K'(KOFXI)
K' K' | |
Tiers & Ranking | |
Tier: | S |
Ratio Cost: | 6 Points |
Properties | |
Damage Modifier: | 112 |
Stun Modifier: | 100 |
Crouch height (Tier): | F |
⃞ | X | △ | ⃝ | R1 +⃞ | R1 + X | R1 + △ | R1 + ⃝ |
A | B | C | D | E+A | E+B | E+C | E+D |
L1 +⃞ | L1 + X | 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 > sofort j.236D im Fallen, 5A(c), 236321[4]E: Launch in LDM, dagegen geht kein Saving Shift, daher nützlich. Bei der LDM-Motion am Ende muss man etwas zurücklaufen.
- Duck corner (j.D>)2A>6B>3D> QS Kdash mini-delay j.D, \/, backdash, LDM: Alternative zur Combo drüber mit minimal mehr Schaden.
Maxima & Kdash
- Maxima j.D,D>6A,236C,236C (QS auf 2. Hit), Kdash j.D,2C,6B,236C-214D link 623A: Stun Combo mit nur einem Shift. Damit der letzte 623A connected, muss man den 236C-214D so schnell wie möglich eingeben. Diese Combo geht übrigens nur mit Maxima, da der 2. Rekka den Gegner reinzieht und dann Kdash's 2C>6B>236C connected.
Fortgeschrittene Combos
- Midscreen 236236A/C> 41236,236,E: [3 Super, 1 QS Stock] Supercancel aus 236236A/C. Die bizarre Motion ist nötig, damit der LDM rauskommt. Man gibt den "41236" erst ein, wenn man mit dem 236236A/C schon am Gegner vorbei ist.
- Midscreen 2363214E > 214E1236E: [4 Super] eine Möglichkeit, um midscreen 2X den LDM anzubringen. Die "214" Motion fängt man erst an einzugeben, wenn man schon hinter dem Gegner steht (also wenn der LDM vorbei ist), dann kara-cancelt man den "E" in den LDM.
- Corner 2363214E > 236321[4]>E: [4 Super] LDM > backwalk (durch das "4" halten) > noch ein LDM.
Blockstrings & Strategie
Man benutzt midscreen in Blockstrings vor allem 236P>214K. 214K ist safe auf block, oder gibt sogar +1, je nach Distanz.
Video von k-tani mit verschiedenen Optionen nach diesem Blockstring
String: 2B>2A>236A>214D
- 1.) crossup j.C>5C: schlägt low block
- 2.) 236236P: schlägt Rolle zurück
- 3.) smalljump up C>5C: schlägt Rolle vorwärts
- 4.) 236A(trade)>236236P: schlägt leichte Angriffe
- 2B,2A,236A,4D, dann:
- 1.) 214214A (OS gegen back roll)
- 2.)2D,LDM (das gleiche)
- Nach 236236A midscreen: 2C (whiff), 5E kara cancel 236236P: crossup.
Okizeme
- Midscreen Crossup j.C oder dash, smalljump crossup j.C: Wird oft verwendet.
- midscreen instant smalljump j.C>j.236B(knockdown)>E~236C-4B: Setup für meaty crossup Ein Trigger.
- midscreen LDM, backdash, 5A whiff, ann:
- 5E kara cancel 236C-4B (>236236B oder 623A): Crossup. Charakterspezifisch, da jeder Char unterschiedlich aufsteht.
- 5E kara cancel 236C-214B: Fake Crossup.
- meaty 236C > link 2B oder 5C(c) meaty 236C combot in allerlei Angriffe. Geht Midscreen, ist aber besser in der Ecke.
- nach Combo in 236A>6D>3D/j.D>j.214B usw einen 5A(c)>236C whiffen, wenn der Gegner auf Höhe von K's Faust ist: trifft entweder Meaty bei Back Roll, bestraft Front Roll oder ist safe gegen keine Roll > Reversal (getestet gegen Kulas 3F 623C).
