K'(KOFXI): Unterschied zwischen den Versionen

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Zeile 30: Zeile 30:


'''Defense'''<br>
'''Defense'''<br>
:K has average defense, despite his many reversals - each of them generally have a weakness in their application.
:K has good defense, but his many reversals all come with unique downsides.
:623A is a very fast (3F) anti-air with invulnerability on the feet. You have to react quickly to use it as an anti-air, 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.
:623A is a very fast (3F) anti-air with invulnerability on the feet. You have to react quickly to use it as an anti-air, 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 has long startup and is tricky to land against jump-ins.
:623C is a reversal with high invulnerability, but has long startup and is tricky to land against jump-ins. If you use it on wakeup against standing opponents, you can hit confirm it since it has 2 grounded hits - if your opponent blocked, perform a shift to be safe.
:236236B is very fast (3F) reversal with invulnerability into the first active frame. This means that using it as an anti-air requires you to delay it as much as possible, which can be tricky. Its very fast speed make it extremely useful in punishing attacks that are otherwise hard to punish, eg. Kula 214B on block or Gato 236236A up close.
:236236B is very fast (3F) reversal with invulnerability into the first active frame. This means that using it as an anti-air requires you to delay it as much as possible, which can be tricky. Its very fast speed make it extremely useful in punishing attacks that are otherwise hard to punish, eg. Kula 214B on block or Gato 236236A up close.
:LDM has a lot of invulnerability and goes through projectiles, but is generally too slow as a reversal. It is best used after an actual anti-air, eg. 5A, due to its juggle-anywhere property.
:LDM has a lot of invulnerability and goes through projectiles, but is generally too slow as a reversal. It is best used after an actual anti-air, eg. 5A, due to its juggle-anywhere property.
Zeile 58: Zeile 58:
! Move !! S!! A!!  Hit!! Blk!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
! Move !! S!! A!!  Hit!! Blk!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! J-Type!! Air!! C-Air!! Note
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| 5A(c) || 7 || 3|| <span style="color: blue;">+7</span> || <span style="color: blue;">+6</span> || 5|| 7|| 7|| 9|| 7|| 8||F+L||/||F1-14 F||SC, can be crouched by many chars
| 5A(c) || 7 || 3|| <span style="color: blue;">+7</span> || <span style="color: blue;">+6</span> || 5|| 7|| 7|| 9|| 7|| 8||F+L||JA||F1-14 F||SC, can be crouched by many chars
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| 5A(f)|| 7 || 3|| <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> || 6|| 8|| 8|| 10|| 8|| 8||F+L||/||F1-14 F||whiffs against crouched opponents
| 5A(f)|| 7 || 3|| <span style="color: blue;">+4</span> || <span style="color: blue;">+3</span> || 6|| 8|| 8|| 10|| 8|| 8||F+L||JA||F1-14 F||whiffs against crouched opponents
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| 5B(c)|| 8 || 4|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span> || 6|| 8|| 9||11|| 9|| 8||F+L||/||F1-14 F||SC, Low Hit
| 5B(c)|| 8 || 4|| <span style="color: red;">-5</span>|| <span style="color: red;">-6</span> || 6|| 8|| 9||11|| 9|| 8||F+L||JA||F1-14 F||SC, Low Hit
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| 5B(f)|| 7 || 2|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 7|| 9|| 9|| 11|| 9|| 8||F+L||/||F1-14 F||good poke
| 5B(f)|| 7 || 2|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 7|| 9|| 9|| 11|| 9|| 8||F+L||JA||F1-14 F||good poke
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| 5C(c)|| 6 || 4+8|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 14|| 16|| 16|| 18|| 12|| 14||F+L||/||F1-14 F||2 Hits, both have Cancel
| 5C(c)|| 6 || 4+8|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 14|| 16|| 16|| 18|| 12|| 14||F+L||JA||F1-14 F||2 Hits, both have Cancel
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| 5C(f)|| 10 || 9|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 15|| 19|| 17|| 19|| 12|| 14||F+L||/||F1-14 F||SC
| 5C(f)|| 10 || 9|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 15|| 19|| 17|| 19|| 12|| 14||F+L||JA||F1-14 F||SC
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| 5D(c)|| 9 || 3|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 12|| 15|| 15|| 17|| 13|| 14||F+L||/||F1-14 F||SC
| 5D(c)|| 9 || 3|| <span style="color: red;">-3</span>|| <span style="color: red;">-4</span>|| 12|| 15|| 15|| 17|| 13|| 14||F+L||JA||F1-14 F||SC
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| 5D(f)|| 10 || 2+4|| <span style="color: red;">-11</span>|| <span style="color: red;">-12</span>|| 14|| 18|| 16|| 18|| 14|| 14||F+L||/||F1-14 F||
| 5D(f)|| 10 || 2+4|| <span style="color: red;">-11</span>|| <span style="color: red;">-12</span>|| 14|| 18|| 16|| 18|| 14|| 14||F+L||JA||F1-14 F||
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| 5E|| 10 || 5|| KD|| <span style="color: red;">-18</span>|| 15|| 20|| 14|| 16|| 12|| 14||F+L||N||F1-8 F,<br>F9-28 L||SC
| 5E|| 10 || 5|| KD|| <span style="color: red;">-18</span>|| 15|| 20|| 14|| 16|| 12|| 14||F+L||N||F1-8 F,<br>F9-28 L||SC
Zeile 86: Zeile 86:
