NormalsClose* cl.
/
/
/
are cancel-able.
* cl.
is a standing elbow that can chain up to 2 hits and can combo into
+
or
+
.
* cl.
is a low kick that can chain up to 2 hits and can combo into
+
or
+
.
* cl.
is a 2-hit uppercut. This move can be canceled at any point of execution.
* cl.
is a move that deceivingly looks like a low trip, but it is a special mid (can be blocked with either standing or crouching block).
Standing* st.
is a straight jab. This move is actually pretty fast, as it comes out about as fast as jabs in Fighter's History Dynamite. This move cannot be canceled into anything.
* st.
is a mid kick, which can be used as a mid-range poke. This move cannot be canceled into anything.
* st.
is a standing hook. This is the only move that can be canceled into a special.
* st.
is roundhouse kick.
Crouching*
is a ducking punch with special-mid properties. It can chain up to 2 hits and can combo into
+
or
+
.
*
is a low hitting kick that can chain up to 3 hits. If desired,
can chain into
+
and into either
+
or
+
.
*
is a slow moving uppercut that can be canceled into
+
and/or any special for a combo.
*
is a long sweep. Nothing is guaranteed after this move.
Jumping* All jumping attacks can be canceled into aerial specials (
+
/
or
+
/
).
*
/
/
+
is an air punch attack that can be used to cross up, safe jump in, or it can be canceled into an aerial move for some mixup potential.
*
/
/
+
is a jumping knee attack. The hitbox is higher than
/
/
+
, so it can't be used to cross up.
*
/
/
+
is an alternate version of j. A, in where K' drops his other hand lower than the
/
/
+
version. There are a few options here just as there are in
/
/
+
, but there's a slight difference. Because the hitbox is lower, this move hits quicker when attempting a safe jump in, allowing the mixups to be applied with no real fear of GCFS, unless the opponent has a full bar. This is obviously not a good move to use against characters with dp reversal potential.
*
/
/
+
is a fly kick that can be canceled into an aerial special.
Blowback AttackPressing the
button while blocking will allow K' to do counter with
+
, and he will then tag out.
ThrowShot Pile:
/
+
*Can be broken. Normal knockdown. From this throw,
+
/
can be used to apply mixups if desired.
Command MovesOne Inch:
+
* K' steps forward and does a punch similar to Bruce Lee's "One Inch Punch". On a normal hit this move knocks down, but on counter hit, it causes a counter wire in which the opponent bounces off of the wall. K' can combo from counter wire hits. If this move is used in a link (i.e. - cl.
to
+
) it just acts as a normal hit that can be canceled into a special.
Knee Assault:
+
* K' does a short jumping knee that can be canceled into an aerial special.
Special MovesIron Trigger:
+
/
* K' throws his arm out, and emits a giant circular flame. Button strength only determines the damage for the initial hit. There are different moves that can be done from this move.
Second Shot: ''During Iron Trigger'',
+
* K' kicks that flame he just threw out from
+
/
. There's no damage distinction here, nor is there a difference in projectile speed.
Second Shell: ''During Iron Trigger'',
+
* K' does a flaming kick that launches the opponent and allows for a combo.
Black Out: ''During Iron Trigger'',
+
/
* K' cancels his flame with a teleport dash. Button strength determines whether he teleports in front of (
) or behind (
) the opponent.
Crow Bites:
+
/
* K' does an uppercut attack. Button strength determines the arc, and the number of hits. A does 1 hit, and C does 4 hits. If
+
is used, pressing
+
/
will add an extra hit.
Minutes Spike:
+
/
* K' does an air kick attack. This move can be done in the air, and be canceled into either air
+
/
or air
+
/
.
Narrow Spike: ''During Ground Minute Spike''
+
/
* K' does his dash teleport, but it actually hits, allowing him to combo this move with a DM.
Air Trigger: ''During Ground Minute Spike'' or ''in the air''
+
/
* K' throws a fireball from the air. Button strength determines the angle at which the fireball flies to the ground.
Desperation MovesHeaven's Drive:
+
/
* K' does a series of
+
/
and finishes with an air kick.
Heat Drive:
/
(hold button to charge)
* K' does a dashing punch that launches the opponent in the sky. This is a very good move, as it allows K' to combo with this move. This move can be charged by holding either
or
. At max charge, this move becomes unblockable. It also does a considerable amount of guard damage.
Chain Drive:
+
/
* K' tosses his shades towards the opponent. If they hit, he continues with a ranbu combo ending with a
+
attack. If the shades do not hit, or if they're blocked, there's a very long recovery time, allowing the opponent to get a free combo.
Combos and strats on the wiki (http://dreamcancel.com/wiki/index.php?title=K%27_(NGBC)) are currently being worked on... Stay tuned til then...