K'(KOFXI): Unterschied zwischen den Versionen

 
(7 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 351: 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 365: 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 376: 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 394: 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 404: 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==
==Team Combos==
'''Preferred Quick Shift Normals:'''
'''Preferred Quick Shift Normals:'''
:Standing opponent: '''j.D'''
:Standing & crouching opponent: '''j.D''' deals the most stun, but is hard to connect. '''j.C''' also works and is often easier.
:Crouching opponent: '''j.A'''
:Cornered or Back-turned opponent: '''j.C''', j.D will often whiff
:Close to own corner: '''late j.A'''
:Close to own corner: '''late j.A'''


Zeile 432: 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 446: 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 453: 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===
===Vanessa & Kdash===
*K' Corner combo into 236A-6D, dash 623A(1) QS Vanessa j.D,\/, LDM, ...
*K' Corner combo into 236A-6D, dash 623A(1) QS Vanessa j.D,\/, LDM, ...


*[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 521: 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]
*Midscreen throw kill, 5E kara cancel 236D, 3D>214K,\/,LDM: Setup from [https://youtu.be/cez5patcmcA?t=17946 u-rasia]


'''Corner'''
'''Corner'''
Zeile 550: Zeile 537:
*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]
*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]


== 5A(c) Table ==
==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 ===
'''K' 5A(c) against crouching characters behaves as follows:'''
'''K' 5A(c) against crouching characters behaves as follows:'''


Zeile 648: Zeile 645:
|}
|}


== Matchups ==
= Matchups =
===Universal===
===Universal===
'''Vs Wakeup-Super:'''
'''Vs Wakeup-Super:'''
Zeile 685: 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 698: 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.
Zeile 704: Zeile 701:
:Since Oswald has no collision and higher travel distance on back ukemi, this setup works against him: fullscreen combo into 3D,214B,land, 214D, max delay 214B followup: crossup. Example from [https://www.youtube.com/watch?v=L-VyLcM2I8w&t=275s u-rasia]. You can follow up this crossup with eg. either heat drive (put in as 214214P) or (5A > LDM) or 623A (input as 41236A) > shift etc.
:Since Oswald has no collision and higher travel distance on back ukemi, this setup works against him: fullscreen combo into 3D,214B,land, 214D, max delay 214B followup: crossup. Example from [https://www.youtube.com/watch?v=L-VyLcM2I8w&t=275s u-rasia]. You can follow up this crossup with eg. either heat drive (put in as 214214P) or (5A > LDM) or 623A (input as 41236A) > shift etc.


===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 740: 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


===Mary===
===vs Mary===
:Punish [4],6B on block with 623A(>sc 236236A) or 236236B.
: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'==
== Playing against K'==
Zeile 756: Zeile 759:
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.
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 ==
= 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=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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