| Saving Shift|| ? || n*|| /|| /|| 0|| 0|| 0|| 0|| /|| 0||?||N||F1-8 F, F9-28 L||Active until landing. 9F/10F recovery (hit/whiff).
| Saving Shift|| ? || n*|| /|| /|| 0|| 0|| 0|| 0|| /|| 0||?||N||F1-8 F, F9-28 L||Active until landing. 9F/10F recovery (hit/whiff).
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| 2A|| 7 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 5|| 7|| 7|| 9|| 7|| 8||F+L||/||F1-14 F||SC, Kara Cancel
| 2A|| 7 || 3|| <span style="color: blue;">+4</span>|| <span style="color: blue;">+3</span>|| 5|| 7|| 7|| 9|| 7|| 8||F+L||JA||F1-14 F||SC, Kara Cancel
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| 2B|| 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| 6|| 8|| 9|| 11|| 9|| 8||F+L||/||F1-14 F||CC.
| 2B|| 5 || 3|| <span style="color: blue;">+1</span>|| <span style="color: blue;">+0</span>|| 6|| 8|| 9|| 11|| 9|| 8||F+L||JA||F1-14 F||CC.
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| 2C|| 8 || 3+4|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span>|| 13|| 17|| 14|| 16|| 13|| 14||F+L||/||F1-14 F||SC, Kara Cancel.
| 2C|| 8 || 3+4|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span>|| 13|| 17|| 14|| 16|| 13|| 14||F+L||JA||F1-14 F||SC, Kara Cancel.
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| 2D|| 8 ||3+6 || KD|| <span style="color: red;">-9</span>|| 12|| 15|| 13|| 15|| 13|| 14||F+L||/||F1-14 F||SC, Kara Cancel.
| 2D|| 8 ||3+6 || KD|| <span style="color: red;">-9</span>|| 12|| 15|| 13|| 15|| 13|| 14||F+L||JA||JA||SC, Kara Cancel.
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| 3D|| 15 || 9|| KD|| <span style="color: red;">-13</span>|| 13|| 17|| 14|| 16|| 12|| 14||F+L||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||SC, airborne. CH-State from F15.
| 3D|| 15 || 9|| KD|| <span style="color: red;">-13</span>|| 13|| 17|| 14|| 16|| 12|| 14||F+L||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||SC, airborne. CH-State from F15.
Zeile 98: Zeile 98:
| 3D*|| 10 || 9|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span>|| 13|| 17|| 14||16|| 12|| 14||F+L||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||*=Cancel Version. SC, airborne. CH-State from F15.
| 3D*|| 10 || 9|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span>|| 13|| 17|| 14||16|| 12|| 14||F+L||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||*=Cancel Version. SC, airborne. CH-State from F15.
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| small A|| 9 || 6 || || || 4|| 5|| 6|| 8|| 6|| 8||F+L||/||F1-14 F||
| small A|| 9 || 6 || || || 4|| 5|| 6|| 8|| 6|| 8||F+L||JA||F1-14 F||
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| j.A|| 6 || 8 || || || 5|| 7|| 7|| 9|| 7|| 8||F+L||/||F1-14 F||
| j.A|| 6 || 8 || || || 5|| 7|| 7|| 9|| 7|| 8||F+L||JA||F1-14 F||
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| small B|| 7 || 8 || || || 6|| 8|| 8|| 10|| 8|| 8||F+L||/||F1-14 F||Can crossup
| small B|| 7 || 8 || || || 6|| 8|| 8|| 10|| 8|| 8||F+L||JA||F1-14 F||Can crossup
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| j.B || 9 || 7+1 || || || 7|| 9|| 9|| 11|| 9|| 8||F+L||/||F1-14 F||Can crossup
| j.B || 9 || 7+1 || || || 7|| 9|| 9|| 11|| 9|| 8||F+L||JA||F1-14 F||Can crossup
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| up B|| 7 || 8 || || || 7|| 9|| 9||11|| 9|| 8||F+L||/||F1-14 F||
| up B|| 7 || 8 || || || 7|| 9|| 9||11|| 9|| 8||F+L||JA||F1-14 F||
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| small C|| 10 || 4 || || || 11|| 14|| 13|| 15|| 12|| 14||F+L||/||F1-14 F||SC, Can crossup
| small C|| 10 || 4 || || || 11|| 14|| 13|| 15|| 12|| 14||F+L||JA||F1-14 F||SC, Can crossup
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| j.C || 10 || 5 || || || 12|| 15|| 14|| 16|| 13|| 14||F+L||/||F1-14 F||SC, Can crossup
| j.C || 10 || 5 || || || 12|| 15|| 14|| 16|| 13|| 14||F+L||JA||F1-14 F||SC, Can crossup
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| small D || 11 || 4 || || || 11|| 14|| 14|| 16|| 12|| 14||F+L||/||F1-14 F||Slightly more stun than j.C
| small D || 11 || 4 || || || 11|| 14|| 14|| 16|| 12|| 14||F+L||JA||F1-14 F||Slightly more stun than j.C
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| j.D || 11 || 4 || || || 12|| 15|| 15|| 17|| 13|| 14||F+L||/||F1-14 F||Slightly more stun than j.C
| j.D || 11 || 4 || || || 12|| 15|| 15|| 17|| 13|| 14||F+L||JA||F1-14 F||Slightly more stun than j.C
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| j.back D || 11 || 4 || || || 12|| 15|| 13|| 15|| 13|| 14||F+L||/||F1-14 F||Same hitbox as j.D.
| j.back D || 11 || 4 || || || 12|| 15|| 13|| 15|| 13|| 14||F+L||JA||F1-14 F||Same hitbox as j.D.
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| small E  || 14 || 10 || || || 13|| 17|| 9|| 11|| 9|| 16||F+L||N||F1-8 F,<br>F9-28 L||Can crossup. Same hitbox as j.E.
| small E  || 14 || 10 || || || 13|| 17|| 9|| 11|| 9|| 16||F+L||N||F1-8 F,<br>F9-28 L||Can crossup. Same hitbox as j.E.
Zeile 126: Zeile 126:
| 236C|| 16 || 12|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 10|| 13|| 6|| 8|| 6|| 0/12||F||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||Hitbox appears from F11 even when interrupted. Cancel window for followups F15-23 (9F). 59F total duration. Slower than 236A. No launch.
| 236C|| 16 || 12|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 10|| 13|| 6|| 8|| 6|| 0/12||F||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||Hitbox appears from F11 even when interrupted. Cancel window for followups F15-23 (9F). 59F total duration. Slower than 236A. No launch.
