K'(KOFXI): Unterschied zwischen den Versionen

 
(48 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 56: Zeile 56:
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! Move !! S!! A!!  Hit!! Blk!! Dmg!! C-Dmg!! Stn!! C-Stn!! G-Dmg!! Gauge!! 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||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||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||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||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||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||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||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||-
| 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||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
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| GC|| 6 || 4|| KD|| <span style="color: red;">-12</span>|| 5|| 5|| 0|| 0|| 0|| 0||
| GC|| 6 || 4|| KD|| <span style="color: red;">-12</span>|| 5|| 5|| 0|| 0|| 0|| 0||?||N||F1-8 F,<br>F9-28 L||
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| 6A|| 19 || 18|| KD|| <span style="color: red;">-15</span>|| 15|| 20|| 14|| 16|| 12|| 14||Hard Knockdown. Wall Bounce on CH. Super Cancel.
| 6A|| 19 || 18|| KD|| <span style="color: red;">-15</span>|| 15|| 20|| 14|| 16|| 12|| 14||F+L||JA||F1-wall F,<br>F1-23 F*,<br>F24-end L*||Hard Knockdown. Wall Bounce on CH. Super Cancel. *=Start of wall bounce.
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| 6A(can)|| 16 || 18|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| 7|| 9|| 8|| 10|| 6|| 14||SC
| 6A(can)|| 16 || 18|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| 7|| 9|| 8|| 10|| 6|| 14||F+L||JA||JA||Wall Bounce on CH. Special Cancel.
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| 6B|| 15 || 12|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| 15|| 20|| 14||16|| 12|| 14||SC
| 6B|| 15 || 12|| <span style="color: red;">-7</span>|| <span style="color: red;">-8</span>|| 15|| 20|| 14||16|| 12|| 14||F+L||JA||F1-8 F,<br>F9-28 L||SC. Soft knockdown on air hit.
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| Saving Shift|| ? || n*|| /|| /|| 0|| 0|| 0|| 0|| ?|| 0|| 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||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||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||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||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||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.
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| 3D*|| 10 || 9|| <span style="color: red;">-12</span>|| <span style="color: red;">-13</span>|| 13|| 17|| 14||16|| 12|| 14||*=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||
| 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||
| 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||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||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||
| 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||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||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||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||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||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||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.
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| j.E  || 14 || 10 || || || 14|| 18|| 10|| 12|| 10|| 16||Can crossup. Same hitbox as small E.
| j.E  || 14 || 10 || || || 14|| 18|| 10|| 12|| 10|| 16||F+L||N||F1-8 F,<br>F9-28 L||Can crossup. Same hitbox as small E.
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| 236A|| 11 || 12|| KD|| <span style="color: red;">-7</span>|| 10|| 13|| 6|| 8|| 6|| 0/12||Hitbox appears on F6. Faster than 236C. Launches.
| 236A|| 11 || 12|| KD|| <span style="color: red;">-7</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 F6 even when interrupted. Cancel window for followups F12-23 (12F). 41F total duration. Faster than 236C. Launches.
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| 236C|| 16 || 12|| <span style="color: blue;">+2</span>|| <span style="color: blue;">+1</span>|| 10|| 13|| 6|| 8|| 6|| 0/12||Hitbox appears on F11. 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||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *=point blank.
| 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.
