General Info
All of K9999's normals take 1 frame longer to register as a hit. As a result, the frame advantage gained from attacks hitting or being blocked, is one frame higher than with every other character in the game, yet the hitstun is not higher than usual.
Crouch height: Medium
Jump: 5/33/1
Hop: 5/24/1
Dash: 3/10~∞/4
Backdash: 3/12/4
Wakeup: 21 frames
Recovery roll: 22 frames
Stand | Crouch | Jump | Grab | Run |
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Colors
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Movelist
Short Movelist
- f + A
- qcf + P
- dp + P
- qcb + K (D: Overhead.)
- DM db hcb df + P
- DM db hcb df + K
- SDM d f df + ABCD ("Anywhere jungle".)
- HSDM air b f b f b f b f (Hit anywhere on the screen.)
Notes
Cancellable moves
- Close: A, B, C (1-3)
- Far: A
- Crouch: A, B
- Jump: A (1+), C (1+)
- CD is cancellable into command moves, specials and DMs.
- f + A (1-3) is cancellable, but only on DMs.
Super cancellable moves
- qcf + P
- dp + P
Free cancellable into moves
- cr.D
- qcf + P
- dp + P
- qcb + K
Free cancellable out-of moves
- cr.D
- qcf + P
- dp + P (A: may be free cancelled into dp + C.)
Moves with Invincibility
- dp + A (Full: startup.)
- dp + C (Full: startup (1st part).)
- qcb + K (Full: as he is coming down.)
- DM db hcb df + P (Full: startup & active (1st part).)
- SDM d f df + ABCD (Full: startup & active (1st part).)
Moves with autoguard
(none)
Other Notes
- cr.D is considered a special attack (you may cancel CD and other cancellable normal attacks into it and it is a free cancellable into on Max Mode). And is the only cr.D that does not cause knockdown.
- cl.D is an overhead and hard knockdown.
- cr.C (2) causes knockdown.
- j.A and j.C are multihit attacks.
- the hcb in DM db hcb df motions can not be shortcutted by omitting the diagonals
Combos
Basic Combos
- cl.C (3) >
- SDM d f df + ABCD {Max mode + 1 stock}
- f + A (1-3) > db hcb df + P {33%} {1 stock}
- DM db hcb df + P {1 stock}
- f + A [19%]
- qcf + A [16%]
- cr.D [15%]
- cr.A / cr.B >
- DM db hcb df + P
- dp + A (Very close.) [14%]
- cr.D [11%]
- cr.A / cr.B x 2 >
- DM db hcb df + P
- cr.D
- qcb + D,
- walk, any combo above
- DM db hcb df + P {35%}
- Early on opponent wakeup or from very far: cr.D, DM db hcb df + P {33%}
- f + A (1-3) > db hcb df + P {33%} {1 stock}
Maxmode
- Corner: cr.B > cr.D >> BC, run,
- cl.C (3) > f + A (5) >> dp + A >> qcf + C (?) >> dp + A >> dp + C, DM db hcb df + P
- cr.B > dp + A >> dp + C >> cr.D (whiff), dp + A >> dp + C >> cr.D (whiff), db hcb df + P
- Already in Max Mode: dp + C >> qcb + B (whiff), DM db hcb df + P (in opposite direction) {40%}
- cl.D >> BC, SDM d f df + ABCD (immediately after BC) {55%}
- Already in Max Mode: D throw / C throw / CD / j.CD, SDM d f df + ABCD {55%}
Attack Strings
- cl.C (3) > qcb + D, cl.C (3) > qcf + A
- cl.C (3) > qcb + B, qcf + A
- CD >
- cr.D
- qcb + B, qcf + A
- Max Mode: cl.D >> cr.D >> qcb + B
Strategies
- K9999 has fairly useful tools to fight off fireball-happy characters. His qcb + D can be used to easily jump over ground projectiles on reaction and if close enough, and done quickly enough, it can punish them. qcf + A is also fast and can negate ground and air projectiles in front of K9999 (with the exception of DM projectiles, and Robert's qcf + P). The best option against a fireball though, would be using his DM db hcb df + K on reaction. It will fire 5 times normally (9 if you are about 3/4 of a full screen distance from the opponent). Thus, the first shot will negate the projectile, and the remaining shots will hit. His DM db hcb df + K can be somewhat difficult to do, so it is important to practice executing this move consistently and as quickly as possible.
- While his DMs are hard, if you can learn to do them pretty quickly they can be of great use. His gun DM db hcb df + K will negate and go through normal and DM projectiles. The sphere DM db hcb df + P is a great anti-air, as it is invincible and quick (although not as quick as Athena's DM hcb hcb + P). The gun DM can be used as an anti-air as well, but it is not guaranteed that all of the hits will make contact, and the opponent may have the opportunity to punish you. Once again, it is imperative that you practice doing these two DMs as quickly as possible on reaction, otherwise they will not be of use.
- A good anti-wakeup that K9999 has is his qcf + A. If spaced a bit, and done early on the opponent's, he will usually be forced to block it for some chip damage. K9999 will have a frame advantage and be able to followup with a variety of things such as far C or another qcf + A or crouch D or any attack other attack string. Fast wakeup anti-airs such as Iori's dp + C, will trade hits with the qcf + A. If he does use such counters, you can try baiting him into doing it by throwing out the qcf + A even earlier, such that it whiffs and you are able to block before he has the chance to use a dp + C.