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| 236A>6B|| 15 || n|| <span style="color: red;">-13</span>*|| <span style="color: red;">-14</span>*|| 8|| 11|| 3|| 4|| 3|| 0/10||F+L||F1-8 F,<br>F9-28 L||F1-8 F,<br>F9-end L||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *=point blank.
| 236A>6B|| 56/15* || n|| <span style="color: red;">-13</span>*|| <span style="color: red;">-14</span>*|| 8|| 11|| 3|| 4|| 3|| 0/10||F+L||F1-8 F,<br>F9-28 L||F1-8 F,<br>F9-end L||*=With/without 236A. Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *2=point blank.
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| 236C>6B|| 15 || n|| <span style="color: red;">-13</span>*|| <span style="color: red;">-14</span>*|| 8|| 11|| 3|| 4|| 3|| 0/10||F+L||F1-8 F,<br>F9-28 L||F1-8 F,<br>F9-end L||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *=point blank.
| 236C>6B|| 56/15* || n|| <span style="color: red;">-13</span>*|| <span style="color: red;">-14</span>*|| 8|| 11|| 3|| 4|| 3|| 0/10||F+L||F1-8 F,<br>F9-28 L||F1-8 F,<br>F9-end L||*=With/without 236C. Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *2=point blank.
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| 236P>6D|| 10 || 13||KD|| <span style="color: red;">-11</span>*|| 6|| 9|| 6|| 8|| 6|| 0/10||F+L||F1-10 F,<br>F9-end L||F1-10 F,<br>F9-end L||Launcher. Counterhit-state F1-20 (last 2 active frames not in CH-state). Negates projectiles F10-26. Super Cancel. Whiffs against small crouching characters (after 236C).
| 236P>6D|| 10 || 13||KD|| <span style="color: red;">-11</span>*|| 6|| 9|| 6|| 8|| 6|| 0/10||F+L||F1-10 F,<br>F9-end L||F1-10 F,<br>F9-end L||Launcher. Counterhit-state F1-20 (last 2 active frames not in CH-state). Negates projectiles F10-26. Super Cancel. Whiffs against small crouching characters (after 236C).
Zeile 261: Zeile 261:
| 236C|| [[Bild:kofxi_k_236C.png]][[Bild:kofxi_k_236C_gif.gif]] || 16 || 12 || +2/+13*||+1/+12* ||Hitbox appears from F11 even if interrupted. Cancel window for followups F15-23 (9F). 59F total duration. No Launch. Slower than 236A. *= as meaty as possible
| 236C|| [[Bild:kofxi_k_236C.png]][[Bild:kofxi_k_236C_gif.gif]] || 16 || 12 || +2/+13*||+1/+12* ||Hitbox appears from F11 even if interrupted. Cancel window for followups F15-23 (9F). 59F total duration. No Launch. Slower than 236A. *= as meaty as possible
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| 236A>6B|| [[Bild:Kofxi k 236A6B.png]] || 15 || n|| -13*|| -14*||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *=point blank.
| 236A>6B|| [[Bild:Kofxi k 236A6B.png]] || 56/15* || n|| -13*|| -14*||*=with/without 236A. Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *2=point blank.
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| 236C>6B|| [[Bild:Kofxi k 236C6B.png]] || 15 || n|| -13*|| -14*||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *=point blank.
| 236C>6B|| [[Bild:Kofxi k 236C6B.png]] || 56/15* || n|| -13*|| -14*||*=with/without 236C. Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *2=point blank.
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| 236P>6D|| [[Bild:kofxi_k_236A6D_1.png|150px]][[Bild:kofxi_k_236A6D_2.png|150px]][[Bild:kofxi_k_236A6D_3.png|150px]][[Bild:kofxi_k_236A6D_4.png|150px]][[Bild:kofxi_k_236A6D_gif.gif]] || 10 || 2+3+8|| KD|| -11||Launcher. Counterhit-state F1-20 (last 2 active frames not in CH-state). Negates projectiles F10-26. Super Cancel. Whiffs against small crouching characters (after 236C).
| 236P>6D|| [[Bild:kofxi_k_236A6D_1.png|150px]][[Bild:kofxi_k_236A6D_2.png|150px]][[Bild:kofxi_k_236A6D_3.png|150px]][[Bild:kofxi_k_236A6D_4.png|150px]][[Bild:kofxi_k_236A6D_gif.gif]] || 10 || 2+3+8|| KD|| -11||Launcher. Counterhit-state F1-20 (last 2 active frames not in CH-state). Negates projectiles F10-26. Super Cancel. Whiffs against small crouching characters (after 236C).
Zeile 319: Zeile 319:
! String !! Guard!! Note
! String !! Guard!! Note
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| 3D>j.236B || <span style="color: red;">-8</span>/<span style="color: red;">-6</span>* || *=max delay
| 3D>j.236B || <span style="color: red;">-8</span>/<span style="color: red;">-6</span> ||no/max delay
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| 3D>j.214B || <span style="color: red;">-6</span>/<span style="color: red;">-7</span>* || *=max delay
| 3D>j.214B || <span style="color: red;">-6</span>/<span style="color: red;">-7</span> ||no/max delay
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| 3D>j.214D || <span style="color: red;">-8</span>/<span style="color: red;">-9</span>* || *=max delay
| 3D>j.214D || <span style="color: red;">-8</span>/<span style="color: red;">-9</span> ||no/max delay
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| midscreen 2B>2A>236A>214D|| <span style="color: blue;">+1</span>/<span style="color: blue;">+2</span> ||no delay/delay
| midscreen 2B>2A>236A>214D|| <span style="color: blue;">+1</span>/<span style="color: blue;">+2</span> ||no delay/delay
Zeile 351: Zeile 351:
*K' changes specific opponents to his own sprite for 1F during his throw (visual bug), see  [https://twitter.com/rock_zack_ap1/status/1429108425724596227 here]
*K' changes specific opponents to his own sprite for 1F during his throw (visual bug), see  [https://twitter.com/rock_zack_ap1/status/1429108425724596227 here]


