Difference between revisions of "XV Broken/Ash Crimson"
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|moveId=ash_fd | |moveId=ash_fd | ||
|description= | |description= | ||
A high angled roundhouse. Strong anti air for jumps in front of Ash. Having a good anti air game meshes well with Ash's kit, so it's recommended to learn the ranges of this move. Whiffs on crouchers unless up close. | A high angled roundhouse. Strong anti air for jumps in front of Ash. Having a good anti air game meshes well with Ash's kit, so it's recommended to learn the ranges of this move. Whiffs on crouchers unless up close. Unfortunately because Ash has a command normal set to 4D, it can be easy to get that move on accident when using this to defend, so be careful. | ||
}} | }} | ||
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|description= | |description= | ||
*Hits low. | *Hits low. | ||
A standing sweep. Stronger and slower than c.C. Just like Ash's standing B normals, this hits low. | A standing sweep. Stronger and slower than c.C. Just like Ash's standing B normals, this hits low. Cannot be used to hold a back charge due to overlap with 4D, and also must be used carefully while running as running 6D, which is usually used to prevent accidentally throwing the opponent, will actually register as a throw as Ash. | ||
}} | }} | ||
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*Causes a soft knockdown. | *Causes a soft knockdown. | ||
*Whiff cancellable. | *Whiff cancellable. | ||
A sweep at the legs. In the context of Ash this is a very useful sweep. It is cancellable on hit, block, and whiff, and Ash has excellent cancel options in his command normals or projectiles. You can use this to safely pester the opponent with soft knockdowns and chip damage, barring any smart rolls from the opponent. While this technique is effective, consider the reward you get for landing a 2D compared to a hit confirmed 2B. They have near identical range, and 2B can lead to a combo, which is especially threatening with meter, while 2D will only ever give you a soft knockdown. With that in mind, be careful not to rely on this normal too much, | A sweep at the legs. In the context of Ash this is a very useful sweep. It is cancellable on hit, block, and whiff, and Ash has excellent cancel options in his command normals or projectiles. You can use this to safely pester the opponent with soft knockdowns and chip damage, barring any smart rolls from the opponent. While this technique is effective, consider the reward you get for landing a 2D compared to a hit confirmed 2B. They have near identical range, and 2B can lead to a combo, which is especially threatening with meter, while 2D will only ever give you a soft knockdown. With that in mind, be careful not to rely on this normal too much, especially considering it has poor range compared to other characters' 2D. | ||
}} | }} | ||
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|description2= | |description2= | ||
*Whiffs on crouchers. | *Whiffs on crouchers. | ||
A high air punch. Functions exclusively as an air to air. Angled much higher than j.B, to where it cannot hit crouchers. The range isn't as good, | A high air punch. Functions exclusively as an air to air. Angled much higher than j.B, to where it cannot hit crouchers. The range isn't as good horizontally, but the extra vertical range can help it when using defensive air-to-airs. | ||
}} | }} | ||
====Jump D==== | ====Jump D==== | ||
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|description=* Headpats for days! | |description=* Headpats for days! | ||
Ash grabs the opponent and lights their face on fire. Leaves the opponent directly in front of Ash. | Ash grabs the opponent and lights their face on fire. Leaves the opponent directly in front of Ash. Ash can set up a free Genie with this. | ||
}} | }} | ||
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|captions="Honor" | |captions="Honor" | ||
|input=(close) 4/6D | |input=(close) 4/6D | ||
|description=Ash kicks his opponent on the side. Interestingly, Ash can perform a run-up throw simply by running and pressing 6D. This is likely due to his command normal input, 6D, and how it interacts with the universal throw input. Keep this in mind when trying to punish with | |description=Ash kicks his opponent on the side. Interestingly, Ash can perform a run-up throw simply by running and pressing 6D. This is likely due to his command normal input, 6D, and how it interacts with the universal throw input. Keep this in mind when trying to punish with cl.D. | ||
}} | }} | ||
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|moveId=ash_6d | |moveId=ash_6d | ||
|description= | |description= | ||
An in-place sobat kick. The last of Ash's three sobat kicks. Ash stays in place for this one, which makes it less unique of a command normal, but still functions as a solid poke. The frame data and start up is the same as 4D, but the extra speed is more notable here when used for poking. The range is about the same as 2B and 2D, but is harder to hop over. In juggles this grants a limited juggle state, and is useful for super cancels. | An in-place sobat kick. The last of Ash's three sobat kicks. Ash stays in place for this one, which makes it less unique of a command normal, but still functions as a solid poke. The frame data and start up is the same as 4D, but the extra speed is more notable here when used for poking. The range is about the same as 2B and 2D, but is harder to hop over. In juggles this grants a limited juggle state, and is useful for super cancels. Be careful not to accidentally use [4]6D when attempting this move. | ||
}} | }} | ||
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'''A version:''' This throws out a slow moving, single fireball. Ash recovers from his fireball quicker than most other characters, both allowing him to run behind it to start an offense, or to more easily punish opponents trying to jump or roll around it, and as a result is very useful in his zoning game. The quick recovery also makes it safer on block (-1 at point blank compared to most other characters' -4~-6), and allows Ash to get more plus frames more often, and from more favorable spacings of his projectile. Be wary for Guard Cancel rolls, as they can escape and possibly even hard punish pressure strings with this. | '''A version:''' This throws out a slow moving, single fireball. Ash recovers from his fireball quicker than most other characters, both allowing him to run behind it to start an offense, or to more easily punish opponents trying to jump or roll around it, and as a result is very useful in his zoning game. The quick recovery also makes it safer on block (-1 at point blank compared to most other characters' -4~-6), and allows Ash to get more plus frames more often, and from more favorable spacings of his projectile. Be wary for Guard Cancel rolls, as they can escape and possibly even hard punish pressure strings with this. | ||
