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'''Duck King & Kdash'''
'''Duck King & Kdash'''
*'''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 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 > 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.
*'''Duck corner (j.D>)2A>6B>3D> QS Kdash mini-delay j.D, \/, backdash, LDM:''' Alternative to the combo above with slightly more damage.
Zeile 433: Zeile 435:


'''Midscreen'''
'''Midscreen'''
*'''LDM Kill, 5A(c)(whiff),5E>236B, run through corpse twice, then crossup 2B''' Source k-tani, [https://youtu.be/4_YHNm6Ntzo?t=3524 1],[https://youtu.be/4_YHNm6Ntzo?t=3842 2]
*'''LDM Kill, 5A(c)(whiff),5E>236B, run through corpse 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.


'''Corner'''
'''Corner'''

Version vom 27. Juli 2020, 21:12 Uhr

K'
K'
KOFXI k' full.png
Tiers & Ranking
Tier: S
Ratio Cost: 6 Points
Properties
Damage Modifier: 1.0
Stun Modifier: 1.0
Crouch height (Tier): F

Quick Guide

K is a strong, highly technical character with a lot of flexibility in his toolset.
He has high combo damage & flexibilty and very high stun- & juggle combo synergy.
His defense is generally OK to good, but all of his reverals are quite situational in their application.

Neutral

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.
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 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.

Offense

Once close, use a mix of j.E, j.C and block strings from 2B.
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.
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).

Defense

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 and cannot be hit confirmed.
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.
LDM has a lot of invulnerability but is generally too slow as a reversal.

Colors

Kofxi k S.png Kofxi k X.png Kofxi k T.png Kofxi k C.png
BUTTON SQUARE A.png BUTTON CROSS A.png BUTTON TRIANGLE A.png BUTTON CIRCLE A.png
A B C D
Kofxi k R1S.png Kofxi k R1X.png Kofxi k R1T.png Kofxi k R1C.png
R1 + BUTTON SQUARE A.png R1 + BUTTON CROSS A.png R1 + BUTTON TRIANGLE A.png R1 + BUTTON CIRCLE A.png
E+A E+B E+C E+D
Kofxi k L1S.png Kofxi k L1X.png Kofxi k L1T.png Kofxi k L1C.png
L1 + BUTTON SQUARE A.png L1 + BUTTON CROSS A.png L1 + BUTTON TRIANGLE A.png L1 + BUTTON CIRCLE A.png
Start+A Start+B Start+C Start+D

Frame Data

Note: thanks to rock for the Hit/Guard Data.

