Kick |
far C | 11 | 11 | -11 | -11 | No | Mid | straight punch, kara-cancalable |
far D | 14 | 11 | -9 | -9 | No | Mid | Spinning kick, kara-cancalable |
close A | 4 | 4 | +2 | +2 | Yes | Mid | Jab |
close B | 6 | 4 | +2 | +2 | Yes | Mid | Mid Kick |
close C | 10 | 6 | -9 | -9 | Yes | Mid | Hook, kara-cancalable |
close D | 14 | 11 | -9 | -9 | No | Mid | Spinning kick, kara-cancalable, can be comboed from thru cancel but is really odd |
A+B | 10 | 22 | +6 | 0 | No | High | Jumping Near Verticle Kick |
C+D | 7,7,7=21 | 7 | -2 | KDN | No | Mid-All Hits | Rolls on the ground |
c.A | 4 | 4 | +2 | +2 | No | Mid | Low Jab |
c.B | 6 | 5 | +2 | +2 | Yes | Low | Low Kick |
c.C | 9 | 6 | -7 | -7 | Yes | Mid | Crouching Mid Kick |
c.D | 10 | 7 | -12 | KDN | No | Low | Sweep |
c.A+B | 10 | 8 | 0 | -6 | Yes | Mid | Lays on butt and pokes leg out upwards |
j.A | 6 | ? | ? | ? | ? | High | Jumping angled Jab |
j.B | 6 | ? | ? | ? | ? | High | Quick jumping near horizantal kick |
j.C | 10 | ? | ? | ? | ? | High | Jumping chop to the dome |
j.D | 10 | ? | ? | ? | ? | High | Spining jump kick, wont hit most croaching characters |
Attack Notes
To come.
Combos
Anywhere:-
- Jumping C-->Standing C-->QCB+A
- Jumping C-->Standing C-->QCF+K, Break-->F, D, DF+A
- Jumping C-->Standing C-->QCFx2+A-->QCB+A [Charge] or F, D, DF+A
- Jumping C-->Standing C-->QCFx2+C
- Jumping C-->Standing C-->QCFx2+D-->Jumping C-->Down+AB-->QCF+K, Break-->F, D, DF+A
- Jumping C-->Standing C-->QCF+K, Break-->QCFx2+D-->QCB+A [Charge]
- QCB+A [Charge to MAX]-->QCFx2+D-->F, D, DF+A
- s.C>qcf+K(break),qcb+A(charge level 1, it does work with both kicks)
- s.C>qcb+A(hold)>C+D(causes standing C)>qcb+A(hold)>C+D(causes standing C)>qcf+K(break),qcb+A(charge level 1) (Call this Rotor cancel)
- s.C>rotor cancel s.C>qcfx2+B,twitch charge three times, let the third Hell rotor go into the automatic roll then s.C>rotor cancel s.C>qcfx2+B, twitch charge three times, let third roll then s.C>rotor cancel s.C>qcf+D(break), qcb+A(level one charge) if you end in the corner qcfx2+A, end with Hell snipe or charged Hell rotor
- s.A>rotor cancel standing or crouching C is also worthy of note
Corner only:-
- Jumping C-->Standing C-->QCFx2+B-->Jumping C-->Down+AB-->QCFx2+B-->Jumping C-->Standing C-->QCF+K, Break-->F, D, DF+A
- Jumping C-->Standing C-Feint->Down+AB-->QCFx2+C
- QCB+A [Charge to MAX]-->QCFx2+D-->QCB+A [Charge to MAX]
- Jumping C-->Standing C-->QCF+B, Break-->QCB+A [Charge quickly]-->QCFx2+A-->QCB+A [Charge quickly]-->QCFx2+A-->QCB+A [Charge quickly to MAX]
- s.C>rotor cancel s.C> rotor cancel s.C> rotor cancel c.C> qcf+D(break), qcb+A, qcf,qcf+D, finish with charged hell rotor or hell snipe
T.O.P. Notes
Whenever in top mode, Hell rotor canceled by C+D will produce a top attack instead of a standing C.
Overall Strategy
To come.
Matchup Notes
To come.
Advanced Tactics
- Hell rotor can not only be canceled, it can be canceled into a short hop normal right off the ground, which allows Kevin to jump in and keep attacking after a string in the corner, making pushback not such a big factor in his corner pressures. Also, he can cancel his dash at any point. I think standing A into broken Hell trap can be repeated infinitely in the corner for a guard crush string, but its probably escapeable. Well, mine anyway.
- Kevin can "twitch charge". Hell rotor canceled with C+D will cause him to use a standing C outside of top mode. The standing C can be Kara cancelled into another Hell rotor. This means Kevin can charge his own meter at a rapid pace. Also, he can cancel into any normal done at the same time as the D. However, you have to hold A and D doesnt do anything on its own (unless canceled very early, in which an automatic roll will be produced). This limits the normals he can cancel to to only B and C, which can be standing, crouching, or jumping.
- A particularly worthless trick Kevin can do is to dash up to the opponent, Hell rotor, cancel with c+d and away from the opponent, and the opponent will be thrown with the Hell rotors flame effect in the background. Yes, completely worthless.