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The King of Fighters XV/King of Dinosaurs: Difference between revisions
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{{CharNavbox_XV}} | {{CharNavbox_XV}} | ||
<section begin="image"/>[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy.]]<section end="image"/> | <section begin="image"/>[[File:KOFXV KOD Profile.png|thumb|King of Dinosaurs is a mysterious heel wrestler who wears a tyrannosaurus mask. His true identity is unknown. He is capable of taking down seasoned martial artists with his powerful wrestling moves.<br/>He joins Ramón together in the newly-formed G.A.W. and aims to become the fiercest dinosaur in the galaxy. | ||
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;"> | |||
<big>'''Jump:''' 40f | |||
<br>'''Hop:''' 35f | |||
<br>'''Backdash:''' 28f | |||
<br>'''Run Speed Ranking:''' 9 | |||
</big></div>]]<section end="image"/> | |||
{{TOClimit|3}} | {{TOClimit|3}} | ||
==Movelist== | ==Movelist== | ||
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|name=jump A | |name=jump A | ||
|input=j.A | |input=j.A | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Quick, low-commitment air-to-air | |description2=* Quick, low-commitment air-to-air | ||
}} | }} | ||
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|name=jump B | |name=jump B | ||
|input=j.B | |input=j.B | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2= | |description2= | ||
Very fast, and hits pretty far below, in front, and behind dino. Combos into 2B on hits from pretty high in your jump/hop arc as well, allowing for good confirms. | Very fast, and hits pretty far below, in front, and behind dino. Combos into 2B on hits from pretty high in your jump/hop arc as well, allowing for good confirms. | ||
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|name=jump C | |name=jump C | ||
|input=j.C | |input=j.C | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Formidable jumping normal that can be difficult to anti-air. Can cross up, but requires full jump height to do so. | |description2=* Formidable jumping normal that can be difficult to anti-air. Can cross up, but requires full jump height to do so. | ||
}} | }} | ||
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|name=jump D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|captions= Hop Version (Hitbox), Jump Version | |||
|description2=* Has long horizontal reach in front of Dino, making this a decent option for controlling space. | |description2=* Has long horizontal reach in front of Dino, making this a decent option for controlling space. | ||
}} | }} | ||
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*Done raw, standing hits can be followed up with 2D xxx 236C for respectable damage, while airborne hits can use the same follow-ups done after a 236AC wallbounce (and thus have many of the same drawbacks at certain screen positions). | *Done raw, standing hits can be followed up with 2D xxx 236C for respectable damage, while airborne hits can use the same follow-ups done after a 236AC wallbounce (and thus have many of the same drawbacks at certain screen positions). | ||
*Can be used in combos starting with heavy attacks. Here, the crumple can be picked up with 2C for highly damaging, meter positive combos. | *Can be used in combos starting with heavy attacks. Here, the crumple can be picked up with 2C for highly damaging, meter positive combos. | ||
}} | |||
====AdvanceStrike==== | |||
{{FrameDataCargo-KOFXV | |||
|moveId=kod_214cd | |||
|description= | |||
*Same animation and range as his CD. | |||
* The throw counter is at the feet. | |||
}} | }} | ||
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|name=Rex Head | |name=Rex Head | ||
|input=6A | |input=6A | ||
|captions= Raw Version (Hitbox), Cancel Version | |||
|description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO. | |description=* Slow standing overhead. Punishable on block but can be made safe if spaced correctly. Can cancel into supers on hit or extended with quick max, but be aware that either option suffers from quite a bit of scaling and should only be used to secure a KO. | ||
*Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game. | *Loses its overhead property when used in combos but becomes special cancelable. Has a bad tendency to whiff if even slightly misspaced, so 4A is typically preferred in combos wherever possible. That said, 6A is the superior command normal for pressuring blocking opponents and is a critical tool in Dino's guard crush game. | ||
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|name=Zetsumetsu Hurricane | |name=Zetsumetsu Hurricane | ||
|input=63214A/C/AC | |input=63214A/C/AC | ||
|captions= A Version (Hitbox), C Version (Hitbox), , EX Version | |||
|description3= * Dino's command grab. All versions give hard knockdowns. | |description3= * Dino's command grab. All versions give hard knockdowns. | ||
* '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous. | * '''A version''' Starts up instantly, giving Dino punishes to typically safe moves. The range is on the short side but can also be cancelled into, making his 5B counterpokes quite dangerous. | ||
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|name=Assault Raptor | |name=Assault Raptor | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|captions= B Version (Hitbox), D Version, EX Version | |||
|description3=* Dino leaps forward to bite the opponent before kicking them away. All versions cause a hard knockdown, but advantage is dependent on screen position (e.g. more pressure opportunities on a cornered opponent). Quite a bit of landing recovery on whiff. | |description3=* Dino leaps forward to bite the opponent before kicking them away. All versions cause a hard knockdown, but advantage is dependent on screen position (e.g. more pressure opportunities on a cornered opponent). Quite a bit of landing recovery on whiff. | ||
* '''B version''' Dino leaps forward a short distance before landing. Capable of threatening with this move at the max range of 5B and 2B -regardless of hit or block- and low crushes reflexive mashing. Usually goes sailing over the opponent if not correctly spaced. | * '''B version''' Dino leaps forward a short distance before landing. Capable of threatening with this move at the max range of 5B and 2B -regardless of hit or block- and low crushes reflexive mashing. Usually goes sailing over the opponent if not correctly spaced. | ||
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|name=Ankylo Hammer | |name=Ankylo Hammer | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|captions= A Version (Hitbox),,, C Version,,,, EX Version | |||
|description3=* '''A version''' Dino swipes twice with his claws. Can combo from lights but whiffs at max 2A range. The first hit is super cancellable, while the second hit blows the opponent away for a soft knockdown. The second hit can also connect OTG but isn't particularly useful. Negative on block, but pushes Dino decently far away from his opponent. An important pressure tool, 236A can be input as a half-circle motion to option select a command throw against opponents trying to roll past Dino. | |description3=* '''A version''' Dino swipes twice with his claws. Can combo from lights but whiffs at max 2A range. The first hit is super cancellable, while the second hit blows the opponent away for a soft knockdown. The second hit can also connect OTG but isn't particularly useful. Negative on block, but pushes Dino decently far away from his opponent. An important pressure tool, 236A can be input as a half-circle motion to option select a command throw against opponents trying to roll past Dino. | ||
* '''C version''' Dino swipes three times, with the final hit spiking the opponent into a hard knockdown. The full sequence moves Dino a half-screen distance. There is a small gap between the second and third hit, allowing the opponent a window to reversal. Super cancels on the second and third hits, and the second hit can connect OTG. Very negative on block. Primarily used as a combo ender, or done raw to challenge the horizontal space in front of Dino. | * '''C version''' Dino swipes three times, with the final hit spiking the opponent into a hard knockdown. The full sequence moves Dino a half-screen distance. There is a small gap between the second and third hit, allowing the opponent a window to reversal. Super cancels on the second and third hits, and the second hit can connect OTG. Very negative on block. Primarily used as a combo ender, or done raw to challenge the horizontal space in front of Dino. | ||
