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=Movelist=
=Movelist=


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


(!) = MAX OK


'''Throws'''
'''Throws'''
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=Gameplay Overview=
=Gameplay Overview=


The King of Dinosaurs is a slow, "power"-style grappler like Daimon or Maxima. Since he lacks the mobility to be highly aggressive like Clark or Ramon, the King must rely on slow, careful movements to provoke his opponents into making big, punishable mistakes. In exchange for his low mobility, he has several armored normal and special attacks with which to deflect projectiles, jump-ins, and pokes and attempt a free punish. He also has a fast command grab to punish otherwise minor mistakes, and a long-ranged jump D with which to poke or lock off air space. He gains even more and better armored and punishment tools in MAX mode via his EX Assault Raptor and EX Zetsumetsu Hurricane. With that said, the King's low mobility is his biggest problem by far -- he has some good offensive and defensive moves, but can seriously struggle against many opponents to gain or keep the ranges where they work best. His combos are simple enough for beginners to perform, but the difficulty of his neutral game makes him better suited for experienced players who can work better around his limitations.
The King of Dinosaurs is a slow, "power"-style grappler like Daimon or Maxima. Since he lacks the mobility to be highly aggressive like Clark or Ramon, the King must rely on slow, careful movements to provoke his opponents into making big, punishable mistakes. In exchange for his low mobility, he has several armored normal and special attacks with which to deflect projectiles, jump-ins, and pokes and attempt a free punish. He also has a fast command grab to punish otherwise minor mistakes, and a long-ranged jump D with which to poke or lock off air space. He gains even more and better armored and punishment tools in MAX mode via his EX Assault Raptor and EX Zetsumetsu Hurricane. With that said, the King's low mobility is his biggest problem by far -- he has some good offensive and defensive moves, but can seriously struggle against many opponents to gain or keep the ranges where they work best. His combos are simple enough for beginners to perform, but the difficulty of his neutral game makes him better suited for experienced players who can work better around his limitations. But if you want to learn how to play a strong defensive style, the King of Dinosaurs is an excellent platform to teach you the fundamentals of smart defensive grappling.


=Normals=
=Normals=
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'''Standing'''
'''Standing'''


Far A: Minus on block. This jab reaches so high it will whiff on all crouching and even many standing opponents (e.g. Mai), but its height and range nonetheless make it a very safe, fast short-notice anti-air and hop check.


Far B: Minus on block, but special-cancellable. Does not hit low. Will combo to A Zetsumetsu Hurricane at all but its absolute maximum range, but can't be hit-confirmed since it doesn't chain from anything. Still, a good potential footsie and punishment tool due to this property.
st. A:
* 5F / -2
* Good anti-air/hop check due to its range and height.
* Whiffs on crouching opponents.
* Against an opponent who will stay grounded, use cr.A instead.
* This normal is not spammable, so mis-timing this can result in a running opponent catching KoD with a cr.B st.B max mode confirm


Far C: Has upper-body autoguard a few frames after startup. Minus on block, super-cancellable. Besides slapping slow pokes like stand C's and D's, it can also be used to slap away high projectiles such as Mai's, Robert's, and Andy's. Besides its vulnerability to lows, its major weakness is that it will whiff on crouching opponents.
st. B:
* 6F / -2
* Dino’s best poke for 1-bar quick max confirming (st.B BC cl.C).
* Cancellable
* Does not hit low.
* Will combo to A Zetsumetsu Hurricane except at nearly max range
** Effective whiff punish, though not confirmable
** If st.B xx hcb+A is blocked, opponents may need to move forward first to punish
* At the correct ranges, this can be cancelled to Assault Raptor (qcf+B/D) as a mixup
** If an opponent backdashes the st.B that is cancelled to Assault Raptor, the opponent will be airborne and Assault Raptor will whiff. Moreover, the opponent will recover fast enough to punish with a full combo.


Far D: Hits high, but starts up slowly. Minus on block. Despite its range and height, the slow startup of this move generally makes it a less reliable poke and anti-air than the King's st.C and cr.C.  
st. C:
* 16F / -2
* Has upper-body autoguard a few frames after startup.
* Super cancellable.
* Will whiff on shorter crouching opponents (think Iori or smaller).
* The armor on this move makes it useful both for plowing through slow C/D pokes, as well as slapping away high fireballs (King, Andy, Mai, etc.).
* Its major vulnerability is crouching moves, so it should be used against opponents conditioned to stand block or poke standing.
 
st. D:
* 15F / -8
* Hits high, but starts up slowly.
* The hitbox reaches surprisingly far under this move, allowing it to whiff punish some crouching normals with good spacing. However, st.B and cr.D are usually easier whiff punish tools, and cr.C is usually a better anti-air.