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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||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *=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.
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| 236P>6D|| 10 || 13||KD|| <span style="color: red;">-11</span>*|| 6|| 9|| 6|| 8|| 6|| 0/10||Launcher. Counterhit-state F1-20 (last 2 active frames not in CH-state). Negates projectiles F10-26. 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).
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| 236P>4B|| / || 32 || / || / || 0|| 0|| 0|| 0|| 0|| 0||No collision F7-25. F1-12 counterhit-state. F13-20 invul. K's head in CH-State for 3F at the end. 32F total duration.
| 236P>4B|| / || 32 || / || / || 0|| 0|| 0|| 0|| 0|| 0||/||/||/||No collision F7-25. F1-12 counterhit-state. F13-20 invul. K's head in CH-State for 3F at the end. 32F total duration.
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| 236P>4D|| / || 45 || / || / || 0|| 0|| 0|| 0|| 0|| 0||No collision F9-34. F1-14 counterhit-state. F15-27 invul. K's head in CH-State für 3F at the end. 45F total duration.
| 236P>4D|| / || 45 || / || / || 0|| 0|| 0|| 0|| 0|| 0||/||/||/||No collision F9-34. F1-14 counterhit-state. F15-27 invul. K's head in CH-State für 3F at the end. 45F total duration.
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| 236P>214K|| 7 || 9|| KD|| <span style="color: red;">-6</span>*|| 13|| 17|| 6|| 8|| 6|| 5/7||Hits Low. B/D versions same data but different travel distance. *=point blank
| 236P>214K|| 7 || 9|| KD|| <span style="color: red;">-6</span>*|| 13|| 17|| 6|| 8|| 6|| 5/7||F||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||Identical to 214K>214K. F1-6 upper body invul. Hits Low. 214B/D have the same data, but D slides travels further than B. *=point blank
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| 623A|| 3/9* || 10|| KD|| <span style="color: red;">-33</span>|| 16|| 20|| 15|| 17|| 14|| 10/8||Legs invul from F1 until airborne. 24F landing recovery. Super cancel. *=2nd hitbox (bigger for anti-air).
| 623A|| 3/9* || 10|| KD|| <span style="color: red;">-33</span>|| 16|| 20|| 15|| 17|| 14|| 10/8||F+L||F1-8/F1-10 F,<br>F9-28/F11-19 L*||F1-8/F1-10 F,<br>F9-end/F11-end L*||Legs invul from F1 until airborne. 24F landing recovery. Super cancel. *=2nd hitbox (bigger for anti-air). *=First+second/third hitbox
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| 623C|| 13 || 19|| KD|| <span style="color: red;">-50</span>*|| 18|| 21|| 12|| 14|| 9|| 3/6||F1-14 strike invul. 28F landing recovery. Super cancel. *1= when guarded standing. *2=3 Hits.
| 623C|| 13 || 19|| KD|| <span style="color: red;">-50</span>*|| 18|| 21|| 12|| 14|| 9|| 3/6||F+L||F1-8/F1-10 F,<br>F9-20/F11-end L*||F1-8/F1-10 F,<br>F9-end/F11-end L*||F1-14 strike invul. 28F landing recovery. Super cancel. *1= when guarded standing. *2=3 Hits. *=First+second/third hitbox
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| 623C>6K|| 17|| 3+3|| KD|| <span style="color: red;">-50</span>*|| 6|| 8|| 4|| 6|| 3|| 3/2||Cancels into j.214K. Hard Knockdown. Same landing recovery as 623C (28F). *=same as 623C without followup.
| 623C>6K|| 17|| 3+3|| KD|| <span style="color: red;">-50</span>*|| 6|| 8|| 4|| 6|| 3|| 3/2||F+L||JA||JA||Cancels into j.214K. Hard Knockdown. Same landing recovery as 623C (28F). *=same as 623C without followup.
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| 236B|| / || 33*|| /|| /|| 0|| 0|| 0 || 0|| 0|| 0||Counterhit-state F1-12. F13-F20 invul. K's head in CH-State F29-32. *=33F total duration.
| 236B|| / || 33*|| /|| /|| 0|| 0|| 0 || 0|| 0|| 0||/||/||/||Counterhit-state F1-12. F13-F20 invul. K's head in CH-State F29-32. *=33F total duration.
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| 236D|| / || 43*|| /|| /|| 0|| 0|| 0|| 0|| 0|| 0||No invul. Counterhit-state F1-27. K's head in CH-State F39-42. *=43F total duration.
| 236D|| / || 43*|| /|| /|| 0|| 0|| 0|| 0|| 0|| 0||/||/||/||No invul. Counterhit-state F1-27. K's head in CH-State F39-42. *=43F total duration.
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| 214B|| 19 || 4|| KD|| <span style="color: red;">-13</span>|| 15|| 20|| 6|| 8|| 6|| 10/8||Airborne F11-28. 24F landing recovery.
| 214B|| 19 || 4|| KD|| <span style="color: red;">-13</span>|| 15|| 20|| 6|| 8|| 6|| 10/8||F+A||JA||JA||Airborne F11-28. 24F landing recovery.