== Combos ==
= Combos =
 
==Basic Combos==
 
===Frequently used Combos===
*'''2B>2A, then:'''
*'''2B>2A, then:'''
**'''3D>j.214B:''' BnB Combo.
**'''3D>j.214B:''' BnB Combo.
Zeile 365: Zeile 363:


*'''Corner Combo (e.g. 2B>2A or 5C(2)>6B or 2C>6B) into 236A>6D, then:'''
*'''Corner Combo (e.g. 2B>2A or 5C(2)>6B or 2C>6B) into 236A>6D, then:'''
**'''2A(whiff)>3D>j.214B/D, 2147Bx1-2:''' Corner BnB without Meter. This combo becomes easier by delaying the 6D-followup to 236A. There is no need to delay j.214B after 3D. j.214D deals slightly more stun than j.214B but makes the combo much harder and does not always work as a substitute while still getting all 3 j.214K.
**'''2A(whiff)>3D>j.214B/D, 2147Bx1-2:''' Corner BnB without Meter. This combo becomes easier by delaying the 6D-followup to 236A. The delay timing doesn't matter, the juggle time is exactly the same as long as you delay more than 2 frames. There is no need to delay j.214B after 3D. j.214D deals slightly more stun than j.214B but makes the combo much harder and does not always work as a substitute while still getting all 3 j.214K.
**'''5C(f), link LDM''' ''[2 Super]'' Best damage, but doesn't always connect.
**'''5C(f), link LDM''' ''[2 Super]'' Best damage, but doesn't always connect.
**'''(dash up,) 2C delay cancel LDM''' ''[2 Super]'' Combo into LDM, works when 5C(f) doesn't.
**'''(dash up,) 2C delay cancel LDM''' ''[2 Super]'' Combo into LDM, works when 5C(f) doesn't.
**'''6B delay cancel LDM:''' ''[2 Super]'' easier than dash up 2C, but harder to time the cancel. Will not connect point blank.
**'''6B delay cancel LDM:''' ''[2 Super]'' easier than dash up 2C, but harder to time the cancel. Will not connect point blank.


=== Special Combos ===
== Special Combos ==
*'''jump / small jump C (hit early),5C(2)>6B>236C>214D, link 236236A:''' ''[1 Super]'' high damage combo. Only works if the j.C connects early (so 5C barely combos). Alternatively, the combo also works against a back-turned opponent, which makes it easier, but can lead to the ender being harder to connect (depends on spacing).
*'''jump / small jump C (hit early),5C(2)>6B>236C>214D, link 236236A:''' ''[1 Super]'' high damage combo. Only works if the j.C connects early (so 5C barely combos). Alternatively, the combo also works against a back-turned opponent, which makes it easier, but can lead to the ender being harder to connect (depends on spacing).


