Introduction
To come.
Character Colors
Gameplay Overview
To come.
Move List
Command Normal Moves
PoliKick: Forward+B
Special Command Moves
Attributes
When a move can be canceled, it can either be canceled into a special/super/feint. Some moves that can't be canceled when they hit can be canceled when the opponent blocks while some moves that can be Special/Super canceled cannot be Feint Canceled.
Frame Data
Legend :
Command = the attack for the attack.
Start Up = How many start up frames a move/attack has.
Hit = When the attack hits.
Block = When the attack is blocked.
+ signifies how many advantage frames the attacker has.
- signifies how many disadvantage frames the attacker has.
KD means the attack will knock the opponent down.
Attack Notes
Kevin Cancel's
SNK added a cancel to Kevin's +
. If you press
anytime during the move, it will canceled. If you press it right as you preform the move, you will get
+
, later in the move will produce a s.
.
This leads to a few things, the main being meter building. Canceling the move into a s. builds meter very fast, and is the easiest way to build meter with the cancels. You can also cancel the move into itself (
+
into
+
or vice-vera), but its a bit tricker to do it consistently, but we'll get to that later, for now we'll show how to do the simple and safer cancel.
When doing the +
you can hit any button with
and it will cancel into the button that was pressed with
, for instance, if you were to do the move then press
+
you will get a s.
. So the easiest option for building meter in this situation is to cancel the special with
+
or
+
+
. These will result in a s/c
which comes out the recovers the fastest.
The more complex way of building meter isn't too hard. You do +
then piano
,
, this will lead one special into another special, and Kevin will never leave his charge animation but build twice the meter in the same amount of time . The meter build can continue from there, for example:
+
,
,
,
,
,
...and so on. If dont right, Kevin will never leave his hunched anymation. This has to be done right, otherwise it will lead to Kevin being open for an attack. Once you have this down, the safest thing to do would be to cancel into one special, then a s/c.
. It may seem tempting to keep going and build your meter, but it isn't the safest thing to do since the opponent can rush in during the middle of the cancels.
His cancels can be used for more than just meter building. Combos, mind games, and more can be done with the cancels.
Many people seem to have trouble doing his cancels in T.O.P mode, especially anything involving +
. People usually get his T.O.P attack to come out instead of a
attack. The way to fix this is to throw in an extra button when you do the cancel. So if you wanted to do two s.
's using the cancels in top, you would have to do it like: s.
,
+,
,
+
+
. Adding the extra button will make it so the T.O.P attack doesn't come out, and instead you get the
input you wanted.
Here's a list on how to do the cancels with each move for those of you who still don't grasp how to do the cancels with other moves.
Combos
Kevin has perhaps the most damaging combos in the game; he is 2nd to non in this field. While not all of his combos may be posted as of this writing, the ones given may suffice for even the most amateur of players (Note that UAA is Down+[LP+LK]):-
Anywhere
Jumping HP-->St. HP or UAA-->QCF+K, Break-->F, D, DF+LP
Jumping HP-->St. HP or UAA-->QCF+LK, Break-->QCB+Hold LP then release
Jumping HP-->St. HP or UAA-->QCF+K, Break-->QCFx2+HK-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+LP-->F, D, DF+P
Jumping HP-->St. HP or UAA-->QCFx2+HP
a) In any of these combos, you can start them instead as-
St. LP or Cr. LP-->QCF+K, Break-->etc.
St. LP or Cr. LP-->St. LP or Cr. LP-->QCF+K, Break-->etc.
The same principle can be done with the Corner only combos shown below.
b) Furthermore, should you wish to perform any of these combos at the corner, you can substitute Jumping HP-->St. HP or UAA with Jumping HP-->St. HP-Feint->UAA; this gives you an extra 8 points of damage.
c) Note that you don't HAVE to start these combos with a Jumping HP unless you find an opening for it to cleanly hit. The same applies to the Corner only combos.
Corner only
1- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release
2- Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release-->QCFx2+LP-->QCB+Hold LP then release-->QCFx2+LK-->QCF+K, Break-->QCB+Hold LP then release
3- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HP
4- Jumping HP-->St. HP-Feint->UAA-->QCF+K, Break-->QCFx2+HK-->QCF+K, Break-->QCB+Hold LP then release
5- Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-->QCFx2+LK-->Jumping HP-->St. HP-Feint->UAA-->QCF+LK, Break-->QCB+Hold LP then release
Notes:
You will notice that in a number of combos here and in Anywhere, you will have to Hold LP for his special move to hit. Your best bet is to hold it for a split second to get it's Lvl. 2 ver. In addition, you can 'buffer' the QCB during Kevin's recovery from attacks then when holding LP, you most likely will get the Lvl. 2 ver. immediately.
Finally, only his Lvl. 2 & 3 ver. of his QCB+P will hit a juggled opponent.
2- For the QCFx2+LK to connect easily, you must hit your opponent with the 2nd QCB+LP somewhat 'early' this will knock them high enough for the super to hit them.
3- The difference between adding in the QCF+K and not, is approximately 7 points of damage.
4- You can get some energy for your power gauge by doing QCB+(LP+HK) then QCF+LK, Break-->QCB+Hold LP then release. This method makes it so that the QCF+K will connect easily, however you might need to practice this method as it requires performing the QCB+(LP+HK) as soon as Kevin recovers (attempt the buffering trick mentioned previously).
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.