K'(KOFXI): Unterschied zwischen den Versionen
Zur Navigation springen
Zur Suche springen
KKeine Bearbeitungszusammenfassung |
KKeine Bearbeitungszusammenfassung |
||
Zeile 20: | Zeile 20: | ||
|[[bild:kofxi_k_R1C.png]] | |[[bild:kofxi_k_R1C.png]] | ||
|- | |- | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"| | |colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON SQUARE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"| | |colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CROSS_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"| | |colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON TRIANGLE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"| | |colspan="1" style="background:#000000;color:#FFFFFF;"|[[Datei:BUTTON CIRCLE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON SQUARE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CROSS_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON TRIANGLE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|R1 + [[Datei:BUTTON CIRCLE_A.png]] | ||
|- | |- | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|A | |colspan="1" style="background:#000000;color:#FFFFFF;"|A | ||
Zeile 45: | Zeile 45: | ||
|[[bild:kofxi_k_L1C.png]] | |[[bild:kofxi_k_L1C.png]] | ||
|- | |- | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON SQUARE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CROSS_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON TRIANGLE_A.png]] | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + | |colspan="1" style="background:#000000;color:#FFFFFF;"|L1 + [[Datei:BUTTON CIRCLE_A.png]] | ||
|- | |- | ||
|colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A | |colspan="1" style="background:#000000;color:#FFFFFF;"|Start+A |
Version vom 22. Mai 2020, 14:58 Uhr
K' K' | |
Tiers & Ranking | |
Tier: | S |
Ratio Cost: | 6 Points |
Properties | |
Damage Modifier: | 112 |
Stun Modifier: | 100 |
Crouch height (Tier): | F |
R1 + | R1 + | R1 + | R1 + | ||||
A | B | C | D | E+A | E+B | E+C | E+D |
L1 + | L1 + | L1 + | L1 + |
Start+A | Start+B | Start+C | Start+D |
Frame Data
Note: thanks to rock for the Hit/Guard Data.
Move | S | A | Hit | Grd | Rec | Stun | Note |
---|---|---|---|---|---|---|---|
5A(c) | 7 | 3 | +8 | +7 | 4 | 5-7 | SC, can be crouched by many chars |
5A(f) | 7 | 3 | +5 | +4 | 7 | 6-8 | whiffs against crouched opponents |
5B(c) | 8 | 4 | -5 | -6 | 15 | 7-9 | SC, Low Hit |
5B(f) | 7 | 2 | -3 | -4 | 15 | 7-9 | good poke |
5C(c) | 6 | 4+8 | -8 | -9 | 17 | 2x(7-8) | 2 Hits, both have Cancel |
5C(f) | 10 | 9 | -3 | -4 | 16 | 15-17 | SC |
5D(c) | 9 | 3 | -3 | -4 | 22 | 13-15 | SC |
5D(f) | 10 | 2+4 | -11 | -12 | 27 | 14-16 | - |
5E | 10 | 5 | KD | -18 | 34 | 12-14 | - |
2A | 7 | 3 | +3 | +2 | 6 | 5-7 | SC, Kara Cancel |
2B | 5 | 3 | +1 | +0 | 9 | 7-9 | CC |
2C | 8 | 3+4 | -12* | -13* | 23 | 12-14 | SC, Kara Cancel. *=1F difference to Rock's Data. |
2D | 8 | 3+6 | KD | -9* | 20 | 12-13 | SC, Kara Cancel. *=-11 after in case of walking/jumping. |
6A | 19 | 18 | KD | -15 | 18 | 12-14 | Hard Knockdown. Wall Bounce auf CH |
6A* | 16 | 18 | -7 | -8 | 19 | 6-8 | *=Cancel Version. |
6B | 15 | 12 | -6 | -7 | 17 | 10-12 | SC |
3D | 15 | 9 | KD | -13 | 25 | 12-14 | SC, airborne. CH-State from F15. |
3D* | 10 | 9 | -12 | -13 | 25 | 12-14 | *=Cancel Version. SC, airborne. CH-State from F15. |
smallj.A | 9 | 6 | 4-6 | ||||
j.A | 6 | 8 | 5-7 | ||||
smallj.B | 7 | 8 | 6-8 | Can crossup | |||
j.B | 9 | 7+1 | 7-9 | Can crossup | |||
j. up B | 7 | 8 | 7-9 | ||||
smallj.C | 10 | 4 | 12-13 | SC, Can crossup | |||
j.C | 10 | 5 | 13-14 | SC, Can crossup | |||