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| 214D|| 21 || 4|| KD|| <span style="color: red;">-18</span>|| 16|| 21|| 8|| 10|| 6|| 10/8||F1-6 invul. Airborne F10-31. 33F landing recovery.
| 214D|| 21 || 4|| KD|| <span style="color: red;">-18</span>|| 16|| 21|| 8|| 10|| 6|| 10/8||F+A||JA||JA||F1-6 invul. Airborne F10-31. 33F landing recovery.
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| 214K>214K|| 7 || 9|| KD|| <span style="color: red;">-6</span>|| 13|| 17|| 6|| 8|| 6|| 5/7||Hits Low. B/D versions same data but different travel distance.
| 214K>214K|| 7 || 9|| KD|| <span style="color: red;">-6</span>|| 13|| 17|| 6|| 8|| 6|| 5/7||F||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||Hits Low. B/D versions same data but different travel distance.
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| j.214B|| 7 || 6|| KD|| <span style="color: red;">-</span>|| 10|| 13|| 10|| 12|| 10|| 8/12||11F landing recovery. Juggle Anywhere.
| j.214B|| 7 || 6|| KD|| <span style="color: red;">-</span>|| 10|| 13|| 10|| 12|| 10|| 8/12||JA||JA||JA||11F landing recovery. Juggle Anywhere.
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| j.214D|| 10 || 6|| KD|| <span style="color: red;">-</span>|| 12|| 16|| 12|| 14|| 11|| 8/12||11F landing recovery. Juggle Anywhere.
| j.214D|| 10 || 6|| KD|| <span style="color: red;">-</span>|| 12|| 16|| 12|| 14|| 11|| 8/12||JA||JA||JA||11F landing recovery. Juggle Anywhere.
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| j.236B|| 12 || n|| KD|| ?|| 12||16|| 4|| 6|| 4|| 0/8||Hard Knockdown. 36F landing recovery.
| j.236B|| 12 || n|| KD|| ?|| 12||16|| 4|| 6|| 4|| 0/8||F+L||JA||JA||Hard Knockdown. 36F landing recovery.
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| j.236D|| 12 || n|| ?|| ?|| 12|| 16|| 4|| 6|| 4|| 0/8||Does not knockdown. Juggle on Air-Hit. 36F landing recovery.
| j.236D|| 12 || n|| ?|| ?|| 12|| 16|| 4|| 6|| 4|| 0/8||F+L||F1-8 F,<br>F9-end L||F1-8 F,<br>F9-end L||Does not knockdown. Juggle on Air-Hit. 36F landing recovery.
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| 236236B || 3 || 26|| KD||<span style="color: red;">-42</span>* || 30|| 33|| 0|| 0|| 0|| 0||Invul F1-4. Airborne from F6. 28F landing recovery. Dream Cancel. *=when guarded standing.
| 236236B || 3 || 26|| KD||<span style="color: red;">-42</span>* || 30|| 33|| 0|| 0|| 0|| 0||F+L||F1-8 F,<br>F9-28 L*||F1-8 F,<br>F9-end L*||Invul F1-4. Airborne from F6. 28F landing recovery. Dream Cancel. *1=when guarded standing. *2=all hits except last, which has JA.
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| 236236D || 5 || 28|| KD||<span style="color: red;">-54</span>* || 30|| 33|| 0|| 0|| 0|| 0||Invul F1-13. Airborne from F14. 32F landing recovery. Dream Cancel. *=when guarded standing.
| 236236D || 5 || 28|| KD||<span style="color: red;">-54</span>* || 30|| 33|| 0|| 0|| 0|| 0||F+L||F1-8 F,<br>F9-28 L*||F1-8 F,<br>F9-end L*||Invul F1-13. Airborne from F14. 32F landing recovery. Dream Cancel. *1=when guarded standing. *2=all hits except last, which has JA.
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| 236236A || 8 || 20|| KD||<span style="color: red;">-40</span> || 38|| 50|| 0|| 0|| 0|| 0||Invul on feet F8-17. F8-15 first hurtbox, F16+17 second hurtbox (vertically smaller than C-version). F18-21 invul. Dream Cancel.
| 236236A || 8 || 20|| KD||<span style="color: red;">-40</span> || 38|| 50|| 0|| 0|| 0|| 0||F+L||F1-11 F,<br>F12-end JA||F1-11 F,<br>F12-end JA||Invul on feet F8-17. F8-15 first hurtbox, F16+17 second hurtbox (vertically smaller than C-version). F18-21 invul. Travels slower than 236236C. Dream Cancel. No hit stop.
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| 236236C || 9 || 20|| KD||<span style="color: red;">-46</span> || 38|| 50|| 0|| 0|| 0|| 0||Invul on feet F9-18. F8-16 first hurtbox, F17+18 second hurtbox (vertically bigger than A-version). F19-22 invul. Dream Cancel.
| 236236C || 9 || 20|| KD||<span style="color: red;">-46</span> || 38|| 50|| 0|| 0|| 0|| 0||F+L||F1-11 F,<br>F12-end JA||F1-11 F,<br>F12-end JA||Invul on feet F9-18. F8-16 first hurtbox, F17+18 second hurtbox (vertically bigger than A-version). F19-22 invul. Travels faster than 236236A. Dream Cancel. No hit stop.
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| 2363214E || 12 || || KD|| <span style="color: red;">-38</span>|| 59|| 59|| 0|| 0|| 0|| 0||F1-21 invul. Juggle Anywhere. K' becomes invul again if the sunglasses connect.
| 2363214E || 12 || || KD|| <span style="color: red;">-38</span>|| 59|| 59|| 0|| 0|| 0|| 0||JA||JA||JA||F1-21 invul. Juggle Anywhere. K' becomes invul again if the sunglasses connect.
