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|align="center"| HL | |align="center"| HL | ||
|colspan="3"| [[image:K02_QcfA.png|center]] | |colspan="3"| [[image:K02_QcfA.png|center]] | ||
|rowspan="2"|''' | |rowspan="2"|'''Ein Trigger - qcf+P''' | ||
*qcf+C comes out faster than qcf+A, but recovers slower | *qcf+C comes out faster than qcf+A, but recovers slower | ||
*Negates normal projectiles | *Negates normal projectiles | ||
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|align="center"| HL | |align="center"| HL | ||
|colspan="3" rowspan="2"| [[image:KO2_QcfPfB.png|center]] | |colspan="3" rowspan="2"| [[image:KO2_QcfPfB.png|center]] | ||
|rowspan="2"|'''Second Shot - f + B (after | |rowspan="2"|'''Second Shot - f + B (after Ein Trigger)''' | ||
*Projectile that moves faster if qcf+C was used than if qcf+A was used | *Projectile that moves faster if qcf+C was used than if qcf+A was used | ||
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|rowspan="2" valign="bottom" style="border-right:0px;"| [[image:K02_QcfPfD1.png|center]] | |rowspan="2" valign="bottom" style="border-right:0px;"| [[image:K02_QcfPfD1.png|center]] | ||
|rowspan="2" valign="bottom" style="border-left:0px;" colspan="2"| [[image:K02_QcfPfD2.png|center]] | |rowspan="2" valign="bottom" style="border-left:0px;" colspan="2"| [[image:K02_QcfPfD2.png|center]] | ||
|rowspan="2"|'''Second Shell - f + D (after | |rowspan="2"|'''Second Shell - f + D (after Ein Trigger)''' | ||
*Vertical anti-air that knocks opponent into the air for juggles | *Vertical anti-air that knocks opponent into the air for juggles | ||
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Revision as of 05:44, 5 August 2013
General Info
Crouch height: Low
Stand | Crouch | Jump | Grab |
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Colors
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Movelist
Notes
- There exists a bug where, if K' did his qcf+P on a waking up K9999, who decided to do his db hcb df+P moon DM, the moon DM will be negated entirely by the qcf+P. K9999's sphere animation will still be visible but since it was negated, K' can now just walk right through it
- Ein Trigger (qcf+P) and its followups have unique blockstun. qcf+A has 20 frames, qcf+C has 19; both strengths of Second Shot (f+B) do 26 frames while both strengths of Second Shell (f+D) do 30 frames.
Combos
Anywhere
1. Close C(2), f+B, qcb+B - 25%
2. Crouch B, Crouch A, qcf+C, f+B - 20%
3. Close C(1), f+A, qcf hcb+P - 50%
4. Close C(1), f+A, qcb+Kx2, (S)qcf hcb+P - 55%
Corner
1. Crouch B, Crouch A, qcf+C, f+D, CD/(dp+C, f+D) - 32%/37%
2. Crouch B, Crouch A, qcf+C, f+D, qcf hcb+P - 55%
3. Close C(1), f+A, qcf+C, f+D, CD/(dp+C, f+D) - 40%/45%
4. Close C(1), f+A, qcf+C, f+D, qcf hcb+P - 65%
Counterhit
1. f+A(counterhit), qcf hcb+C(doesn't always hit)/qcfx2+P - 45%/31%
Maxmode
1. Crouch B, Crouch A, qcf+BC, f+D, qcf hcb+AC - 65%
2. Crouch C, BC, walk Crouch C, qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC - 90%
3. Crouch B, Crouch A, qcf+BC, f+D, dp+A(1), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(2), (C)qcb+Dx2, dp+A(1), (S)qcf hcb+AC
Strategies
Safejumps
K' has a safejump against Ryo and Kim in the corner off the standard corner combo:
- [cr.BA/j.C, cr.A/cl.C f+A] xx qcf+C, f+D, f+A, immediately jump forward.