Short List
Move S A Hit Grd Rec Stun Note
5A(c) 7 3 +7 +6 4 5-7 SC, can be crouched by many chars
5A(f) 7 3 +4 +3 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 -3 -4 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 +4 +3 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.
2D 8 3+6 KD -9 20 12-13 SC, Kara Cancel.
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 -7 -8 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.
small A 9 6 4-6
j.A 6 8 5-7
small B 7 8 6-8 Can crossup
j.B 9 7+1 7-9 Can crossup
j. up B 7 8 7-9
small C 10 4 12-13 SC, Can crossup
j.C 10 5 13-14 SC, Can crossup
small 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 12 KD -7 5-6 -
236C 16 12 +2 +1 5-6 -
236P>214K 7 9 KD -6 Hits Low. B&D same data but different travel distance.
623A 3 10 KD -33 13-15 Super cancel. Legs invul from F1.
623C 13 19 KD - 9-11* Super cancel, F1-14 invul. *=3 Hits
623C>6K 15? 3+3 KD 2-4 Special cancel. Hard Knockdown.
214B 19 4 KD -13 5-6 -
214D 21 4 KD -18 6-8 F1-6 invul.
214K>214K 7 9 KD -6 4-6 Hits Low. B&D same data but different travel distance.
j.214B 7 6 KD - 8-10 Juggle Anywhere.
j.214D 10 6 KD - 10-12 Juggle Anywhere.
236236B 3 KD 0 Invul. DC.
236236D 5 KD 0 Invul. DC.
236236A 8 KD 0 Invul on feet from F8. DC.
236236C 9 KD 0 Invul on feet from F9. DC.
2363214E 12 KD -38 0 F1-19 invul. Juggle Anywhere
Standing Attacks
Move Hitbox Dmg Startup Active Hit Guard Note
5A(c) Kofxi k 5A(c).png 7 3 +7 +6 SC, can be crouched by many chars
5A(f) Kofxi k 5A(f).png 7 3 +4 +3 whiffs on crouching opponents
5B(c) Kofxi k 5B(c).png 8 4 -5 -6 SC, Low Hit, chains into itself
5B(f) Kofxi k 5B(f).png 7 2 -3 -4 good poke
5C(c) Kofxi k 5C(c) 1.pngKofxi k 5C(c) 2.png 6 4+8 -3 -4 2 Hits, both SC
5C(f) Kofxi k 5C(f).png 10 9 -3 -4 SC
5D(c) Kofxi k 5D(c).png 9 3 -3 -4 SC, less Pushback as 5C(c)
5D(f) Kofxi k 5D(f) 1.pngKofxi k 5D(f) 2.png 10 2+4 -11 -12 -
5E Kofxi k 5E.png 10 5 KD -18 SC
6A Kofxi k 6A.png 19 18 KD -15 Super Cancel, Wall Bounce on CH
6A(cancel) Kofxi k 6A(cancel).png 16 18 -7 -8 SC
6B Kofxi k 6B.png 15 12 -7 -8 SC
6B(cancel) Kofxi k 6B(cancel).png 15 12 -6 -7 SC
Crouching Attacks
Move Hitbox Dmg Startup Active Hit Guard Note
2A Kofxi k 2A.png 7 3 +4 +3 SC
2B Kofxi k 2B.png 5 3 +1 +0 CC
2C Kofxi k 2C 1.pngKofxi k 2C 2.png 8 3+4 -12 -13 SC, Delay Cancel.
2D Kofxi k 2D 1.pngKofxi k 2D 2.png 8 3+6 KD -9 SC & Kara & Delay Cancel.
3D Kofxi k 3D 1.png 15 9 KD -13 Overhead. SC. Airborne. In counterhit state from F15.
3D(cancel) Kofxi k 3D(cancel) 1.png 10 9 -12 -13 SC. Airborne. In counterhit state from F15.
Jump Attacks
Move Hitbox Startup Active Note
smalljump A Kofxi k smalljump A.png 9 6
j.A Kofxi k jump A.png 6 8 5 = diagonal, 6 = jump up. Needs to be rechecked.
smalljump B Kofxi k smalljump B.png 7 8 Can crossup
j.B Kofxi k jump B 1.pngKofxi k jump B 2.png 9 7+1 Can crossup
jump up B Kofxi k jump up B.png 7 8
smalljump C Kofxi k smalljump C.png 10 4 SC, can crossup
j.C Kofxi k jump C.png 10 5 SC, can crossup
smalljump D Kofxi k smalljump D.png 11 4 slightly more stun than j.C
j.D Kofxi k jump D.png 11 4 slightly more stun als than j.C
j.E Kofxi k jump E.png 14 10 Can crossup.

Note2: all special move hit/guard data is likely ~1F off and needs to be rechecked.