Zeile 376: Zeile 374:


*'''midscreen reset into crossup 236236C,''' from [https://twitter.com/dagun7676/status/1537948550579245056 tacchi]
*'''midscreen reset into crossup 236236C,''' from [https://twitter.com/dagun7676/status/1537948550579245056 tacchi]
=== Special LDM Setups ===
 
== Special LDM Setups ==
'''Anywhere'''
'''Anywhere'''
*'''2D > Hit Confirm > LDM''' ''[2 Stocks]'' Does not work point blank in the corner. In the corner, try taking a few steps back and delaying the cancel for the LDM to connect.
*'''2D > Hit Confirm > LDM''' ''[2 Stocks]'' Does not work point blank in the corner. In the corner, try taking a few steps back and delaying the cancel for the LDM to connect.


'''Midscreen'''
'''Midscreen'''
Zeile 391: Zeile 389:
**'''214E41236E:''' ''[1 Shift, 5 Super]'' Followup with yet another LDM (kara Cancel). Kill combo.
**'''214E41236E:''' ''[1 Shift, 5 Super]'' Followup with yet another LDM (kara Cancel). Kill combo.


*'''With back to corner 623A>super cancel 236236[P], link 2363214E:''' ''[1 Shift, 3 Stocks]'' [https://youtu.be/Ij0XThlVZTc?t=2775 Source: U-Rasia.] Difficult, only works if the opponent is not point blank when doing the 623A.
*'''Fullscreen 2B>2A>623A delay cancel 2363214E:''' ''[1 Shift, 2 Super]'' A way to combo into LDM from lights.
*'''Fullscreen (2B>2A>)623A>super cancel 236236[P], link 2363214E:''' ''[1 Shift, 3 Stocks]'' [https://youtu.be/Ij0XThlVZTc?t=2775 Source: U-Rasia.] Difficult, needs perfect delay on the 236236A so that the opponent lands on it as late as possible. This is


*'''Midscreen launch > QS K' > j.E whiff,\/,236A-6D, walk forward, 6B > LDM'''  Source: [https://clips.twitch.tv/TenderTrustworthyLeopardGingerPower-qr6TdWca6v5eZi6b ko-hatsu]
*'''Midscreen launch > QS K' > j.E whiff,\/,236A-6D, walk forward, 6B > LDM'''  Source: [https://clips.twitch.tv/TenderTrustworthyLeopardGingerPower-qr6TdWca6v5eZi6b ko-hatsu]


'''Corner'''
*'''Corner Anti-Air 5A or 5B(f), LDM''' very useful and frequently used LDM-setup.


'''Corner'''
*'''Corner Anti-Air 5A or 5B(f), LDM'''
*'''Corner LDM > 236321[4]E:''' ''[4 Stocks]'' LDM into LDM. Have to slightly walk back before pushing E for the second LDM to connect.
*'''Corner LDM > 236321[4]E:''' ''[4 Stocks]'' LDM into LDM. Have to slightly walk back before pushing E for the second LDM to connect.


*'''Midscreen into corner juggle in j.214B/D, land, LDM:''' Only works with the correct spacing to the corner (K' needs to end up slightly outside of the corner after j.214K).
*'''Into corner juggle in j.214B/D, land, LDM:''' Only works with the correct spacing to the corner (K' needs to end up slightly outside of the corner after j.214K).


*'''Midscreen into corner 623C,6K,late j.214K, link LDM:''' [https://youtu.be/HvL91k8EtOo?t=1459 source: u-rasia]
*'''Midscreen into corner 623C,6K,late j.214K, link LDM:''' [https://youtu.be/HvL91k8EtOo?t=1459 source: u-rasia]


===Saving Shift Combos===
==Saving Shift Combos==
*'''Saving Shift to K' > Counter Hit hit confirm > 236236P''' ''[1 Shift, 1 Stock]'' very useful combo that should be abused if K' is in the team.
*'''Saving Shift to K' > Counter Hit hit confirm > 236236P''' ''[1 Shift, 1 Stock]'' very useful combo that should be abused if K' is in the team.
*'''Corner Saving Shift to K' > Counter Hit hit confirm, 5B(f), LDM''' ''[1 Shift, 2 Stocks]''
*'''Corner Saving Shift to K' > Counter Hit hit confirm, 5B(f), LDM''' ''[1 Shift, 2 Stocks]''


==Team Combos==
'''Preferred Quick Shift Normals:'''
:Standing & crouching opponent: '''j.D''' deals the most stun, but is hard to connect. '''j.C''' also works and is often easier.
:Close to own corner: '''late j.A'''


===Team Combos===
===Universal Shift Combos===
'''Universal Shift Combos'''
*'''Shift to K' j.D,\/,2C or [walk forward, C(2)]>6B>623C(1)> Shift out...:''' Standard-Combo for quick shifts. 2C deals more damage but 5C(2) deals more stun
*'''Shift to K' j.D,\/,2C or [walk forward, C(2)]>6B>623C(1)> Shift out...:''' Standard-Combo for quick shifts. 2C deals more damage but 5C(2) deals more stun


Zeile 417: Zeile 419:
**'''5C(f) or 6B or walk forward>2C, then delay LDM'''
**'''5C(f) or 6B or walk forward>2C, then delay LDM'''


'''Kula & Kdash'''
===Kula & Kdash===
*Corner 5C(2)>236A, 214B delay 6B, 623C(1) QS K j.D,\/,backdash, 2363214E: The so-called "Impossible Combo". To make the 623C QS easier, make sure to pre-buffer its motion during the 6B-followup to 214B already. This is also why you need to delay the followup a bit, otherwise the 623C will connect too early.
*Corner 5C(2)>236A, 214B delay 6B, 623C(1) QS K j.D,\/,backdash, 2363214E: The so-called "Impossible Combo". To make the 623C QS easier, make sure to pre-buffer its motion during the 6B-followup to 214B already. This is also why you need to delay the followup a bit, otherwise the 623C will connect too early.


