K'(KOFXI): Unterschied zwischen den Versionen

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*'''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.
Zeile 510: 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.


== Strategy & Okizeme==
= Strategy & Okizeme=
==DOWN Okizeme==
==DOWN Okizeme==
'''Midscreen'''
'''Midscreen'''
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*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]
*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 ===
Zeile 672: 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 685: 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 691: 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 727: 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'==
19.065

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