'''Close'''
'''Close'''


Close A: Minus on block, but special/super-cancellable and chains to command normals. The frame disadvantage of this move can be overcome by chaining to KoD's Rush combo (3 hits), which is actually positive on block. Fast enough to get a ground hit after a corner st.CD.
cl. A
 
Minus on block, but special/super-cancellable and chains to command normals, as well as to cr.A.
Close B: Minus on block, but special-cancellable. Comparable activation range to cl.A.
cl. B:
 
* Minus on block, but special-cancellable. Comparable activation range to cl.A.
Close C: Slow, but special/super-cancellable and chains to command normals. Primarily combo filler, but chokes off a decent amount of space right in front of KoD to stuff the startup of jumps.
cl. C:
 
* Slow
Close D: Forces stand on hit. Minus on block, but special/super-cancellable. Forces stand, but significantly slower to start up than cl.C. From C/D jump-ins, use cl.C instead.
* Cancellable. Primarily combo filler, but chokes off a decent amount of space right in front of KoD to stuff the startup of jumps.
cl. D:
* Forces stand on hit.
* Cancellable
* Does 80 damage.
* After jump-ins, use cl.C instead to continue confirm, since cl.D is usually too slow to combo.


'''Crouching'''
'''Crouching'''


Crouching A: Minus on block. Special/super-cancellable and chains to command normals. Has good range for a c.A, but reaches so high that it can be low-profiled at max range by long-ranged cr.B's like Iori's and Sylvie's.
cr. A:
* Good range and speed
* Chains into itself
* Spammable on whiff
* Cancellable
* Vulnerable to super-low-profile moves a la Iori/Sylvie cr.B (may have changed in ver. 2.00).
* Staple pressure tool since it's self-chaining and confirmable (but not from too far away)


Crouching B: Minus on block, hits low, chains to cr.A and cl.A for combos and blockstrings. A good move, but KoD's low mobility makes it challenging to stay in and pressure with this move like other grapplers can.
cr. B:
* Minus on block
* Can be effective for low one-bar confirm (cr.B BC cl.C)
* Hits low, chains to cr.A and cl.A for confirm.
* Max range cr.B cr.A cr.A Quick Max confirm does not combo to cl.C midscreen.
* Can reach with Zetsumetsu Hurricane (C ver.) after this is blocked.


Crouching C: Has upper-body autoguard a few frames after startup. Unsafe on block, not whiff-cancellable, but special/super-cancellable and chains to command normals. Can be very fairly compared to Birdie's c.MP from Street Fighter V, a great anti-air normal that can even hit behind KoD, beating crossups and frontal jump-ins alike. Its short horizontal range and long recovery make it vulnerable to whiff punishment, though. Beating early hop-ins can also be difficult without practice.
cr. C:
* Anti-air
* Has upper-body autoguard a few frames after startup.
* Unsafe on block, so should be cancelled to Rex Head (safer on block) unless the opponent is airborne and close to the ground.
* Cancellable
* Can hit behind KoD sometimes, but usually has tendency to whiff against crossover jumps.
* If this resets an opponent at close range, KoD will switch sides with the opponent.
* Very slow recovery on whiff.


Crouching D: 2 hits, both inflict a soft knockdown. 1st hit special-cancellable. 2nd hit minus on block. Both hits are a true blockstring. Not bad so long as the move makes contact, but dangerous on whiff because of how long the animation lasts.
cr. D:
* Double sweep (hits low, either hit can knock down)
* 1st hit cancellable
* 2nd hit minus on block.
* True blockstring.
* Safe pushback on block
* Vulnerable to whiff punishes and guard cancel roll punishes.


'''Jumping'''
'''Jumping'''


Jump A: Fast, long-ranged, and decently active, but its hitbox is so high in the air that it's very difficult to air-to-air many hop attacks with this move. Best reserved for very high air-to-air defense; otherwise, stay on the ground and anti-air with b+A, cr.C, or st.A.
* j. A: Fast, long-ranged, and decently active, but its hitbox is so high in the air that it's very difficult to air-to-air many hop attacks with this move. Best reserved for very high air-to-air defense; otherwise, stay on the ground and anti-air with b+A, cr.C, or st.A.


Jump B: A nice deep jump-in, and despite how it looks, actually a better low jump air-to-air than j.A. It has a similar active window and enough speed and a protected-enough hurtbox to reliably stop many air-to-air attacks that lack the extreme range of a j.D (in which case the King can frequently win from a vertical jump if he jumped higher than Iori).
* j. B: A nice deep jump-in, and despite how it looks, actually a better low jump air-to-air than j.A. It has a similar active window and enough speed and a protected-enough hurtbox to reliably stop many air-to-air attacks that lack the extreme range of a j.D (in which case the King can frequently win from a vertical jump if he jumped higher than Iori).


Jump C: The King's deepest jump-in. Mostly a combo starter and frontal jump-in, but can be a decent air-to-air from a high vertical jump as well. Can cross up if you aim to hit the opponent with Dino's ass.  
* j. C: The King's deepest jump-in. Mostly a combo starter and frontal jump-in, but can be a decent air-to-air from a high vertical jump as well. Can cross up if you aim to hit the opponent with Dino's ass.  


