Freeman-12 (talk | contribs) (→Combos) |
Freeman-12 (talk | contribs) (→Combos) |
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'''''TOP+Corner only''''':-<br> | '''''TOP+Corner only''''':-<br> | ||
6b) Jumping '''B'''-->Standing '''C'''-''Feint->Down+'''AB'''-->QCFx2+'''B'''-->QCFx2+'''B'''-->''TOP Attack''<BR> | 6b) Jumping '''B'''-->Standing '''C'''-''Feint->Down+'''AB'''-->QCFx2+'''B'''-->QCFx2+'''B'''-->''TOP Attack''<BR> | ||
8) Throw-->QCFx2+'''D'''-->''TOP Attack'' | 8) Throw-->QCFx2+'''D'''-->''TOP Attack''<br> | ||
9) Jumping '''C'''-->Down+'''AB''' then '''C'''-->QCFx2+'''C'''-->''TOP Attack'' | 9) Jumping '''C'''-->Down+'''AB''' then '''C'''-->QCFx2+'''C'''-->''TOP Attack'' | ||
=T.O.P. Notes= | =T.O.P. Notes= |
Revision as of 02:34, 24 April 2006
Introduction
To come.
Gameplay Overview
To come.
Move List
Extra Commands
Upper: Down+AB then press C.
Special Moves
Schwarze Flamme: Charge Back then Forward+P
Schwarze Panzer: Charge Back then Forward+K
Schwarze Lanze: Charge Down then Up+K
Super Moves
Himmlischer Atem: QCFx2+P
- Both the S. & P. Power have a somewhat slow start-up.
- This super can be used as a good anti-air.
- The opponent is juggled after either the S. or P. Power.
Himmlischer Steele: QCFx2+K
- This super can do a good amount of chip damage.
- Either version don't much damage, but are very useful in combos.
- You CANNOT do unblockables with this super, interestingly enough, you can only combo while the sphere is damaging your opponent at the last hit or 2 hits.
- The P. Power has a a very fast start-up (about as fast as Kevin's QCFx2+D), but travels really slow.
Attributes
To come.
Frame Data
To come.
Attack Notes
To come.
Combos
Anywhere:-
1) Jumping C-->Down+AB OR Standing C-->Charge Back then Forward+B
- A good damaging BnB. Try aiming for this whenever you can.
2) Jumping A/B-->Down+AB, then C-->QCFx2+P
Corner only:-
3) Throw-->Charge Down then Up+D
4) Throw-->QCFx2+D-->Charge Down then Up+D
- You can, instead, finish this combo with a TOP Attack or a B S. Panzer. This combo can do around 50% damage!
5) Jumping C-->Down+AB then C-->QCFx2+C-->Charge Back then Forward+B OR Charge Down then Up+D
5a) Jumping C-->Down+AB then C-->QCFx2+A-->QCFx2+B-->Charge Back then Forward+B OR Charge Down then Up+D OR TOP Attack
- Though less damaging than the above combo, just do it for show.
6) Jumping B-->Standing C-Feint->Down+AB-->QCFx2+B-->QCFx2+B-->Charge Down then Up+D
TOP only:-
7) Jumping A/B-->Down+AB then C-->QCFx2+C-->TOP Attack (Dash then do TOP Attack)
- After the QCFx2+C, quickly dash in then do the TOP Attack.
TOP+Corner only:-
6b) Jumping B-->Standing C-Feint->Down+AB-->QCFx2+B-->QCFx2+B-->TOP Attack
8) Throw-->QCFx2+D-->TOP Attack
9) Jumping C-->Down+AB then C-->QCFx2+C-->TOP Attack
T.O.P. Notes
Kain's top move travels forward, covering a fair amount of distance and is good for one hit that knocks down your opponent. Besides doing a super, this is one of the most damaging moves you can finish a combo with.
Overall Strategy
Kain can be both a keep away or rushdown character, most people prefer his keep away style the most. Since Kain has the right tools to keep opponents guessing with both of his angled and horizontal projectiles. Also his qcfX2 + A/C is a great anti-air, even while your getting hit it usually ends up trading with the opponent whatever move they tried to do. If you want to rush with him you'll have to learn how to use the charge tricks, that make Kain seem like he never needs to charge. Another thing with Kain is to learn what pokes beat what as well like all other characters. Kain has some great pokes from his stand A/B, even his stand D is a somewhat decent distant poke but has some recovery behind it. Just don't use it a lot and up close or you'll end up eating a super. Also use his d + AB into stand C on wake-up situations since, it beats most wake-up specials and even sometimes supers if timed correctly. Kains AB low dodge attack is a great wake-up move as well since sometimes its hard to see when he'll do it and it hits twice. If you do it just right on wake-up it leaves Kain pretty much safe from anything after it. Learn to break with his charge down, up + B/D consistantly as this is one of his main combo starters. It also helps you gain super meter when you might need more meter in certain situation. It's also a great poke as it beats most other specials and supers as well at times.
Matchup Notes
To come.
Advanced Tactics
To come.