K'(KOFXI)

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K'
K'
KOFXI k' full.png
Tiers & Ranking
Tier: S
Ratio Cost: 6 Points
Properties
Damage Modifier: 112
Stun Modifier: 100
Crouch height (Tier): F
Kofxi k S.png Kofxi k X.png Kofxi k T.png Kofxi k C.png Kofxi k R1S.png Kofxi k R1X.png Kofxi k R1T.png Kofxi k R1C.png
X R1 +⃞ R1 + X R1 + △ R1 + ⃝
A B C D 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 +⃞ L1 + X L1 + △ L1 + ⃝
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 +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
Standing Attacks
Move Hitbox Dmg Startup Active Hit Guard Note
5A(c) Kofxi k 5A(c).png 7 3 +8 +7 SC, can be crouched by many chars
5A(f) Kofxi k 5A(f).png 7 3 +5 +4 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 -6 -7 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 +3 +2 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. *=1F difference to Rock's Data.
2D Kofxi k 2D 1.pngKofxi k 2D 2.png 8 3+6 KD -9* SC & Kara & Delay Cancel. *=-11 after if jumping/walking.
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.
236P Route
Move Hitbox Startup Active Adv Note
236A Kofxi k 236A.png 11 12 -7/+3* Launch. *= as meaty as possible
236C Kofxi k 236C.png 16 12 +1/+11* kein Launch. *= as meaty as possible
236P>6B Kofxi k 236A6B.png 16? ? Invul on feet. 236C>6B travels slower than 236A>6B.
236P>6D Kofxi k 236A6D 1.pngKofxi k 236A6D 2.pngKofxi k 236A6D 3.png 10? 5+8+4 ? Only last 4 active Frames negate projectiles.
236P>4B Kofxi k 236P4B 1.pngKofxi k 236P4K 2.png 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 F15?-27 invul. K's head in CH-State für 3F at the end.
236P>214K Kofxi k 236P214K.png 7 9 ? 214D slides further than 214B.
Specials & Supers
Move Hitbox Startup Active Adv Note
623A Kofxi k 623A 1.pngKofxi k 623A 2.pngKofxi k 623A 3.png 3 4+2+4 Minus 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 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 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 No invul. K's head in CH-State for 4F at the end.
214B Kofxi k 214B.png 19 4 ?
214D Kofxi k 214D.png 21 4 ? F1-6 invul.
214K>214K Kofxi k 214K214K 1.pngKofxi k 214K214K 2.png 7 9 ? F1-6 upper body invul. D-version flies further than B-version.
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 ? 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
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
Minus 11F invul after freeze.
236236A Kofxi k 236236A.png 8 Minus F1 invul. Active & invul on feet from F7 after freeze. 4F invul while K' becomes invisible.
236236C Kofxi k 236236C.png 9 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 Minus Juggle Anywhere. ~19F invul. K' becomes invul again if the sunglasses connect.

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).


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).

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

  • LDM Kill, 5A(c)(whiff),5E>236B, 2x durch Gegner rennen, dann crossup 2B Quelle k-tani, 1,2

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.

Punishment Guide
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

Punishment Guide
Move Punishment Anmerkung
236236A (block) 236236B
236236A (vor Hit) 214D(whiff>214D; 623C; 236236B/D, 2363214E Während dem Super-Freeze eingeben.

Ryo

Punishment Guide
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

Punishment Guide
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

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

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