Jump D: The King's most reliable jump zoning move, with huge horizontal range to protect his hurtbox. Its only drawback is that it doesn't reach very deep, so it's prone to whiffing on crouching opponents if done too early from a jump. Mix this move in with empty vertical and backward hops and you may see some opponents land on it.
* j. D: The King's most reliable jump zoning move, with huge horizontal range to protect his hurtbox. Its only drawback is that it doesn't reach very deep, so it's prone to whiffing on crouching opponents if done too early from a jump. Mix this move in with empty vertical and backward hops and you may see some opponents land on it.


'''Blowback'''
'''Blowback'''


Stand CD: Not a whole lot of range by Dino's standards, but it's decently fast and positive on block, which is rare for Dino. Midscreen, you can run up and get a qcb+D bite for an OTG combo.
* st. CD: Not a whole lot of range by Dino's standards, but it's decently fast and positive on block, which is rare for Dino. Midscreen, you can run up and get a qcb+D bite for an OTG combo.


Jumping CD: Not a good crossup move despite how it looks (sorry Zangief fans), but is quite fast for a Dino normal, making it a decent air-to-air and good, safe hop pressure tool. Hop after your opponent does a big hop attack and let it rip for best whiff-punishment results.
* j. CD: Not a good crossup move despite how it looks (sorry Zangief fans), but is quite fast for a Dino normal, making it a decent air-to-air and good, safe hop pressure tool. Hop after your opponent does a big hop attack and let it rip for best whiff-punishment results.


=Throws=
=Throws=
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* Overhead when performed standalone. Blockable high/low when chained into. Combos from C/D normals.
* Overhead when performed standalone. Blockable high/low when chained into. Combos from C/D normals.
 
* Has upper-body autoguard shortly before the active frames (compare to st.C)
* Not special-cancellable, but is super-cancellable and MAX-cancellable for a combo
* Not special-cancellable, but is super-cancellable and MAX-cancellable for a combo
* Minus but safe on block. Soft knockdown on air hit
* Minus but safe on block. Soft knockdown on air hit


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* Can only hit aerial opponents, but is special/super-cancellable
* Can only hit aerial opponents, but is special/super-cancellable
 
* Too slow to use on reaction in most cases, must read jumps and use in advance.
* Inflicts float state on air hit, can juggle with anything afterwards
* Inflicts float state on air hit, can juggle with anything afterwards
* Has upper-body autoguard a few frames after startup, but can be safe jumped by hop attacks if activated too late. Nevertheless, one of the King's best anti-air attacks
* Has upper-body autoguard a few frames after startup, but can be safe jumped by hop attacks if activated too late. Nevertheless, one of the King's best anti-air attacks


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::'''Break''' - AB
::'''Break''' - AB


* Cancels Ankylo Hammer before the final hit
::* Cancels Ankylo Hammer before the final hit


* Breaking A version is -3(?) on block, safe to all non-grab punishment. Breaking C version is unsafe to A/B normals and fast cl.C/D's.
::* Breaking A version is -3(?) on block, safe to all non-grab punishment. Breaking C version is unsafe to A/B normals and fast cl.C/D's.




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* Flings opponent behind and away from KoD (about a screen length)
* Flings opponent behind and away from KoD (about a screen length)


* A damaging combo ender when using it won't uncorner your opponent
* A damaging combo ender, provided you're willing to live with the side switch + distance afterwards


'''EX:''' Faster startup, easier to use after midscreen hard knockdowns like EX Ankylo Hammer inflicts.
'''EX:''' Faster startup, easier to use after midscreen hard knockdowns like EX Ankylo Hammer inflicts.
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* Will hit aerial opponents, but opponent will frequently fall out of the last hits unless the juggle is carefully engineered.
* Will hit aerial opponents, but opponent will frequently fall out of the last hits unless the juggle is carefully engineered.


'''MAX:''' Adds an additional hit that hits overhead.
* Hard knockdown. Can OTG afterwards with Giga Compy.
 
'''MAX:''' Adds an additional hit that hits overhead for more damage. Cannot OTG afterwards due to additional recovery.


=Climax Super Special Moves=
=Climax Super Special Moves=
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===Rush Auto Combo===
===Rush Auto Combo===


'''Meterless:''' Surprisingly good because the 3rd hit is positive on block, and it ends in A Zetsumetsu Hurricane for good damage on hit. A good blockstring tool if you stop on the 3rd hit.
'''Meterless:''' Minus but safe on block for 2nd and 3rd hits. A good 0-bar route from cr.B because it results in the most meterless damage from that starter.


'''1 Meter:''' Still good if you stop on the 3rd hit on block, but wasteful on hit because it goes straight to Dinner of Dinosaur.
'''1 Meter:''' Ends with Dinner of Dinosaur. Slightly wasteful on hit because there's no special before the super, but you can OTG afterwards to recover some damage.


'''EX:''' See above. Less damage lost from MAX Dinner of Dinosaur, but still meter-inefficient on hit.
'''EX:''' The least efficient version since you can't OTG after MAX Dinner of Dinosaur.


