Shoryuken Wiki

The King of Fighters '99/K'

From Shoryuken Wiki

Introduction

The new hero of KOF and Kyo's Rival.

Mid tier character.

Zoning and Poking character.


Crouch height: Low

Jump : 3/33/1

Stand Crouch Backdash Run
K' Stand.jpg K' crouch.jpg K' backdash.jpg K' run.jpg

In-depth Analysis

Qualities :

  • Good damage
  • His impassable j.b
  • good juggle combos
  • His j.qcb.b who can surprise in air-to-air
  • Builts meter quickly
  • Fastest short hop of game


Faults :

  • His ineffective Chain Drive (qcf, hcb + P) in matches (bad startup, don't pass on combos, easily punishable) so that this is his more powerful DM
  • Gets little frame traps options
  • little normal attacks gets high priority and almost all have bad recovery and thus easily punishable
  • bad high/low mixup (his f.b is unsafe and have very slow startup and no instant overhead)
  • can just pass dp.a in combos after cr.light attack
  • Haven't viable crossups even if j.d, j.c and j.a can do

Low-tier as Striker

Movelist

THROWS-------------------------------------------------------------------------


Sport Pile >> When close - b / f + C

Knee Strike >> When close - b / f + D


SPECIAL MOVES------------------------------------------------------------------

Iron Trigger >> qcf + P >> Negates 1-hit projectiles.

   Can be followed with Second Shoot or Second Shell.

/Second Shoot >> After Iron Trigger - f + B

/Second Shell >> After Iron Trigger - f + D >> Negates 1-hit projectiles.

   Juggles.

Crow Bite >> f, d, df + P >> Evades all normal attacks and specials (A).

   Can be followed with Crow Bite follow-up (C).

/Crow Bite follow-up >> After C Crow Bite - f + K >> Overhead.

Minute Spike >> qcb + K >> Can be done in the air.

Blackout >> qcf + K >> Half screen (B).

   Full screen (D).
   Evades normal attacks and projectiles (D).
   

DESPERATION MOVES--------------------------------------------------------------

Chain Drive >> qcf, hcb + P >> The sunglasses that K' throws can negate any 1-hit projectile. >> Useless DM in this kof

Heat Drive >> qcf, qcf + P, hold P to charge move >> The C Version is unblockable when fully charged. >> Main DM to combo with Strikers

Combos

  • Jump Attack > cl.C (2 hit) > DP+P or qcf,qcf+A
  • Jump Attack > cl.C (1hit) > f+A > qcb+B or qcf,qcf+A
  • cr.B*1-2 > DP+A


[Juggle Combos]

  • f + D after qcf+P > qcb+B or qcf,qcf+A
  • f + B after qcf+P > qcb+K or qcf,qcf+A (This combo only passes when opponent is cornered)


[Corner Combos]

  • cl.C (1 hit) > f+A > f+D after qcf+A > qcb+K or qcf,qcf+P (This combo passes on some characters like Shingo, Chang or Maxima, not on all characters)


[Note]

There's Second Shell infinity combo when K' is in Counter Mode or Armor Mode. This infinity combo passes when opponent is cornered and hited on air

Fastest Attacks

  • 0F: C throw; D throw
  • 1F:
  • 2F:
  • 3F:
  • 4F: cl.A ; cl.C ; cr.A ; far.A :
  • 5F: cr.B ; cr.C ; cl.B ; j.A ; j.B ; nj.A ; nj.B
  • 6F: far.B ; j.C ; nj.C
  • 7F: cl.D ; j.D
  • 8F: cr.D ; hop.D
  • 9F:
  • 10F:
  • 11F: far.C ; C+D

Frame Data and Hitboxes

Red Color = Hurtbox

Purple / White Color = Hitbox


For Special Moves :