smallj.D | 11 | 4 | 12-14 | Slightly more stun than j.C | |||
j.D | 11 | 4 | 13-15 | Slightly more stun than j.C | |||
j.E | 14 | 10 | 8-9/8-10* | Can crossup. *=small/normal jump | |||
236A | 11 | 5-6 | - | ||||
236C | 16 | 5-6 | - | ||||
623A | 3 | 10 | 13-15 | Super cancel. Legs invul from F1. | |||
623C | 13 | 19 | 9-11* | Super cancel, F1-14 invul. *=3 Hits | |||
623C>6K | 15? | 3+3 | 2-4 | Special cancel. Hard Knockdown. | |||
214B | 19 | 4 | 5-6 | - | |||
214D | 21 | 4 | 6-8 | F1-6 invul. | |||
j.214B | 7 | 6 | 8-10 | Juggle Anywhere. | |||
j.214D | 10 | 6 | 10-12 | Juggle Anywhere. | |||
214K>214B | ? | 4-6 | hits low. | ||||
214K>214D | ? | 4-6 | hits low. | ||||
236236B | 3 | 0 | Invul. DC. | ||||
236236D | 5 | 0 | Invul. DC. | ||||
236236A | 8 | 0 | Invul on feet from F8. DC. | ||||
236236C | 9 | 0 | Invul on feet from F9. DC. | ||||
2363214E | 12 | 0 | F1-19 invul. Juggle Anywhere |
Blockstrings
Note: advantage data needs to be rechecked with new method!
String | Adv | Note |
---|---|---|
3D>j.236B | -6 | according to U-Rasia -8 |
midscreen 2B>2A>236A>214D | +1 | |
midscreen 2B>2A>236C>214D | +0 | |
midscreen 2B>2A>2D>236A>214D | +1 |
Combos
Frequently used Combos
- 2B>2A, then:
- 3D>j.214B: BnB Combo.
- 236236A [1 Super]
- 236236B > QS [1 Shift Stock, 1 Super]
- C(2)(>6B)>214B(whiff)>214B, then:
- 623A(1): BnB from a strong attack.
- 236236B: [1 Super] good damage, corner carry & knockdown, but builds meter for the opponent.
- Corner Combo (z.B. 2B>2A oder 5C(2)>6B oder 2C>6B) in 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 and the first 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.
- 2C>LDM [2 Super] Combo into LDM
- 5C(f), link LDM [2 Super] slightly more Range.
- 6B delay LDM: [2 Super] even more Range.
Special Combos
- jump / small jump C (früh treffen),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).
- corner j.C,\/,623A SC 236236A(?), link j.214B: Source: u-rasia
Special LDM Setups
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.
Midscreen
- midscreen smalljump j.B (air hit),\/,LDM difficult combo that needs on-the fly adjustment of the LDM timing for the followup to the sunglass hit to connect.
- midscreen j.E Counter Hit,\/, smalljump or hyperhop j.D,\/, LDM j.E must hit closer than max range or j.D will not combo. LDM timing needs to be adjusted on the fly.
- midscreen with plenty of space left to the corner, combo into 214K>214D (eg. from 5C>6B), 623A delay super cancel 2363214E [1 Shift, 2 Stocks] Example: U-Rasia
- midscreen with plenty of space left to the corner, combo into 6B>214K-214K, link 623A Super Cancel 236236[P], briefly hold, release, link turn around LDM: [1 Shift, 3 Super] 90% damage. Only works if 236236P crosses up during the hit (does not work in the corner).
- 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] Quelle: U-Rasia. Difficult, only works if the opponent is not point blank when doing the 623A.
Corner
- Corner Anti-Air 5A oder 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.
- 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).
- Midscreen into corner 623C,6K,late j.214K, link LDM: source: u-rasia
Saving Shift Combos
- Saving Shift to K' > Counter Hit > Chaindrive Super [1 Shift, 1 Stock] very useful combo that should be abused if K' is in the team.
- Corner Saving Shift to K' > Counter Hit,\/,5B(f), LDM [1 Shift, 2 Stocks]
Team Combos
Universal Shift Combos
- Shift zu 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
- Corner Shift to K', j.D,\/,C(2)>6B>236A delay 6D, then:
- 2A(whiff)-3D>j.214B,\/, 1-2x 2147B Shift BnB without Meter, deals very high stun.