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Zeile 257: Zeile 257:
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
! Move !! Hitbox!! Startup!! Active!! Hit!! Guard!! Note
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| 236A|| [[Bild:kofxi_k_236A.png]] || 11 || 12 || KD|| -7/+4* ||Hitbox appears on F6. Launch. *= as meaty as possible
| 236A|| [[Bild:kofxi_k_236A.png]][[Bild:kofxi_k_236A_gif.gif]] || 11 || 12 || KD|| -7/+4* ||Hitbox appears from F6 even if interrupted. Cancel window for followups F12-23 (12F). 41F total duration. Faster than 236C. Launches. *= as meaty as possible
|-
|-
| 236C|| [[Bild:kofxi_k_236C.png]] || 16 || 12 || +2/+13*||+1/+12* ||Hitbox appears on F11. No Launch. *= 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]] || 15 || n|| -13*|| -14*||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels faster than 236C-6B. *=point blank.
Zeile 265: Zeile 265:
| 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]] || 15 || n|| -13*|| -14*||Feet invul & counterhit-state F1-30. F31-56 normal recovery. Travels slower than 236A-6B. *=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. 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).
|-
|-
| 236P>4B|| [[Bild:kofxi_k_236P4B_1.png|200px]][[Bild:kofxi_k_236P4K_2.png|150px]] || / || 32 || / || / || No collision F7-25. F1-12 counterhit-state. F13-20 invul. K's head in CH-State for 3F at the end. 32F total duration.
| 236P>4B|| [[Bild:kofxi_k_236P4B_1.png|200px]][[Bild:kofxi_k_236P4B_2.png|150px]][[Bild:kofxi_k_236A4B_gif.gif]] || / || 32 || / || / || No collision F7-25. F1-12 counterhit-state. F13-20 invul. K's head in CH-State for 3F at the end. 32F total duration.
|-
|-
| 236P>4D|| [[Bild:kofxi_k_236P4D_1.png|200px]][[Bild:kofxi_k_236P4K_2.png|150px]] || / || 45 || / || / || No collision F9-34. F1-14 counterhit-state. F15-27 invul. K's head in CH-State für 3F at the end. 45F total duration.
| 236P>4D|| [[Bild:kofxi_k_236P4D_1.png|200px]][[Bild:kofxi_k_236P4D_2.png|150px]][[Bild:kofxi_k_236A4D_gif.gif]] || / || 45 || / || / || No collision F9-34. F1-14 counterhit-state. F15-27 invul. K's head in CH-State für 3F at the end. 45F total duration.
|-
|-
| 236P>214K|| [[Bild:kofxi_k_236P214K.png]] || 7 || 9 || KD || -6*|| Same as 214K-214K. 214D slides further than 214B. *=Point Blank.
| 236P>214K|| [[Bild:kofxi_k_236P214K.png]] || 7 || 9 || KD || -6*||Same as 214K-214K. F1-6 upper body invul. 214B/D have the same data, but D slides travels further than B. *=Point Blank.
|-
|-
|}
|}
Zeile 279: Zeile 279:
! Move !! Hitbox!! Startup!! Active!! !!Hit Guard!! Note
! Move !! Hitbox!! Startup!! Active!! !!Hit Guard!! Note
|-
|-
| 623A|| [[Bild:kofxi_k_623A_1.png|150px]][[Bild:kofxi_k_623A_2.png|150px]][[Bild:kofxi_k_623A_3.png|150px]] || 3/9* || 4+2+4 || KD|| -33||Legs invul from F1 until airborne. 24F landing recovery. Super cancel. *=The part of the hitbox that is the biggest vertically hits on F9.
| 623A|| [[Bild:kofxi_k_623A_1.png|150px]][[Bild:kofxi_k_623A_2.png|150px]][[Bild:kofxi_k_623A_3.png|150px]] || 3/9* || 4+2+4 || KD|| -33||Legs invul from F1 until airborne. 24F landing recovery. Super cancel. *=The part of the hitbox that is the biggest vertically hits on F9. 2nd hitbox allows juggles on counter-hit.
|-
|-
| 623C|| [[Bild:kofxi_k_623C_2.png|100px]][[Bild:kofxi_k_623C_1.png|100px]][[Bild:kofxi_k_623C_3.png|100px]][[Bild:kofxi_k_623C_4.png|100px]][[Bild:kofxi_k_623C_5.png|100px]] || 13 || 2+2+2+9+4 || KD|| -50* ||F1-14 strike invul. 28F landing recovery. Super cancel. *1= when guarded standing.
| 623C|| [[Bild:kofxi_k_623C_2.png|100px]][[Bild:kofxi_k_623C_1.png|100px]][[Bild:kofxi_k_623C_3.png|100px]][[Bild:kofxi_k_623C_4.png|100px]][[Bild:kofxi_k_623C_5.png|100px]] || 13 || 2+2+2+9+4 || KD|| -50* ||F1-14 strike invul. 28F landing recovery. Super cancel. *1= when guarded standing.
Zeile 332: Zeile 332:
|-
|-
| corner 2B>2A>236A>214B|| <span style="color: red;">-5</span> ||
| corner 2B>2A>236A>214B|| <span style="color: red;">-5</span> ||
|}
===Special 236P Data===
{| class="wikitable sortable" style="text-align: center"
|-
! String !! Animation !! startup !! Note
|-
| 236A>214K fastest || [[Bild:kofxi_k_236A214B_gif.gif]] ||18 ||1st startup frame = on frame 12, 2nd active frame of 236A
|-
| 236C>214K fastest || [[Bild:kofxi_k_236C214B_gif.gif]] ||21 ||1st startup frame = on frame 15, 1F before 1st active frame of 236C
|-
|}
|}