Black Color = Hitbox


Game Navigation

Frames Advantage Cancel Block Hitbox Notes
Standing Close
Snka.gif 4/3/4 +5/+3 Chaincancel.pngCancel.png HL
K' clA.jpg
Snkb.gif 5/6/8 -5/-7 Cancel.png Low.png
K' cl B.jpg
Snkc.gif 4/3(3)6/12 -2/-4 Cancel.png HL
K' cl C 1.jpg
K' cl C 2.jpg
Main combo starter.
Snkd.gif 7/3/19 -5/-7 Cancel.png HL
K' cl D.jpg
Standing Far
Snka.gif 4/3/7 +2/0 Cancel.png HL
K' stA.jpg
This move is needed vs short hop. It's although the alone good normal attack move vs shot hop of K'.
Snkb.gif 6/3/14 -5/-7 Nocancel.png HL
K' stB.jpg
You use this move to combo with cr.B when you want to block string opponent
Snkc.gif 11/6/25 -13/-15 Nocancel.png HL
K' stC.jpg
Use this move for long-range poke opponent. far.C and far.D are only effective for that
Snkd.gif 12/3+3+3/20 -12/-14 Nocancel.png HL
K' st D 1.jpg
K' st D 2 good.jpg
K' st D 3 good.jpg
Use very rarely this move because it's unsafe , easily punishable thus
Snkc.gif+Snkd.gif 11/13/27 KD/-22 Specialcancel.pngSoftknockdown.png HL
K' CD.jpg
Crouching
Snka.gif 4/5/6 +1/-1 Chaincancel.pngCancel.png HL
K' crA.jpg
His main meaty attack in this game.
Snkb.gif 5/4/6 +2/0 Chaincancel.pngCancel.png Low.png
K' crB.jpg
Main crounch move comboing tool
Snkc.gif 5/3(3)4/23 -13/-15 Cancel.png HL
K' crC 1.jpg
K' crC 2.jpg
One of anti-air of K'
Snkd.gif 8/4/26 KD/-12 Cancel.pngSoftknockdown.png Low.png
K' crD.jpg
Cancelable and easy to whiff cancel. You can use it for mid-range zoning by whiff-cancelling qcf+A or qcb+B
Jump
Snka.gif 5/15/- -/- High.png
K' jump A.jpg
Snkb.gif 5/∞/- -/- High.png
K' jump B.jpg
Wonderful priority move which stays out during full jump. This move is very good on air-to-air. You can use it also like your main jumping attack with jump.D
Snkc.gif 6/5/- -/- Specialcancel.png High.png
K' jump C.jpg
Snkd.gif 7/3+4/- -/- Specialcancel.png High.png
K' j D 1.jpg
K' jump and neutral D.jpg
Snkc.gif+Snkd.gif 14/5/- KD/- Specialcancel.pngSoftknockdown.png HL
K' jump CD.jpg
Use this move to air-ground. Good priority
Neutral Jump
Snka.gif 5/11/- -/- High.png
K' neutral A.jpg
Snkb.gif 5/16/- -/- High.png
K' neutral B.jpg
Snkc.gif 6/8/- -/- Specialcancel.png High.png
K' neutral C.jpg
Snkd.gif 7/3+4/- -/- Specialcancel.png High.png
K' j D 1.jpg
K' jump and neutral D.jpg
Hop
Snka.gif 5/10/- -/- High.png
K' hop A.jpg
Snkb.gif 5/20/- -/- High.png
K' hop B.jpg
Best jump-in of K' with Hop D
Snkc.gif 6/5/- -/- Specialcancel.png High.png
K' hop C.jpg
Snkd.gif 8/3+4/- -/- Specialcancel.png High.png
K' hop D 1.jpg
K' hop D 2.jpg
Snkc.gif+Snkd.gif 8/3+4/- -/- Specialcancel.pngSoftknockdown.png HL
K' hop CD.jpg
Command Normals

F.png+Snka.gif

17/17/22 KD/-21 Nocancel.png HL
K' forward A.jpg
Counterwire, hard knockdown. Free cancellable out of
F.png+Snka.gif
(cancel)
/ / -19/-21 Specialcancel.png HL

F.png+Snkb.gif

19/4/22 -9/-11 Nocancel.png High.png
K' forward B.jpg
Knocks down airborne opponent
F.png+Snkb.gif
(cancel)
19/4/22 -9/-11 Specialcancel.png HL Knocks down airborne opponent
Special Moves
Qcf.png+Snka.gif 12/8/16 -8/-10 HL
K' qcf+A.jpg
Ein Trigger - qcf+P
Qcf.png+Snkc.gif 14/8/18 -10/-12 HL
K' qcf+C.jpg
Qcf.png+Snka.gif

> F.png+Snkb.gif

12/10,2/26 2/0 Softknockdown.png HL
K' qcf+P, f+K.jpg
Second Shot - f + B (after Ein Trigger)
Qcf.png+Snkc.gif

> F.png+Snkb.gif

14/18,2/31 2/0 Softknockdown.png HL
Qcf.png+Snka.gif

> F.png+Snkd.gif

/ / KD/ Softknockdown.png HL
K02 QcfPfD1.png
K02 QcfPfD2.png
Second Shell - f + D (after Ein Trigger)
  • Vertical anti-air that knocks opponent into the air for juggles
Qcf.png+Snkc.gif

> F.png+Snkd.gif

/ / KD/ Softknockdown.png HL
Dp.png+Snka.gif / / KD/ Softknockdown.png HL
DP A part 1 K' kof 99.jpg
DP A part 2 K' kof 99.jpg
DP A part 3 K' kof 99.jpg
Crow Bites - dp+P
  • Dp.png+C has some startup invincibility
  • Free cancellable into
  • Free cancellable out of on all hits
Dp.png+Snkc.gif / / KD/ Softknockdown.png HL
K02 DpC1.png
K02 DpC2.png
K02 DpC3.png
Dp.png+Snkc.gif

> F.png+K.png

/ / KD/ Hardknockdown.png HL
K02 DpCfD1.png
K02 DpCfD2.png

Qcf.png+Snkb.gif

33/ / Softknockdown.pngStartupinv.png
K' qcf +K.jpg
Blackout - qcf+K
  • Teleport's K' forward. qcf+B goes half screen length and qcf+D goes full screen length
  • Can be hit out of it fairly easily
Qcf.png+Snkd.gif 41/-/- Softknockdown.pngStartupinv.png

Qcb.png+Snkb.gif

/ / KD/ Softknockdown.pngAnywherejuggle.png HL
K' qcb+K.jpg
Minute Spike - qcb+K
  • Can be done in the air as well
  • Free cancellable into
  • Free cancellable out of
Qcb.png+Snkd.gif / / KD/ Softknockdown.pngAnywherejuggle.png HL
j.Qcb.png+Snkb.gif / / KD/ Softknockdown.pngAnywherejuggle.png HL
K02 JqcbB.png
j.Qcb.png+Snkd.gif / / KD/ Softknockdown.pngAnywherejuggle.png HL
K' j qcb D.jpg
General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Andy
Athena
Bao
Benimaru
Chang
Chin
Choi
Clark
Iori
Jhun
Joe
K'
Kasumi
Kensou
Kim
King
Kyo Kusanagi
Kyo-1
Kyo-2
Leona
Mai
Mary
Maxima
Ralf
Robert
Ryo
Shingo
Takuma
Terry
Whip
Xiangfei
Yuri