- 5C(f) or 6B or walk forward>2C, then delay LDM
Eiji & Kdash
- Combo in 2363214K, shift out j.X (whiff), land, backdash, 2363214E, 4-5x tigerknee j.214B
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 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 [j.C] or [mini-delay j.D], \/, backdash, LDM: Alternative to the above combo with slightly more damage. Use 214C>2136A with Oswald, not 214C>236C.
- Oswald cornered 214P mit 214P>214P Ender >QS Kdash,\/, LDM: source: u-rasia
Duck King & Kdash
- Duck corner (j.D>)2A>6B>3D> QS Kdash > immediate j.236D while falling, 5A(c), 236321[4]E: Launch into LDM with no chance to get a saving shift in, which makes it useful. Walk back slightly for the LDM at the end.
- Duck corner (j.D>)2A>6B>3D> QS Kdash mini-delay j.D, \/, backdash, LDM: Alternative to the combo above with slightly more damage.
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.
Advanced Combos
- Midscreen 236236A/C> 41236,236,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 2363214E > 214E1236E: [4 Super] a way to use LDM midscreen twice in one combo. Start inputting the second motion once you are behind the opponent after the first LDM.
- Corner 2363214E > 236321[4]>E: [4 Super] LDM > backwalk > another LDM.
Blockstrings & Strategy
Midscreen, use 236P>214K in blockstrings. 214K ist save on block or even gives +1, depending on distance.
Video from k-tani showing different options after this string
String: 2B>2A>236A>214D
- 1.) crossup j.C>5C: beats low block
- 2.) 236236P: beats back roll
- 3.) smalljump up C>5C: beats front roll
- 4.) 236A(trade)>236236P: beats mash
- 2B,2A,236A,4D, then:
- 1.) 214214A (OS vs back roll)
- 2.)2D,LDM (same)
- After 236236A midscreen: 2C (whiff), 5E kara cancel 236236P: crossup.
Okizeme
- Midscreen Crossup j.C or dash>smalljump crossup j.C: used frequently.
- midscreen instant smalljump j.C>j.236B(knockdown)>E~236C-4B: instant overhead against some characters. Also a setup for meaty crossup Ein Trigger.
- midscreen LDM, backdash, 5A whiff, then:
- 5E kara cancel 236C-4B (>236236B or 623A): Crossup. Character specific since there are differences in wakeup timing.
- 5E kara cancel 236C-214B: Fake Crossup.
- meaty 236C > link 2B or 5C(c) meaty 236C combos in all sorts of attacks and is also great for okizeme. Works midscreen, but is best used in the corner.
- Corner instant j.C (hit confirm),\/,623A or 236236B: Strong overhead option that can also be super cancelled. Can and should be hit confirmed. Smaller characters need a later j.C timing.
- after corner Combo into 236A>6D>3D/j.D>j.214B etc: whiff a 5A(c)>236C once the opponent is on the height of K's head while falling: this is an option select that either hits as a meaty against back ukemi or will auto turn and hit a front ukemi with the 236C, which can then be confirmed on reaction into 214D > followup. This setup is also reversal safe in case the opponent doesn't roll (tested with Kula's 3F 623C).
- after corner Combo into 236A>6D>3D/j.D>j.214B etc: 236,214A once the opponent is on the height of K's head while falling: this is an option select that either whiffs a 5A(c) in case the opponent does nothing or uses back ukemi, and will trigger a 236236P if the opponent uses a front ukemi.
DOWN Okizeme
Midscreen
Corner
- meaty 236C > link 2B oder 5C(c): Source
- 214B(whiff)>214B crossup > 5A > j.2147Bx2 oder 236321[4],E
- Once "DOWN!" has almost disappeared, 236C kara 214B/D (Crossup), then:
- 5A, j.214Bx2
- 5A, 236321[4],E
- 214214P (triggers 236236P)
- Once "DOWN!" has almost disappeared, 236C>4B (as fake Crossup), then start combo with eg. 2B,2A....
- K.O. with 2363214E, 214B(whiff)>214B to build meter, then:
- Backdash, superjump j.C Crossup
- Backdash or backwalk, 214K(whiff)-214K Crossup, j.2147Bx2 or 236321[4],E (source: k-tani)
- K.O. with 2363214E, superjump back j.E,\/,214B>214B, then:
- 236C>214B (crossup)
- 236C (Meaty ain trigger) > link 2B etc.