---- | ---- | ||
'''C version:''' Ash swipes in front of him, then throws a faster fireball. 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. You can use this to mix up your fireball throws with the A version as the first swipe can bait a jump out of the opponent, just for them to get hit out of the air by the real one. Can also be used in fireball wars to nullify the opponent's fireball, and then let Ash throw his own at a faster speed to give himself the initiative. | '''C version:''' Ash swipes in front of him, then throws a faster fireball. 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. You can use this to mix up your fireball throws with the A version as the first swipe can bait a jump out of the opponent, just for them to get hit out of the air by the real one. Can also be used in fireball wars to nullify the opponent's fireball, and then let Ash throw his own at a faster speed to give himself the initiative. However, due to the long animation, and the fact that the projectole has to almost reach Ash before he can nullify it, its usually better to just throw an A fireball to nullify an opposing one. | ||
---- | ---- | ||
'''EX version'''= Ash throws out two fireballs in quick succession. These fireballs move fast and can beat out other projectiles, as well as throw off your opponent's approach. Be careful not to overuse, as the meter could be spent on conversions. | '''EX version'''= Ash throws out two fireballs in quick succession. These fireballs move fast and can beat out other projectiles, as well as throw off your opponent's approach. Be careful not to overuse, as the meter could be spent on conversions. |
Revision as of 20:33, 15 March 2022
The King of Fighters XV | |
Contents
- 1 Movelist
- 2 Quick Combo Reference
- 3 Gameplay Overview
- 4 Normals
- 5 Rush Moves
- 6 Throws
- 7 Command Moves
- 8 Special Moves
- 9 Super Special Moves
- 10 Climax Super Special Moves
- 11 Misc
- 12 Videos
- 13 Navigation
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
Meet the Guile of KOF. Ash Crimson is a zoner-type charge-based character, with the signature projectile and uppercut gameplay ubiquitous with the genre. What Ash brings newly to the table however, is explosive combo potential with his Sans-Culotte install super. His neutral game is easy to understand, but his combo game is complex. Ash can function ok as a point character, as characters will have less anti-fireball tools when meterless, but he excels in the anchor position where he can cash out on your meter to finish a game. | |
Pros | Cons |
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Normals
Far Standing Normals
Far A
stand A
f.A
f.A |
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Far B
stand B
f.B
f.B |
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Far C
stand C
f.C
f.C |
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Far D
stand D
f.D
f.D |
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Close Standing Normals
Close A
close A
cl.A
cl.A |
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Close B
close B
cl.B
cl.B |
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Close C
close C
cl.C
cl.C |
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Close D
close D
cl.D
cl.D |
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Crouch Normals
Crouch A
crouch A
2A
2A |
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Crouch B
crouch B
2B
2B |
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Crouch C
crouch C
2C
2C |
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Crouch D
crouch D
2D
2D |
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Jump Normals
Jump A
jump A
j.A
j.A |
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Jump B
jump B
j.B
j.B |
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Jump C
jump C
j.C
j.C |
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Jump D
jump D
j.D
j.D |
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Blowback
Blowback
Blowback
CD
CD |
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ShatterStrike
Shatterstrike
236CD
236CD |
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jump CD
jump CD
j.CD
j.CD |
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Rush Moves
rush
cl.AA/c.AAX
cl.AA/c.AAX |
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Throws
Récompenses
Récompenses
(close) 4/6C
(close) 4/6C |
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Vertus
Vertus
(close) 4/6D
(close) 4/6D |
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Command Moves
Floreal
Floreal
4B
4B |
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Floreal
Floreal
4D
4D |
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Floreal • instant
Floreal instant
6D
6D |
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Special Moves
Ventose
Ventose
[4]6A/C/A+C
[4]6A/C/A+C |
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Nivose
Nivose
[2]8B/D/B+D
[2]8B/D/B+D |
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Genie
Genie
214A
214A |
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Germinal Caprice
Germinal Caprice
46B
46B |
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Super Special Moves
Thermidor
Thermidor
236236A/C/AC
236236A/C/AC |
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Pluviose
Pluviose
236236B/D/BD
236236B/D/BD |
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Sans-culotte
Sans-culotte
A~B~C~D
A~B~C~D |
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Climax Super Special Moves
Espoir
Espoir
2141236CD
2141236CD |
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Misc
Videos
The King of Fighters XV | |
Navigation
The King of Fighters XV | |
System |
FAQ • Controls • Movement • Offense • Defense • Meters and Gauges • Patch Notes • Miscellaneous |
Characters |
|