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K’ (Console)

Started by nilcam, December 06, 2011, 06:43:38 AM

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nilcam



Notation
;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible

Throw
;fd / ;bk + ;c / ;d

Command Normals
One Inch Punch - ;fd + ;a

Special Moves
Eins Trigger - ;qcf + ;a / ;c *
 ∟ Second Shoot - ;fd + ;b
 ∟ Second Shell - ;fd + ;d
 ∟ Blackout - ;dn \ ;bk + ;b / ;d

Blackout - ;qcf + ;b / ;d *

Minute Spike - ;qcb + ;b / ;d (ground or air) *
 ∟ Narrow Spike (ground variant only) - ;qcb + ;b / ;d

Crow Bites - ;dp + ;a / ;c *
 ∟ Crow Bites Plus (C version only) - ;fd + ;d

Desperation Moves
Heat Drive - ;qcf x 2 + ;a / ;c

Chain Drive - ;qcf ;hcb + ;a / ;c *

Neomax
Hyper Chain Drive - ;hcb x 2 + ;a ;c

K's Wiki entry.

Console changes:
*EX Ein trigger > 2nd shoot properties have been changed. The projectile hits twice and gradually increases in speed.
-Hit box and attack frames have been altered on j.B and j.D
*Air minute spike anywhere juggles
*Recovery improved on minute spike
-Recovery lengthened on Ein trigger â€" includes 2nd shoot/2nd shell
-Recovery lengthened for narrow spike when blocked
-Weak crow bites has less invincibility. Note that it is only upper body invincible.
-Minute spike properties changed (includes air). Move initiates at a consistent speed regardless of distance to the opponent.
*EX chain drive has special hit properties.

Producer Yamamoto says: Although there are several nerfs, it is possible to score extra damage using air minute spike and the special hit properties on chain drive which was not possible in the arcade. You’ll be able to make up for the nerfs by jumping on chances to aggressively score additional damage. Worthy of special mention â€" EX 2nd shoot has been changed. It was often used to zone, but can now be used to gain the initiative from long distance.

nilcam

#1
Reserved

nilcam

#2
Reserved


Saitsuofleaves

Well all the everywhere juggles help his cause.
On 5/26, something that defined a generation shall make its rightful return.  #Toonamisbackbitches.  Prepare yourselves.  Bang.

Reiki.Kito

I just saw that and I really, really like it!

milesw

I dont use the guy but I believe you guys will be happy with this...

http://www.nicovideo.jp/watch/sm16361070
満月の夜にまた会おうか!

My youtube
http://www.youtube.com/user/mairusu1

Atb_555

Trying combo the air minutes spike after the heat drive with no luck if anyone has any tips on how to combo it please post up. 

Thanks

DJMirror949

Do the heat drive while they're juggled in the air then you do minute spike? I have to try this later

Ash

To Atb_555 and DJMirror949, when you hit with the heat drive it has to be when they are in the air meaning qcf+A, f+D, qcfx2+P or dp+A(2hit), DC qcfx2+P

Next it has to be at the lowest point possible. The easiest and most consistent way to do this is qcb+B during back dash. I'm able to do it many times but not consistently.

Dark Chaotix

Quote from: Ash on December 07, 2011, 02:00:33 PM
To Atb_555 and DJMirror949, when you hit with the heat drive it has to be when they are in the air meaning qcf+A, f+D, qcfx2+P or dp+A(2hit), DC qcfx2+P

Next it has to be at the lowest point possible. The easiest and most consistent way to do this is qcb+B during back dash. I'm able to do it many times but not consistently.

Ash is correct. I wasnt able to do it until last night when I was playing around with it. You have to buffer the backdash so the first part  ;bk is done when the opponent hits the ground, then the second  ;bk is done when you have recovered from DM/SDM. As you input the second  ;bk you do qcb+K. It's just a timing thing and like Ash, I cant do consistantly yet, but I feel that the link from SDM is easier than the DM.

Practice by do regular qcfx2 A DM into iAqcb+B.

I also thought it was only on bigs, but it works on iori so Id assume it would work on everyone. More testing is needed for that.

Atb_555

#11
Nice, I was testing out backdash qcb + B and I swear I was getting the same effect when I did:

;dn ;db ;bk ~ ;bk + ;b

~ = quick input

EDIT: sorry other way round

jaguar

how do you use j./h. CD with K' effectively?  ie. how do you space it properly?
http://twitter.com/NOVADOJO
FIGHTING GAMES IN VA

tastylumpia

#13
It's pretty gdlk as a poke, tons of diagonal range. You can use it defensively jumping back to get someone off you, you can use it to trade with air-to-air (if you're higher) or against anti-airs to get the knockdown. Basically a far jump-in, it has a similar range to jD but more down-reaching. It also has tons of blockstun for pressure, and if you confirm it on hit it combos into EX minute spike for a full juggle.
twitter @tasty_lumpia

milesw

I dont use K' at all but...

with his air minute spike being an anywhere juggle does that mean K in the corner wont be doing dp dc minute spike x n?(outside of HD ofc)

I saw some player just doing st.a >minute spike > st.a> minute spike etc~
満月の夜にまた会おうか!

My youtube
http://www.youtube.com/user/mairusu1