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*s.C>qcf+K(break),qcb+A(charge level 1, it does work with both kicks) | *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>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 | |||
Corner only:-<br> | Corner only:-<br> | ||
*Jumping '''C'''-->Standing '''C'''-->QCFx2+'''B'''-->Jumping '''C'''-->Down+'''AB'''-->QCFx2+'''B'''-->Jumping '''C'''-->Standing '''C'''-->QCF+'''K''', Break-->F, D, DF+'''A'''<br> | *Jumping '''C'''-->Standing '''C'''-->QCFx2+'''B'''-->Jumping '''C'''-->Down+'''AB'''-->QCFx2+'''B'''-->Jumping '''C'''-->Standing '''C'''-->QCF+'''K''', Break-->F, D, DF+'''A'''<br> |
Revision as of 04:24, 10 April 2006
Introduction
To come.
Gameplay Overview
To come.
Move List
Command Normal Moves
PloiKick: 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
To come.
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
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
When attempting rotor cancel combos, remember that top will come out instead of standing C when trying to rotor cancel into it.
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 escable (atleast mine are).