==0 meter==
==0 meter==
'''Anywhere'''


* cr.B, cr.A, hcb+A (197 DMG)
* cr.B, cr.A, hcb+A (197 DMG)


* cr.B, cl.A, Rush Combo (224 DMG)
* cr.B, cl.A, Rush Combo (224 DMG)
(0-bar version only. Builds around 20% of a bar, so be wary of accidental super)


* st.B, qcf+A, (AB) (58/94 DMG)
* st.B, qcf+A, (AB) (58/94 DMG)
(Max-range poke combo. Cancel with AB if st.B 2nd hit won't reach)


* st.B, hcb+A (182 DMG)
* st.B, hcb+A (182 DMG)
(More damage than st.B, qcf+A, but is much less safe if st.B is blocked)


* cl.D, qcf+C (191 DMG)
* cl.D, qcf+C (191 DMG)
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* cl.D, qcf+C, AB, cr.D (218 DMG)
* cl.D, qcf+C, AB, cr.D (218 DMG)


(Less damage than a Hurricane combo, but leaves opponent much closer)
* cl.D, hcb+A (232 DMG)
 
* st.CD, dash or qcf+B/D (whiff), qcb+B/D (177 DMG)


* cl.D, hcb+A (232 DMG)
* b+A (air hit), cr.D (151 DMG)


* st.CD, ff, qcb+B/D (189 DMG)
* j.CD (counter hit), st.CD (171 DMG)


(Very hard if Dino is more than 1/2 screen from his opponent. Can cancel st.CD to Assault Raptor (whiff) to make it slightly easier)
'''Corner only'''


* b+A (air hit), st.CD (146 DMG)
* b+A (air hit), qcf+C, AB, cl.C/cr.C (204 DMG)


<strong>(Corner only)</strong>
* st.CD, qcf+C (2nd), AB, cl.C/cr.C (165 DMG)


* b+A (air hit), qcf+C, AB, cr.C (204 DMG)
* st.CD, st.B, hcb+A (228 DMG)


* st.CD, cl.A, hcb+A (242 DMG)
( ^^^ Works only from st.CD max range or meaty hit (hit with last active frame) )


* st.CD, cl.A, Rush Combo (269 DMG)
* j.CD (counter hit), qcf+C, AB, cl.C/cr.C (229 DMG)


(0-bar version only)
* j.CD (counter hit), b+A, qcf+C (276 DMG)


==1 meter==
==1 meter==


* cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+A/C (284 DMG)
'''Anywhere'''
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC (275 DMG)
 
* cr.B, cr.A, qcf+A (1 hit), SC, qcfx2+B/D, qcb+B/D (323 DMG)


* cr.B, cr.A, BC, cl.C, qcf+AC, qcb+BD (309 DMG)
* cr.B, cr.A, BC, cl.C, qcf+AC, qcb+BD (309 DMG)


(Must cancel the BC auto-dash ASAP with cl.C)
* cl.D, f+A, BC, cl.D, qcf+AC, qcb+BD (391 DMG)
 
* f+A, BC, cl.D, qcf+AC, qcb+BD (334 DMG)
 
'''No corner'''
 
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC (275 DMG)
 
* cl.D, f+A, SC, qcfx2+B/D, qcb+B/D (387 DMG)


* cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC (357 DMG)
* cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC (357 DMG)
* cl.D, f+A, BC, cl.D, qcf+AC, qcb+BD (391 DMG)


* f+A, BC, cl.D, qcf+AC, qcf+AC (300 DMG)
* f+A, BC, cl.D, qcf+AC, qcf+AC (300 DMG)
* f+A, BC, cl.D, qcf+AC, qcb+BD (334 DMG)


* b+A (air hit), BC, b+A, qcf+AC (255 DMG)
* b+A (air hit), BC, b+A, qcf+AC (255 DMG)


<strong>(Near corner)</strong>
'''Near corner'''


* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC, qcb+B/D (335 DMG)
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC, qcb+B/D (335 DMG)
Line 326: Line 383:
* f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (360 DMG)
* f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (360 DMG)


<strong>(Corner only)</strong>
'''Corner only'''


* b+A (air hit), BC, b+A, qcf+AC, qcf+C (315 DMG)
* b+A (air hit), BC, b+A, qcf+AC, qcf+C (315 DMG)


* st.CD, cl.A, qcf+A, hcbx2+A/C (329 DMG)
==2 meters==
 
'''Anywhere'''


* st.CD, BC, st.CD, cr.C, hcb+AC (329 DMG)
* cr.B, cr.A, qcf+A, SC, hcbx2+AC (377 DMG)


==2 meters==
* cr.B, cr.A, qcf+A, SC, qcfx2+BD (376 DMG)
 
* cl.D, f+A, SC, qcfx2+BD (443 DMG)


* cr.B, cr.A, qcf+A, SC, hcbx2+AC (377 DMG)
'''No corner'''


* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (428 DMG)
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (428 DMG)
Line 346: Line 407:
* b+A (air hit), BC, b+A, qcf+C (2 hits), SC, qcfx2+BD (438 DMG)
* b+A (air hit), BC, b+A, qcf+C (2 hits), SC, qcfx2+BD (438 DMG)


<strong>(Corner only)</strong>
==3 meters==
 
'''Anywhere'''


