King of Fighters XIV > King of Dinosaurs

King of Dinosaurs

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

(*) = EX OK
(!) = MAX OK

Throws
Dyna Bomb -  close ;bk / ;fd +  ;c
Dyna Buster - close ;bk / ;fd + ;d

Command Normals
Rex Head -  ;fd +  ;a
Yucatan Punch -   ;bk +  ;a

Special Moves
Zet's Met's Hurricane - ;hcb + ;a/ ;c (*)
Assault Raptor -  ;qcf + ;b/ ;d (*)
Ankylo Hammer - ;qcf + ;a/ ;c (*)
   Ankylo Hammer (Brake)  ;a + ;b
Giga Conply - ;qcb + ;b/ ;d (*)

Super Special Moves
Zet's Met's Hurricane - ;hcb ;hcb + ;a/ ;c (!)
Dinner of Dinosaur - ;qcf ;qcf + ;b/ ;d (!)

Climax Desperation Move
Tyra Mosa Dread Carno Gaohi - ;hcb ;hcb + ;b + ;d

Pix:
Big slow son of a gun. Lots of OTG weirdness going on. Some notes:

-Forward throw has some combo options if the opponent doesn't techroll, qcf C xx qcfx2 KK super works for 432 damage midscreen.

-Qcf A combos from lights, first hit SCs into grab supers but obviously it's pretty tight. 2nd hit may cancel into DinoDinner super if it OTGs?

-EX qcf P wires the opponent and guarantees an OTG qcf C which can then be SCed into DinoDinner midscreen or climax. This was roughly the best option I found for a 1st char max combo.

-Better be sure what you want when jumping in. Aerial heavy normals seem to have pretty pathetic hitstun and it's easy to mistime heavy normal followups.

-Close D has a RIDICULOUSLY small activation range, you can be right on top of your opponent and still get far D which is incredibly slow. Be very careful pressing this button.

Amedø310:
He has a lot of auto gaurd:

cr. C
Far C
b+A: https://www.facebook.com/Amedo310/videos/10153730638997078/
hcb+C
(EX) hcb+AC: https://www.facebook.com/Amedo310/videos/10153730137612078/

A video of the EX qcf+AC, qcf+C, Climax: https://www.facebook.com/Amedo310/videos/10153729555042078/

If Light Anklyo Hammer Break hits an opponent in the air,  it becomes a hard knockdown that can be followed by Giga Compy.

MetalThrashingMadman:
KoD is so similar to Tizoc, yet so different. Most of his moves have been altered, some taken away entirely. For instance, his air throw is gone and the move where he steps back and then rushes forward with a haymaker is gone as well. However, you can still jump  ;d,  ;c,  ;fd ;df ;dn ;db ;bk+ ;a. I'm honestly a bit disappointed he doesn't play more like his KOF XI counterpart, but he is by no means bad. Time will tell if I decide to stick with him or not.

Mr.Minionman:
Is there a reason to ever not tech against dino? The punishment is big if you don't tech, and he can't seem to chase you for teching either. His run is too slow, and the jump grab is punishable

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