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King of Dinosaurs

Started by desmond_kof, July 18, 2016, 01:44:44 AM

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MarshDTeach

So far, I've found far B to be his best button by far, as you can not only use it to combo into command grab from afar, but you can also cancel it into A anklo hammer for pressure/confirms. Its very safe as long as both hits are blocked, and if you're unsure if the second one will land, breaking makes it even safer.

far b xxx a anklo can be confirmed into Dino Dinner

Osiris

I made a Pastebin of information about all of Dinosaur's normals, specials, supers, and some strategy for the guy. Check it out! http://pastebin.com/guBvCiJf

MasterBelmont

Quote from: Osiris on October 09, 2016, 09:53:55 PM
I made a Pastebin of information about all of Dinosaur's normals, specials, supers, and some strategy for the guy. Check it out! http://pastebin.com/guBvCiJf

Nice! As someone who aspires to use KoD, this will be a big help.
MKXL: Tremor (Aftershock)
KOFXIV: Kensou/Athena/King of Dinosaurs


karn

There's a light defensive option select KoD has against jumps.

Situation: KoD is getting jumped in on.
For jump-ins, opponents will usually do one of the following:
1. Use a shallow or high height jump attack to start pressure (could be anything, since many instant or near-instant hop attacks will make contact with KoD's larger crouching hurtbox).
2. Use a deep jump in to continue a confirm (jump is first hit of confirm), or continue into a grounded confirm (the next two hits on the ground will be a ground confirm).
3. Empty jump low, which beats back+C/D option select except at throw range, since it low profiles most cl.C/D attacks
4. Empty jump throw.

Solution: Buffer hcb, then hit C when the opponent is low enough on the jump descent that KoD's Zetsumetsu Hurricane (C ver.) is slow enough to connect only after the opponent has landed from the jump. Versus the above scenarios:
1. Used versus the shallow jump attack, KoD will block. Pressing C will do nothing since KoD will be in blockstun by the time it is pressed.
2. Versus the deep jump in, KoD's Zetsumetsu Hurricane (C ver.) armor will absorb the jump in and become active (grab the opponent) after the opponent lands. If the opponent continues to a grounded attack for a confirm, they will be grabbed unless they cancel to an airborne special or quick max to jump. Another risk of this technique is that jump-attacking KoD's armor causes hitstop, delaying the opponent's landing and giving them a few additional frames of hitstop to react to the grab and evade it.
3. Versus empty jump low, KoD will get Zetsumetsu hurricane (C ver.) and grab the opponent for attacking when they land. The opponent is likely committing to the low and there is no airborne hitstop so the grab startup is hard to react to but they could theoretically cancel to something that goes airborne or Quick Max to jump.
4. Versus empty jump throw, KoD will similarly get Zetsumetsu Hurricane (C ver.) and grab the opponent since it has throw invulnerable startup from the first frame since KOF XIV ver. 2.0.

The above technique can be used backwards against opponents who try to crossover empty jump right behind KoD to hit him before the KOF XIV allows KoD to attack in the other direction, and can beat rolls to behind-frame advantage that go just behind KoD too.

All of these things result in opponents needing to think carefully before jumping in on Dino.
There are some bad worst-case scenarios, but the option select covers many common offensives.
The Art of Fighting.... without fighting?
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