K'(KOFXI): Unterschied zwischen den Versionen

246 Bytes hinzugefügt ,  25. Mai 2020
K
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'''Neutral'''<br>
'''Neutral'''<br>
:On range, whiff-cancelling Ein Trigger (236A/C) into far slide (214D) is a good strategy to catch jump in attempts. if 236A/C hits, either 623A or 236236B can be added after the 214D-slide.
:On range, whiff-cancelling Ein Trigger (236A/C) into short or far slide (214B/D) is a good strategy to catch jump in attempts. if 236A/C hits, either 623A or 236236B can be added after the 214D-slide.
:K can punish many things on whiff or guard with his Heat Drive (236236A/C), which should be used as often as possible for the great damage & hard knockdown.
:K can punish many things on whiff or guard with his Heat Drive (236236A/C), which should be used as often as possible for the great damage & hard knockdown.
:To get in on opponents, use j.E from max range. j.E has an absurdly good hitbox and can even crossup.
:To get in on opponents, use small or normal/super j.E from max range. j.E has an absurdly good hitbox and can even crossup.
:Make sure to always add air Minutes Spike (j.214B/D) after stray anti-air hits (such as 5A, or j.B air-to-air) to maximise his damage. Air Minutes Spike has the juggle anywhere propertly.
:Make sure to always add air Minutes Spike (j.214B/D) after stray anti-air hits (such as 5A, or j.B air-to-air) to maximize his damage. Air Minutes Spike has the juggle anywhere property.
:K's LDM also has juggle anywhere, which can be used much in the same way as air Minutes Spikes, but it is much harder to land.
:K's LDM also has juggle anywhere, which can be used much in the same way as air Minutes Spikes, but it is much harder to land.


'''Offense'''<br>
'''Offense'''<br>
:Once close, use a mix of j.E, j.C and block strings from 2B.
:Once close, use a mix of j.E, j.C and block strings from 2B.
:You can end block strings with 5A(f) or 5B(f) in case you expect your opponent to jump out. once they flip, add an air Minutes Spike or LDM.
:J.C can crossup even from smalljumps if the button is pushed somewhat early.
:You can end block strings with 5A(f) or 5B(f) in case you expect your opponent to jump out. once they flip, add an air Minutes Spike or LDM (only in the corner after 5B(f)).
:Ein Trigger is great at the end of block strings. Adding the 214B/D followup will often catch opponents that stand up since it is a low hit, and a free 236236B or even 236236P can be added after. On block, the slide is +0 or even slightly advantageous.
:Ein Trigger is great at the end of block strings. Adding the 214B/D followup will often catch opponents that stand up since it is a low hit, and a free 236236B or even 236236P can be added after. On block, the slide is +0 or even slightly advantageous.
:2D is very useful in blockstrings and even as an anti-air, particularly when playing K as a Leader, since 2D combos into LDM (hit confirm).
:2D is very useful in blockstrings and even as an anti-air, particularly when playing K as a Leader, since 2D combos into LDM (hit confirm).
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'''Defense'''<br>
'''Defense'''<br>
:K has average defense, despite his many reversals - each of them generally have a weakness in their application.
:K has average defense, despite his many reversals - each of them generally have a weakness in their application.
:623A is a very fast (3F( anti-air with invulnerability on the feet. You have to react quick to use it, since it has no invulnerability on the upper body. 623A can also be super cancelled into 236326P for very high damage. This is a very bold gamble on reversal though, since it costs both a super- and a shift stock.
:623A is a very fast (3F) anti-air with invulnerability on the feet. You have to react quick to use it, since it has no invulnerability on the upper body. 623A can also be super cancelled into 236326P for very high damage. This is a very bold gamble on reversal though, since it costs both a super- and a shift stock and cannot be hit confirmed.
:623C is a reversal with high invulnerability, but is tricky to land against jump-ins.
:623C is a reversal with high invulnerability, but is tricky to land against jump-ins.
:236236B is very fast (3F) reversal that has the same issue as 623C against jumpers.
:236236B is very fast (3F) reversal that has the same issue as 623C against jumpers.
:LDM has a lot of invulnerability but is generally too slow as a reversal.


==Colors==
==Colors==
19.130

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