Zeile 426: Zeile 428:
**2A whiff 3D link 236236A: tight combo with good damage.
**2A whiff 3D link 236236A: tight combo with good damage.


'''Gato & Kdash'''
===Gato & K===
Gato 236236D > QS K' can set up a turnaround LDM. Clip by Kyuntakuya unfortunately lost (for now).
Gato 236236D > QS K' can set up a turnaround LDM. Clip by Kyuntakuya unfortunately lost (for now).


'''Eiji & Kdash'''
===Eiji & K===
*'''Combo in 2363214K, shift out j.X (whiff), land, backdash, 2363214E, 4-5x tigerknee j.214B
*'''Combo in 2363214K, shift out j.X (whiff), land, backdash, 2363214E, 4-5x tigerknee j.214B


 
===Oswald & K===
'''Oswald & Kdash'''
*'''Oswald corner Hit Confirm into 3A (z.B. 2B,2B,2A,3A), QS Kdash, shift BnB:''' guaranteed stun with just one shift stock.
*'''Oswald corner Hit Confirm into 3A (z.B. 2B,2B,2A,3A), QS Kdash, shift BnB:''' guaranteed stun with just one shift stock.
*'''Oswald corner Combo into 214C>236A>QS Kdash> immediately j.236D while falling, 5A(c), 236321[4]E:''' Launch into LDM. Saving shift does not work against this combo, which makes it useful. Walk back a bit for the LDM to connect.
*'''Oswald corner Combo into 214C>236A>QS Kdash> immediately j.236D while falling, 5A(c), 236321[4]E:''' Launch into LDM. Saving shift does not work against this combo, which makes it useful. Walk back a bit for the LDM to connect.
Zeile 440: Zeile 441:
*'''K' DOWN! in the corner, crossup 214K-214K QS Oswald, \/, 3A,...''' leads to a juggle combo, see [https://youtu.be/URz7ayqcCnk?t=4093 miekazu]
*'''K' DOWN! in the corner, crossup 214K-214K QS Oswald, \/, 3A,...''' leads to a juggle combo, see [https://youtu.be/URz7ayqcCnk?t=4093 miekazu]


'''Duck King & Kdash'''
===Duck King & K===
*'''Duck midscreen chain in 3D > shift K > j.E whiff \/ 236236A (DC LDM)'''
*'''Duck midscreen chain in 3D > shift K > j.E whiff \/ 236236A (DC LDM)'''
*'''Duck midscreen j.D,2A>623D(1) shift K > j.D,\/, long delay LDM'''
*'''Duck midscreen j.D,2A>623D(1) shift K > j.D,\/, long delay LDM'''
Zeile 447: Zeile 448:
*'''Duck corner (j.D>)2A>6B>3D>22CDE, link 214214K(1) QS K', \/, 3D, link smalljump back j.C,\/, LDM. [https://www.youtube.com/watch?v=yIto4QhQY40 Source: BZR]
*'''Duck corner (j.D>)2A>6B>3D>22CDE, link 214214K(1) QS K', \/, 3D, link smalljump back j.C,\/, LDM. [https://www.youtube.com/watch?v=yIto4QhQY40 Source: BZR]


 
===Maxima & K===
'''Maxima & Kdash'''
*'''Maxima j.D,D>6A,236C,236C (QS on 2nd Hit), Kdash j.D,2C,6B,236C-214D link 623A:''' Stun Combo with just one Shift stock. For the last 623A to connect, do the 236C-214D as fast as possible. This combo only works with Maxima, since the 2nd Rekka pulls the opponent in, which makes Kdash's 2C>6B>236C connect.
*'''Maxima j.D,D>6A,236C,236C (QS on 2nd Hit), Kdash j.D,2C,6B,236C-214D link 623A:''' Stun Combo with just one Shift stock. For the last 623A to connect, do the 236C-214D as fast as possible. This combo only works with Maxima, since the 2nd Rekka pulls the opponent in, which makes Kdash's 2C>6B>236C connect.


===Vanessa & K===
*K' Corner combo into 236A-6D, dash 623A(1) QS Vanessa j.D,\/, LDM, ...


