Fighter's History Dynamite/Karnov: Difference between revisions

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'''Fireball'''
'''Fireball'''
*Quarter Circle Forward + Punch
*Quarter Circle Forward + Punch
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'''
'''Fire Breath'''
*Forward, Forward + Any button
*Forward, Forward + Any button
Better up close than Fireball, this attack stays out longer. Karnov also recovers pretty much right after the fire dissapates, so don't worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner.


'''Super 100-Kick'''
'''Super 100-Kick'''
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'''Balloon Attack'''
'''Balloon Attack'''
*(In Air)Forward, Down-Forward, Down, Down-Back, Back, Up-Forward + Punch
*(In Air)Forward, Down-Forward, Down, Down-Back, Back, Up-Forward + Punch
This is the one. 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.


== Super Move ==
== Super Move ==

Revision as of 01:04, 13 December 2008

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....

Moves List

Normal Moves

Light Punch

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Strong Punch

Standing (Far) - A bufferable move with good damage and high priority. Great inside combos.

Standing (Close) -

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

Jumping -

Jumping (Neutral) -

Light Kick

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Strong Kick

Standing (Far) -

Standing (Close) -

Crouching -

Jumping -

Jumping (Neutral) -

Throws

Special Moves

Fireball

  • Quarter Circle Forward + Punch

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

  • Forward, Forward + Any button

Better up close than Fireball, this attack stays out longer. Karnov also recovers pretty much right after the fire dissapates, so don't worry about getting punished. A solid way to help keep an opponent locked down, especially in the corner.

Super 100-Kick

  • Charge Back, Forward + Kick

Balloon Attack

  • (In Air)Forward, Down-Forward, Down, Down-Back, Back, Up-Forward + Punch

This is the one. 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.

Super Move

Karnov does not have a super move

The Basics

Advanced Strategy

Match-ups

Vs. Clown:

Vs. Jean Pierre:

Vs. Kano Ryoko:

Vs. Karnov (self):

Vs. Lee Diendo:

Vs. Liu Feilin:

Vs. Liu Yungmie:

Vs. Marstorius:

Vs. Matlock Jade:

Vs. Mizoguchi Makoto:

Vs. Ray McDougal:

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 Tomyamgun:

Vs. Zazie Muhaba:

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