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|name=Ankylo Hammer (Brake) | |name=Ankylo Hammer (Brake) | ||
|input=236A/C~AB | |input=236A/C~AB | ||
|captions= A Version (Hitbox), C Version (Hitbox) | |||
|description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner. | |description2=* '''A version''' Brakes after the first claw swipe and leaves the opponent standing. Slightly negative on block, but the pushback allows Dino to potentially keep his turn regardless. Useful for bullying opponents in the corner. | ||
* '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C. | * '''C version''' Brakes after the second claw swipe. Launches the opponent into a juggle state on hit, leading to huge damage in the corner. Quite negative on block, but if spaced correctly can be made safe and can even bait opponents expecting to reversal between the second and third hit of 236C. | ||
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|name=Giga Compy | |name=Giga Compy | ||
|input=214B/D/BD | |input=214B/D/BD | ||
|captions= Normal Version (Hitbox), EX Version (Hitbox) | |||
|description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances. | |description3=* Dino bites the opponent's feet and hurls them over his shoulder for a hard knockdown. All versions hit mid, despite appearances. | ||
*'''B''' and '''D versions''' of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B. | *'''B''' and '''D versions''' of this move have the same frame data and damage and can hit opponents OTG. Primarily used to throw opponents back into the corner after a suboptimal 236AC wall bounce or simply to tack on some additional damage after 236236B. | ||
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|name=Chicxulub Buster | |name=Chicxulub Buster | ||
|input=4214B/D/BD | |input=4214B/D/BD | ||
|captions= B Version (Hitbox), D Version, EX Version | |||
|description3=* "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner. | |description3=* "Anti-air" hit grab that whiffs on grounded opponents. Hitbox is narrower than the animation suggests. Can be used as a juggle combo ender after 4A or after far 5D in the corner. All versions give a hard knockdown, but are launched quite far from Dino unless near the corner. | ||
* '''B version''' Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino. | * '''B version''' Comes out the fastest, but has no invulnerability. As the damage of this move only occurs after a successful grab, trades against jump ins are super unfavorable for Dino. | ||
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|name=Super Zetsumetsu Hurricane | |name=Super Zetsumetsu Hurricane | ||
|input=6321463214A/C/AC | |input=6321463214A/C/AC | ||
|captions= Normal Version (Hitbox),, Max Version | |||
|description2=* Command grab super with a very satisfying cinematic. Can be cancelled into. | |description2=* Command grab super with a very satisfying cinematic. Can be cancelled into. | ||
* '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown. | * '''A or C version''' 3 frame startup with large immediate range. If done outside throw range, Dino dashes about half-screen forward to grab, but this can be jumped on reaction. Grants a hard knockdown. | ||
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|name=Dinner of Dinosaur | |name=Dinner of Dinosaur | ||
|input=236236B/D/BD | |input=236236B/D/BD | ||
|captions= Normal Version (Hitbox),, Max Version | |||
|description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch. | |description2=* '''B or D version''' Dino charges forward gnashing his teeth, ending with an upwards launcher. Some upper body invulnerability. Easy cancel after 236A or C and at the end of max range pokes. Importantly, this move recaptures airborne opponents, thereby guaranteeing a cancel into 6321463214AC if done before the final launch. Can be followed up with 214X or Climax post-launch. | ||
* '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax. | * '''BD version''' Same start up as the one bar version, but with full invincibility. Ends with damaging forward flip that hits as an overhead. The impact of the flip can be cancelled into Climax. |
Revision as of 14:11, 4 July 2024
Movelist
(*) = EX OK
(!) = MAX OK
(Midair Only) = Can only be done in the air.
Throws
Command Normals
Special Moves
Zetsumetsu Hurricane - + / (*)
Super Special Moves
Super Zetsumetsu Hurricane - + / (!)
