Difference between revisions of "XV Broken/Ash Crimson"
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Ash's projectile, also referred to as his "Sonic Boom", alluding to Guile from Street Fighter. This is the core of Ash's neutral game, and important in either forcing your opponent to approach recklessly, or using it to approach yourself. | Ash's projectile, also referred to as his "Sonic Boom", alluding to Guile from Street Fighter. This is the core of Ash's neutral game, and important in either forcing your opponent to approach recklessly, or using it to approach yourself. | ||
A version = This throws out a slow moving, single fireball. Ash recovers shortly after throwing the fireball. | A version = This throws out a slow moving, single fireball. Ash recovers shortly after throwing the fireball. This travelling slowly and Ash recovering quickly is very strong, as it allows the fireball to fight in tandem with Ash, leaving a constant hitbox on the field as long as it's active. You can run behind it or sit back and have ample time to counter your opponents jump/roll in response to the fireball. The hard truth, however, is that almost every fireball in KOF acts like this, and when we start to compare Ash's fireball to other characters' fireball, the cracks start to show. One, it's not a large fireball. It can be hopped and low profiled under, so the opponent has multiple options to avoid it. Two, it requires a charge motion. Charge time in KOF is short compared to other fighting games; only 30f, but not being able to use it on demand is still a detriment, especially in such a fast paced game like KOF. In most other games with this character archetype, this charge requirement is compensated for by having very short recovery on the move, but Ash's fireball only recovers slighty faster than other fireballs, by 2-4f on average. In fact, to compensate, it has a 17f start up, which is higher than average (Robert's A fireball is 15f start up, Andy's is 13f, to give some examples). In a fireball war, these weaknesses tend to not make a huge difference, but when using this in tandem with trying to form an offense or move around for spacing, the issues can show. Nonetheless, it's a powerful and very important tool you should use frequently. Be sure to avoid sitting on charge the whole round to always have a fireball ready. Move forward when it is advantageous. | ||
C = Ash swipes in front of him, then throws a fast fireball. This is a | C = Ash swipes in front of him, then throws a fast fireball. This is a unique C fireball; most characters will just throw a fast fireball, but Ash does a combo attack. The first swipe has short range, but can nullify other fireballs, excluding EX fireballs. The fireball follow-up recovers faster than the A version, has a higher hitbox, and has an extra hitbox on the swiping motion itself, making it harder to hop over. This is strong against the common technique of throwing a slow fireball and chasing after it to force an approach. After nullifying the fireball with the initial swipe, the fireball follow-up will often interrupt the approach, and even if it doesn't, Ash recovers fast enough to be safe. The initial swipe can also act as an anti-air, and the projectile will combo, although this is hard to do on reaction and the range could leave something to be desired. This move can also give Ash an advantage in fireball wars, being able to nullify the first fireball and quickly retaliate with a fast fireball of his own, while recovering fast enough to throw another. Finally, this version is very useful in juggles. The usage of this move is percise, but can be really useful and throw off your opponent's game. One disadvantage this move has is the overall long animation. Although it's able to cover itself very well, making it hard to counter, if your opponent has a projectile invincible attack, they can see the animation of the initial swipe and blow through the follow up projectile with ease. Keep this in mind when considering your match-ups. | ||
EX = Ash throws out two fireballs in quick succession. These fireballs move | EX = Ash throws out two fireballs in quick succession. These fireballs move fast and can be a great option to mix-up your keepout game, throwing off your opponent's timing. The way the fireballs are spread out makes it difficult to jump over, and the swipe Ash does when throwing the fireballs has a hitbox like the C version, further strengthening this against jumps. However it's possible to punish Ash between the two fireballs. You can use this to beat out other fireballs, but unfortunately because the first fireball will clash with the opposing fireball, allowing the second fireball to go through, instead of having the fireball blow through the opposing fireball entirely, you won't always hit the opponent. The way this fireball clashes with other EX fireballs is much better however; despite being only one hit, the first fireball will nullify the opposing EX fireball entirely, allowing the second fireball to go through. The damage on this is above average compared to other EX fireballs as well. This move has a similar issue to the C version, where characters with projectile invincible attacks can react to the first part of the attack to blow through the second one, but the overall speed of this version makes it harder to do. This is a strong neutral tool, but be careful to not blow all of your meter on this, as meter is very important to making Ash threatening. | ||
}} | }} | ||
Revision as of 19:58, 4 March 2022
Introduction
A descendent of Saiki, the leader of Those from the Past, this young man was once thought to be erased from time.
Wielding flames of emerald and an arrogant smile, Ash teams with Kukri to help him complete his goal.
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Command Normals
Special Moves
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Placeholder |
( = dmg |
1 Meter |
Placeholder |
( = dmg |
2 Meters |
Placeholder |
( = dmg |
Gameplay Overview
Ash Crimson is an XYZ charcter who does QWE using ASDF. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
No results
No results
No results
|
No results |
---|
Far B
No results
No results
No results
|
No results |
---|
Far C
No results
No results
No results
|
No results |
---|
Far D
No results
No results
No results
|
No results |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
No results
No results
No results
|
No results |
---|
Crouch B
No results
No results
No results
|
No results |
---|
Crouch C
No results
No results
No results
|
No results |
---|
Crouch D
No results
No results
No results
|
No results |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
ShatterStrike
Shatterstrike
236CD
236CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Récompenses
Récompenses
(close) 4/6C
(close) 4/6C |
---|
Vertus
Vertus
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Floreal
Floreal
4B
4B |
---|
Floreal
Floreal
4D
4D |
---|
Floreal • instant
Floreal instant
6D
6D |
---|
Special Moves
Ventose
Ventose
46A
46A |
---|
Nivose
Nivose
28B
28B |
---|
Genie
Genie
214A
214A |
---|
Germinal Caprice
Germinal Caprice
46B
46B |
---|
Super Special Moves
Thermidor
Thermidor
236236A/C/AC
236236A/C/AC |
---|
Pluviose
Pluviose
236236B/D/BD
236236B/D/BD |
---|
Sans-culotte
Sans-culotte
A~B~C~D
A~B~C~D |
---|
Climax Super Special Moves
Espoir
Espoir
2141236CD
2141236CD |
---|