* st.CD, BC, st.CD, cr.C, f+A, hcbx2+AC (476 DMG)
* cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+BD (459 DMG)


==3 meters==
* b+A (air hit), BC, b+A, qcf+C (2 hits), SC, hcbx2+BD (526 DMG)


* cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+BD (459 DMG)
'''No corner'''


* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (493 DMG)
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (493 DMG)
Line 360: Line 423:
* f+A, BC, cl.D, qcf+AC, qcf+C, (2 hits), SC, hcbx2+BD (518 DMG)
* f+A, BC, cl.D, qcf+AC, qcf+C, (2 hits), SC, hcbx2+BD (518 DMG)


* b+A (air hit), BC, b+A, qcf+C (2 hits), SC, hcbx2+BD (526 DMG)
==4 meters==
 
'''No corner'''
 
* cr.B, cr.A, qcf+A(1), SC, qcfx2+B/D(4), CC, hcbx2+BD (526 DMG)
 
* cl.D, f+A, SC, qxfx2+B/D(4), CC, hcbx2+BD (605 DMG)
 
* b+A (air hit), qcf+C(2), SC, qcfx2+B/D(1), CC, hcbx2+BD (547 DMG)
 
'''Near corner'''


==4 meters==
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (530 DMG)


* (place combo here) = (place damage amount here)
* cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (612 DMG)
(place combo description here)


==5 meters==
==5 meters==


* (place combo here) = (place damage amount here)
* cr.B, cr.A, qcf+A(1), SC, qcfx2+BD(4), CC, hcbx2+BD (544 DMG)
(place combo description here)
 
* cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (553 DMG)
 
* cl.D, f+A, BC, cl.D, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (635 DMG)


=Misc=
=Misc=
==Frame Data==
[https://docs.google.com/spreadsheets/d/1v1Iy2d7Bc2YwwTqW34InN2X2TvegowxVh9G8Rn6l4vA/edit#gid=2002055459 King of Dinosaurs KOFXIV Frama Data Link]


=Videos=
=Videos=
'''KoF XIV: K.O.D. Beginner Breakdown'''
{{#ev:youtube|MmnpnSfaglM}}
'''KOF XIV Karn Dinosaur compilation'''
{{#ev:youtube|wbM10xcQGi8}}
'''King of Dinosaurs Slow Motion Hitboxes'''
{{#ev:youtube|uAuJOBGTrWQ}}


=External Links=
=External Links=
==Contributors==
Ben Reed, Karn
=Discussion Threads=
Discuss at [http://dreamcancel.com/forum/index.php?board=129.0 Dream Cancel]


{{Navbox XIV}}
{{Navbox XIV}}
[[Category:The King of Fighters XIV]]
[[Category:The King of Fighters XIV]]
[[Category:King of Dinosaurs]]

Latest revision as of 19:43, 17 December 2019

Movelist

(*) = EX OK

(!) = MAX OK


Throws

Dyna Bomb - close / +

Dyna Buster - close / +

Command Normals

Rex Head - +

Yucatan Punch - +

Special Moves

Zetsumetsu Hurricane - + / *

Assault Raptor - + / *

Ankylo Hammer - + / *

Ankylo Hammer (Brake) - after or Ankylo Hammer,

Giga Compy - + / *

Super Special Moves

Super Zetsumetsu Hurricane - + /  !

Dinner of Dinosaur - + /  !

Climax Desperation Move

Tyra Mosa Dread Carno Gaoh! - +

Quick Combo Reference

Quick Combo Reference

Notation Key (place notation here)

0 Meter

Anywhere
Low, Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) = 231 dmg

1 Meter

Corner
Anywhere
Low, Anywhere

(Combo 1) = (damage number here) dmg
(Combo 2) = (damage number here) dmg
(Combo 3) = (damage number here) dmg

2 Meters Anywhere (Combo 1) = (damage number here) dmg

Gameplay Overview

The King of Dinosaurs is a slow, "power"-style grappler like Daimon or Maxima. Since he lacks the mobility to be highly aggressive like Clark or Ramon, the King must rely on slow, careful movements to provoke his opponents into making big, punishable mistakes. In exchange for his low mobility, he has several armored normal and special attacks with which to deflect projectiles, jump-ins, and pokes and attempt a free punish. He also has a fast command grab to punish otherwise minor mistakes, and a long-ranged jump D with which to poke or lock off air space. He gains even more and better armored and punishment tools in MAX mode via his EX Assault Raptor and EX Zetsumetsu Hurricane. With that said, the King's low mobility is his biggest problem by far -- he has some good offensive and defensive moves, but can seriously struggle against many opponents to gain or keep the ranges where they work best. His combos are simple enough for beginners to perform, but the difficulty of his neutral game makes him better suited for experienced players who can work better around his limitations. But if you want to learn how to play a strong defensive style, the King of Dinosaurs is an excellent platform to teach you the fundamentals of smart defensive grappling.