Climax Super Special Moves
Quick Combo Reference
0 Meter |
2B > 2A > 63214A |
( = 197 dmg |
0.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, 4A > 4214D |
( = 300 dmg |
1 Meter |
2B > 2A > 236A(1) > 236236B, 214B |
( = 322 dmg |
1.5 Meter |
(not corner) 2B > 2A > 2A > 236AC, [delay if far from corner] 236C(2) > AB, 5D > 236236B, 214B/D |
( = 387 dmg |
Gameplay Overview
Big, slow, and powerful, the King of Dinosaurs is an unconventional grappler who uses the threat of his strong corner carry game to bully opponents. Use his 2A and 5B as dominant neutral pokes that easily convert into his 63214A Zetsumetsu Hurricane command grab for a hard knockdown, or 236AC Ankylo Hammer for a wallbounce followup. His far 5C, 2C, 4A and 63214C command throw all have guard point properties, allowing Dino to blow through predictable attacks and fireballs, force his turn on defense, and in general make the opponent have to approach him differently from other characters. On block, Dino has brake options on his 236A/C Ankylo Hammer attacks that shred the guard bar and safely reset his pressure, as well as decent crossup options in jB and jC. Unfortunately, Dino's lumbering frame is his biggest liability, and he is easily outmaneuvered by much of the cast. While his guard point moves provide unique solutions to fireballs, he struggles against KOFXV's dedicated zoners and still must make good use of his movement options and occasional hard reads to close the distance. Additionally, he is vulnerable to up-close pressure as well, as seasoned opponents can navigate between his slow, committal defensive options if used carelessly. Play The King of Dinosaurs if you enjoy a methodical midrange game, unconventional offense that requires a lot of conditioning, and a cascade of hard knockdowns and explosive damage when everything works out. It is generally recommended to play him in either point or second position as only a handful of EX moves are required to enable his gameplan. |
|
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A
|
---|
Far B
far B
f.B
f.B
|
---|
Far C
far C
f.C
f.C
|
---|
Far D
far D
f.D
f.D
|
---|
Close Standing Normals
Close A
close A
cl.A
cl.A
|
---|
Close B
close B
cl.B
cl.B
|
---|
Close C
close C
cl.C
cl.C
|
---|
Close D
close D
cl.D
cl.D
|
---|
Crouch Normals
Crouch A
crouch A
2A
2A
|
---|
Crouch B
crouch B
2B
2B
|
---|
Crouch C
crouch C
2C
2C
|
---|
Crouch D
crouch D
2D
2D
|
---|
Jump Normals
Jump A
jump A
j.A
j.A
|
---|
Jump B
jump B
j.B
j.B
|
---|
Jump C
jump C
j.C
j.C
|
---|
Jump D
jump D
j.D
j.D
|
---|
Rush Moves
rush
cl.AA/cl.AAX
cl.AA/cl.AAX |
---|
Blowback
Blowback
Blowback
CD
CD
|
---|
ShatterStrike
Shatterstrike
236CD
236CD
|
---|
AdvanceStrike
AdvanceStrike
214CD
214CD
|
---|
jump CD
jump CD
j.CD
j.CD
|
---|
Throws
Dyna Bomb
Dyna Bomb
(close) 4/6C
(close) 4/6C
|
---|
Dyna Buster
Dyna Buster
(close) 4/6D
(close) 4/6D
|
---|
Command Moves
Rex Head
Rex Head
6A
6A
|
---|
Yucatan Punch
Yucatan Punch
4A
4A
|
---|
Special Moves
Zetsumetsu Hurricane
Zetsumetsu Hurricane
63214A/C/AC
63214A/C/AC
|
---|
Assault Raptor
Assault Raptor
236B/D/BD
236B/D/BD
|
---|
Ankylo Hammer
Ankylo Hammer
236A/C/AC
236A/C/AC
|
---|
Ankylo Hammer (Brake)
236A/C~AB
236A/C~AB
|
---|
Giga Compy
Giga Compy
214B/D/BD
214B/D/BD
|
---|
Chicxulub Buster
Chicxulub Buster
4214B/D/BD
4214B/D/BD
|
---|
Super Special Moves
Super Zetsumetsu Hurricane
Super Zetsumetsu Hurricane
6321463214A/C/AC
6321463214A/C/AC
|
---|
Dinner of Dinosaur
Dinner of Dinosaur
236236B/D/BD
236236B/D/BD
|
---|
Climax Super Special Move
Spiral Arm Excavation
Spiral Arm Excavation
2141236CD
2141236CD
|
---|
Misc
Alternate Colors