K'(KOFXI): Unterschied zwischen den Versionen

(14 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
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 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.
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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
|-
|-
| 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.
|-
|-
| 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.
|-
|-
| 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
|-
|-
| 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
|-
|-
| 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
|-
|-
| 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
|-
|-
| 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 363: 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.
Zeile 389: 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'''
*'''Corner Anti-Air 5A or 5B(f), LDM'''
*'''Corner Anti-Air 5A or 5B(f), LDM''' very useful and frequently used LDM-setup.
 
*'''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]
Zeile 542: Zeile 544:
*Gato, Gai, Silber (too tall)
*Gato, Gai, Silber (too tall)
*Malin, Momoko (too small)
*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 ===
=== 5A(c) Table ===
Zeile 648: 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 696: Zeile 703:
: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.


===vs Kim===
===vs Kim===
Zeile 740: Zeile 748:
===vs 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===
===vs Mary===
Zeile 747: Zeile 755:
===Vs Kensou===
===Vs Kensou===
:2D>214P on block can be punished by superjumping right after 2D and using a very high j.C>5C...
: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'==
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