Normals

Standing


st. A:

  • 5F / -2
  • Good anti-air/hop check due to its range and height.
  • Whiffs on crouching opponents.
  • Against an opponent who will stay grounded, use cr.A instead.
  • This normal is not spammable, so mis-timing this can result in a running opponent catching KoD with a cr.B st.B max mode confirm

st. B:

  • 6F / -2
  • Dino’s best poke for 1-bar quick max confirming (st.B BC cl.C).
  • Cancellable
  • Does not hit low.
  • Will combo to A Zetsumetsu Hurricane except at nearly max range
    • Effective whiff punish, though not confirmable
    • If st.B xx hcb+A is blocked, opponents may need to move forward first to punish
  • At the correct ranges, this can be cancelled to Assault Raptor (qcf+B/D) as a mixup
    • If an opponent backdashes the st.B that is cancelled to Assault Raptor, the opponent will be airborne and Assault Raptor will whiff. Moreover, the opponent will recover fast enough to punish with a full combo.

st. C:

  • 16F / -2
  • Has upper-body autoguard a few frames after startup.
  • Super cancellable.
  • Will whiff on shorter crouching opponents (think Iori or smaller).
  • The armor on this move makes it useful both for plowing through slow C/D pokes, as well as slapping away high fireballs (King, Andy, Mai, etc.).
  • Its major vulnerability is crouching moves, so it should be used against opponents conditioned to stand block or poke standing.

st. D:

  • 15F / -8
  • Hits high, but starts up slowly.
  • The hitbox reaches surprisingly far under this move, allowing it to whiff punish some crouching normals with good spacing. However, st.B and cr.D are usually easier whiff punish tools, and cr.C is usually a better anti-air.

Close

cl. A

  • Minus on block, but special/super-cancellable and chains to command normals, as well as to cr.A.

cl. B:

  • Minus on block, but special-cancellable. Comparable activation range to cl.A.

cl. C:

  • Slow
  • Cancellable. Primarily combo filler, but chokes off a decent amount of space right in front of KoD to stuff the startup of jumps.

cl. D:

  • Forces stand on hit.
  • Cancellable
  • Does 80 damage.
  • After jump-ins, use cl.C instead to continue confirm, since cl.D is usually too slow to combo.

Crouching

cr. A:

  • Good range and speed
  • Chains into itself
  • Spammable on whiff
  • Cancellable
  • Vulnerable to super-low-profile moves a la Iori/Sylvie cr.B (may have changed in ver. 2.00).
  • Staple pressure tool since it's self-chaining and confirmable (but not from too far away)

cr. B:

  • Minus on block
  • Can be effective for low one-bar confirm (cr.B BC cl.C)
  • Hits low, chains to cr.A and cl.A for confirm.
  • Max range cr.B cr.A cr.A Quick Max confirm does not combo to cl.C midscreen.
  • Can reach with Zetsumetsu Hurricane (C ver.) after this is blocked.

cr. C:

  • Anti-air
  • Has upper-body autoguard a few frames after startup.
  • Unsafe on block, so should be cancelled to Rex Head (safer on block) unless the opponent is airborne and close to the ground.
  • Cancellable
  • Can hit behind KoD sometimes, but usually has tendency to whiff against crossover jumps.
  • If this resets an opponent at close range, KoD will switch sides with the opponent.
  • Very slow recovery on whiff.

cr. D:

  • Double sweep (hits low, either hit can knock down)
  • 1st hit cancellable
  • 2nd hit minus on block.
  • True blockstring.
  • Safe pushback on block
  • Vulnerable to whiff punishes and guard cancel roll punishes.

Jumping

  • j. A: Fast, long-ranged, and decently active, but its hitbox is so high in the air that it's very difficult to air-to-air many hop attacks with this move. Best reserved for very high air-to-air defense; otherwise, stay on the ground and anti-air with b+A, cr.C, or st.A.
  • j. B: A nice deep jump-in, and despite how it looks, actually a better low jump air-to-air than j.A. It has a similar active window and enough speed and a protected-enough hurtbox to reliably stop many air-to-air attacks that lack the extreme range of a j.D (in which case the King can frequently win from a vertical jump if he jumped higher than Iori).
  • j. C: The King's deepest jump-in. Mostly a combo starter and frontal jump-in, but can be a decent air-to-air from a high vertical jump as well. Can cross up if you aim to hit the opponent with Dino's ass.
  • j. D: The King's most reliable jump zoning move, with huge horizontal range to protect his hurtbox. Its only drawback is that it doesn't reach very deep, so it's prone to whiffing on crouching opponents if done too early from a jump. Mix this move in with empty vertical and backward hops and you may see some opponents land on it.

Blowback

  • st. CD: Not a whole lot of range by Dino's standards, but it's decently fast and positive on block, which is rare for Dino. Midscreen, you can run up and get a qcb+D bite for an OTG combo.
  • j. CD: Not a good crossup move despite how it looks (sorry Zangief fans), but is quite fast for a Dino normal, making it a decent air-to-air and good, safe hop pressure tool. Hop after your opponent does a big hop attack and let it rip for best whiff-punishment results.