236P Route
Move Hitbox Startup Active Hit Guard Note
236A Kofxi k 236A.png 11 12 KD -7/+4* Launch. *= as meaty as possible
236C Kofxi k 236C.png 16 12 +2/+13* +1/+12* No Launch. *= as meaty as possible
236P>6B Kofxi k 236A6B.png 16? ? -13* -14* Invul on feet. 236C>6B travels slower than 236A>6B. *=point blank.
236P>6D Kofxi k 236A6D 1.pngKofxi k 236A6D 2.pngKofxi k 236A6D 3.png 10 5+8+4 KD -11 Only last 4 active Frames negate projectiles.
236P>4B Kofxi k 236P4B 1.pngKofxi k 236P4K 2.png N/A N/A N/A N/A F13-20 invul. K's head in CH-State for 3F at the end.
236P>4D Kofxi k 236P4D 1.pngKofxi k 236P4K 2.png N/A N/A N/A N/A F15-27 invul. K's head in CH-State für 3F at the end.
236P>214K Kofxi k 236P214K.png 7 9 KD -6* Same as 214K-214K. 214D slides further than 214B. *=Point Blank.
Specials & Supers
Move Hitbox Startup Active Hit Guard Note
623A Kofxi k 623A 1.pngKofxi k 623A 2.pngKofxi k 623A 3.png 3 4+2+4 KD -33 Legs invul from F1. The part of the hitbox that is the biggest vertically hits on F9.
623C Kofxi k 623C 2.pngKofxi k 623C 1.pngKofxi k 623C 3.pngKofxi k 623C 4.pngKofxi k 623C 5.png 13 2+2+2+9+4 KD Minus F1-14 invul.
623C>6K Kofxi k 623C6K 1.pngKofxi k 623C6K 2.png 15? 3+3 ? ? Hard Knockdown.
236B Kofxi k 236B.pngKofxi k 236P4K 2.png N/A N/A N/A N/A F13-F20 invul. K's head in CH-State for 4F at the end.
236D Kofxi k 236D.pngKofxi k 236P4K 2.png N/A N/A N/A N/A No invul. K's head in CH-State for 4F at the end.
214B Kofxi k 214B.png 19 4 KD -13 *=Point Blank.
214D Kofxi k 214D.png 21 4 KD -18 F1-6 invul. *=Point Blank.
214K>214K Kofxi k 214K214K 1.pngKofxi k 214K214K 2.png 7 9 KD -6* F1-6 upper body invul. D-version flies further than B-version. *=Point Blank.
j.214B Kofxi k jump 214B.png 7 6 ? ? Juggle Anywhere
j.214D Kofxi k jump 214D.png 10 6 ? ? Juggle Anywhere
j.236B Kofxi k jump 236B.png 12 KD ? Hard Knockdown
j.236D Kofxi k jump 236D.png 12 ? ? No Knockdown. Juggle on Air-Hit.
236236B Kofxi k 236236B 1.pngKofxi k 236236B 2.pngKofxi k 236236B 3.png
Kofxi k 236236B 4.pngKofxi k 236236B 5.pngKofxi k 236236B 6.pngKofxi k 236236B 7.png
Kofxi k 236236B 8.png
3 1+1+4
3+3+5+4
5
KD Minus F1-3 invulnerable.
236236D Kofxi k 236236D 1.pngKofxi k 236236D 2.pngKofxi k 236236D 3.png
Kofxi k 236236D 4.pngKofxi k 236236D 5.pngKofxi k 236236D 6.pngKofxi k 236236D 7.png
Kofxi k 236236D 8.png
5 3+3+3
3+3+5+4
4
KD Minus 11F invul after freeze.
236236A Kofxi k 236236A.png 8 KD Minus F1 invul. Active & invul on feet from F7 after freeze. 4F invul while K' becomes invisible.
236236C Kofxi k 236236C.png 9 KD Minus F1 invul. Active & invul on feet from F8 after freeze. 4F invul while K' becomes invisible.
2363214E Kofxi k 2363214E 1.pngKofxi k 2363214E 2.png 12 KD -38 Juggle Anywhere. ~19F invul. K' becomes invul again if the sunglasses connect.

Blockstrings

Note: advantage data needs to be rechecked with new method!

String Guard Note
3D>j.236B -8/-6* *=max delay
midscreen 2B>2A>236A>214D +1/+2 no delay/delay
midscreen 2B>2A>236C>214D -1 to +1 no delay/delay
midscreen 2B>2A>2D>236A>214D +2 236A whiffs.

Special Attributes & Bugs

  • K' has no collision on back ukemi (can run through)
  • 236236P on block > DC LDM: the LDM will become unblockable (the opponent can act before the sunglasses hit though). source: u-rasia vs korean players matchvideo
  • K' has 10F landing recovery from Quick Shifts, instead of the usual 4F. Cancelling into attacks or special moves cuts recovery to 9F. Whiffing an air attack cuts recovery to 1F.

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 (e.g. 2B>2A oder 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.
    • 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 (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).


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] Source: U-Rasia. Difficult, only works if the opponent is not point blank when doing the 623A.


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.
  • 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).

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.
  • Corner Saving Shift to K' > Counter Hit hit confirm, 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 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 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.
  • Duck corner (j.D>)2A>6B>3D>22CDE, link 214214K(1) QS K', \/, 3D, link smalljump back j.C,\/, LDM. Source: BZR


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

  • LDM Kill, 5A(c)(whiff),5E>236B, run through corpse twice, then crossup 2B Source k-tani, 1,2. Make sure to input the 236B from the initial direction and to cancel as quickly as possible.

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.
Punishment Guide
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-Roll, 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.

Punishment Guide
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

Punishment Guide
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

Punishment Guide
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 236236P; 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
If Silber misses his 6A > Super combo, punish with 236236P after 6A

Videos

K' Guide from U-Rasia, part 1
K' Guide from U-Rasia, part 2

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