Zeile 340: 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 354: 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 365: 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 383: Zeile 392:


*'''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'''
Zeile 393: Zeile 401:
*'''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 406: Zeile 417:
**'''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 415: Zeile 426:
**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 429: Zeile 439:
*'''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 436: Zeile 446:
*'''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 462: Zeile 470:


== Blockstrings & Strategy ==
== Blockstrings & Strategy ==
Midscreen, use 236P>214K in blockstrings. 214K ist save on block or even gives +1, depending on distance.<br>
Midscreen, use 236P>214K in blockstrings. >214K is safe on block or even +1, depending on the distance.<br>
'''[https://twitter.com/ktani0281/status/1052565806112854016 Video from k-tani showing different options after this string]'''<br>
'''[https://twitter.com/ktani0281/status/1052565806112854016 Video from k-tani showing different options after this string]'''<br>
'''String: 2B>2A>236A>214D'''
'''String: 2B>2A>236A>214D'''
Zeile 502: Zeile 510:
*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]


'''Corner'''
'''Corner'''
Zeile 527: Zeile 535:


*K.O. with 2363214E, superjump back j.E,\/, 5A whiff, walk back, superjump j.C: see [https://youtu.be/cQvV3k_nZLE?t=697 here]
*K.O. with 2363214E, superjump back j.E,\/, 5A whiff, walk back, superjump j.C: see [https://youtu.be/cQvV3k_nZLE?t=697 here]
*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]
==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 ==
 
=== 5A(c) Table ===
'''K' 5A(c) against crouching characters behaves as follows:'''
'''K' 5A(c) against crouching characters behaves as follows:'''


Zeile 626: Zeile 645:
|}
|}


== Matchups ==
= Matchups =
===Universal===
===Universal===
'''Vs Wakeup-Super:'''
'''Vs Wakeup-Super:'''
Zeile 632: Zeile 651:


===Vs Kula===
===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.
*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).
*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 also suggests to buffer 236263C when you expect Kula to use her 236C-Breath and use it on reaction if you see the startup.


{| 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"
Zeile 660: Zeile 682:
|}
|}


===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 673: Zeile 695:
|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 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 214,236P) or 5A > LDM.
: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.


===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 715: Zeile 737:
|}
|}


===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 his 6A > Super combo, punish with 236236P after 6A


== Videos ==
===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).
 
== Playing against K'==
===Punishing Heat Drive===
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 =
[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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