Throws

Dyna Bomb - (b/f+C) close

  • KoD grabs the opponent and throws them into the wall
  • Can be broken
  • Soft knockdown. Can OTG with Giga Compy, but only if the opponent fails to tech roll. Will un-corner the opponent if they are deep in the corner when thrown with Dyna Bomb.

Dyna Buster - (b/f+D) close

  • Mesozoic German suplex.
  • Can be broken
  • Hard knockdown. Switches sides with the opponent.

Command Moves

Rex Head - f + A

  • Overhead when performed standalone. Blockable high/low when chained into. Combos from C/D normals.
  • Has upper-body autoguard shortly before the active frames (compare to st.C)
  • Not special-cancellable, but is super-cancellable and MAX-cancellable for a combo
  • Minus but safe on block. Soft knockdown on air hit


Yucatan Punch - b + A

  • Can only hit aerial opponents, but is special/super-cancellable
  • Too slow to use on reaction in most cases, must read jumps and use in advance.
  • Inflicts float state on air hit, can juggle with anything afterwards
  • Has upper-body autoguard a few frames after startup, but can be safe jumped by hop attacks if activated too late. Nevertheless, one of the King's best anti-air attacks

Special Moves

Zetsumetsu Hurricane - hcb + A/C

  • A version starts up fastest, can combo from A/B normals
  • C version starts up slower but has full-body autoguard shortly after startup throughout active frames
  • Hard knockdown, but leaves KoD a fair distance away from his opponent. Still, his most damaging 0-bar combo ender

EX: Starts up fast like A version, moves forward about 1/4 screen, full-body autoguard. Great for plowing through pokes for a knockdown.


Ankylo Hammer - qcf + A/C

  • A version starts up faster, does 2 hits, recovers faster. Combos from A/B normals. Soft knockdown on 2nd hit. Can cancel with Break on 1st hit.
  • C version starts up slower, does 3 hits, recovers slower. Hard knockdown on 3rd hit. Can cancel with Break on 2nd hit.
  • 2nd hit of C version will hit opponents OTG for a re-float. 1st and 2nd hits super-cancellable, but non-MAX Dinner of Dinosaur will not juggle fully.

EX: 3 hits, 3rd hit inflicts wall bounce. Unsafe on block. Cannot be cancelled with Break. Combo filler.

Break - AB
  • Cancels Ankylo Hammer before the final hit
  • Breaking A version is -3(?) on block, safe to all non-grab punishment. Breaking C version is unsafe to A/B normals and fast cl.C/D's.


Assault Raptor - qcf + B/D

  • B version flies a short distance forward, D version flies farther
  • Cannot hit aerial or crouching opponents, very punishable on whiff
  • Mostly useless, but occasionally useful to whiff punish ground fireballs (Iori, Terry)

EX: Will grab crouching opponents. Significantly faster to start up and travels farther at a faster speed. A very good long-range punish on projectiles at neutral, but not projectile-invulnerable.


Giga Compy - qcb + B/D

  • Hits opponent OTG. Can hit standing or crouching opponents, blockable mid. Hard knockdown.
  • Flings opponent behind and away from KoD (about a screen length)
  • A damaging combo ender, provided you're willing to live with the side switch + distance afterwards

EX: Faster startup, easier to use after midscreen hard knockdowns like EX Ankylo Hammer inflicts.

Super Special Moves

Super Zetsumetsu Hurricane - hcb, hcb + A/C

  • Both grabs very fast (1f)? startup. Not invulnerable. If opponent is not already within range when KoD activates the super, he'll run forward a short distance, continuing to look for the grab.
  • Has a ton of active frames due to KoD's running animation, so it can actually be a legit whiff punish, or just grab players who impulsively hold down-back after a big whiff.
  • KoD runs forward about 1/4 screen before he gives up on the grab. Very punishable on whiff, of course.

MAX: More damage, same startup speed, same distance travelled, still no invulnerability.


Dinner of Dinosaur - qcf, qcf + B/D

  • Startup is not invulnerable. Gap between the 4th and final hits where you can slip in a 1f grab and punish.
  • Massively unsafe on block or guard-cancel roll. Only useful as combo filler/ender.
  • Will hit aerial opponents, but opponent will frequently fall out of the last hits unless the juggle is carefully engineered.
  • Hard knockdown. Can OTG afterwards with Giga Compy.

MAX: Adds an additional hit that hits overhead for more damage. Cannot OTG afterwards due to additional recovery.

Climax Super Special Moves

Tyra Mosa Dread Carno Gaoh! - hcb, hcb + BD

  • Fully invulnerable startup
  • Reaches high, but slow startup makes it vulnerable to safe jump setups
  • Carries opponent about 1/3 stage on success

Combos

  • (any special information about the character combos if needed)

Notation

Rush Auto Combo

Meterless: Minus but safe on block for 2nd and 3rd hits. A good 0-bar route from cr.B because it results in the most meterless damage from that starter.

1 Meter: Ends with Dinner of Dinosaur. Slightly wasteful on hit because there's no special before the super, but you can OTG afterwards to recover some damage.