- Corner 236,214P gegen front Ukemi: (bei front Ukemi kommt 236236P super raus, sonst einfach 5A(c).
- Corner nach j.214B Loops > 5A(c) (whiff) wenn Gegner ungefähr auf Kopfhöhe ist, dann 236C: auto turn bei Front Ukemi, gibt 236C in die andere Richtung, der dann in 214D > Super confirmt werden kann. Wenn der Gegner keine Front Ukemi macht, ist man safe nach dem 236C whiff.
Nach DOWN
Midscreen
Corner
- meaty 236C > link 2B oder 5C(c): Quelle
- 214B(whiff)>214B crossup > 5A > j.2147Bx2 oder 236321[4],E
- Wenn "DOWN!" Schriftzug fast verschwunden ist 236C kara 214B/D (Crossup), dann:
- 5A, j.214Bx2
- 5A, 236321[4],E
- 214214P (löst 236236P aus)
- Wenn "DOWN!" Schriftzug fast verschwunden ist 236C>4B (als fake Crossup), dann 2B,2A....
- Kill mit 2363214E, 214B(whiff)>214B zum Meter bauen, dann:
- Backdash, superjump j.C Crossup
- Backdash oder backwalk, 214K(whiff)-214K Crossup, j.2147Bx2 oder 236321[4],E
- Kill mit 2363214E, superjump back j.E,\/,214B>214B, dann:
- 236C>214B (crossup)
- 236C (Meaty Schuss) > link 2B usw.
Besonderheiten
K' 5A(c) verhält sich wie folgt:
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
Allgemein
Gegen Wakeup-Super:
- Meaty 2C > im super freeze in LDM oder 623C canceln
Kula
- Gegen Wakeup 214B / 623C in der Ecke: meaty 2C (nicht zu meaty, sondern so dass der Angriff auf den ersten Active Frames trifft): schlägt beide optionen. Trifft man 214B, kann man delay > LDM anhängen, ggen 623C oder auf block 236A/C.
Gato
Das Matchup wird von Kyuntakuya als ausgeglichen angesehen, während Sawakoro und Rock denken, es ist im Vorteil Gatos, so lange nicht auf dem absolut höchsten Niveau gespielt wird.
Move | Punishment | Anmerkung |
---|---|---|
214B | 236236B | Nur nah dran |
236236A/C/E (vor Hit) | Rolle durch, Full Punish | |
236236A (Block) | 2D; 236236A/C | |
236236E (Block) | GC-Rolle, Full Punish |
Gato
Move | Punishment | Anmerkung |
---|---|---|
236236A (block) | 236236B | |
236236A (vor Hit) | 214D(whiff>214D; 623C; 236236B/D, 2363214E | Während dem Super-Freeze eingeben. |
Ryo
Move | Punishment | Anmerkung |
---|---|---|
623A | 2D; 6B; 236236X | 6B am besten auf max Range |
41236K | 236236B | nur nah dran |
623D | 623A; 236236B | nur nah dran |
236236E | 2D; 6B; dash 2C>6B; 236236A/C; LDM | 236236P auf max Range |
Kim
Move | Punishment | Anmerkung |
---|---|---|
[2],8B | dash,C | Full Punish ohne jump-in |
[2],8D | full | |
214Ax3 | 236236A/B | |
214Cx3 | 5C/2C etc | nur auf Whiff vom letzten Hit |
214D | 236236B | letzter Hit auf Block |
22B | 2D; 236236A/B | Nur nah dran |
22D | 2D; 6B; 236236A/C | |
[4],6B | 2D; 236236A | |
[4],6D | 2D; 2C; 236236C | |
[4],6K>3B/D | 236236B/C | |
236236K | 236236B/D; durchrollen>C>6B | |
214126K | 2B; 623A; 236236B | 2B führt zu nichts |
j.214126K | 2D; 236236A/B | |
214126E | 2D; 236236A/B/C | |
j.214126E | 2D; 236236A/B/C | 236236C schwerer als bei Ground-Version |
Silber
Heel super mit 236236C punishen
Videos
- 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