'''Vanessa & Kdash'''
*[https://youtu.be/Z1YYUhqs-VU?t=1217 unshiftable setup with restand from BZR]
*[https://youtu.be/Z1YYUhqs-VU?t=1217 unshiftable setup with restand from BZR]


 
===Terry & K===
'''Terry & K'''
*Terry 623K anti-air QS K', land, 236236P DC LDM: [https://youtu.be/zDPOwIBr1yk?t=1046 Source]
*Terry 623K anti-air QS K', land, 236236P DC LDM: [https://youtu.be/zDPOwIBr1yk?t=1046 Source]


 
===Whip & K===
'''Whip & K'''
*into corner K 2B>2A>236236B>QS Whip j.B,\/,5B(c),2B,41236P>QS K, j.A whiff,\/, 5A, backwalk LDM. Source: [https://youtu.be/rkRTqSzVtLo?t=1184 u-rasia]
*into corner K 2B>2A>236236B>QS Whip j.B,\/,5B(c),2B,41236P>QS K, j.A whiff,\/, 5A, backwalk LDM. Source: [https://youtu.be/rkRTqSzVtLo?t=1184 u-rasia]


=== Advanced Combos ===
== Advanced Combos ==
*'''Midscreen 236236A/C> 41236,(41)236,E:''' ''[3 Super, 1 QS Stock]'' Supercancel from 236236A/C. The bizarre motion is necessary for the LDM to come out. Start inputting the "41236" only once you have passed the opponent with the 236236A/C.
*'''Midscreen 236236A/C> 41236,(41)236,E:''' ''[3 Super, 1 QS Stock]'' Supercancel from 236236A/C. The bizarre motion is necessary for the LDM to come out. Start inputting the "41236" only once you have passed the opponent with the 236236A/C.


Zeile 513: Zeile 512:
*Corner 5A(c)>5C(c): This is both a frame trap and an OS against wakeup front roll, which can then be hit-confirmed. Keep in mind that 1.) the 5A(c) whiffs against small crouching characters, and 2.) the 5C(c) will only hit with 1 hit if the opponent doesn't roll.
*Corner 5A(c)>5C(c): This is both a frame trap and an OS against wakeup front roll, which can then be hit-confirmed. Keep in mind that 1.) the 5A(c) whiffs against small crouching characters, and 2.) the 5C(c) will only hit with 1 hit if the opponent doesn't roll.


===DOWN Okizeme===
= Strategy & Okizeme=
 
==DOWN Okizeme==
 
'''Midscreen'''
'''Midscreen'''
*LDM Kill, 5A(c)(whiff),5E>236B, run through corpse once or twice, then crossup 2B: Source k-tani, [https://youtu.be/4_YHNm6Ntzo?t=3524 1],[https://youtu.be/4_YHNm6Ntzo?t=3842 2]. Make sure to input the 236B from the initial direction and to cancel as quickly as possible.
*LDM Kill, 5A(c)(whiff),5E>236B, run through corpse once or twice, then crossup 2B: Source k-tani, [https://youtu.be/4_YHNm6Ntzo?t=3524 1],[https://youtu.be/4_YHNm6Ntzo?t=3842 2]. Make sure to input the 236B from the initial direction and to cancel as quickly as possible.


*Midscreen throw kill, 5E kara cancel 236D, 3D>214K,\/,LDM: Setup from [https://youtu.be/cez5patcmcA?t=17946 u-rasia]
*Midscreen throw kill, 5E kara cancel 236D, 3D>214K,\/,LDM: Setup from [https://youtu.be/cez5patcmcA?t=17946 u-rasia]


'''Corner'''
'''Corner'''
Zeile 542: Zeile 539:
*K.O. with 2363214E, 214K-214K, backdash, 2B whiff link 214D-214D (crossup? who knows?) from [https://youtu.be/mnzXYU-4jpQ?t=1347 u-rasia]
*K.O. with 2363214E, 214K-214K, backdash, 2B whiff link 214D-214D (crossup? who knows?) from [https://youtu.be/mnzXYU-4jpQ?t=1347 u-rasia]


== 5A(c) Table ==
==Strategy==
===Smalljump C Crossups===
Smalljump C crossups work either from point blank (easy) or from dash / hyperhop (harder timing). They work against everyone except...
*Gato, Gai, Silber (too tall)
*Malin, Momoko (too small)
 
===Pressure===
5A(c) can be used for frame traps and combos due to its massive frame advantage, check out this insane pressure from [https://youtu.be/JbB_S4fNbbY?t=6051 BZR]
 
 
=== 5A(c) Table ===
'''K' 5A(c) against crouching characters behaves as follows:'''
'''K' 5A(c) against crouching characters behaves as follows:'''


Zeile 640: Zeile 647:
|}
|}


== Matchups ==
= Matchups =
===Universal===
===Universal===
'''Vs Wakeup-Super:'''
'''Vs Wakeup-Super:'''
Zeile 647: Zeile 654:
===Vs Kula===
===Vs Kula===
*Vs Wakeup 214B / 623C in corner : meaty 2C (not too meaty, make 2C hit with the first few active frames if possible): beats both options. If Kula did 214B, you can add a delayed LDM, against 623C or on block, you can cancel into 236A/C. Be careful if Kula slides to not cancel into 236P, or at least try to teleport after (4K followup).
*Vs Wakeup 214B / 623C in corner : meaty 2C (not too meaty, make 2C hit with the first few active frames if possible): beats both options. If Kula did 214B, you can add a delayed LDM, against 623C or on block, you can cancel into 236A/C. Be careful if Kula slides to not cancel into 236P, or at least try to teleport after (4K followup).
*Another option is 236C as okizeme - it will beat Kula's 214B and allows a link into eg. 236236A or 5A, the latter of which can lead to j.214K loops or LDM, see [https://youtu.be/QpSbddZ37oE?t=354 here].
*In general, be very careful not go for the 236A(whiff)>214K blockstrings: kula can ray spin all followups on reaction.
*In general, be very careful not go for the 236A(whiff)>214K blockstrings: kula can ray spin all followups on reaction.
*U-rasia suggests using 236A against Kula's j.C, 2B and j.E approach when close. If she used breath instead (her 236A) and it trades, you can go for the 214K followup to hit her.
*U-rasia suggests using 236A against Kula's j.C, 2B and j.E approach when close. If she used breath instead (her 236A) and it trades, you can go for the 214K followup to hit her.
Zeile 677: Zeile 685:
|}
|}