EX: The least efficient version since you can't OTG after MAX Dinner of Dinosaur.

0 meter

Anywhere

  • cr.B, cr.A, hcb+A (197 DMG)
  • cr.B, cl.A, Rush Combo (224 DMG)
  • st.B, qcf+A, (AB) (58/94 DMG)
  • st.B, hcb+A (182 DMG)
  • cl.D, qcf+C (191 DMG)
  • cl.D, qcf+C, AB, cr.D (218 DMG)
  • cl.D, hcb+A (232 DMG)
  • st.CD, dash or qcf+B/D (whiff), qcb+B/D (177 DMG)
  • b+A (air hit), cr.D (151 DMG)
  • j.CD (counter hit), st.CD (171 DMG)

Corner only

  • b+A (air hit), qcf+C, AB, cl.C/cr.C (204 DMG)
  • st.CD, qcf+C (2nd), AB, cl.C/cr.C (165 DMG)
  • st.CD, st.B, hcb+A (228 DMG)

( ^^^ Works only from st.CD max range or meaty hit (hit with last active frame) )

  • j.CD (counter hit), qcf+C, AB, cl.C/cr.C (229 DMG)
  • j.CD (counter hit), b+A, qcf+C (276 DMG)

1 meter

Anywhere

  • cr.B, cr.A, qcf+A (1 hit), SC, qcfx2+B/D, qcb+B/D (323 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcb+BD (309 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcb+BD (391 DMG)
  • f+A, BC, cl.D, qcf+AC, qcb+BD (334 DMG)

No corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC (275 DMG)
  • cl.D, f+A, SC, qcfx2+B/D, qcb+B/D (387 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC (357 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+AC (300 DMG)
  • b+A (air hit), BC, b+A, qcf+AC (255 DMG)

Near corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC, qcb+B/D (335 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (417 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+AC, qcb+B/D (360 DMG)

Corner only

  • b+A (air hit), BC, b+A, qcf+AC, qcf+C (315 DMG)

2 meters

Anywhere

  • cr.B, cr.A, qcf+A, SC, hcbx2+AC (377 DMG)
  • cr.B, cr.A, qcf+A, SC, qcfx2+BD (376 DMG)
  • cl.D, f+A, SC, qcfx2+BD (443 DMG)

No corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (428 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (510 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, qcfx2+BD (453 DMG)
  • b+A (air hit), BC, b+A, qcf+C (2 hits), SC, qcfx2+BD (438 DMG)

3 meters

Anywhere

  • cr.B, cr.A, qcf+A (1 hit), SC, hcbx2+BD (459 DMG)
  • b+A (air hit), BC, b+A, qcf+C (2 hits), SC, hcbx2+BD (526 DMG)

No corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (493 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C (2 hits), SC, hcbx2+BD (575 DMG)
  • f+A, BC, cl.D, qcf+AC, qcf+C, (2 hits), SC, hcbx2+BD (518 DMG)

4 meters

No corner

  • cr.B, cr.A, qcf+A(1), SC, qcfx2+B/D(4), CC, hcbx2+BD (526 DMG)
  • cl.D, f+A, SC, qxfx2+B/D(4), CC, hcbx2+BD (605 DMG)
  • b+A (air hit), qcf+C(2), SC, qcfx2+B/D(1), CC, hcbx2+BD (547 DMG)

Near corner

  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (530 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+AC(2), qcf+C(2nd), SC, hcbx2+BD (612 DMG)

5 meters

  • cr.B, cr.A, qcf+A(1), SC, qcfx2+BD(4), CC, hcbx2+BD (544 DMG)
  • cr.B, cr.A, BC, cl.C, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (553 DMG)
  • cl.D, f+A, BC, cl.D, qcf+AC, qcf+C(2), SC, qcfx2+BD(3), CC, hcbx2+BD (635 DMG)

Misc

Frame Data

King of Dinosaurs KOFXIV Frama Data Link

Videos

KoF XIV: K.O.D. Beginner Breakdown

KOF XIV Karn Dinosaur compilation

King of Dinosaurs Slow Motion Hitboxes

External Links

Contributors

Ben Reed, Karn

Discussion Threads

Discuss at Dream Cancel

The King of Fighters XIV
System

NotationFrame DataMovementDefensive SystemsOffensive SystemsThe Power Gauge

Characters

AliceAndy BogardAngelAntonovAthena AsamiyaBandeiras HattoriBenimaruBilly KaneBlue MaryChang KoehanChin GentsaiChoi BoungeClarkGang-IlGeese HowardGoro DaimonHeidernHeinIori YagamiJoe HigashiK'Kim KaphwanKing of DinosaursKingKukriKula DiamondKyo KusanagiLeona HeidernLove HeartLuongMai ShiranuiMatureMaximaMeitenkunMianMui MuiNajdNakoruruNelsonOswaldRalf JonesRamonRobert GarciaRock HowardRyo SakazakiShun'eiSie KensouSylvie Paula PaulaTerry BogardTung Fu RueVanessaVerseViceWhipXanaduYamazakiYuri SakazakiZarina