Special attributes
K' 5A(c) behaves as follows:
Char | Hit? | Block? |
---|---|---|
Kyo | Hit | Hit |
Iori | Whiff | Whiff |
Shingo | Hit | Hit |
Ash | Hit | Hit |
Oswald | Hit | Whiff |
Shen | Whiff | Hit |
Terry | Hit | Hit |
Kim | Whiff | Whiff |
Duck King | Hit | Hit |
Vanessa | Hit | Hit |
Mary | Hit | Hit |
Ramon | Hit | Hit |
Ryo | Hit | Hit |
Yuri | Whiff | Whiff |
King | Hit | Hit |
Elisabeth | Whiff | Whiff |
Duolon | Hit | Hit |
Benimaru | Whiff | Whiff |
K' | Whiff | Whiff |
Kula | Whiff | Whiff |
Maxima | Hit | Hit |
Jenet | Whiff | Whiff |
Gato | Hit | Hit |
Griffon | Hit | Hit |
Ralf | Hit | Hit |
Clark | Hit | Hit |
Whip | Hit | Hit |
Malin | Whiff | Whiff |
Kasumi | Hit | Hit |
Eiji | Hit | Hit |
Athena | Whiff | Whiff |
Kensou | Whiff | Hit |
Momoko | Whiff | Whiff |
Adelheid | Whiff | Whiff |
Gai | Hit | Hit |
Hayate | Hit | Hit |
Jyazu | Hit | Hit |
Silber | Hit | Hit |
Hotaru | Whiff | Whiff |
Mai | Whiff | Whiff |
Robert | Hit | Hit |
Tung | Whiff | Whiff |
EX Kyo | Hit | Hit |
Mr. Big | Hit | Hit |
Geese | Hit | Hit |
Matchups
Universal
Vs Wakeup-Super:
- Meaty 2C > during super freeze, cancel into LDM or 623C or 214D-214D
Vs Kula
- Vs Wakeup 214B / 623C in corner : meaty 2C (to 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.
Move | Punishment | Note |
---|---|---|
214B | 236236B | Only when close |
236236A/C/E (before Hit) | Roll through, Full Punish | |
236236A (Block) | 2D; 236236A/C | |
236236E (Block) | GC-Rolle, Full Punish |
Vs Gato
Kyuntakuya considers this matchup even, whereas Sawakoro & Rock consider Gato having an advantage, unless the matchup is played on the very highest level.
Move | Punishment | Note |
---|---|---|
236236A (block) | 236236B | Only close, very tight |
236236A (before Hit) | 214D(whiff>214D; 623C; 236236B/D, 2363214E | Input during super freeze |
Ryo
Move | Punishment | Note |
---|---|---|
623A | 2D; 6B; 236236X | 6B best used when on max range |
41236K | 236236B | only close |
623D | 623A; 236236B | only close |
236236E | 2D; 6B; dash 2C>6B; 236236A/C; LDM | 236236P on max range |
Kim
Move | Punishment | Note |
---|---|---|
[2],8B | dash,C | Full Punish without jump-in |
[2],8D | full | |
214Ax3 | 236236A/B | |
214Cx3 | 5C/2C etc | only if last hit whiffs |
214D | 236236B | last Hit on Block |
22B | 2D; 236236A/B | Only close |
22D | 2D; 6B; 236236A/C | |
[4],6B | 2D; 236236A | |
[4],6D | 2D; 2C; 236236C | |
[4],6K>3B/D | 236236B/C | |
236236K | 236236B/D; roll through>C>6B | |
214126K | 2B; 623A; 236236B | 2B leads to nothing |
j.214126K | 2D; 236236A/B | |
214126E | 2D; 236236A/B/C | |
j.214126E | 2D; 236236A/B/C | 236236C harder than against ground version |
Silber
Punish Heel super with 236236C
Videos
K' Guide from U-Rasia, part 1
K' Guide from U-Rasia, part 2
- Sacred Treasures Team: Kyo | Iori | Shingo
- Hero Team: Ash | Oswald | Shen
- Fatal Fury Team: Terry | Kim | Duck King
- Agent Team: Vanessa | Mary | Ramon
- Art of Fighting Team: Ryo Sakazaki | Yuri Sakazaki | King
- Rival Team: Elisabeth | Duo Lon | Benimaru
- Team K': K' |Kula | Maxima
- Garou Team: Jenet | Gato | Griffon
- Ikari Warriors Team: Ralf | Clark | Whip
- Anti Kyokugenryu Team: Malin | Kasumi | Eiji
- Psycho Soldier Team: Athena Asamiya | Sie Kensou | Momoko
- Time Unlock: Adelheid | Gai | Hayate | Jazu | Silber