===Ryo===
===vs Ryo===
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Punishment Guide
|+Punishment Guide
Zeile 690: Zeile 698:
|236236E || 2D; 6B; dash 2C>6B; 236236A/C; LDM||236236P on max range
|236236E || 2D; 6B; dash 2C>6B; 236236A/C; LDM||236236P on max range
|}
|}
=== Oswald ===
=== vs Oswald ===
Good Matchup.
Good Matchup.
:623A is very useful in this matchup as an anti-air and can even hit Oswald's j.E from quite far away.
:623A is very useful in this matchup as an anti-air and can even hit Oswald's j.E from quite far away.
:Most of Oswald' rekkas can be punished on block with 236236P.
:Most of Oswald' rekkas can be punished on block with 236236P.
:Since Oswald has no collision and higher travel distance on back ukemi, this setup works against him: fullscreen combo into 3D,214B,land, 214D, max delay 214B followup: crossup. Example from [https://www.youtube.com/watch?v=L-VyLcM2I8w&t=275s u-rasia]. You can follow up this crossup with eg. either heat drive (put in as 214214P) or (5A > LDM) or 623A (input as 41236A) > shift etc.
:Since Oswald has no collision and higher travel distance on back ukemi, this setup works against him: fullscreen combo into 3D,214B,land, 214D, max delay 214B followup: crossup. Example from [https://www.youtube.com/watch?v=L-VyLcM2I8w&t=275s u-rasia]. You can follow up this crossup with eg. either heat drive (put in as 214214P) or (5A > LDM) or 623A (input as 41236A) > shift etc.
:623A on wakeup beats Oswald's 623A card okizeme - it wins both against 2B and j.C. Oswald has to start backdashing to bait 623A, which makes the okizeme less effective.


===Kim===
===vs Kim===
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
{| class="wikitable mw-collapsible mw-collapsed" cellspacing="1" style="text-align: center; color:black;border: 1px solid #B5B5B5"
|+Punishment Guide
|+Punishment Guide
Zeile 732: Zeile 741:
|}
|}


===Iori===
===vs Iori===
[https://twitter.com/dagun7676/status/1368583894451187717?s=20 Corner Crossup] setups 1<br>
[https://twitter.com/dagun7676/status/1368583894451187717?s=20 Corner Crossup] setups 1<br>
[https://twitter.com/dagun7676/status/1369318587308081153 Corner Crossup] setups 2<br>
[https://twitter.com/dagun7676/status/1369318587308081153 Corner Crossup] setups 2<br>




===Silber===
===vs Silber===
:Punish Heel super & [4]6K with 236236C
:Punish Heel super & [4]6K with 236236C
:If Silber misses his 6A > Super combo, punish with 236236P after 6A
:If Silber misses the cancel from 6A into his Super, punish with 236236P after 6A
 
===vs Mary===
:Punish [4],6B on block with 623A(>sc 236236A) or 236236B.
 
===Vs Kensou===
:2D>214P on block can be punished by superjumping right after 2D and using a very high j.C>5C...
 
===Vs King===
:King's high Venom Strikes can be punished with 236236C on reaction (heat drive goes under venom strike).
 
===Vs Maxima===
Likely a good matchup.
: punish Vapour Cannon & 5D>6A on block with 236236C.
: You can also interrupt 5D>6A>Vapour Cannon after 6A with 623C or 236236B.
 
===Vs Ralf===
:Punish unblock (Ralf upper, 623P) with 236236A or 2D or (if close) 623A


== Playing against K'==
== Playing against K'==
Zeile 745: Zeile 771:
Rock made a [https://youtu.be/9RAbKTB669o?si=ipEKFEhsehxoPEs6 video] about the hitbox / collision peculiarities of Heat Drive (236236P) that explains how to position yourself better to punish it.
Rock made a [https://youtu.be/9RAbKTB669o?si=ipEKFEhsehxoPEs6 video] about the hitbox / collision peculiarities of Heat Drive (236236P) that explains how to position yourself better to punish it.


== Videos ==
= Videos =
[https://www.youtube.com/watch?v=CpuUtnDaGts 20 minute video with LDM setups from master player BZR]<br>
[https://www.youtube.com/watch?v=fz1xs0QD9Hg K' Guide from U-Rasia, part 1]<br>
[https://www.youtube.com/watch?v=fz1xs0QD9Hg K' Guide from U-Rasia, part 1]<br>
[https://www.youtube.com/watch?v=LwLdhPh4K8E K' Guide from U-Rasia, part 2]
[https://www.youtube.com/watch?v=LwLdhPh4K8E K' Guide from U-Rasia, part 2]
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